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Quest

Company

Documents about Quest

Cover of Sega Sammy FY2016 Business Report
Financial report16 pages

Sega Sammy FY2016 Business Report

Sega Sammy’s fiscal year 2016 performance reflects a strategic pivot toward operational efficiency and structural reform following a period of financial instability.

  • Sega Sammy achieved an operating income of 17.6 billion yen in FY2016, successfully reversing previous losses through rigorous cost-cutting and structural reforms.
  • Net sales contracted to 347.9 billion yen, driven by regulatory pressures in the pachislot and pachinko sector and a maturing digital games market.
  • The entertainment contents segment became a primary growth engine, fueled by the performance of digital titles including Phantasy Star Online 2, Puyopuyo!! Quest, and Hortensia Saga.
Sega Sammy Holdings
Cover of Consolidated Financial Results for the Nine Months Ended June 30, 2026: Japan
Financial report10 pages

Consolidated Financial Results for the Nine Months Ended June 30, 2026: Japan

COLOPL, Inc. reported its consolidated financial results for the nine-month period ending June 30, 2026, reflecting a strategic shift toward cost optimization and improved profitability despite a decline in top-line revenue.

  • COLOPL, Inc. achieved a significant profit turnaround for the nine months ending June 30, 2026, reporting a net profit of 1,504 million yen compared to a 601 million yen loss in the same period last year.
  • Operating profit surged 116.7% to 1,320 million yen and ordinary profit rose 135.7% to 2,533 million yen, despite a 17.4% decline in net sales to 15,700 million yen.
  • Profitability improvements were driven by aggressive cost-cutting measures, specifically a group-wide reduction in advertising and operational expenses within the Entertainment Business.
COLOPL
Cover of 2Q FY Sep. 2026 Financial Results Presentation: Japan
Financial report39 pages

2Q FY Sep. 2026 Financial Results Presentation: Japan

COLOPL’s financial performance for the second quarter of fiscal year 2026 reflects a period of significant structural transition and contraction.

  • COLOPL reported a 39.1% year-over-year decline in total sales to 5.3 billion yen and a 71.1% drop in operating profit to 0.6 billion yen for 2Q FY 2026.
  • The core Entertainment business achieved a 49% increase in operating profit, driven by disciplined advertising cost management and the sustained performance of Dragon Quest Walk and Shironeko Project.
  • The company’s significant financial contraction is primarily attributed to a strategic exit from its Investment and Development segment.
COLOPL
Cover of Q1 2026 Financial Results: Japan GAAP (Consolidated)
Financial report10 pages

Q1 2026 Financial Results: Japan GAAP (Consolidated)

The financial results for the first quarter of 2026 reflect a period of significant contraction for Aiming, a company primarily engaged in the development and operation of free-to-play online games for smartphones.

  • Aiming experienced a significant Q1 2026 downturn, with net sales falling 37.1% year-over-year to 3,249 million yen.
  • Operating profit plummeted 82.2% to 241 million yen, while net profit attributable to owners of the parent declined by 54.7%.
  • The company attributes the financial contraction to a highly competitive domestic market and rising costs linked to extended game development cycles.
Aiming
Cover of Gamescom 2018: Square Enix Line-up
Article

Gamescom 2018: Square Enix Line-up

Square Enix utilized Gamescom 2018 to showcase a significant portfolio of upcoming titles, emphasizing its strong presence in the German market.

  • Square Enix showcased a major 2018 release portfolio at Gamescom 2018, utilizing a 1,500-square-meter booth in Hall 9.1.
  • The exhibition featured over 200 individual playstations to provide hands-on demonstrations for attendees.
  • The primary lineup included high-profile titles such as Kingdom Hearts III, Shadow of the Tomb Raider, Dragon Quest XI, Just Cause 4, Final Fantasy XIV, and the premiere of Life is Strange 2.
Gamecity Hamburg
Cover of Crumbling Is a Small but Innovative VR Game: Germany
Article

Crumbling Is a Small but Innovative VR Game: Germany

The development of the virtual reality game Crumbling, led by Ole Jürgensen and technical artist Leonie Brosz, represents an effort to address the physical exhaustion and immersion challenges common in contemporary VR gaming.

  • Developers Ole Jürgensen and Leonie Brosz are creating 'Crumbling,' a VR roguelike that utilizes an overhead, diorama-style perspective to mitigate physical fatigue and improve immersion.
  • The project is currently supported by the Games Lift Incubator in Hamburg, which provides the team with mentorship, financial planning, and marketing strategy.
  • The game features a highly stylized visual aesthetic designed for modular character customization and efficient asset production to compete in the VR market.
Gamecity Hamburg
Cover of The Amusement: A VR Walking Simulator in Hamburg
Article

The Amusement: A VR Walking Simulator in Hamburg

The Amusement, a virtual reality project developed by the Hamburg-based studio Curvature Games, aims to shift the focus of VR gaming from mechanical gameplay hooks to deep, narrative-driven experiences.

  • Curvature Games is developing 'The Amusement,' a VR walking simulator that utilizes redirected walking technology to allow full physical navigation within a 2x2 meter space.
  • The redirected walking system eliminates the need for joystick or teleportation-based locomotion by subtly manipulating player perception through curved paths and rotating world geometry.
  • The project is being developed for the Oculus Quest platform by a team of eight, consisting of three founders and five staff members.
Gamecity Hamburg
Cover of Crumbling Releases First VR-Demo: Germany
Article

Crumbling Releases First VR-Demo: Germany

The release of the first virtual reality demo for the action-roguelike title Crumbling marks a significant milestone for developer Ole Jürgensen and his team.

  • Developer Ole Jürgensen has released a VR demo for the action-roguelike title Crumbling, which features a third-person perspective where players control action figurines to defend a toy store.
  • The demo is currently available on Steam and Sidequest with compatibility for Oculus Quest 2 and Oculus Rift S headsets, featuring an interactive comic introduction and five distinct dioramas.
  • The project originated in the 2020 Games Lift Incubator program in Hamburg, Germany, and received a 2021 Prototype Funding grant to support its development.
Gamecity Hamburg
Cover of SalsaShark Studios Release: Super Chipflake Ü - Quest for the Uncooked Schnitzel
Article

SalsaShark Studios Release: Super Chipflake Ü - Quest for the Uncooked Schnitzel

SalsaShark Studios, a Hamburg-based developer founded by Christian Wasser, officially released its debut title, Super Chipflake Ü: Quest for the Uncooked Schnitzel, on January 19, 2026.

  • SalsaShark Studios, a Hamburg-based developer led by Christian Wasser (Samb), released its debut 3D platformer, Super Chipflake Ü: Quest for the Uncooked Schnitzel, on January 19, 2026.
  • The game is currently available for both Nintendo Switch and PC platforms.
  • Core gameplay features a semi-open world environment called the Schländ, centered on a unique item-merging mechanic used to create tools, platforms, and medicinal solutions.
Gamecity Hamburg
Cover of 2025 Annual Report
Financial report39 pages

2025 Annual Report

Square Enix Holdings Co., Ltd. concluded the fiscal year ending March 31, 2025, by initiating a three-year strategic reboot designed to prioritize quality over quantity in game development.

  • In the fiscal year ended March 2025, Square Enix Holdings recorded net sales of ¥324.5 billion (a decline from the previous fiscal year) but an increase in profit, with operating income at ¥40.5 billion, ordinary income at ¥40.9 billion, and profit attributable to owners of parent at ¥24.4 billion.
  • The Game sub-segment saw increased net sales and profit due to the release of "FINAL FANTASY XIV: Dawntrail" and "The Apothecary Diaries" series, despite a decline in the Games for Smart Devices/PC Browsers sub-segment due to weak existing titles and the absence of prior year royalty income.
  • The Merchandising segment reported net sales of ¥19.0 billion (up 0.8% from the prior fiscal year) and operating income of ¥6.0 billion (up 7.2%), driven by strong sales of new character merchandise related to popular Group IP.
Square Enix