Updated Mar 21, 2026 by Square Enix
Report
Published by Square Enix
byproviding unforgettable experiences mission thebeliefsfor which we stand. To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. The Square Enix Group provides n-quality high- content,services, and products to to help those customers create their own Each of our customers has his or her own definition of discover a happiness al happiness.
To spread happiness globe Corporate acrossthe This Philosophy represents our company's byproviding unforgettable experiences mission thebeliefsfor which we stand. and S To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. The Square Enix Group provides n-quality high- content,services, and products to to help those customers create their own Each of our customers has his or her own definition of discover a happiness al happiness. s all their own. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforgettable experiences, thereby allowing them to discover a happiness all their own. Management Guidelines Management Guidelines a reality, we will manage our Group with thehe following policies as our key guidelines In working to make our Corporate Philosophy a reality, we will manage our Group with the following policies as our key guidelines. 1. We will strive to be a companythatdelivers unparalleled entertainment.
ines a reality, we will manage our Group with thehe following policies as our key guidelines In working to make our Corporate Philosophy a reality, we will manage our Group with the following policies as our key guidelines. 1. We will strive to be a companythatdelivers unparalleled entertainment. 1. We will strive to be a company that delivers unparalleled entertainment. ents and services, we will be steadfast in our Through our games, amusement offerings, publications, merchandising, and other contents and services, we will be steadfast in our efforts to deliver unparalleled entertainment to our customers. 2. We will value innovation and creativity. 2. We will value innovation and creativity. countered before, we will deliver contents and By giving rise to new expressions and ideas and creating experiences like none ever encountered before, we will deliver contents and services that surpass the expectations of our customers. We believe that it is in our unrelenting efforts to this end that our existential value and the value of our brand lie. 3. We will respond with sensitivity and flexibility to environmental changes. ose changes and be flexible in adapting the We are surrounded by an environment that is ever changing. We will stay attuned to those changes and be flexible in adapting the nature and format of our contents and services as well as our business models accordingly. In addition, we will stay at the forefront of change so that we can provide our customers with excitement and fun. change so that we can provide our customers with excitement and fun.
lexible in adapting the nature and format of our contents and services as well as our business models accordingly. In addition, we will stay at the forefront of change so that we can provide our customers with excitement and fun. change so that we can provide our customers with excitement and fun. 4. We will create a corporate culture that is both collaborative and competitive. 4. We will create a corporate culture that is both collaborative and competitive. Our contents and services are born of teamwork and could never be created without the concerted efforts of a team that is fully united. Our contents and services are born of teamwork and could never be created without the c At the same time, it is important that we engage in collegial competition in order to inspire one another to greater heights. We will foster a corporate culture that promotes such competitive collaboration. a corporate culture that promotes such competitive collaboration. CONTENTS 01 Financial Highlights Disclaimer Regarding Forward-Looking Statements 02 A Message to Our Shareholders Statements in this annual report with respect to the current plans, estimates, strategy, and beliefs of SQUARE ENIX HOLDINGS CO., LTD., and consolidated subsidiaries Disclair 10 Review of Operations [collectively “SQUARE ENIX HOLDINGS”] include both historical facts and forward- A Message to Our Shareholders Stateme 02 looking statements concerning the future performance of SQUARE ENIX HOLDINGS. 14 Special Feature: DELIV
CO., LTD., and consolidated subsidiaries Disclair 10 Review of Operations [collectively “SQUARE ENIX HOLDINGS”] include both historical facts and forward- A Message to Our Shareholders Stateme 02 looking statements concerning the future performance of SQUARE ENIX HOLDINGS. 14 Special Feature: DELIVERING UNFORGETTABLE EXPERIENCES and beli Such information is based on management’s assumptions and beliefs in light of 10 Review of Operations [collecti the information currently available and, therefore, involve risks and uncertainties. 21 Environment‚ Social and Governance looking 14 Special Feature: DELIVERING UNFORGETTABLE EXPERIENCES Actual results may differ materially from those anticipated in these statements due to 28 Executive Members the influence of a number of important factors. 21 the info Such factors include but are not limited to: [1] general economic conditions in Actual r 30 Corporate Data Japan and foreign countries, in particular levels of consumer spending; [2] fluctuations in the influ 28 exchange rates, in particular the exchange rate of the Japanese yen in relation to the 31 Investor U.S. dollar, the euro and others, which SQUARE ENIX HOLDINGS uses extensively in its Information overseas business; [3] the continuous introduction of new products and rapid 30 Corporate Data Japan a technical innovation in the digital entertainment industry as well as SQUARE ENIX exchang HOLDINGS’s ability to continue developing products and services accepted by 31With respect to this annual report‚ the financial section will be provided at the link below. U.S.
rapid 30 Corporate Data Japan a technical innovation in the digital entertainment industry as well as SQUARE ENIX exchang HOLDINGS’s ability to continue developing products and services accepted by 31With respect to this annual report‚ the financial section will be provided at the link below. U.S. dol consumers in the intensely competitive market, which is heavily influenced by subjective http://www.hd.square-enix.com/eng/ir/library/ar.html oversea and quickly changing consumer preferences. technica chnical innovation in the digital entertainment industry as well as SQUARE ENIX HOLDIN With respect to this annual report, the financial section will be provided at the link below. LDINGS's ability to continue developing products and services accepted by
SQUAREFinancial and Consolidated Subsidiaries Years Highlights SQUARE ENIX HOLDINGS CO.‚ LTD. and Consolidated Subsidiaries Years ended March 31 Thousands of Millions of Yen U.S. Dollars 2014 2015 2016 2017 2018 2018 For the Year Millions of Yen Thousands of U.S. Dollars Net sales 2014 2015 2016 2017 2018 2018 For the Year 155,023 167,891 ≠ 214,101 ¥ 256,824 ¥ 250,394 $2,356,877 $2,356,877 Operating income 10,543 16,426 26,018 250,394 $ Net sales ¥ 155,023 ¥ 167,891 ¥ 214,101 ¥ 256,824 ¥ 250,394 $2,356,877 Ordinary income 12,534 16,984 25,322 Operating income 10,543 16,426 26,018 31,295 38,176 359,340 Ordinary income 6,598 9,831 19,884 31,128 36,124 At Year-end 12,534 16,984 25,322 20,039 25,821 340,025 Profit attributable to owners of parent 6,598 9,831 19,884 20,039 25,821 243,047 At Year-end 216,617 ≠ 211,938 # 232,731 ¥ 243,859 # 259,713 $2,444,592 Total assets ¥ 216,617 ¥ 211,938 ¥ 232,731 ¥ 243,859 ¥ 259,713 $ $2,444,592 Total net assets 181,904 193,359 1,820,029 127,676 155,314 168,783 181,904 193,359 1,820,029 Yen U.S. Dollars Per Share of Common Stock Yen U.S. Dollars Per Share of Common Stock Earnings # 57.28 # 84.34 ¥ ¥ ¥ $ ¥ 57.28 ¥ 84.34 163.04 164.20 215.33 2.03 Total net assets 1,095.78 1,267.24 1,376.93 1,485.56 1,617.58 15.23 %
Everplay Group plc delivered unaudited FY 2025 results that demonstrate resilient profitability amid flat headline revenue. Total sales held steady at £166.0 million, a slight decline from the prior year, yet underlying revenue grew 5 % when excluding the impact of Astragon’s exit from physical distribution. Gross profit rose to £76.3 million, achieving a 46.0 % margin, while adjusted EBITDA increased 11 % to £48.5 million (29.2 % margin). Profit before tax surged 44 % to £36.6 million, driven by higher gross margins and reduced royalty expenses. The Group’s performance was underpinned by robust new‑release activity, with an 80 % revenue increase from fresh titles and a 75 % share of income derived from its back catalogue. Strategic initiatives—such as securing platform partnerships with Netflix Games, Apple Arcade and Amazon Game Night, exiting low‑margin physical distribution, and acquiring additional IP rights—position the company for future growth. Astragon’s revenue fell 33 % to £29.5 million after the distribution exit, yet its first‑party IP share climbed to 83 % of sales; StoryToys expanded revenue by 25 % to £30.4 million, buoyed by high‑profile licenses like LEGO® Bluey and Netflix Games. Share‑based remuneration expanded, with 317,970 options granted to Executive Directors, 349,805 to other employees and 87,957 to Non‑Executive Directors in FY 2025. The Long‑Term Incentive Plan now covers senior divisional leaders, and an All‑Employee Share Incentive Plan remains active. Outlook for FY 2026 highlights a pipeline of over 15 new games, including five first‑party IP titles, and anticipates H2‑weighted EBITDA growth. Financially, the Group reports a single aggregated segment comprising Games Label, Simulation and Edutainment. Revenue in 2025 split evenly between first‑party (£56.13 m) and third‑party IP (£109.86 m), with major platforms such as Steam, Microsoft, Sony, Nintendo and Apple each contributing over 10 % of sales. Operating profit benefited from amortisation of development costs (£14.16 m) and publishing rights, while tax expense rose to £9.35 million from £5.13 million in 2024 due to higher current and deferred tax adjustments. Goodwill impairment testing revealed no shortfalls except for the Astragon Simulation CGU, where recoverable amounts exceed carrying value by £78.5 million (2024: £31.0 million). Sensitivity analysis indicates that a 25 % decline in unreleased title revenues would bring the Astragon CGU to breakeven, but no other reasonable changes trigger impairment. Cash balances remained robust at £51.9 million in 2025, with operating cash flow of £57.7 million slightly below the prior year’s £59.9 million, underscoring solid liquidity and a foundation for continued profitable expansion.
This financial report details Capcom’s consolidated performance for the third quarter of the fiscal year ending March 31, 2026. The findings indicate significant year-on-year growth in both revenue and profit across all business segments, driven primarily by the sustained performance of catalog titles and strong results in the amusement equipment division. Net sales reached 115.3 billion yen, a 30% increase over the previous year, while operating profit rose 75% to 54.3 billion yen. These results place the company on a favorable trajectory to meet its full-year targets of 190 billion yen in net sales and 730 billion yen in operating profit. The Digital Contents segment remains the primary driver of growth, with unit sales reaching a record 9-month high of 34.6 million units. Catalog titles accounted for 96.4% of these sales, underscoring the long-term value of core franchises such as Resident Evil, Monster Hunter, and Street Fighter. Notably, Monster Hunter Wilds surpassed 11 million cumulative units, while Resident Evil 4 and Street Fighter 6 continued to show steady growth. Digital sales now represent 94.1% of total units, with PC platforms alone accounting for over 55% of the volume. Geographically, overseas markets dominate the business, representing nearly 90% of total unit sales. Beyond software, the Arcade Operations and Amusement Equipments segments reported double-digit growth. Arcade sales rose 12% following the opening of new stores and the expansion of specialty formats, while Amusement Equipments saw a 74% surge in net sales due to the strong performance of smart slot titles like Shin Onimusha 3. The company’s strategic outlook remains focused on leveraging its leading brands through upcoming releases such as Resident Evil Requiem and Monster Hunter Stories 3, alongside cross-media expansions including a new Devil May Cry anime and a live-action Street Fighter film.
The Square Enix Group’s operational review for the fiscal year ended March 31, 2025, reveals a period of strategic transition characterized by improved profitability despite a decline in overall revenue. Net sales fell 8.9% year-on-year to ¥324,506 million, yet operating income rose significantly by 24.6% to ¥40,580 million. This divergence was driven largely by cost-optimization efforts and the performance of key intellectual properties across the Digital Entertainment, Amusement, Publication, and Merchandising segments. The Digital Entertainment segment, which accounts for 63.6% of net sales, saw revenue drop 16.8% due to a lighter release schedule compared to the previous year’s major launches. However, the segment’s operating income grew by 33.0%. This profitability was bolstered by the success of the Dragon Quest III HD-2D Remake and the Final Fantasy XIV: Dawntrail expansion, alongside reduced development cost amortization and lower advertising expenses. Conversely, the smart device sub-segment faced challenges as existing titles weakened and royalty revenues normalized. Other business units showed mixed but generally stable results. The Amusement segment experienced growth in both sales and profits, rising 15.7% and 3.7% respectively, fueled by strong same-store sales and arcade machine distribution. The Publication segment saw a slight decline in performance, attributed to a high baseline set by the previous year’s hit adaptation of The Apothecary Diaries. Finally, the Merchandising segment remained a steady contributor, with a 7.2% increase in operating income supported by new character-based products. Overall, the Group’s results reflect a focus on enhancing margins and leveraging core IP through diverse entertainment formats.
The study aims to map the contemporary PC game distribution ecosystem and evaluate whether Steam functions as a de‑facto monopoly, while outlining alternative channels, associated risks, and growth opportunities for developers and publishers. It positions Steam’s dominance against emerging storefronts, physical media, and gray‑market platforms, offering strategic guidance for navigating a fragmented market beyond 2025. Steam’s market power is evident: 2024 revenue reached $10.8 billion and concurrent active users rose from 25.4 million in 2021 to 40.5 million by September 2025. Eighty‑eight percent of surveyed studios report that Steam delivers over 75 % of their revenue, with 37 % relying on it for more than 90 %. Consequently, 72 % of respondents view Steam as a monopoly and 53 % express concern over this reliance. Nonetheless, diversification is growing—48 % have launched titles on the Epic Games Store, a similar share on the Xbox PC store, while 10 % and 8 % have used GOG and itch.io respectively. Physical releases persist, with 32 % of developers still issuing boxed copies and 72 % of consumers indicating a continued appetite for them. Alternative distribution via e‑stores (e.g., Humble, Fanatical) and marketplaces (e.g., G2A, Kinguin) is gaining traction: 38 % of developers sell through e‑stores and 30 % through marketplaces. Seventy‑five percent anticipate at least a 10 % revenue uplift from these channels, and 80 % expect them to become