Updated Mar 17, 2026 by GungHo Online Entertainment
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Financial · February 13, 2026
Published by GungHo Online Entertainment
GungHo Online Entertainment reported a significant decline in financial performance for the fiscal year ending December 31, 2025. Consolidated net sales fell 10.0% year-on-year to 93,242 million yen, while operating profit plummeted 71.1% to 5,056 million yen. The downturn was primarily driven by a slowdown in non-consolidated sales from the flagship title Puzzle & Dragons, which suffered from fewer high-profile character collaborations compared to the previous year. Profitability was further pressured by rising labor costs following the full acquisition of Alim Co., Ltd. and increased bonus payments in the fourth quarter, leading to a quarterly operating loss of 811 million yen in the final period. The geographic scope of operations remains centered in Japan, though subsidiary Gravity Co., Ltd. provided a strategic buffer through successful releases in Southeast Asia, Taiwan, Hong Kong, and China. While Puzzle & Dragons remains the company’s core asset with 63 million downloads in Japan as of April 2025, newer titles like Ragnarok M: Classic and Ragnarok: Twilight contributed to Gravity’s year-on-year revenue growth. Additionally, the company expanded its multi-platform presence with the December 2025 global launch of LET IT DIE: INFERNO on PlayStation 5 and PC. Methodologically, the findings are based on consolidated financial statements and internal download tracking data. The results highlight a transition period for the company, characterized by a shifting sales mix and higher fixed costs. Despite the decline in annual net profit attributable to owners—which dropped 87.4% to 1,407 million yen—the company maintains a strong liquidity position with 130,474 million yen in cash and deposits, supporting continued investment in its long-term service titles and new global releases.
GungHo Online Entertainment, Inc. Consolidated Financial Results for FY 2025 Supplementary Material Full-year sales and profits declined due to a slowdown in non-consolidated net sales and rising labor costs. ■Summary of Consolidated Financial Results for Full Year (Millions of Yen) FY 2024 FY 2025 Change Ratio YoY Net sales 103,600 93,242 ▲10.0% Cost of sales 50,185 50,913 +1.5% Gross profit 53,415 42,328 ▲20.8% SG&A 35,923 37,271 +3.8% Salary and allowances 6,466 7,461 +15.4% Advertising expenses 11,198 10,768 ▲3.8% Others 18,258 19,041 +4.3% Operating profit 17,491 5,056 ▲71.1% Operating profit Margin 16.8% 5.4% ▲11.4% Ordinary profit 20,013 6,780 ▲66.1% Quarterly profit before income taxes 19,838 6,576 ▲66.8% Quarterly profit attributable to owners of parent 11,171 1,407 ▲87.4%
16.8% 5.4% ▲11.4% Ordinary profit 20,013 6,780 ▲66.1% Quarterly profit before income taxes 19,838 6,576 ▲66.8% Quarterly profit attributable to owners of parent 11,171 1,407 ▲87.4% 【Net Sales】 Regarding the existing game “Puzzle & Dragons” (referred to as “P&D” henceforth), we have continued initiatives to broaden our P&D user base by targeting a wider range of generations through activities that go beyond in-game events and updates, such as airing anime and holding offline events. Compared to the previous year, there were fewer collaboration events with famous characters from other companies, resulting in full-year net sales falling below the previous year’s level. As for “Ragnarok”-related titles in Japan, the condition remained firm through holding events and implementing continuous updates, “Ragnarok Online” celebrated its 23rd anniversary from the service launch on December 1, 2025 and “Ragnarok X” celebrated its 1st anniversary from the service launch on November 20, 2025,. As for subsidiary businesses, Gravity Co., Ltd. continued to release new “Ragnarok” related titles mainly in Southeast Asia and in Taiwan, Hong Kong, and Macau. Gravity Co., Ltd. achieved a YoY increase in full-year net sales, thanks to the significant contribution of titles such as” Ragnarok M: Classic” and “Ragnarok: Twilight.” As a result, consolidated net sales for full year of FY2025 was 93,242 million yen (a decrease of 10,358 million yen year on year).
ty Co., Ltd. achieved a YoY increase in full-year net sales, thanks to the significant contribution of titles such as” Ragnarok M: Classic” and “Ragnarok: Twilight.” As a result, consolidated net sales for full year of FY2025 was 93,242 million yen (a decrease of 10,358 million yen year on year). 【Gross profit】 Gross profit decreased by 20.8% from the previous year to 42,328 million yen (down 11,086 million yen from the previous year). Gross profit margin decreased by 6.2% year-on-year to 45.4%, mainly due to a decrease in the sales composition of subsidiary Gravity in the consolidated net sales.
【Operating profit】 In addition to the decrease in net sales, the cost of sales ratio increased, and SG&A expenses, especially personnel expenses, increased due to the full acquisition of Alim Co., Ltd. at the end of 2024. As a result, operating profit was 5,056 million yen (a decrease of 12,434 million yen year-on-year). ■Summary of quarter consolidated result (Millions of Yen) 1Q FY 2024 FY 2025 2Q 3Q 4Q 1Q 2Q 3Q 4Q Net sales 25,736 27,918 22,828 27,116 23,775 26,812 23,007 19,646 Cost of sales 12,435 13,190 11,321 13,238 12,319 14,808 12,593 11,192 Gross profit 13,301 14,728 11,507 13,877 11,456 12,004 10,413 8,453 SG&A 7,035 8,786 7,893 12,208 8,624 9,815 9,565 9,265 Salary and allowances 1,376 1,461 1,522 2,104 1,566 1,636 1,741 2,517 Adv
7,035 8,786 7,893 12,208 8,624 9,815 9,565 9,265 Salary and allowances 1,376 1,461 1,522 2,104 1,566 1,636 1,741 2,517 Advertising expenses 1,886 3,130 2,424 3,756 2,489 3,267 2,671 2,340 Others 3,771 4,194 3,945 6,346 4,569 4,911 5,152 4,407 Operating profit 6,266 5,941 3,614 1,669 2,831 2,189 848 -811 Operating profit Margin 24.3% 21.2% 15.8% 6.1% 11.9% 8.2% 3.7% -4.1% Ordinary profit 6,935 6,569 3,741 2,766 3,224 2,127 1,617 -188 Quarterly profit before income taxes 6,935 6,569 3,675 2,657 3,224 2,098 1,584 -330 Quarterly profit attributable to owners of parent 4,002 3,820 1,868 1,479 1,609 854 428 -1,484
6,935 6,569 3,675 2,657 3,224 2,098 1,584 -330 Quarterly profit attributable to owners of parent 4,002 3,820 1,868 1,479 1,609 854 428 -1,484 【Net Sales】 In the 4<sup>th</sup> quarter of the fiscal year ending December 31, 2025, Regarding “Puzzle & Dragons” (referred to as “P&D” henceforth), we continued the roll-out of various events, including the collaborations with famous characters of other companies and “Appreciation Celebration”, which is the big event, to have more users enjoy "P & D" over the long-term. On December 4, 2025, we began global service for consoles (PlayStation5) and PCs for the latest installment in the “LET IT DIE” series, “LET IT DIE: INFERNO,” a rogue-lite survival action game. Furthermore, subsidiary Gravity Co., Ltd. and its consolidated subsidiaries worked to continuous release new titles with the launch of “Ragnarok: Southeast Asia on October 23, 2025 and “Ragnarok: Back to Glory” in China on December 25, 2025. As a result, net sales for the 4<sup>th</sup> quarter of the year was 19,646 million yen (a decrease of 3,361 million yen quarter on quarter). 【Gross profit】 Consolidated gross profit for the 4<sup>th</sup> quarter was JPY 8,453 million (a decrease of JPY1,959 million quarter on quarter) due to the lower net sales. The gross profit margin was 43.0% (decreased by 2.2% quarter on quarter).
CyberAgent achieved a significant financial recovery during the 2025 fiscal year, characterized by a 9.1% increase in net sales to ¥874,030 million and a 78.9% surge in operating income to ¥71,702 million. This performance was underpinned by the Media & IP segment returning to profitability for the first time in a decade, generating ¥7.29 billion in operating income. The Game Business served as the primary engine for growth, with its operating income nearly doubling to ¥60.06 billion. This success in the gaming sector was attributed to aggressive overseas expansion and the adoption of high-margin external payment methods, which more than offset a ¥727 million extraordinary loss related to a patent infringement settlement between subsidiary Cygames and Konami Digital Entertainment. The company’s financial position strengthened considerably over the period, with net income attributable to the parent doubling to ¥31.67 billion and cash flows from operating activities rising to ¥79,518 million. Strategic capital management included a ¥20,000 million redemption of convertible bonds and the acquisition of subsidiary shares. To better leverage synergies surrounding the ABEMA platform, the corporate structure was reorganized to integrate secondary operations into the newly designated Media & IP Business segment. Looking toward the 2026 fiscal year, the outlook remains cautious despite the recent momentum. While consolidated net sales are projected to grow modestly to ¥880,000 million, operating income is expected to contract to a range between ¥50,000 and ¥60,000 million. This forecast suggests a period of reinvestment or market stabilization following the exceptional gains realized in the gaming and media sectors during the previous year. The results reflect a consolidated Japanese market focus with increasing international contributions from the gaming portfolio.
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.
GungHo Online Entertainment is currently undergoing a fundamental strategic pivot, transitioning from a primary focus on the domestic Japanese mobile market toward a global, multi-platform distribution model. This evolution targets North America and Europe specifically through the development of action-oriented intellectual properties for console and PC. The success of this shift is evidenced by the dramatic rise in the overseas net sales ratio, which is projected to reach 66% in fiscal year 2025, up from just 11.4% in 2016. Key drivers for this international expansion include the upcoming launch of Let It Die: Inferno and the continued global scaling of the Ragnarok and Puzzle & Dragons franchises across more than 150 countries. Despite this aggressive geographic expansion, the company faces immediate financial headwinds characterized by a contraction in consolidated net sales and operating profit. Quarterly performance data reveals a downward trajectory over a four-year period, with peak values declining from over 16,000 to approximately 7,750 in the most recent quarter. This downturn is largely attributed to softening sales of legacy mobile titles and a reactional decrease in revenue from the subsidiary Gravity. To stabilize these core assets, the company is utilizing high-profile collaborations with major brands such as Sanrio and Digimon to maintain domestic user engagement while simultaneously preparing for the launch of Ragnarok Online 3 in major Asian markets. The long-term outlook centers on a diversified portfolio that balances established mobile revenue with new, high-scale global releases. While current financial indicators reflect a period of contraction and volatility, the commitment to 100-player raid mechanics in upcoming titles and the expansion of Ragnarok X: Next Generation into EMEA markets signal a move toward more technologically ambitious projects. Ultimately, the transition toward a global-first strategy represents a necessary adaptation to the maturing domestic mobile landscape, aiming to replace declining legacy revenue with sustainable growth from international console and PC audiences.
CyberAgent achieved record consolidated net sales of 874 billion yen for the 2025 fiscal year, marking nearly three decades of uninterrupted growth. This performance was characterized by a significant recovery in profitability, as operating income surged nearly 79% to 71.7 billion yen. The primary catalyst for this expansion was the gaming segment, which saw operating income nearly double due to the success of several new hit titles and a six-fold increase in overseas sales following aggressive global expansion. Furthermore, the Media and IP segment reached a major milestone by achieving profitability for the first time since the launch of the ABEMA streaming service, which saw record viewership and a doubling of active users for its original programming. While the gaming and media sectors flourished, the advertising division experienced a 14% decline in operating profit. This contraction resulted from heavy internal investments in artificial intelligence intended to drive long-term structural changes. Despite these costs, overall group sales grew by over 6%, supported by the establishment of new animation studios and expanded global distribution partnerships. The company’s strategic focus remains on diversifying its IP portfolio and leveraging external payment methods to improve margins within its digital storefronts. Looking toward the 2026 fiscal year, the outlook remains stable with projected sales of 880 billion yen, though operating income is expected to moderate to between 50 and 60 billion yen. This conservative forecast accounts for the inherent volatility of the gaming market and the high performance bar set by recent hits. Additionally, the organization is preparing for a significant leadership transition scheduled for late 2025, during which founder Susumu Fujita will transition to Chairman, and Takahiro Yamauchi will assume the role of President to lead the next phase of the company's evolution.