Updated Mar 21, 2026 by Square Enix
Report
Published by Square Enix
Corporate Philosophyby providing unforgettable experiences This represents company's and the beliefs for 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. Each of ourcustomers or her of happiness.
Corporate Philosophyby providing unforgettable experiences philosophy This represents company's and the beliefs for which we stand. our Smission To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of ourcustomers or her of happiness. has definition his own The Square Group provides se customers create their own wonderful, unforget- Enix high-quality content, services, and products to help thos Each of our customers has his or her own definition of happiness. table experiences therebyallowing them to discover a happiness 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. Guidelines Management Management Guidelines policies as our key guidelines. In workingtomakeourCorporatePhilosophy a reality, we will manage our Group with the following a In working to make our Corporate Philosophy a reality, we will manage our Group with the following policies as our key guidelines.
elines Management Management Guidelines policies as our key guidelines. In workingtomakeourCorporatePhilosophy a reality, we will manage our Group with the following a In working to make our Corporate Philosophy a reality, we will manage our Group with the following policies as our key guidelines. will strive be thatdelivers 1. We company unparalleled to entertainment. 1. We will strive to be a company that delivers unparalleled entertainment. Throughourgames,amusementofferings,publications, merchandising, and other contents and servvices, we will be steadfast in our efforts to deliver unpar Through our games, amusement offerings, publications, merchandising, and other contents and services, we will be steadfast in our efforts to deliver unparalleledentertainment ourcustomers. alleled entertainment to our customers. 2. We willvalue innovation andcreativity. 2. We will value innovation and creativity. givingrise expressionsand and creating experiences like none ever encountered beefore, we will deliver contents and services that surpass By tonew ideas 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 of We believe that it is in our unrelenting efforts to this end that our existential value and the value of our brand lie 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.
ices that surpass the of We believe that it is in our unrelenting efforts to this end that our existential value and the value of our brand lie 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. 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. 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. At the same time, it Our contents and services are born of teamwork and could never be created without the concerted eefforts of a team that is fully united. 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 ts. We will foster a corporate culture that promotes such is important that we engage in collegial competition in order to inspire one another to greater heights competitive collaboration. competitive collaboration.
another to greater heights. We will foster a corporate culture that promotes such ts. We will foster a corporate culture that promotes such is important that we engage in collegial competition in order to inspire one another to greater heights competitive collaboration. competitive collaboration. CONTENTS 01 Financial Highlights 02 A Message to Our Stakeholders 09 Review of Operations 13 Special Feature: DELIVERING UNFORGETTABLE EXPERIENCES 09 Disclaimer Regarding Forward-Looking Statements 20 Environment‚ Social and Governance Statements in this annual report with respect to the current plans, estimates, strategy, 13 Special Feature: DELIVERING UNFORGETTABLE EXPERIENCES and beliefs of SQUARE ENIX HOLDINGS CO., LTD., and consolidated subsidiaries 35 Executive Members Dis 20 [collectively “SQUARE ENIX HOLDINGS”] include both historical facts and forward- Environment,Social and Governance Sta 37 History looking statements concerning the future performance of SQUARE ENIX HOLDINGS. 35 Executive Members and Such information is based on management’s assumptions and beliefs in light of [co 38 Corporate Data the information currently available and, therefore, involve risks and uncertainties. lool 37 Actual results may differ materially from those anticipated in these statements due to 39 Investor assumptions and beliefs in light of Information the influence of a number of important factors. 38 Corporate Data the Such factors include but are not limited to: [1] general economic cond
ies. lool 37 Actual results may differ materially from those anticipated in these statements due to 39 Investor assumptions and beliefs in light of Information the influence of a number of important factors. 38 Corporate Data the 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 39 Investor Information exchange rates, in particular the exchange rate of the Japanese yen in relation to the U.S. dollar, the euro and others, which SQUARE ENIX HOLDINGS uses extensively in its With respect to this annual report‚ the financial section Jap overseas business; [3] the continuous introduction of new products and rapid fluctuations in technical innovation in the digital entertainment industry as well as SQUARE ENIX will be provided at the link below. exc relation to the HOLDINGS’s ability to continue developing products and services accepted by https://www.hd.square-enix.com/eng/ir/library/ar.html U.S With respect to this annual report, the financial section consumers in the intensely competitive market, which is heavily influenced by subjective ove and rapid and quickly changing consumer preferences. tec echnical innovation in the digital entertainment industry will be provided at the link below.
th respect to this annual report, the financial section consumers in the intensely competitive market, which is heavily influenced by subjective ove and rapid and quickly changing consumer preferences. tec echnical innovation in the digital entertainment industry will be provided at the link below. HO as wellasSQUAREENIX https://www.hd.square-enix.com/eng/ir/library/ar.html OLDINGS's ability to continue developing productsandservicesaccepted by con which is heavily onsumers in the intensely competitive market, influenced by subjective
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
CD Projekt Group presents its FY 2024 earnings, outlining financial performance, operational milestones and a long‑term growth outlook for the studio and its portfolio. The report emphasizes the commercial impact of The Witcher 4, which captured 53 % of press coverage in the 72 hours after The Game Awards 2024, generating 2 150 articles and becoming the most discussed title among peers such as Elden Ring and Final Fantasy. Development capacity expanded to 411 staff, with 650 developers allocated across The Witcher 4, Orion, Sirius, Hadar, the Witcher Remake and several unannounced projects. Revenue for the year fell 20 % year‑on‑year to PLN 1.23 billion, while cost of sales decreased to PLN 377.9 million, delivering a gross profit of PLN 852.2 million and EBIT of PLN 469.0 million. Net profit reached PLN 481.1 million, reflecting a net‑profit margin of roughly 39 % in 2023 and an expected rise to 47.7 % in 2024, with a target of 58.5 % by