Updated Mar 21, 2026 by GungHo Online Entertainment
Financial
Published by GungHo Online Entertainment
Financial Results of Fiscal Year Ended December 31, 2025 [Japanese GAAP] (Consolidated) Name of listed company: GungHo Online Entertainment, Inc. Stock exchange listing: Tokyo Stock Exchange URL: https://www.gungho.co.jp/en/ Representative: Kazuya Sakai, Representative Director & President, CEO Contact: Kazumasa Takayama, Corporate Officer, CFO & IRO, Executive General Manager of Corporate Planning Annual general shareholders’ meeting date: March 30, 2026 Securities report issuing date: March 1...
Financial Results of Fiscal Year Ended December 31, 2025 [Japanese GAAP] (Consolidated) February 13, 2026 Name of listed company: GungHo Online Entertainment, Inc. Stock exchange listing: Tokyo Stock Exchange Code number: 3765 URL: https://www.gungho.co.jp/en/ Representative: Kazuya Sakai, Representative Director & President, CEO Contact: Kazumasa Takayama, Corporate Officer, CFO & IRO, Executive General Manager of Corporate Planning Division TEL: 03-6895-1650 Annual general shareholders’ meeting date: March 30, 2026 Securities report issuing date: March 19, 2026 Dividend payment date: April 20, 2026 Supplemental information for financial statements: Yes Financial results briefing session: Yes (For institutional investors and analysts) (Amounts are rounded off to the nearest million yen.) 1. Consolidated financial results for the fiscal year ended December 31, 2025 (from January 1, 2025 to December 31, 2025) (1) Consolidated operating results (% figure represents the year-on-year change) Net sales Operating income Ordinary income Profit attributable to owners of parent Millions of yen % Millions of yen % Millions of yen % Millions of yen % Fiscal year ended December 31, 93,242 (10.0) 5,056 (71.1) 6,780 (66.1) 1,407 (87.4) 2025 Fiscal year ended December 31, 103,600 (17.3) 17,491 (37.3) 20,013 (31.7) 11,171 (32.0) 2024 (Note) Comprehensive Fiscal year ended 5,969 million yen Fiscal year ended 15,491million yen income December 31, 2025 (61.5%) December 31, 2024 (34.4%)
42 (10.0) 5,056 (71.1) 6,780 (66.1) 1,407 (87.4) 2025 Fiscal year ended December 31, 103,600 (17.3) 17,491 (37.3) 20,013 (31.7) 11,171 (32.0) 2024 (Note) Comprehensive Fiscal year ended 5,969 million yen Fiscal year ended 15,491million yen income December 31, 2025 (61.5%) December 31, 2024 (34.4%) Profit per share Diluted net profit Return on equity Ordinary profit on Operating profit to per share total assets net sales Yen Yen % % % Fiscal year ended December 31, 25.79 25.51 1.1 3.9 5.4 2025 Fiscal year ended December 31, 182.67 180.70 8.8 11.7 16.9 2024 (2) Consolidated financial position Total assets Net assets Shareholders' equity Net assets per share ratio Millions of yen Millions of yen % Yen Fiscal year ended December 31, 169,474 151,333 71.9 2,242.37 2025 Fiscal year ended December 31, 175,464 153,535 72.6 2,280.75 2024
(Reference) Shareholders' equity: Fiscal year ended 121,856million Fiscal year ended 127,311 million December 31, 2025 yen December 31, 2024 yen (3) Status of consolidated cash flows Cash flows from Cash flows from Cash flows from Balance of cash and operating activities investing activities financing activities cash equivalents at the end of the year Millions of yen Millions of yen Millions of yen Millions of yen Fiscal year ended December 31, 149 (28,676) (8,827) 31,021 2025 Fiscal year ended December 31, 17,132 (47,588) (12,217) 68,171 2024 2. Dividends Dividends per share Total Dividend Dividend on 1st quarter 2nd quarter 3rd quarter 4th quarter Total dividends payout ratio equity ratio (Consolidated) (Consolidated) Yen Yen Yen Yen Yen Millions of % % yen Fiscal year ended December 31, - 0.00 - 60.00 60.00 3,349 32.8 2.7 2024 Fiscal year ended December 31, - 0.00 - 90.00 90.00 4,890 348.9 4.0 2025 Fiscal year ending December 31, - - - - - - 2026(Forecast) (Note) The year-end dividend for the fiscal year ended December 31, 2025 is currently a forecast, and will be confirmed by the resolution of the Board of Directors meeting scheduled to be held on March 30, 2026. For details, please refer to “Change to Shareholder Return Policy” in “Information Related to the Consolidated Earnings Forecast and Other Future Projections” on page 3. Dividend forecasts for the fiscal year ending December 31, 2026 have yet to be determined.
heduled to be held on March 30, 2026. For details, please refer to “Change to Shareholder Return Policy” in “Information Related to the Consolidated Earnings Forecast and Other Future Projections” on page 3. Dividend forecasts for the fiscal year ending December 31, 2026 have yet to be determined. 3. Consolidated financial results forecast for the fiscal year ending December 31, 2026(from January 1, 2026 to December 31, 2026) The GungHo Group engages in the content business that is highly novel in nature and is subject to facing sudden, short-term changes in the operating environment. Since this makes it difficult to calculate proper and rational earnings forecasts, the Company adopts the policy of providing timely disclosure of financial results and summary of operations on a quarterly basis while refraining from disclosing its full-year consolidated earnings forecast.
*Notes (1) Changes in significant subsidiaries during the period (Changes in scope of : No consolidation of specified subsidiaries.) (2) Changes in accounting policies, changes in accounting estimates and restatements 1) Changes in accounting policies due to revisions of accounting standards : Yes 2) Changes in accounting policies due to reasons other than 1) : No 3) Changes in accounting estimates : No 4) Restatements : No (3) Number of shares of common stock issued 1) Number of shares of common stock Fiscal year Fiscal year outstanding at the end of the period ended 69,161,416 shares ended 83,161,416 shares (including treasury shares) December December 31, 2025 31, 2024 2) Number of treasury shares at the end of Fiscal year Fiscal year the period ended 14,818,472 shares ended 27,341,332 shares December December 31, 2025 31, 2024 3) Average number of shares during the Fiscal year Fiscal year period ended 54,577,520 shares ended 61,157,128 shares December December 31, 2025 31, 2024 (Reference) Summary of non-consolidated operating results 1. Non-consolidated financial results for the Fiscal Year Ended December 31, 2025 (From January 1, 2025 to December 31, 2025) (1) Non-consolidated operating results (% figure represents the year-on-year change) Net sales Operating profit Ordinary profit Net profit Millions of yen % Millions of yen % Millions of yen % Millions of yen % Fiscal year ended December 31, 33,579 (32.5) (3,702) - (3,470) - (3,653) - 2025 Fiscal year ended December 31, 49,731 3.3 7,731 (26.4) 7,831 (29.7) 5,400 (27.9) 2024
ange) Net sales Operating profit Ordinary profit Net profit Millions of yen % Millions of yen % Millions of yen % Millions of yen % Fiscal year ended December 31, 33,579 (32.5) (3,702) - (3,470) - (3,653) - 2025 Fiscal year ended December 31, 49,731 3.3 7,731 (26.4) 7,831 (29.7) 5,400 (27.9) 2024 Net profit per share Diluted net profit per share Yen Yen Fiscal year ended December 31, (66.94) - 2025 Fiscal year ended December 31, 88.31 87.35 2024 (2) Non-consolidated financial position Total assets Net assets Shareholders' equity Net assets per share ratio Millions of yen Millions of yen % Yen Fiscal year ended December 31, 87,625 81,315 91.5 1,474.99 2025 Fiscal year ended December 31, 102,666 93,137 89.3 1,642.30 2024 (Reference) Shareholders' equity: Fiscal year ended Fiscal year ended December 31, 2025 80,155 million yen December 31, 2024 91,673 million yen
KLab Inc. experienced a significant downturn during the third quarter of fiscal year 2025, characterized by an 18.6% year-over-year revenue decline to ¥4.93 billion. This contraction was primarily driven by weakening performance in established titles such as Captain Tsubasa: Dream Team and a general decrease in income from paid users within the game business. Despite aggressive cost-cutting measures and a ¥1.57 billion gain from the sale of investment securities, the company recorded a substantial net loss of ¥3.97 billion. This loss was largely precipitated by a massive ¥4.42 billion impairment charge on software assets related to EA SPORTS FC™ TACTICAL and a reduction in goodwill following the divestment of GlobalGear Co. Ltd. The financial strain resulted in a decrease of over ¥3.1 billion in total net assets, though the company mitigated some impact by raising approximately ¥719 million through the exercise of stock acquisition rights. While four consecutive years of operating deficits have prompted scrutiny regarding the company’s status as a going concern, management asserts that no material uncertainty exists. This confidence is based on steady progress with major intellectual properties, including Dragon Quest and My Hero Academia, alongside a strategic pivot toward generative AI and blockchain ventures to diversify future revenue streams. Operating within the Japanese market during a period of rapid industry volatility, the company has withheld future performance forecasts. The current strategy focuses on maintaining liquidity through strict cost controls and asset sales while transitioning the business model to leverage emerging technologies. Despite the current net losses and the impairment of software in progress, the segment profit of ¥592 million suggests that core operations remain functional as the group attempts to stabilize its capital position and return to long-term profitability.
KLab 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.
Drecom Co., Ltd. reported its consolidated financial results for the first quarter of the fiscal year ending March 2026, covering the period from April 1, 2025, to June 30, 2025. The company’s primary mission centers on global entertainment expansion through the integration of intellectual property and technology. The financial results reflect a period of significant revenue growth offset by substantial impairment losses, leading to a net loss for the quarter. Total revenue for the first quarter reached 4,466 million yen, representing a 110.4% increase compared to the same period in the previous year. This growth was largely driven by the performance of the mobile game title Wizardry Variants Daphne. Despite this revenue surge, the company recorded an operating loss of 81 million yen and an ordinary loss of 107 million yen. A major factor in the quarterly performance was an extraordinary impairment loss of 1,563 million yen, attributed to the reassessment of future earnings for a mobile game title released in the previous fiscal year that performed below expectations. Consequently, the quarterly net loss attributable to owners of the parent company totaled 1,799 million yen. The company operates across two primary segments: the Game Business and the Content Business. The Game Business generated 4,327 million yen in sales, though segment profit declined by 51.6% due to increased variable and fixed costs associated with new title releases. The Content Business, which focuses on publishing and merchandise, saw revenue rise to 155 million yen, with a reduced segment loss of 204 million yen as the company continues to invest in new business areas. Following these results, the company has revised its full-year consolidated earnings forecasts for the fiscal year ending March 2026.
KLab Inc. experienced a significant financial downturn during the fiscal year ended December 31, 2024, characterized by a 22.5% year-over-year revenue decline to 8.3 billion yen. This contraction led to a net loss of 2.78 billion yen, a substantial increase from the 1.82 billion yen loss recorded in the previous year. The downturn was primarily driven by a reduced portfolio of active titles and the delayed global launch of EA SPORTS FC™ TACTICAL due to retention challenges. While established titles like Captain Tsubasa: Dream Team and BLEACH Brave Souls remained stable, the company faced 1.14 billion yen in extraordinary losses, including significant software impairments and valuation losses on investment securities. The company’s financial position weakened as it marked its fourth consecutive year of operating deficits, resulting in a breach of financial covenants and a 2.8 billion yen decrease in retained earnings. Total net assets fell to 10.37 billion yen, while cash equivalents dropped to 1.61 billion yen. In response to these challenges, the business narrowed its strategic focus to the core Game Business segment, effectively deconsolidating its blockchain-related operations through the partial sale of BLOCKSMITH&Co. Despite the fiscal strain, investment in software in progress increased by 1.4 billion yen to support three major global IP projects, including a title based on the My Hero Academia franchise. To address concerns regarding its status as a going concern, the company secured approximately 2.8 billion yen in funding through third-party allotments and unsecured bonds in early 2025. Management has implemented rigorous cost controls and personnel restructuring to mitigate ongoing losses. However, due to the complexity and scale of its lead development projects, no earnings forecast has been provided for the 2025 fiscal year. The company remains reliant on the successful launch of its upcoming pipeline to stabilize its long-term financial health and recover from its current liquidity constraints.