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Enix

Company

420 documents in the library are about Enix, from writers such as Square Enix, Square Enix Holdings and PCF Group. Each has a summary and key insights with the page they come from.

Documents
420
newest 23 Oct 2026

Connections

The documents about Enix on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

Key figures from the reports

Documents about Enix

Cover of How Final Fantasy Went Old-School Again
20 min
Jason Schreier20 min

How Final Fantasy Went Old-School Again

Final Fantasy Resonance, released in 2026, represents a strategic pivot for Square Enix, reimagining the 2015 mobile gacha game Final Fantasy Brave Exvius as a traditional, premium console and PC role-playing game.

  • Square Enix released Final Fantasy Resonance in 2026 as a premium console and PC reimagining of the 2015 mobile gacha title Final Fantasy Brave Exvius.
  • The project successfully transitioned the mobile game into a traditional JRPG by removing free-to-play gacha mechanics and utilizing the company's signature HD-2D art style.
  • The game achieved early commercial traction with over 26,000 concurrent players on Steam shortly after its launch.
Jason SchreierOct 2026
Cover of Q2 2026 PC & Console Gaming Earnings Report
Article

Q2 2026 PC & Console Gaming Earnings Report

The Q2 2026 PC and console gaming earnings landscape is defined by significant performance gains driven by high-profile titles and a stark geographic concentration of capital.

  • Asian gaming companies hold approximately 97% of the combined $19.5 billion in net cash reported by the 12 major PC and console firms analyzed for Q2 2026.
  • The Q2 2026 earnings analysis covers 12 major industry players, split evenly between six Western companies (Electronic Arts, Take-Two, Embracer, CD Projekt, Paradox, Coffee Stain) and six Asian companies (Sony, Nintendo, Bandai Namco, Square Enix, Capcom, Pearl Abyss).
  • Significant growth jumps during the April–June 2026 quarter were primarily driven by performance and anticipation surrounding Crimson Desert, PRAGMATA, and Cyberpunk.
InvestGameSep 2026
Cover of Gamescom reaction, Clash Royale drama, Rovio's studio closure, Google's AI hypeman and more
18 min
Mobilegamer.biz18 min

Gamescom reaction, Clash Royale drama, Rovio's studio closure, Google's AI hypeman and more

The mobile games industry is currently experiencing a significant shift in market dominance, as evidenced by the recent Gamescom event in Cologne.

  • Supercell’s internal review of Clash Royale revealed that aggressive changes, such as removing the season shop, caused significant community backlash due to poor communication and lack of transparency.
  • Rovio is closing its Copenhagen studio and cancelling the hybrid card-action game Sonic Blitz, impacting approximately 20 employees.
  • Gamescom 2024 was dominated by Chinese publishers like Tencent, Hoyoverse, and NetEase, who are successfully launching cross-platform titles on mobile, PC, and console simultaneously, while Western studios increasingly lag in mobile integration.
Mobilegamer.bizAug 2026
Cover of Square Enix Holdings Q1 FY2027 Financial Results Briefing
Financial report9 pages

Square Enix Holdings Q1 FY2027 Financial Results Briefing

Square Enix Holdings reported strong financial performance for the first quarter of the fiscal year ending March 31, 2027, marking a successful start to the final year of its current medium-term business plan.

  • Square Enix reported strong Q1 FY2027 results with net sales of ¥78.4 billion (up ¥19.2 billion YoY) and operating income of ¥17.0 billion (up ¥8.0 billion YoY), achieving an operating margin of 21.7%.
  • The Digital Entertainment segment drove performance with a ¥17.0 billion increase in net sales, supported by growth across HD Games, MMO, and Smart Devices/PC Browser sub-segments.
  • Smart Devices/PC Browser profitability reached nearly 30% operating margin, driven by a shift from quantity to quality and the successful launches of 'DISSIDIA DUELLUM FINAL FANTASY' and 'DRAGON QUEST Smash/Grow'.
Square EnixAug 2026
Cover of The 10 Games I've Played Most On Steam
21 min
Jason Schreier21 min

The 10 Games I've Played Most On Steam

This analysis examines the personal gaming habits of a prominent industry commentator, focusing on the ten most-played titles on their Steam account.

  • Larian Studios' titles Baldur's Gate 3 and Divinity: Original Sin II are highlighted for their high-quality, non-filler combat systems and their ability to 'say yes to the player' through deep, interlocking mechanics.
  • CrossCode, a Zelda-like RPG, is noted for its brilliant concept of an MMO-within-a-game, earning 155.1 hours of playtime across multiple playthroughs.
  • Hundred Line Last Defense Academy is described as an extreme example of a slow-burn narrative, where the initial 30-hour playthrough functions primarily as a prologue to the actual game.
Jason SchreierAug 2026
Cover of The State of AI for Game QA
Article

The State of AI for Game QA

The gaming industry is increasingly turning to artificial intelligence to address the growing complexity of software testing and the rising costs associated with quality assurance.

  • Major studios are aggressively adopting AI for quality assurance, with EA utilizing AI for 85% of its testing and Square Enix targeting 70% automation of QA and debugging by late 2027.
  • Game QA remains a critical cost center, consuming up to 10% of total game budgets and fueling a billion-dollar testing services market that is growing at a 10% CAGR.
  • The industry is shifting toward 'black-box' testing, an integrationless approach that allows AI to play and test games without requiring code modifications, currently supported by startups like Modl.ai and Nunu.ai.
NaavikJul 2026
Cover of Weekly Industry Briefing: June 2026
Article

Weekly Industry Briefing: June 2026

The July 2026 industry briefing provides a comprehensive overview of significant developments within the global mobile gaming sector.

  • Xbox is cutting 3,200 jobs, spinning out four console game studios, and restructuring its mobile gaming division so that King and Mojang will report directly to Xbox boss Asha Sharma, recognizing them as significant platforms by monthly active players.
  • Meta has soft-launched 'Pocket,' an AI-powered 'TikTok for games,' which it acquired through the Gizmo team earlier this year.
  • Scopely is actively expanding its influence, rebranding Niantic's games team (responsible for Pokémon Go, Pikmin Bloom, and Monster Hunter Now) as Scopely Explore, and funding a new studio from the creator of Umamusume: Pretty Derby to strengthen its presence in the Japanese market.
Mobilegamer.bizJul 2026
Cover of King and the Xbox cuts, Meta's 'TikTok for games', alot of Scopely news, game closures, MTG, more
18 min
Mobilegamer.biz18 min

King and the Xbox cuts, Meta's 'TikTok for games', alot of Scopely news, game closures, MTG, more

The mobile games industry is currently navigating a period of significant structural realignment, marked by major workforce reductions at Xbox and a strategic pivot toward mobile-first engagement.

  • Microsoft is cutting 3,200 jobs across its Xbox division, with 1,600 layoffs announced immediately and the remainder occurring throughout the financial year, primarily impacting PC and console operations.
  • Meta has soft-launched 'Pocket,' an app that utilizes AI prompts to generate a TikTok-style feed of interactive mini-games, marking the company's latest attempt to enter the 'TikTok for games' market.
  • Pokémon Go has generated approximately $6.37 billion in lifetime in-app purchase revenue over its 10-year history, with 39% of revenue originating from the U.S. and 30% from Japan.
Mobilegamer.bizJul 2026
Cover of AI Is Making Everything More Expensive
Article

AI Is Making Everything More Expensive

The article argues that artificial intelligence is driving up costs across the gaming ecosystem, from hardware to talent and publishing.

  • AI is driving up hardware costs, with memory prices increasing by up to 400% in a year, making gaming hardware less accessible and potentially eliminating the sub-$500 PC market by 2028.
  • AI is increasing business risk for game publishers; for example, Google's Project Genie demo caused a sell-off of game makers' shares as investors became skeptical about the value of traditional game development.
  • The gaming industry workforce is shrinking, with pure-play game makers reducing headcount by 7.2% from 2022 to 2025, and major companies like Xbox, Sony, Ubisoft, Square Enix, and Perfect World experiencing significant layoffs.
SuperJoostJun 2026
Cover of Square Enix Holdings Financial Results: First Half of Fiscal Year Ending March 31, 2026
Financial report17 pages

Square Enix Holdings Financial Results: First Half of Fiscal Year Ending March 31, 2026

Square Enix Holdings achieved a notable improvement in profitability during the first half of the fiscal year ending March 31, 2026, despite a decline in net sales to ¥133.8 billion.

  • Square Enix reported 1H FY2026/3 operating income of ¥27.2 billion (up ¥6.1 billion YoY) and ordinary income of ¥28.5 billion (up ¥10.4 billion YoY), despite a decline in net sales to ¥133.8 billion.
  • The company is undergoing a 'three years to reboot' medium-term plan, which includes an overseas organizational restructuring expected to generate over ¥3 billion in annual cost savings.
  • Net sales declined due to a strategic shift from quantity to quality in the smart device sector and a reduced number of new comic releases in the Publication segment.
Square EnixJun 2026
Cover of Square Enix Holdings Financial Results Briefing: Q1-Q3 FY2026/3
Financial report12 pages

Square Enix Holdings Financial Results Briefing: Q1-Q3 FY2026/3

Square Enix is currently executing a strategic pivot from a volume-based production model to a quality-focused approach, aiming to stabilize long-term profitability through structural reform.

  • Square Enix revised its full-year FY2026/3 profit forecasts upward, increasing operating income by ¥8.0 billion to ¥49.0 billion and profit attributable to owners of the parent by ¥10.1 billion to ¥27.0 billion.
  • Consolidated Q1-Q3 FY2026/3 results showed net sales of ¥215.4 billion (down ¥33.1 billion YoY) but improved profitability, with operating income rising by ¥13.0 billion to ¥46.3 billion.
  • The Digital Entertainment segment's operating margin improved significantly to 29% from 17.3% in the prior year, driven by a strategic shift from quantity to quality under the company's '3-year reboot' plan.
Square EnixJun 2026
Cover of Square Enix Holdings Financial Results Briefing: Fiscal Year Ended March 31, 2026
Financial report23 pages

Square Enix Holdings Financial Results Briefing: Fiscal Year Ended March 31, 2026

Square Enix achieved a significant pivot toward operational efficiency during the fiscal year ended March 31, 2026, prioritizing high-quality output over sheer volume.

  • Square Enix reported FY2026/3 consolidated net sales of ¥297.6 billion and an operating income of ¥54.7 billion, achieving an operating margin of 18.4%, a 5.9 percentage point increase year-on-year.
  • The Digital Entertainment segment's HD Games division saw net sales rise to ¥76.5 billion and operating income jump to ¥14.1 billion, driven by the strong performance of 'Life is Strange: Reunion' and 'DRAGON QUEST VII Reimagined'.
  • Square Enix is shifting to a multi-platform strategy for HD Games, with plans to release 'FINAL FANTASY VII REBIRTH' on Xbox and Nintendo Switch 2 to expand its total addressable market.
Square EnixJun 2026