Updated Mar 21, 2026 by Aiming
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Financial · February 13, 2026
Published by Aiming
Aiming Inc. reported its consolidated financial results for the fiscal year ended December 31, 2025, revealing a significant turnaround in profitability despite a decline in top-line revenue. The company operates within a single segment, the online game business, primarily targeting the Japanese smartphone market. While total revenue fell 7.4% year-over-year to 15,826 million yen, the company achieved an operating profit of 2,079 million yen and a net profit attributable to owners of the parent of 1,086 million yen, recovering from substantial losses in the previous fiscal year. The return to profitability was driven by the sustained performance of core titles and effective cost management. Key revenue contributors included Dragon Quest Tact, developed with Square Enix, and The Eminence in Shadow: Master of Garden, which saw high engagement through its third-anniversary events. Newer titles such as 2.5 Dimensional Seduction: Angels' Stage and Legend of the Galactic Heroes: Die Neue Saga also provided steady income. Conversely, the company faced a non-operating hit from an investment loss of 1,056 million yen under the equity method. Financially, the company strengthened its balance sheet, with total assets increasing to 9,205 million yen and the equity ratio rising to 74.7%. Cash and cash equivalents nearly doubled to 5,498 million yen, bolstered by 4,530 million yen in cash flow from operating activities, primarily due to the collection of accounts receivable. Investment activities included a 1,100 million yen capital contribution to affiliates, notably Betimo, which launched a bicycle race betting service in late 2025 to diversify revenue streams. Looking ahead to the first quarter of fiscal year 2026, Aiming forecasts a 34% decline in revenue to 3,409 million yen and a sharp drop in profits compared to the previous year's period. The company cites the high volatility of the mobile gaming market and intensifying competition from high-quality overseas titles and major IP-based games as primary challenges. Future growth strategies focus on upcoming releases, including a live-action romance simulation game co-produced with TV Asahi scheduled for March 2026.
m 2025 年12月期 決算短信〔日本基準〕(連結) 2026 年2月13日 上 場 会 社 名 株式会社Aiming 上場取引所 東 コ ー ド 番 号 3911 URL http://aiming-inc. com/ja 代 表 者 (役職名) 代表取締役社長 (氏名) 椎葉忠志 問合せ先責任者 (役職名) 取締役経営管理部 (氏名) 田村紀貴 (TEL)03 (66 72) 6159 ディビジョンディレクター 定時株主総会開催予定日 2026 年3月26日 配当支払開始予定日 ― 有価証券報告書提出予定日 2026 年3月26日 決算補足説明資料作成の有無 : 有 決算説明会開催の有無 : 有 (機関投資家・証券アナリスト向け ) (百万円未満切捨て) 1.20 25年 12 月期の連結業績(20 25年 1月1日~20 25年 12月 31日 ) (1)連結経営成績 (%表示は対前期増減率) 売上高 営業利益 経常利益 親会社株主に帰属する 当期純利益 百万円 % 百万円 % 百万円 % 百万円 % 2025 年12月期 15, 826 △7. 4 2,0 79 - 1,4 11 - 1,0 86 - 2024 年12月期 17, 086 △6. 1 △55 2 - △15 0 - △34 1 - (注) 包括利益 2025 年12月期 1,2 59 百万円( -%) 2024 年12月期 △40 1百万円( -%) 1株当たり 潜在株式調整後 自己資本 総資産 売上高 当期純利益 1株当たり 当期純利益率 経常利益率 営業利益率 当期純利益 円 銭 円 銭 % % % 2025 年12月期 23. 27 - 17. 1 16. 3 13. 1 2024 年12月期 △7. 49 - △6. 6 △1. 9 △3. 2 (参考) 持分法投資損益 2025 年12月期 △1, 053 百万円 2024 年12月期 91百万 円 (2)連結財政状態 総資産 純資産 自己資本比率 1株当たり純資産 百万円 百万円 % 円 銭 2025 年12月期 9,2 05 6,8 96 74. 7 147. 34 2024 年12月期 8,1 54 6,0 64 71. 0 124. 03 (参考) 自己資本 2025 年12月期 6,8 76百万 円 2024 年12月期 5,7 90百万 円
. 6 △1. 9 △3. 2 (参考) 持分法投資損益 2025 年12月期 △1, 053 百万円 2024 年12月期 91百万 円 (2)連結財政状態 総資産 純資産 自己資本比率 1株当たり純資産 百万円 百万円 % 円 銭 2025 年12月期 9,2 05 6,8 96 74. 7 147. 34 2024 年12月期 8,1 54 6,0 64 71. 0 124. 03 (参考) 自己資本 2025 年12月期 6,8 76百万 円 2024 年12月期 5,7 90百万 円 (3)連結キャッシュ・フローの状況 営業活動による 投資活動による 財務活動による 現金及び現金同等物 キャッシュ・フロー キャッシュ・フロー キャッシュ・フロー 期末残高 百万円 百万円 百万円 百万円 2025 年12月期 4,5 30 △1, 697 △19 2 5,4 98 2024 年12月期 △96 4 △21 5 1,1 81 2,8 67 2.配当の状況 年間配当金 配当金総額 配当性向 純資産 第1四半期末 第2四半期末 第3四半期末 期末 合計 (合計) (連結) 配当率 (連結) 円 銭 円 銭 円 銭 円 銭 円 銭 百万円 % % 2024 年12月期 0.0 0 0.0 0 0.0 0 0.0 0 0.0 0 - - - 2025 年12月期 0.0 0 0.0 0 0.0 0 0.0 0 0.0 0 - - - 2026 年12月期(予想) - - - - - - (注)20 26 年12月期の配当額は未定であります。 3.20 26 年12月期の連結業績予想(20 26年 1月1日~20 26年 3月31日) (%表示は対前年同四半期増減率) 売上高 営業利益 経常利益 親会社株主に帰属 1株当たり当期純 する当期純利益 利益 百万円 % 百万円 % 百万円 % 百万円 % 円 銭 第1四半期 3,4 09 △34 .0 129 △90 .4 54 △89 .1 42 △88 .1 0.9 2 (注)当社グループは、スマートフォンを中心としたオンラインゲーム事業を展開しており、短期的な変化が激しい ことなどから、業績の見通しにつきましては適正かつ合理的な数値の算出が困難であるため、四半期ごとの決算短信 発表時に翌四半期の業績見通しを公表させていただきます。
※ 注記事項 (1)期中における連結範囲の重要な変更 : 無 (2)会計方針の変更・会計上の見積りの変更・修正再表示 ① 会計基準等の改正に伴う会計方針の変更 : 無 ② ①以外の会計方針の変更 : 無 ③ 会計上の見積りの変更 : 無 ④ 修正再表示 : 無 (3)発行済株式数(普通株式) ① 期末発行済株式数 (自己株式を含む) 2025 年12月期 46, 705, 300 株 2024 年12月期 46, 705, 300 株 ② 期末自己株式数 2025 年12月期 37, 100 株 2024 年12月期 25, 000 株 ③ 期中平均株式数 2025 年12月期 46, 671, 117 株 2024 年12月期 45, 496, 692 株
37, 100 株 2024 年12月期 25, 000 株 ③ 期中平均株式数 2025 年12月期 46, 671, 117 株 2024 年12月期 45, 496, 692 株 (参考) 個別業績の概要 1.20 25年 12 月期の個別業績(20 25年 1月1日~20 25年 12月 31日 ) (1)個別経営成績 (%表示は対前期増減率) 売上高 営業利益 経常利益 当期純利益 百万円 % 百万円 % 百万円 % 百万円 % 2025 年12月期 13, 553 0.1 1,9 49 - 1,3 59 - 1,2 08 - 2024 年12月期 13, 541 △5.
百万円 % 2025 年12月期 13, 553 0.1 1,9 49 - 1,3 59 - 1,2 08 - 2024 年12月期 13, 541 △5. 7 △45 9 - △90 - △34 1 - 1株当たり 潜在株式調整後 当期純利益 1株当たり当期純利益 円 銭 円 銭 2025 年12月期 25. 89 - 2024 年12月期 △7. 49 - (2)個別財政状態 総資産 純資産 自己資本比率 1株当たり純資産 百万円 百万円 % 円 銭 2025 年12月期 9,4 63 6,9 98 74. 0 149.
% 円 銭 2025 年12月期 9,4 63 6,9 98 74. 0 149. 96 2024 年12月期 8,2 25 5,7 90 70. 4 124. 03 (参考) 自己資本 2025 年12月期 6,9 98百万 円 2024 年12月期 5,7 90百万 円 ※ 決算短信は公認会計士又は監査法人の監査の対象外です ※ 業績予想の適切な利用に関する説明、その他特記事項 ・本資料に記載されている業績見通し等の将来に関する記述は、当社が現在入手している情報及び合理的であると 判断する一定の前提に基づいており、その達成を当社として約束する趣旨のものではありません。また、実際の業 績等は様々な要因により大きく異なる可能性があります。業績予想の前提となる条件及び業績予想のご利用にあた っての注意事項等については、添付資料3ページ「今後の見通し」をご覧ください。
Fiscal performance for the year ended December 31, 2025, reflects a period of significant structural transition as the organization grapples with a 17.5% year-on-year revenue decline to ¥6.86 billion. This downturn was primarily driven by the weakening performance of core mobile titles such as BLEACH Brave Souls and Captain Tsubasa: Dream Team, alongside a substantial ¥4.43 billion impairment loss on software assets related to EA SPORTS FC™ TACTICAL. These factors culminated in an operating loss of ¥1.30 billion and a net loss of ¥4.18 billion, a marked increase from the previous year’s deficit. Despite these operational challenges, the financial position remains stabilized through aggressive capital management and strategic divestment. Total net assets held steady at ¥10.30 billion, supported by ¥4.79 billion in proceeds from new share issuances and the sale of investment securities. Cash and cash equivalents rose to ¥5.21 billion, providing a necessary buffer as the company implements cost-cutting measures, including workforce reductions, office relocations, and the divestment of GlobalGear Co. Ltd. These actions aim to mitigate the volatility of the traditional mobile gaming segment, which saw profits drop from ¥1.13 billion to ¥830.5 million over the fiscal year. The strategic focus is now shifting toward the emerging GPU AI Cloud and AI Entertainment sectors to diversify revenue streams. The new GPU AI Cloud Business demonstrated promising initial growth, contributing ¥490.7 million in sales and signaling a pivot away from total reliance on the game business. While the adoption of revised accounting standards for income taxes had no material impact on the results, the massive impairment losses and subsequent net loss of ¥73.53 per share underscore the urgency of this pivot toward high-growth technology infrastructure and AI-driven entertainment.
GungHo Online Entertainment experienced a significant downturn during the fiscal year ended December 31, 2025, characterized by a 10% decline in net sales to ¥93,242 million and a severe 87.4% drop in profit attributable to owners, which fell to ¥1,407 million. Operating income plummeted by 71.1% to ¥5,056 million as the company grappled with rising development costs and global inflationary pressures. This financial contraction was further reflected in the company’s liquidity, with cash and cash equivalents decreasing by more than half to ¥31,021 million by the end of the period. Despite these challenges, the organization expanded its global footprint by launching new titles such as LET IT DIE: INFERNO and Ragnarok: Twilight, while sustaining its flagship Puzzle & Dragons through consistent event collaborations. The geographic scope of operations also evolved, with Indonesia and Latin America emerging as independent reporting categories due to their increasing strategic importance. To stabilize investor confidence amidst this volatility, the company implemented a revised shareholder return policy targeting a 4% Dividend on Equity and a consolidated payout ratio of 50% or higher, resulting in an increased year-end dividend of ¥90.00 per share. Capital management remained a priority through the repurchase of ¥5,003 million in treasury shares and a subsequent board resolution to buy back an additional ¥5 billion in common stock. These measures, alongside the cancellation of 16 million treasury shares, aim to improve capital efficiency and net profit per share, which fell from ¥182.67 to ¥25.79 over the fiscal year. Due to the inherent unpredictability of the digital content market, no formal financial forecasts have been provided for the 2026 fiscal year.
Nexon Group achieved record-breaking consolidated revenue of ¥475.1 billion for the fiscal year ended December 31, 2025, representing a 6.5% year-on-year increase. This growth was primarily driven by the Korea segment, which contributed ¥400.7 billion, and a robust performance in the PC online market. Key intellectual properties, including Dungeon&Fighter and MapleStory, alongside the successful launch of ARC Raiders, underpinned this expansion. Despite the revenue gains, profit attributable to owners fell 31.7% to ¥92.1 billion. This decline was largely influenced by foreign exchange losses, increased marketing and royalty expenses, and an ¥8.6 billion impairment loss on equity method investments. The financial position remains strong, characterized by a cash reserve of ¥498.9 billion and total assets reaching ¥1.41 trillion. Net cash from operating activities rose significantly to ¥171.9 billion, while investing activities turned positive due to ¥197.6 billion in proceeds from the sale and redemption of securities. To enhance shareholder value and capital efficiency, the annual dividend was doubled to ¥45.00 per share, and the board approved the cancellation of approximately 36.5 million treasury shares. These actions followed a substantial ¥96.9 billion allocation toward treasury share purchases during the fiscal year. Looking forward to the first quarter of 2026, revenue is projected to grow between 32.1% and 44.0% year-on-year, reaching up to ¥164.0 billion. This optimistic outlook is supported by the continued momentum of the MapleStory franchise and the integration of recent releases like Mabinogi Mobile. While the Dungeon&Fighter franchise may face a temporary revenue decline, the overall trajectory suggests a pivot toward aggressive growth. The company continues to leverage its free-to-play microtransaction model across PC and mobile platforms to maintain its dominant market position in Korea and expand its footprint in North American and European markets.
Aiming Inc. reports a significant financial turnaround for the first half of fiscal year 2025, covering the period from January 1 to June 30, 2025. Following a period of losses in the previous year, the company achieved a return to profitability, driven by an 11.0% year-over-year increase in net sales to 8,989 million yen. Operating income reached 1,843 million yen, a substantial recovery from the 748 million yen loss recorded during the same period in 2024. Net income attributable to owners of the parent totaled 827 million yen, compared to a 934 million yen loss in the prior year. The company’s financial position strengthened during this period, with total assets rising to 8,666 million yen and net assets increasing to 6,766 million yen. The equity ratio improved from 71.0% at the end of 2024 to 76.7% as of June 30, 2025. Cash and deposits saw a notable increase, rising from 2,867 million yen to 4,522 million yen. Despite the return to profitability, the company maintained a policy of no dividend payments for the second quarter and has not yet determined a forecast for year-end dividends. Operating within a single segment of online mobile gaming, the company noted that its business environment is characterized by rapid short-term changes. Consequently, management provides rolling quarterly forecasts rather than full-year projections. For the cumulative third quarter ending September 30, 2025, the company expects net sales of 12,639 million yen and an operating profit of 1,834 million yen. The results were prepared in accordance with Japanese GAAP and reflect adjustments in capital surpluses following changes in investment ratios related to specific production committees.