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Palworld cost a billion yen to make, CEO says

in News
Gabriel Stanford-Reisingerby Gabriel Stanford-Reisinger
February 5, 2024

Pocketpair CEO Takuro Mizobe opened up a little bit on Palworld‘s development and its in-the-red cashflow before release. The game has gone on to be a smash hit, selling 12 million copies on Steam and accruing 19 million players across its two platforms.

In a lengthy Note post (via Insider Gaming), Mizobe opened up that the game ¥1 billion to make and that “budget control itself doesn’t meet the cost.” In the end, though, he also didn’t plan on making a “major game” when it came to Palworld. The studio — at the time of starting development — was only 10 people, and the goal was to release it fast, see the reactions and go from there.

The initial goal was releasing it in a year, but that didn’t happen, with Mizobe saying the game was “bad” and nowhere near releasable. He then realized he needed more money, manpower, and dev time to make the game something worth anything. That’s when budgeting really started going downhill, putting the Japanese developer in a situation to start borrowing money in order to continue operations while also hiring more and more people to increase its lackluster manpower.

In the end, Palworld has had quite a bit of time in the oven, with 40 more people having their hands in its development alongside outsourced aid. While many will continue to blast the game for alleged copyright infringement, it’s rather clear that the game has a sizable fan base and a company backing it that seems to enjoy the project it’s working on.

More Smash Jump: Luke talks about Deathbound’s demo, The Thaumaturge drops a new trailer, and James reviews Tekken 8.

Gabriel Stanford-Reisinger Editor-in-Chief

Gabe has been a gamer since he was young, playing games like Pajama Sam, Freddi Fish, Guitar Hero, and whatever looked cool on GameFly. Ever since 2018, he's been infatuated with the inner workings of the gaming and entertainment industries, covering a wide range of topics from video games to TV and film. Starting as a contributor for PSX Extreme, he's worked his way up to its Managing Editor. Using what's he learned over the years, he founded Smash Jump to remind everyone to smash jump.

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  • Gabriel Stanford-Reisinger
    Editor-in-Chief

    Gabe has been a gamer since he was young, playing games like Pajama Sam, Freddi Fish, Guitar Hero, and whatever looked cool on GameFly. Ever since 2018, he's been infatuated with the inner workings of the gaming and entertainment industries, covering a wide range of topics from video games to TV and film. Starting as a contributor for PSX Extreme, he's worked his way up to its Managing Editor. Using what's he learned over the years, he founded Smash Jump to remind everyone to smash jump.

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