Bunny Garden 2 Tops Steam in Japan, Ranks Third on Switch eShop
Bunny Garden 2 jumped to No. 1 on Steam’s paid chart in Japan and No. 3 on the Switch eShop, a sharp signal for quirky Japanese games.

Bunny Garden 2 climbed to No. 1 on Steam’s paid-game rankings in Japan and reached No. 3 on the Nintendo Switch eShop, where it sat behind Tomodachi Life and Pokémon Champions. For a qureate sequel built around an eccentric life-sim premise, the numbers suggest something bigger than a one-off novelty: Japanese players are still making room for small, weird, highly specific games that feel tailored to them.
That matters inside Nintendo’s orbit because the game did not arrive as a blockbuster from a top-tier franchise. qureate announced Bunny Garden 2 on March 12, set the release for April 16 on PC and Switch, and opened eShop preorders the same day at 3,132 yen including tax, with a 10% discount running for the first three weeks after launch. The sequel adds Kuron, voiced by Ruriko Noguchi, and Runa, voiced by Hina Natsume, while the new content pushes further into the series’ offbeat appeal with cosplay events, after-work outings, racetrack dates and the possibility of overnight trips as relationships deepen.
The first Bunny Garden already showed there was an audience waiting on Nintendo hardware. It launched on April 18, 2024, first on Nintendo Switch, and later had a planned PC and Steam release. On launch day, it reached No. 4 on the Nintendo Store download ranking, a sign that even a niche premise could break through quickly on Switch. The franchise also drew attention for its unusually simplified gambling mechanic, which sparked discussion about whether the design was meant to avoid triggering a gambling-related content rating.
The sequel’s performance lands at a moment when Japan’s console market is still expanding. According to market data cited by AUTOMATON, Japan’s original Switch added 1.52 million units in 2025, while the Switch 2 sold 3.784 million units by year-end, and hardware sales in Japan rose 149.3% year over year. In that environment, a relatively small wave of downloads can push an oddball title toward the top of the charts. For Nintendo’s developers, designers and localization teams, the signal is hard to miss: on Japanese platforms, a quirky concept with a clear audience can still outrun bigger names, especially when it lands at the right moment in the right format.
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