Updated Mar 21, 2026 by Square Enix
What can I help with?
AI-powered answers with citations from the library.
What can I help with?
AI-powered answers with citations from the library.
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
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 Dragon Quest franchise continues to expand its global footprint, reaching over 95 million units in total shipments and digital sales as of June 2025. A central focus of the current release strategy is the reimagining of the foundational Erdrick Trilogy through HD-2D remakes. Dragon Quest I & II HD-2D Remake is scheduled for a February 5, 2026, launch on a wide array of platforms, including the Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam and the Microsoft Store. This multi-platform approach reflects a broader commitment to utilizing contemporary technology to modernize classic role-playing experiences for a global audience. Beyond the core Dragon Quest series, the broader portfolio demonstrates significant market penetration across several flagship intellectual properties. The Final Fantasy franchise has surpassed 204 million units globally as of mid-2025, supported by the ongoing expansion of Final Fantasy XIV: Dawntrail and the continued rollout of Final Fantasy VII Rebirth across various ecosystems. Additionally, the Kingdom Hearts series, a collaborative effort with Disney, has achieved over 38 million units in sales, with new entries currently in development for unspecified launch windows. The strategic roadmap emphasizes cross-platform accessibility and the revitalization of legacy content. By targeting next-generation hardware like the Nintendo Switch 2 alongside established consoles and PC storefronts, there is a clear intent to maximize reach across diverse geographic markets. This strategy is complemented by a robust pipeline of mobile and niche titles, including Dragon Quest Tact and various entries in the Bravely Default and Octopath Traveler series, ensuring a steady cadence of content across the role-playing game segment through 2026.