KLab Inc. reported a net loss of 4,748 million yen for the first half of fiscal year 2025, driven largely by a 4.43 billion yen impairment charge on software in progress.
See it on page 5Revenue declined 12.9% year-over-year to 3,161 million yen, while total assets dropped from 15.7 billion yen to 10.9 billion yen.
See it on page 1The company has suspended interim dividends and declined to provide a full-year financial forecast due to ongoing performance volatility and four consecutive years of operating deficits.
See it on page 1To improve liquidity, the firm sold its subsidiary GlobalGear for 1.1 billion yen and issued new stock acquisition rights contingent on reaching 1,000 million yen in non-game revenue and a 10 billion yen market capitalization.
See it on page 9Despite the broader net loss, the game business segment remained profitable, contributing 313 million yen to the company's results.
See it on page 8Future growth strategy centers on diversifying into the hybrid casual gaming market and launching new titles, including a My Hero Academia game, following delays to EA SPORTS FC™ TACTICAL.
See it on page 16KLab Inc. experienced a challenging first half of the fiscal year ending December 31, 2025, characterized by a 12.9% year-over-year revenue decline to 3,161 million yen and a substantial net loss of 4,748 million yen. This loss was primarily driven by a 4.43 billion yen impairment on software in progress, which contributed to a sharp reduction in total assets from 15.7 billion yen to 10.9 billion yen. Despite these pressures, the game business segment achieved a profit of 313 million yen, and operating losses showed slight improvement compared to the previous year. Due to ongoing volatility and the difficulty of projecting future performance, no full-year forecast has been provided, and interim dividends have been suspended.
To stabilize its financial position and pivot its corporate strategy, the firm executed several capital-raising and restructuring initiatives. These included the sale of the subsidiary GlobalGear for 1.1 billion yen and the issuance of new stock acquisition rights. These rights are tied to rigorous performance hurdles, requiring the company to achieve over 1,000 million yen in non-game revenue and a market capitalization exceeding 10 billion yen before they can be exercised. These measures are designed to incentivize a recovery in market value and diversify revenue streams beyond traditional mobile gaming.
Management remains focused on achieving profitability through aggressive cost-cutting, workforce optimization, and a refined development pipeline. While the company has faced four consecutive years of operating deficits and delays in the release of EA SPORTS FC™ TACTICAL, it maintains that there is no material uncertainty regarding its status as a going concern. Future growth is predicated on the successful launch of new projects, including a My Hero Academia title and an expansion into the hybrid casual gaming market. This strategic shift aims to balance the high-risk nature of major game development with more sustainable, diversified business operations.