Caussy operates Kauche (カウシェ), a Japanese 'discovery commerce' app where users raise digital crops in the Kauche Farm game to earn real groceries, browse other shoppers' posts, and buy food and daily goods surfaced by AI recommendations instead of search.

Japanese shoppers will buy without searching if shopping is fun — farm games that deliver real groceries can turn EC from an errand into a daily habit.

Cumulative funding reached ~¥4.6B by Jun 2025: a Series C with Delight Ventures as lead investor plus SMBC Capital, AG Capital, Pola Orbis Holdings and others in equity, and debt from the Japan Finance Corporation and UPSIDER Capital; a later capital/business alliance with DeNA included ~10 UX staff secondments (Kepple 2025-06-23, Asahi GLOBE 2026-07-20).

CEO Monna Kenpei founded Caussy in 2020 as a 'share-buying' group-purchase app, with the service starting Sep 2020. The efficiency-first model did not stick, and the company says it rethought shopping around enjoyment and accidental discovery rather than search-and-compare from 2023 onward.

From 2023 Caussy rebuilt Kauche as AI-driven discovery EC: products are scored on price, quality, reviews, click-through and purchase rates, and personalized timelines replace search results; Kauche Farm launched Oct 2023. Cumulative downloads rose from ~4M (May 2025) to 7M (Jul 2026), with GMV up ~25x and gross profit up ~90x from the pivot point by mid-2025. Funding reached ~¥4.6B cumulative in Jun 2025, followed by a DeNA capital/business alliance. On 2026-07-17 Caussy won the Startup World Cup 2026 Tokyo qualifier among ~250 applicants, earning a place at the Nov 2026 world finals in San Francisco.

Still scaling: 7M+ downloads and a ~¥6.2B annualized gross-profit pace as of Jul 2026, with a Startup World Cup 2026 world-finals slot in Nov 2026 and expansion ambitions beyond the ~9% of Japanese retail that is currently online.

Japan's ~9% e-commerce penetration meant most retail was still offline, so Caussy chose to expand the market with a habit-forming experience instead of fighting incumbents on price and delivery.

The farm game created an economic flywheel: players need in-app purchases or invites to grow crops, so entertainment itself drives transactions without search intent.

AI product scoring and social timelines let good products rise on real engagement (reviews, CTR, purchase rate), which the company argues is healthier for sellers than ad-driven search placement.

Deep engagement (daily visits, ~50 minutes, half of users returning every day) made the app a 'living sphere' rather than a utility, which is the moat search-based EC cannot copy.

When a category is stuck on search-and-price efficiency, compete on habit: let users earn real value through play, and the retention loop, not ads or price wars, becomes the growth engine.

As of 20 Jul 2026, Caussy's verified record: 7M+ cumulative downloads (reached 2026-07-01), ~¥6.2B annualized gross profit on 39 employees, ~¥4.6B cumulative funding, a DeNA capital/business alliance, and the Startup World Cup 2026 Tokyo qualifier title won 2026-07-17. The company says it will compete in the world finals in San Francisco in Nov 2026 and aims to prove Japan can still produce large consumer-tech companies, with a stated ambition to keep expanding discovery commerce beyond the share of Japanese retail currently shopping online.

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The sources

  1. スタートアップW杯東京予選、「カウシェ」優勝 ゲーム×ECの次世代買い物体験で世界へ 朝日新聞GLOBE+ (Asahi Shimbun Globe+) · globe.asahi.com ·
  2. カウシェ、シリーズCで累計調達額46億円に──"発見型EC"で月間訪問20回・滞在30分の購買体験を構築 Kepple (キープル) · kepple.co.jp ·
  3. お買い物アプリ「カウシェ」、累計700万ダウンロードを突破 毎日キレイ (PR TIMES release mirror) · mainichikirei.jp ·