Devsisters became an international company by turning Cookie Run from a mobile runner into a connected entertainment franchise: games in several genres, releases across markets, regional publishing partnerships, trading cards, merchandise and cultural events. The company says the franchise had more than 300 million cumulative players across 248 countries and more than USD 1 billion in cumulative revenue by November 2025. Those are Devsisters-reported totals, not independently verified figures.
How Cookie Run began
Devsisters says it was founded in 2007 and built its games and services around Cookie Run. The franchise’s early foundation came with Cookie Run for Kakao, which the company’s producers say began in April 2013. In their retrospective account, the company was in severe financial difficulty in 2012, had reduced its staff by more than half, and had ten team members left when they committed to the project. This is the producers’ recollection, not an independently verified account of the company’s finances.
The premise was simple and adaptable: a Cookie escapes the Witch’s Oven rather than being eaten, and runs toward a better life. Devsisters says the story’s themes of hope and courage let its creators recast recognizable parts of the human world as Cookie characters. In the producers’ account, founder Jihoon Lee captured the ambition with the question, “Can Cookies contain everything of the human world?”
From a mobile runner to a franchise of games
Devsisters dates the franchise’s mobile-runner origins to OvenBreak in 2009. It later expanded Cookie Run into role-playing games, puzzle-adventure games and co-op action. That variety gave the company ways to revisit the same world through different kinds of play, rather than relying on one game format.
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CookieRun: Kingdom is one example of how a title could travel across markets: its official page records a worldwide release in January 2021 and an official China release in December 2023. The same page reports 60 million global players excluding China as of December 2024. That is a game-specific figure with a stated geographic exclusion; it is not the same measure as the franchise-wide cumulative player total.
How Devsisters entered markets around the world
The company’s timeline shows a mix of direct launches and local partnerships. CookieRun: Kingdom’s China release and the staged rollout of the Braverse trading card game illustrate territory-specific milestones. Devsisters records Braverse’s Taiwan release in February 2024, releases in Thailand, Singapore, Malaysia, Indonesia and the Philippines in December 2024, and a North American launch in July 2025. The timeline also lists regional publishing agreements, including Yostar for CookieRun: Tower of Adventures in Japan and VNGGames for CookieRun: Oven Smash in Asia.
These examples show the routes Devsisters has used to extend the franchise—worldwide releases, market-specific launches and regional partners—but release milestones alone do not establish how commercially successful each market entry was.
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What Devsisters reports about Cookie Run’s scale
In a November 26, 2025 announcement, Devsisters reported more than 300 million cumulative players across 248 countries and more than USD 1 billion in cumulative revenue for Cookie Run. These are franchise-wide totals reported by the company, not audited or independently verified figures in the sources cited here.
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The company also gave different country rankings for different measures. It said engagement in the prior year was highest in Korea, followed by the United States, China, Thailand and Russia. For cumulative revenue, its ranking was the United States, Korea, Taiwan, the United Kingdom and Canada. Engagement and cumulative revenue are distinct measures, so the lists should not be read as interchangeable rankings of overall popularity.
Why the universe now includes cards, merchandise and events
Cookie Run’s expansion is not limited to digital games. Braverse brings the characters into a trading card game, while Devsisters has also identified merchandise, exhibitions, pop-ups, esports and fan festivals as ways to extend the franchise. These formats give the company additional ways to connect with fans and present the same intellectual property outside a mobile-game session. The available company information documents the card game and regional launches, but does not establish current availability or pricing for particular products.
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What Devsisters announced for the next phase
In February 2026, Devsisters described a “CookieRun Universe” strategy designed to connect more than 500 characters and the Cookie world while allowing individual games to keep their own genres and stories. The announcement also said CookieRun: Kingdom would move into a second story act involving Timekeeper Cookie and crossovers with CookieRun: OvenBreak. These are company-stated strategic and story plans.
The company outlined projects that would take Cookie Run beyond its existing mobile-game footprint. It described CookieRun: OvenSmash as a real-time battle game, Project CC as a casual game, and Project N as an Unreal Engine open-world action RPG for PC, console and mobile with a planned 2029 release. Project AR was presented as a way to connect digital Cookie Run experiences with real-world encounters. These descriptions are announcements, not confirmation that unreleased projects have shipped.
Devsisters also reported more than 500 CookieRun characters and merchandise sales in January 2026 nearly ten times January 2025 sales. Both figures come from the company’s February 2026 strategy announcement; the sales comparison is a year-over-year comparison for those two months, not a recurring annual growth rate.
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The business logic behind the international growth
Cookie Run’s international reach rests on a combination of repeatable creative material and multiple ways to distribute it. A recognizable cast and setting can appear in distinct game genres, while market-specific releases and publishing partners offer routes into different territories. Trading cards, merchandise and live cultural formats add extensions beyond games. Devsisters’ announced strategy makes that cross-format approach explicit, although its future projects and their results remain uncertain until released.
For readers assessing the company’s growth, it helps to keep four distinctions clear: a franchise total is not a single-game count; cumulative players and revenue are not annual results; launches and partnerships are evidence of market reach, not proof of success in every region; and announced projects are not completed products.
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