Updated Mar 23, 2026 by COLOPL
Financial
Published by COLOPL
The presentation outlines COLOPL’s first‑quarter results for the fiscal year ending September 30, 2026, highlighting a mixed performance across its entertainment and investment segments. Consolidated sales reached 4.7 billion yen, down 10.2% year‑over‑year, while operating profit fell to a loss of 80 million yen, unchanged from the prior year. Ordinary profit surged 752% to 480 million yen, driven largely by foreign‑exchange gains and a reduction in advertising costs. Net profit improved to 170 million yen, reflecting a 279% increase despite extraordinary losses related to a career‑transition support program. In the entertainment business, sales of 4.6 billion yen declined 10.6% YoY, yet operating loss narrowed to 50 million yen from a larger deficit the previous year. The investment and development arm recorded sales of 90 million yen, up 20% YoY, with operating loss improving to 32 million yen. Cash and deposits fell by 6% due to dividend payouts, but the equity ratio remained robust at 91.7%. Geographically, COLOPL maintains a domestic focus while expanding overseas through new investments in Korean and Japanese firms and participation as a general partner in K‑Growth’s strategic fund. The company emphasizes location‑based gaming, AI‑powered titles, and XR initiatives such as the “360maps” navigation system. Strategic objectives target inclusion in the global mobile‑game top 20, with consolidated sales of 100 billion yen and operating profit of 50 billion yen as benchmarks. The presentation concludes with a call to leverage entertainment to inspire everyday life and references the recently released integrated report.
Qcolopl Stock code:3668 Sep. 2026 1Q FY Financial Results Presentation 2026/02/04 WED This document is an explanatory material of the financial results briefing for the first quarter of the fiscal year ending September 30, 2026 with commentary. Please note that the wording and expressions may differ from those in the video presentation. Entertainment in Real Life ©COLOPL, Inc. Note: This document is a translated version for reference purposes only. Therefore, any discrepancy may occur with the Japanese original version. Please refer to the Japanese version if you find anything unclear. COLOPL, Inc. takes no responsibility for any problems of translation. This is Miyamoto, President and CEO. Thank you very much for joining us today at the briefing on the first quarter for the fiscal year ending September 30, 2026.
INDEX Overview of Results Entertainment Business Investment and Development Business Current Status and Future Forecast Other Initiatives Views and forecasts contained in this document are based on COLOPL's assessment as of the time this document was created, and do not in any way guarantee the accuracy of the information. Please be advised that the actual results or outcome may significantly differ from the views and forecasts expressed herein due to changes in various factors. Today, I would like to explain the following items.
1Q FY Sep. 2026 Highlights Profits improved significantly YoY due to reduced advertising expenses, etc. New game development is progressing steadily 1Q Results Sales: 4.7 billion yen (YoY: -10.2%) Operating Profit: -0.08 billion yen (YoY: —%) Results Ordinary Profit: 0.4 billion yen (YoY: +752.4%) Entertainment Business Sales: 4.6 billion yen (YoY: -10.6%) Operating Profit: -0.05 billion yen (YoY: —%) Investment and Development Business Sales: 0.09 billion yen (YoY: +20.4%) Operating Profit: -0.03 billion yen (YoY: —%) The latest Nintendo Switch™ title, "KAZUMA KANEKO'S TSUKUYOMI," TOPICS is set for release on April 23, 2026! Developed a proprietary map service specialized for location-based games * "Location-based game" is a registered trademark of COLOPL, Inc. 3 These are the highlights. During the first quarter, all profit figures improved significantly compared to the same quarter last year due to a decrease in expenses, including advertising expenses. Development is progressing steadily toward the release of new titles. I will explain the overview of results and details of each business in turn.
Sales: 4.7 billion yen (YoY: -10.2%) Operating Profit: -0.08 billion yen (YoY: —%) Sales Operating profit Operating profit margin (Million JPY) 9.461 8.258 8,789 8,323 8,729 7.406 7,414 7,108 6,585 7,073 7,667 6,934 5,629 5,604 5,314 4,955 4,772 2,144 22.0% 24.6% 10.2% 17:1% 10.5% 14.4%1,361 1.932 668 9.6% 392 758 1,410 779 0.2% 0.5% 35 8.0% .5.8% 677 .6.7% 5.7% -324 -512 -730 -804 -1,047 -13:7% -16.2% -18:7% 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q 2Q 3Q 4Q 1Q FY2022 FY2023 FY2024 FY2025 FY2026 *Totals may not add up due to rounding or truncation. 5 *Sales of "DRAGON QUEST WALK" is recorded on a net basis (revenue sharing). This is the quarterly revenue transition. Consolidated Sales for the first quarter were 4.7 billion yen and Operating Profit was -0.08 billion yen.
Cost Reductions Across Segments; Strong Ent. Profit Improvement Entertainment Business (Million JPY) FY2025 1Q FY2026 1Q YoY Sales (Oct.2024-Dec.2024) (Oct.2025-Dec.2025) -10.6% Cost 5,239 4,681 5,882 4,736 -19.5% Operating profit -643 -54 Operating profit margin -12.3% -1.2% Investment and Development Business (Million JPY) FY2025 1Q FY2026 1Q YoY (Oct.2024-Dec.2024) (Oct.2025-Dec.2025) Sales 75 90 +20.4% Cost 163 123 -24.3% Operating profit -87 -32 Operating profit margin -116.2% -35.9% *Totals may not add up due to rounding or truncation. 6 *Sales of "DRAGON QUEST WALK" is recorded on a net basis (revenue sharing). This is the results by segment. In the Entertainment Business, Sales were 4.6 billion yen and Operating Profit was -0.05 billion yen. Sales decreased compared to the same quarter last year, as there were no new title releases and operations focused primarily on existing titles. Regarding operating profit, the loss narrowed compared to the same quarter last year due to reductions in various expenses, including advertising expenses. In the Investment and Development Business, Sales were 0.09 billion yen and Operating Profit was -0.03 billion yen, with results on par with the same period of the previous fiscal year.
Ordinary profit was O.4 billion yen and Net profit for the period was 0.1 billion yen, resulting in a surplus (Million JPY) FY2025 1Q FY2026 1Q YoY (Oct.2024-Dec.2024) (Oct.2025-Dec.2025) Sales 5,314 4,772 -10.2% Cost 6,045 4,859 -19.6% Operating profit -730 -86 - Operating profit margin -13.7% -1.8% - Non-operating income 796 594 -25.4% Non-operating expenses 9 22 +145.6% Ordinary profit 56 484 +752.4% Extraordinary income - 58 - Extraordinary losses — 273 - Profit before income taxes 56 269 +374.8% Total income taxes 12 99 +729.0% Net profit 44 170 +279.6% Net profit margin 0.8% 3.6% *Totals may not add up due to rounding or truncation. *Net Profit refers to Profit attributable to owners of parent.(Profit attributable to non-controlling interests is included in Income taxes" or display purposes. *Sales of "DRAGON QUEST WALK" is recorded on a net basis (revenue sharing). The consolidated income statement looks like this. Ordinary Profit reached 0.48 billion yen due to the Foreign Exchange Gains, etc. We recorded expenses related to the implementation of the "Career Transition Support Program" as Extraordinary losses, but Net profit for the quarter landed at a positive 0.17 billion yen.
GungHo Online Entertainment reported a 10 % decline in consolidated net sales to ¥93,242 million for fiscal year 2025, with operating profit falling 71.1 % to ¥5,056 million and attributable profit dropping 87.4 % to ¥1,407 million. The downturn is attributed to higher development costs and a flat mobile‑gaming market, while total assets increased to ¥169,474 million. Cash balances fell sharply to ¥31,021 million due to significant investing and financing outflows, notably treasury‑share repurchases. In response, the company announced a revised shareholder‑return policy that targets a 30 %+ dividend payout ratio and sets an ordinary dividend of ¥90.00 per share for FY 2025, signalling a shift toward more proactive profit distribution. The new policy adopts a dual approach of stable dividends and flexible share buybacks. It aims for a 4 % dividend‑on‑equity (DOE) and a consolidated payout ratio of at least 50 %, while buybacks will be executed as capital‑efficiency measures based on board decisions and market conditions. This change takes effect from the fiscal year ending December 31, 2025. Profitability metrics deteriorated sharply: net profit per share fell from ¥182.67 to ¥25.79, and fully‑diluted net profit per share declined similarly; net assets per share decreased modestly from ¥2,280.75 to ¥2,242.37. Net sales remained concentrated in Japan (¥31.8 bn) and Asia, with Indonesia now reported separately at ¥3.6 bn after reclassification from the broader “Asia” category. The company also approved a 2026 treasury‑share repurchase program of up to ¥5 bn for 2.1 million shares, followed by a cancellation of 16 million shares to improve capital efficiency.
KLab Inc. experienced a significant downturn during the third quarter of fiscal year 2025, characterized by an 18.6% year-over-year revenue decline to ¥4.93 billion. This contraction was primarily driven by weakening performance in established titles such as Captain Tsubasa: Dream Team and a general decrease in income from paid users within the game business. Despite aggressive cost-cutting measures and a ¥1.57 billion gain from the sale of investment securities, the company recorded a substantial net loss of ¥3.97 billion. This loss was largely precipitated by a massive ¥4.42 billion impairment charge on software assets related to EA SPORTS FC™ TACTICAL and a reduction in goodwill following the divestment of GlobalGear Co. Ltd. The financial strain resulted in a decrease of over ¥3.1 billion in total net assets, though the company mitigated some impact by raising approximately ¥719 million through the exercise of stock acquisition rights. While four consecutive years of operating deficits have prompted scrutiny regarding the company’s status as a going concern, management asserts that no material uncertainty exists. This confidence is based on steady progress with major intellectual properties, including Dragon Quest and My Hero Academia, alongside a strategic pivot toward generative AI and blockchain ventures to diversify future revenue streams. Operating within the Japanese market during a period of rapid industry volatility, the company has withheld future performance forecasts. The current strategy focuses on maintaining liquidity through strict cost controls and asset sales while transitioning the business model to leverage emerging technologies. Despite the current net losses and the impairment of software in progress, the segment profit of ¥592 million suggests that core operations remain functional as the group attempts to stabilize its capital position and return to long-term profitability.
KLab Inc. experienced a challenging first half of the fiscal year ending December 31, 2025, characterized by a 12.9% year-over-year revenue decline to 3,161 million yen and a substantial net loss of 4,748 million yen. This loss was primarily driven by a 4.43 billion yen impairment on software in progress, which contributed to a sharp reduction in total assets from 15.7 billion yen to 10.9 billion yen. Despite these pressures, the game business segment achieved a profit of 313 million yen, and operating losses showed slight improvement compared to the previous year. Due to ongoing volatility and the difficulty of projecting future performance, no full-year forecast has been provided, and interim dividends have been suspended. To stabilize its financial position and pivot its corporate strategy, the firm executed several capital-raising and restructuring initiatives. These included the sale of the subsidiary GlobalGear for 1.1 billion yen and the issuance of new stock acquisition rights. These rights are tied to rigorous performance hurdles, requiring the company to achieve over 1,000 million yen in non-game revenue and a market capitalization exceeding 10 billion yen before they can be exercised. These measures are designed to incentivize a recovery in market value and diversify revenue streams beyond traditional mobile gaming. Management remains focused on achieving profitability through aggressive cost-cutting, workforce optimization, and a refined development pipeline. While the company has faced four consecutive years of operating deficits and delays in the release of EA SPORTS FC™ TACTICAL, it maintains that there is no material uncertainty regarding its status as a going concern. Future growth is predicated on the successful launch of new projects, including a My Hero Academia title and an expansion into the hybrid casual gaming market. This strategic shift aims to balance the high-risk nature of major game development with more sustainable, diversified business operations.
Drecom Co., Ltd. reported its consolidated financial results for the first quarter of the fiscal year ending March 2026, covering the period from April 1, 2025, to June 30, 2025. The company’s primary mission centers on global entertainment expansion through the integration of intellectual property and technology. The financial results reflect a period of significant revenue growth offset by substantial impairment losses, leading to a net loss for the quarter. Total revenue for the first quarter reached 4,466 million yen, representing a 110.4% increase compared to the same period in the previous year. This growth was largely driven by the performance of the mobile game title Wizardry Variants Daphne. Despite this revenue surge, the company recorded an operating loss of 81 million yen and an ordinary loss of 107 million yen. A major factor in the quarterly performance was an extraordinary impairment loss of 1,563 million yen, attributed to the reassessment of future earnings for a mobile game title released in the previous fiscal year that performed below expectations. Consequently, the quarterly net loss attributable to owners of the parent company totaled 1,799 million yen. The company operates across two primary segments: the Game Business and the Content Business. The Game Business generated 4,327 million yen in sales, though segment profit declined by 51.6% due to increased variable and fixed costs associated with new title releases. The Content Business, which focuses on publishing and merchandise, saw revenue rise to 155 million yen, with a reduced segment loss of 204 million yen as the company continues to invest in new business areas. Following these results, the company has revised its full-year consolidated earnings forecasts for the fiscal year ending March 2026.