
Umamusume: Pretty Derby, winner of Best Mobile Game at The Game Awards 2025, is ready to race! Scout featured trainees and supporters as you navigate the immersive sports life simulation through the game's in-depth training system and top-of-the-line 3D graphics!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About
-- Umamusume. They are born to run. They inherit otherworldly names, and are inspirited by dreams most dramatic and wonderful. Now, they run ever forward. That, is their destiny. No one knows how the races that lie in their futures will end. Even so, they continue to run, aiming only toward the goal in front of them.
-- Each and every one of the runners sports a unique charm. It's up to you, the trainer, to lead them down the path of victory! You have but one goal—raise your Umamusume to her fullest potential and help turn her greatest dreams into reality. In order to reach these newfound heights, it's your job to participate in—and win—as many races as possible! Triumph awaits those who train hard and work to communicate. Only by cooperating will you take the crown!
-- Experience the thrilling stories of historic racers, such as:
Special Week (Voice: Azumi Waki)
Silence Suzuka (Voice: Marika Kono)
Tokai Teio (Voice: Machico)
Oguri Cap (Voice: Tomoyo Takayanagi)
Gold Ship (Voice: Hitomi Ueda)
Vodka (Voice: Ayaka Ohashi)
Daiwa Scarlet (Voice: Chisa Kimura)
Mejiro McQueen (Voice: Saori Onishi)
Symboli Rudolf (Voice: Azusa Tadokoro)
Rice Shower (Voice: Manaka Iwami)
Haru Urara (Voice: Yukina Shuto)
Nice Nature (Voice: Kaori Maeda)
...and so many more—over 20 Umamusume are searching for a trainer to help them achieve their goals!
-- Cheer for your favorite Umamusume and immerse yourself in exhilarating races and stunning performances in breathtaking 3D graphics. Up to 18 Umamusume compete in races against each other for first place—watch them go as you tune in to the game's incredibly realistic live commentary. And of course, stick around after the race to support the victor during a dazzling winning concert! Whether on the racetrack or the stage, raise the roof to each exciting new performance!
Genres
Sums Steam + Google Play only; App Store publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | Free | 0reviews | 94% | — | $0 |
| Free | 60.2Kratings | 82% | #78 | $8.8M |
Engagement
Reviews
Themes across 2392 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
TL;DR: Umamusume has a genuinely strong and satisfying training game buried under a progression system that is hostile to new and late players. You do not steadily grind toward the fun; you survive months of weak decks, scarce Carats, non-carrying 200-pull pity and duplicate-gated supports just to assemble the tools needed to play Career mode properly—while the meta continues moving ahead of you. Once your account is built, the game can be excellent. Building it from scratch is stagnant, exploitative and designed to make spending hundreds of dollars the only reliable way to bypass the waiting. Umamusume: A Strong Game Choked by Its Gacha Economy Umamusume has a genuinely good core: train characters through changing scenarios, build around support decks and inheritance, manage limited turns, and create different racers for different distances and strategies. The problem is that new players are not given fair access to that game. A fresh account can enter Career mode, but usually has one usable borrowed support and five weak, incomplete or mismatched cards. Most SSR supports are poor at low limit break, and many only become properly good around 3LB. Since MLB requires five total copies, pulling one SSR often gives you the name, artwork and events, but not a card strong enough to use. Support cards do not merely raise your final rank. They determine how the whole Career feels: bond speed, friendship training, training gains, support placement, Skill Point income, energy, mood, secondary stats and consistency. A weak deck makes the main game slower, flatter and less responsive even when the player knows what to do. Cygames does not merely sell extra power. It sells access to the more satisfying version of Career mode. The starting progression is also badly designed. Playing more Careers does not reliably solve the support deficit. Career mode gives trained Umas, fans, inheritance and finite mission rewards, but it does not provide a dependable repeatable path to current supports or limit breaks. The resources that matter—Carats, selectors and limit-break materials—are restricted by events, campaigns, logins and time. So the early game is less “grinding” and more surviving: Play with a poor deck, exhaust the available Carats, skip most banners, wait until you have enough for 200 pulls, wait for a banner strong enough to justify spending everything, then hope you pull enough copies for the card to become usable. The 200-pull pity is not generous protection. It is a hard commitment threshold. At 200 pulls you may select one featured copy. At 199, you cannot, and the progress does not meaningfully carry into a future banner. Worse, one pity guarantees only one copy. It does not guarantee 3LB, MLB, or even a card strong enough to enter the deck. Even 400 pulls guarantee only two exchange copies. A support needing four or five total copies can still remain incomplete after an enormous investment. One successful banner is nowhere near enough. A deck uses six supports. Even with one borrowed card, a new player still needs several owned supports that work together. Completing one card may leave the deck as one strong borrow, one strong owned card and four weak slots. Then the player must save again, wait again and gamble again across several more banners. The real entry requirement is not “save for one good banner.” It is “survive until several deeply funded banners have assembled most of a functional deck.” The economy also punishes experimentation. Because Carats are scarce and low-LB SSRs are weak, the rational strategy is to ignore most banners, avoid favourite characters if support growth matters, follow tier lists, hoard for months and dump everything into a small number of meta supports. For a game whose depth comes from deck building, its economy discourages players from exploring that deck building. The catch-up race is unfair because the target keeps moving. While a new player saves, scenarios change, preferred deck structures change, stronger supports arrive and old targets lose value. Veterans already own completed cards and can keep playing while evaluating replacements. New players are saving toward relevance while the definition of relevance moves forward. Old completed cards depreciate, new first copies are weak, replacing them requires deep duplicate investment, and those replacements will eventually depreciate too. The system does not preserve player investment. It creates repeated reasons to reinvest. Rental supports and fixed rental decks are workarounds, not solutions. They prove that a stronger starting experience is possible, but borrowed access does not build the player’s collection or give them real freedom. Once an account owns a coherent support core, Umamusume becomes much better. Career decisions matter, strong training turns happen, scenarios can be explored properly, builds become flexible and optimisation becomes enjoyable. But reaching that state from scratch—especially years after launch—is slow, stagnant, luck-dependent and exploitative. The game’s best form is placed behind months of waiting, extreme saving discipline, favourable duplicate luck or substantial spending. Cygames could fix the problem by making 0LB cards functional, moving key effects earlier, carrying pity between banners, giving more universal limit-break materials, improving repeatable Carat income or providing permanent competitive starter supports. Instead, it adds rentals (a feature in the JP version not in global, which partially and temporarily solves the entry gate problem of new players), free pulls, selectors and special banners that reduce abandonment while preserving the pressure to spend. That is not an accident. It is the business model. The honest verdict: Umamusume is not merely slow for beginners. Its progression is structurally hostile to late entrants. Playing more does not reliably solve the support deficit. Pity is a non-carrying 200-pull cliff. One pity guarantees only one often-incomplete copy. Most strong supports need several copies. One banner cannot build a deck. The meta advances while the player saves, and spending is the only reliable way to compress the process. Umamusume becomes a good game after the account is built. Building that account from scratch is the part designed to wear players down and monetise their impatience. Cygames does not merely sell advantages above the gameplay floor. It keeps the floor low, then sells players the means to climb high enough for the game to feel properly playable.
Media

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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Latest in each market: best AU #40, worst US #99 · 11 markets collected
US · last 30 days
Stats
Languages: English
| Free | 4.8Kratings | 92% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
umagreat
mambo mambo omatsuri mambo wasshoi mambo omatsuri mambo zabu zabu yura yura omatsuri mambo! ⡀⡀⡀⡀⡀⡀⢠⣾⣿⡿⠋⡀⡀⡀⡀⡀⡀⡀⣠⣾⣿⠿⣛⣛⣿⣿⣿⡀⡀ ⡀⡀⡀⢀⣀⣴⡾⠛⠉⡀⡀⡀⡀⡀⠄⢀⣤⣾⣿⣿⡿⠚⠉⡀⡀⡀⠉⠻⠄ ⣶⠾⠿⠛⠉⠁⡀⡀⡀⡀⡀⣒⣭⣴⣾⣿⣿⣿⣿⣿⣇⡔⡀⡀⡀⣀⢳⡄⠑ ⡀⡀⢀⣤⠂⡀⡀⡀⣀⣄⢷⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⡀⡀⠘⠛⢹⣿⡀ ⡀⡀⣾⣿⡀⡀⡀⡀⠙⠋⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⡀⣠⣤⡀⢸⣿⣠ ⡀⠘⣿⣿⡄⡀⢠⣤⣄⡀⣸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⣛⣿⣴⣿⣻⣿ ⡀⢠⣜⣿⣿⣤⣸⣿⣟⣴⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡏ ⡀⠘⣿⣷⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⢿⣿⣿⣿⣿⣿⣿⡇ ⡀⡀⠙⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢟⣭⣭⣭⣭⣭⣶⣿⣷⣻⣿⣿⣿⣿⠟⡀ ⡀⡀⡀⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⠻⣿⣿⣿⣿⣿⣿⠿⣣⣿⣿⣿⠟⠁⡀⡀ ⡀⡀⡀⡀⠈⠻⢿⣿⣿⣿⣿⣿⣿⣷⣦⣭⣭⣭⣥⣶⣾⡿⠟⠋
Nunca había sido tan feliz, pinche juego todo GOD
genuinely ass i cannot comprehend how ts is so popular. i could not enjoy it at all, it's like a lacking mobile game from 2017. the UI is making my eyes hurt and gives me headaches. also the existence of the girls makes no sense and is depressing as hell. wdym they are born with the sole purpose of competing and running and that is all they do and WANT to do? excellent worldbuilding, so uninspired and weird. visit r/horsegirls or some other fetish ♥♥♥♥ if you're into this
I really like this game because there's Curren Chan in it, and I like Curren Chan......
I just played it for discord orbs nothing else
¿ Cuando se puede empezar a apostar? ⡀⡀⡀⡀⡀⡀⢠⣾⣿⡿⠋⡀⡀⡀⡀⡀⡀⡀⣠⣾⣿⠿⣛⣛⣿⣿⣿⡀⡀ ⡀⡀⡀⢀⣀⣴⡾⠛⠉⡀⡀⡀⡀⡀⠄⢀⣤⣾⣿⣿⡿⠚⠉⡀⡀⡀⠉⠻⠄ ⣶⠾⠿⠛⠉⠁⡀⡀⡀⡀⡀⣒⣭⣴⣾⣿⣿⣿⣿⣿⣇⡔⡀⡀⡀⣀⢳⡄⠑ ⡀⡀⢀⣤⠂⡀⡀⡀⣀⣄⢷⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⡀⡀⠘⠛⢹⣿⡀ ⡀⡀⣾⣿⡀⡀⡀⡀⠙⠋⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⡀⣠⣤⡀⢸⣿⣠ ⡀⠘⣿⣿⡄⡀⢠⣤⣄⡀⣸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⣛⣿⣴⣿⣻⣿ ⡀⢠⣜⣿⣿⣤⣸⣿⣟⣴⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡏ ⡀⠘⣿⣷⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⢿⣿⣿⣿⣿⣿⣿⡇ ⡀⡀⠙⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢟⣭⣭⣭⣭⣭⣶⣿⣷⣻⣿⣿⣿⣿⠟⡀ ⡀⡀⡀⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⠻⣿⣿⣿⣿⣿⣿⠿⣣⣿⣿⣿⠟⠁⡀⡀ ⡀⡀⡀⡀⠈⠻⢿⣿⣿⣿⣿⣿⣿⣷⣦⣭⣭⣭⣥⣶⣾⡿⠟⠋
this is one of if not the most unenjoyable tutorials and entrances to a game ive ever played, not only is half of it loading, you cant even turn down the volume for more than 15-20 minutes, its blasting my ears and im SOFTLOCKED from going into the settings. i do not recommend if you DO play this game you have the patience of an ancient monk.
caballas
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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