Updated Mar 21, 2026 by Square Enix
Financial · July 1, 2004
Published by Square Enix
The fiscal year ending March 31, 2004, marked the successful integration of Enix Corporation and Square Co., Ltd. following their April 2003 merger. This transition resulted in record-high financial performance, characterized by consolidated net sales of ¥63,202 million and a robust operating margin of 30.7%. The newly formed entity established a strong financial foundation with an 87.4% shareholders' equity ratio and significant cash reserves, signaling a stable transition into a unified corporate structure. The strategic focus shifted toward a "polymorphic content" model, designed to maximize the value of established intellectual property across multiple platforms, including mobile and network-based digital entertainment. While offline games remained the primary revenue driver at ¥37,988 million, the online segment achieved a critical turnaround. Driven by the global expansion of Final Fantasy XI, online operations moved from an operating loss to a profit of ¥2,348 million. Additionally, the publication segment, bolstered by the Fullmetal Alchemist series, and the establishment of internal distribution channels in North America contributed to diversified growth. Geographically, Japan remained the dominant market, though overseas sales grew to nearly 30% of total revenue. The company also expanded its technological capabilities through the $58 million acquisition of middleware developer UIEvolution. Despite the bankruptcy of affiliate Digicube, which necessitated impairment losses, the overall financial outlook remained positive. Management set ambitious medium-term goals to become a leading global digital content provider by 2010, targeting continued margin strength through franchise expansion and enhanced community management in the burgeoning network-based gaming sector.
SQUARE ENIX CO., LTD. www.square-enix.co.jp/ SQUARE ENIX CO., LTD. 2004 ANNUAL REPORT 2004 ANNUAL REPORT
> Networks Will Transform the Entertainment Industry. Disclaimer Regarding Forward-Looking Statements Statements in this annual report with respect to the current plans, estimates, strategy, and beliefs of SQUARE ENIX CO., LTD. and consolidated subsidiaries (collectively “SQUARE ENIX”) include both historical facts and forward-looking statements concerning the future performance of SQUARE ENIX. Such forward-looking statements are based on management’s assumptions and beliefs in light of the information currently available and, therefore, involve risks and uncertainties. Actual results may differ materially from those anticipated in these statements due to the influence of a number of important factors. Such factors include but are not limited to: (1) general economic conditions in Japan and foreign countries, in particular levels of consumer spending; (2) fluctuations in exchange rates, in particular Contents the exchange rate of the Japanese yen in relation to the U.S. dollar, the euro and others, which SQUARE ENIX uses extensively in its overseas 01 Financial Highlights business; (3) the continuous introduction of new products, and rapid technical innovation in the 02 To Our Shareholders digital entertainment industry; and (4) SQUARE
yen in relation to the U.S. dollar, the euro and others, which SQUARE ENIX uses extensively in its overseas 01 Financial Highlights business; (3) the continuous introduction of new products, and rapid technical innovation in the 02 To Our Shareholders digital entertainment industry; and (4) SQUARE 08 Review of Operations ENIX’s ability to continue developing products and services accepted by consumers in the intensely 10 Directors, Auditors and Executive Officers competitive market, which is heavily influenced by subjective and quickly changing consumer prefer- 11 Financial Section ences.
Financial Highlights SQUARE ENIX CO., LTD. and Consolidated Subsidiaries Years Ended March 31 Millions of Yen Thousands of U.S. Dollars 2004 2003 2003 2004 SQUARE ENIX Former ENIX Former SQUARE SQUARE ENIX FOR THE YEARs Net sales ¥63,202 ¥21,877 ¥40,286 $597,994 Operating income 19,398 4,603 12,594 183,537 Net income 10,993 2,419 14,074 104,012 AT YEAR-ENDs Total assets 110,633 57,465 54,354 1,046,769 Total shareholders’ equity 96,700 49,647 37,727 914,940 Yen U.S. Dollars PER SHARE OF COMMON STOCKs Net income (Note 3, 4 and 5) ¥100.04 ¥41.18 233.83 $0.95 Total shareholders’ equity (Note 3 and 4) 878.85 845.18 626.78 8.32 Notes : For the convenience of readers, amounts in U.S. dollars have been translated from yen at the exchange rate prevailing in the Tokyo foreign exchange market as of March 31, 2004 of ¥105.69=U.S. $1. Operating Income Margin (%) Return on Equity (%) 50 60 30 20 10 -20 0 -40 -10 -60 1999 2000 2001 2002 2003 2004 1999 2000 2001 2002 2003 2004 SQUARE ENIX Former ENIX Former SQUARE SQUARE ENIX Former ENIX Former SQUARE
he Tokyo foreign exchange market as of March 31, 2004 of ¥105.69=U.S. $1. Operating Income Margin (%) Return on Equity (%) 50 60 30 20 10 -20 0 -40 -10 -60 1999 2000 2001 2002 2003 2004 1999 2000 2001 2002 2003 2004 SQUARE ENIX Former ENIX Former SQUARE SQUARE ENIX Former ENIX Former SQUARE Notes: 1. Return on equity = Net income / Average shareholders’ equity Notes: 2. The former ENIX did not prepare consolidated financial statements for the period between FY1998 and FY2000. The former ENIX Notes: figures for this period are, therefore, disclosed on a non-consolidated basis. Notes: 3. Return on equity for FY2003 has been calculated using the simple addition of the former ENIX and the former SQUARE's Notes: shareholders’ equity as of the end of the previous period.
To Our Shareholders President and Representative Director Yoichi Wada Square Enix Co., Ltd. is proud to present its first annual report for fiscal 2003, ended March 31, 2004, following the merger of Enix Corporation and Square Co., Ltd. on April 1, 2003. For its first fiscal year, consolidated net sales totaled ¥63,202 million, operating income was ¥19,398 million and net income amounted to ¥10,993 million for an operating income margin of 30.7% and return on equity (ROE) of 11.9%. Compared against the simple addition of the historical figures of the former Enix Corporation and Square Co., Ltd., performance in fiscal 2003 reached a record high. Square Enix got an excellent start to its new journey owing to the smooth integration of the two companies following the merger. The Square Enix Group aims to become one of the world’s largest and best digital content providers. While our performance during the fiscal year under review was encouraging, we believe it was nothing more than a start of what is to come. Here, we would like to discuss our vision, perception of the operating environment and future management strategies.
Fiscal 2004 marked a period of record financial performance and strategic consolidation for Square Enix following the 2003 merger of Enix and Square. Net sales rose 16.9% to ¥73.86 billion, while net income more than tripled to ¥14.93 billion. This growth was underpinned by a robust equity ratio of 82.7% and a substantial cash position of over ¥81 billion with no interest-bearing debt. While the domestic Japanese market remained the primary revenue driver, accounting for approximately 82% of total sales, the company expanded its international footprint through the establishment of Square Enix (China) and increased foreign investment, which rose to 12% of total shares. The Games (Offline) segment remained the largest revenue contributor, generating ¥41 billion behind the success of Dragon Quest VIII, which sold 3.6 million units. However, the most significant growth occurred in digital segments, with mobile phone content and online games increasing by 63.2% and 55.2% respectively. Final Fantasy XI reached a milestone of 500,000 global subscribers, validating the shift toward recurring revenue models. To support this digital evolution, the company capitalized ¥17.9 billion in software development costs and acquired UIEvolution to enhance its technical flexibility in content delivery. Management’s "Phase 2" strategy focuses on navigating the transition to next-generation consoles through a "Polymorphic Content" approach, which emphasizes cross-platform availability and economies of scope. By leveraging established intellectual properties across mobile, online, and traditional media, the company aims to mitigate risks associated with rising development costs and the volatility of the used game market. Despite a temporary revenue decline in Western markets due to a lack of major releases, the company remains positioned for growth through cross-industry alliances and the expansion of its network-based services globally.
Square Enix achieved a significant financial recovery during the fiscal year ended March 31, 2014, returning to profitability with a net income of ¥6.5 billion following substantial losses the previous year. Net sales rose to ¥155 billion, driven primarily by the Digital Entertainment segment, which generated over ¥94 billion in revenue. This turnaround was fueled by the successful relaunch of Final Fantasy XIV: A Realm Reborn, strong performance from high-definition remasters, and the rapid growth of mobile titles such as Dragon Quest Monsters Super Light. While the Amusement and Merchandising segments also saw improved profitability, the Publication segment experienced a decline due to a reduction in new comic releases. The strategic focus shifted toward a digital-first business model, emphasizing variable pricing, cloud gaming, and shorter development cycles to mitigate the risks associated with traditional console disc distribution. Management prioritized regional specialization, particularly in the JRPG genre, while aggressively expanding into high-growth mobile markets in China, India, and South America. Despite a ¥1.7 billion extraordinary loss from a review of work-in-progress content and significant inventory write-downs, the company maintained a strong liquidity position with cash and deposits totaling ¥115.4 billion. This financial stability supported a consolidated dividend payout ratio target of approximately 30%. Corporate governance remained a central priority, characterized by a board structure featuring external oversight and a robust audit system. The company also navigated various financial adjustments, including the adoption of new accounting standards for retirement benefits and the management of ¥35 billion in convertible bonds. With Japan accounting for over 71% of total revenue, the company continues to leverage its domestic strength while utilizing its global subsidiary network, including Taito and Eidos, to pursue international growth and high-quality production without incurring disproportionate expenses.
Fiscal year 2006 marked a period of aggressive structural expansion and strategic pivot for Square Enix, defined primarily by the acquisition of Taito Corporation. This consolidation drove net sales up 68.5% to ¥124.5 billion, as the company integrated Taito’s amusement and arcade operations into its traditional software portfolio. Financial performance was further bolstered by the record-setting global releases of *Final Fantasy XII* and *Kingdom Hearts II*, which shipped over 3.6 million units. However, despite record revenues, operating income fell 41.4% to ¥15.5 billion. This decline was attributed to a challenging transition in the console lifecycle, the underperformance of second-tier titles, and significant impairment hits, including a ¥3.9 billion write-down of goodwill related to the U.S. subsidiary UIEvolution. The acquisition of Taito fundamentally altered the corporate balance sheet, increasing total assets to ¥284.3 billion and necessitating the issuance of ¥50 billion in corporate bonds. While the new Amusement segment added substantial scale, it initially faced operating losses due to high investment costs and sluggish arcade sales. To mitigate these pressures, management initiated a divestment of non-core assets, such as Taito’s karaoke-on-demand business, and implemented a strategic shift toward "community management." This vision emphasizes multi-platform content delivery, network-compliant entertainment, and the application of game technology to non-entertainment sectors like education and IPTV. Geographically, Japan remained the primary revenue driver, accounting for 87% of sales, though the company noted significant growth in the Asian digital content market. The ownership structure also underwent a notable transformation, with foreign investment rising from 4.46% to 19.65% over a two-year period. Moving forward, the company aims to stabilize its expanded operations by targeting a 20% operating income ratio, focusing on cross-platform middleware development and the strengthening of global human resources to navigate the risks associated with next-generation hardware transitions.
The fiscal year ended March 31, 2008, marked a period of strategic transition for Square Enix, characterized by a 9.8% decline in net sales to ¥147.5 billion and a 20.9% drop in net income to ¥9.2 billion. This downturn was primarily driven by a stagnation in the offline games segment, which saw a 19% sales decline due to a lack of major releases in North America and Europe. Despite these challenges, the company maintained a robust financial position with ¥111.5 billion in cash and equivalents, supported by the successful performance of titles like Dragon Quest IV in Japan and a significant profitability turnaround in the amusement segment. The primary thesis of this period centers on a fundamental shift from a single-console focus toward a global, multi-platform strategy. Management identified the need to overcome development bottlenecks and meet diversifying consumer preferences by expanding into online and mobile content, which posted five-year compound annual growth rates of 23.8% and 31.1%, respectively. To facilitate this evolution, the company initiated a major reorganization of development lines and prepared for a transition to a pure holding company structure, effective October 2008, to clarify accountability and enhance management flexibility for future capital alliances. Geographically, the Japanese market remained the dominant revenue source, accounting for 84.8% of total sales, while overseas contributions fell significantly. To address this imbalance, the company is prioritizing internal intellectual property and direct community engagement as media and content markets converge. While facing risks such as exchange rate fluctuations and the transition to next-generation hardware, the strategic pivot toward network-compliant entertainment and multi-functional devices aims to drive a recovery in net income for the following fiscal year.