Digimon World -next 0rder- at #14 on the charts for the week of March 21st to 27th, plummeting from its #2 spot last week. -next 0rder- moved just 10,272 copies in its second week, putting its lifetime sales at 74,490 units. This is lower than just Digimon Story Cyber Sleuth's first week in Japan alone by about 2,000 copies. Moreover, -next 0rder- saw an 84% reduction in sales between week 1 and week 2, while Cyber Sleuth only saw a 74% reduction within the same period last year. The game also undersold 2013's Digimon World Re:Digitize Decode's second week by just 418 copies, despite surpassing it in week 1 sales. (Decode's reduction between week 1 and 2 was at 76%, and vanilla Re:Digitize's was at 64%.)
While its overall performance isn't particularly low for a Vita game, 74,000 in two weeks is not the kind of Digimon World miracle that Bandai wanted to see. -next 0rder- has eight weeks left to change impressions at store shelves before its retail cycle ends. The vast majority of games see continual dropoff throughout this period, although it's not impossible for a game to turn into a steady seller or make a turnaround due to external factors.
The next question in practical terms is how dramatic a decrease -next 0rder- will experience between its week 2 and 3 sales; the standard is around a 40% decrease, with Cyber Sleuth having experienced a 34% drop and Decode a 45% drop. However, Media Create only provides unit sales data for the top 20 games each week. If -next 0rder- drops off quickly enough, it may only appear in terms of its place compared to other games, without detailed sales data. This happened to Sleuth about six weeks after launch, and to Decode about four weeks in.