Updated Mar 21, 2026 by Koei Tecmo
Financial · March 1, 2011
Published by Koei Tecmo
This financial report details the performance of Tecmo Koei Holdings for the first half of the fiscal year ending March 2011. The primary thesis centers on the company’s successful transition to profitability following the merger of Koei and Tecmo, achieving its first-ever first-half operating profit. Net sales for the period reached 13.6 billion Yen, a significant increase from 11.1 billion Yen in the previous year, while operating profit swung from a 1.6 billion Yen loss to a 712 million Yen gain. The scope of the data covers global operations, though Japan remains the dominant market, accounting for 86.7% of sales. While the Game Software segment remains the largest revenue driver, the Online & Mobile segment showed robust growth, with sales increasing from 1.8 billion Yen to 2.8 billion Yen. Management attributes this recovery to disciplined resource allocation toward profitable titles, stable contributions from the social gaming sector, and aggressive cost-reduction measures that lowered selling, general, and administrative expenses. Strategic priorities for the remainder of the fiscal year include doubling growth in social gaming through global expansion on platforms like Mobage, GREE, and Tencent, and supporting new hardware launches such as the Nintendo 3DS and PlayStation Vita. The company is also emphasizing "group synergy" by crossing over legacy IPs, such as the integration of Tecmo’s horse racing mechanics into combined titles. Looking forward, the company plans to reach 35 billion Yen in annual sales, driven by a shift toward multiplayer-centric play styles and high-profile collaborations like the One Piece Kaizoku Musou project.
Term ended Sep.2010 Term ended Sep.2011 Amount Ratio Amount Ratio Sales 11,069 100.0% 13,635 100.0% Operating △ 1,656 △15.0% 712 5.2% Profit Ordinary △ 1,097 △9.9% 862 6.3% Profit Net Income △ 571 △5.2% 412 3.0% Including approximately 510 million Yen of SG&A expenses from goodwill of Koei and Tecmo, and the acquisition of 100% stock of Koei Net Co.,Ltd.
(FY 2011 1<sup>st</sup> half) Game Online & Media & Pachislot & Amusement Others Software Mobile Rights Pachinko Facilities Sales 8,906 2,835 509 563 952 116 Operating 514 524 △ 191 195 93 13 Profit Term ended Sep.2010 Game Online & Media & Pachislot & Amusement Others Software Mobile Rights Pachinko Facilities Sales 6,330 1,803 742 707 1,573 150 Operating △ 1,623 △ 16 38 252 136 67 △ profit CWS Brains has been moved from “Amusement Facilities” segment to “Online & Mobile” segment in FY2011. <Reference> Term ended Sep.2011 Comprehensive income △5,354 million Yen
Net Sales by Region Term ended Sep.2010 Term ended Sep.2011 Area Amount Ratio Amount Ratio Japan 9,468 85.5% 11,815 86.7% Overseas 1,601 14.5% 1,820 13.3% North America 1,146 10.4% 831 6.1% Europe 385 3.5% 520 3.8% Asia 70 0.6% 469 3.4% Grand Total 11,069 100.0% 13,635 100.0%
Sales Units by Region Term ended Sep.2010 Term ended Sep.2011 Area Units Ratio Units Ratio Japan 1,020 42.0% 1,610 68.2% Overseas 1,410 58.0% 750 31.8% North America 960 39.5% 280 11.9% Europe 395 16.3% 370 15.7% Asia 55 2.3% 100 4.2% Grand Total 2,430 100.0% 2,360 100.0%
> **[Chart page]** This page contains visual data — view in PDF for the best experience. Depreciation Expenses (FY 2011 1<sup>st</sup> half) Major Expenses Transition (Millions of Yen) (%) (Millions of Yen) 4,000 Advertising & Promotion Expenses 20.0% 1,000 Amount Paid to Subcontractors Ratio to Net Sales 3,000 14.6% 15.0% 750 11.5% 2,000 10.0% 500 466 415 360 1,000 5.0% 250 1,205 1,210 0 0.0% 0 Term ended Sep.2010 Term ended Sep.2011 Term ended
FY2010 FY2011(Plan) Amount Ratio Amount Ratio Sales 32,081 100.0% 35,000 100.0% Operating 3,305 10.3% 5,000 14.3% Profit Ordinary 4,788 14.9% 6,500 18.6% Profit Net Income 2,741 8.5% 3,600 10.3% Including approximately 1 billion Yen of SG&A expenses from goodwill and Tecmo, and the acquisition of 100% stock of Koei Net Co.,Ltd.
Koei Tecmo Holdings presents a financial analysis for the first half of the fiscal year ending March 2016, highlighting a period of strategic transition toward digital and global expansion. While net sales for the six-month period ended September 2015 decreased by 5.9% year-over-year to 15,159 million yen, the company significantly outperformed its initial profit forecasts. Operating profit reached 2,477 million yen, exceeding projections by 45.7%, while net income rose 3.4% to 4,061 million yen, surpassing the forecast by 84.6%. This profitability was driven by increased royalty revenue from collaboration titles and the growth of high-margin digital download sales. The data covers global operations across Japan, North America, Europe, and Asia, with a specific focus on the Game Software and Online & Mobile segments. Although Japan remains the primary market, accounting for 74.9% of sales, the Asian market showed the most aggressive growth, with sales increasing by 75.9% and unit volumes rising by 132.6%. The Game Software segment remains the largest contributor, generating 8,873 million yen in sales, while the Online & Mobile segment contributed 3,459 million yen. Strategic initiatives emphasize the expansion of intellectual property through multi-platform development and large-scale collaborations with major overseas and domestic partners. The company is aggressively pursuing the smartphone and browser game markets in Asia and adapting core titles for PlayStation 4 and Xbox One in China. To enhance shareholder value, a 1:1.2 stock split was implemented in October 2015, supported by a dividend policy targeting a 50% payout ratio. Management aims to achieve record-high yearly financial results for the full fiscal year, targeting 40,000 million yen in sales and an operating profit ratio of 25%, with a long-term goal of reaching 30%.
Koei Tecmo achieved record-high financial performance during the first half of the fiscal year ending March 2021, characterized by a 39.7% increase in sales to ¥23.1 billion and a 145.6% surge in operating profit to ¥8.4 billion. This growth was primarily catalyzed by a multi-tiered revenue structure that emphasizes high-margin royalty income from intellectual property licensing and robust performance in the mobile segment. Notably, the licensed title Romance of the Three Kingdoms Senryaku-ban maintained a top-three sales ranking in the Chinese market for seven consecutive months, illustrating the success of the company’s global expansion strategy. The entertainment segment further benefited from steady back-catalog sales of established titles such as Nioh 2 and Atelier Ryza. While the company incurred a minor extraordinary loss of ¥124 million due to COVID-19 impacts on physical amusement facilities, the overall digital and licensing momentum more than offset these pressures. Strategic management decisions included shifting the launch of a major new IP, targeted for five million units in sales, to fiscal year 2022 to maximize quality and align with the capabilities of next-generation hardware. Based on these results, the full-year ordinary profit forecast has been upwardly revised to ¥25 billion. Management intends to sustain this positive growth cycle through a combination of internal game engine optimization, multi-platform global releases, and the transition of successful new IPs into long-term series. To reflect this strong financial position and enhance shareholder value, a 1:1.3 stock split is scheduled for April 2021, signaling confidence in the company’s ability to meet its mid-term management objectives through continued international scaling and high-quality project management.
Tecmo Koei Holdings experienced a challenging first half for the fiscal year ending March 2011, characterized by significant year-over-year declines across nearly all business segments. Net sales for the six-month period fell to 11,069 million yen, representing a 27.5% decrease compared to the same period in the previous year. This downturn led to an operating loss of 1,656 million yen and a net loss of 571 million yen, deepening the deficits recorded during the first half of fiscal year 2009. The game software segment, the company’s largest division, was the primary driver of this decline, with sales dropping 34.2% to 6,330 million yen and operating losses nearly doubling to 1,623 million yen. Other core areas, including online and mobile, media and rights, and pachislot and pachinko, also saw revenue contractions ranging from 12.3% to 22.8%. Amusement facilities remained a small bright spot in terms of profitability, seeing operating income rise to 136 million yen despite a 10.7% dip in sales. Despite these immediate losses, the financial outlook for the full fiscal year remains optimistic, projecting a significant recovery in the second half. Management forecasts total annual net sales of 36,500 million yen, a 5.8% increase over the prior full year. This recovery is expected to be driven by a massive surge in game software profitability, with a full-year operating income target of 5,000 million yen. Achieving these goals would represent a 680% year-over-year increase in operating income, suggesting a heavy reliance on major product launches or seasonal performance scheduled for the latter half of the fiscal year.
Koei Tecmo’s financial performance for the first half of the fiscal year ending March 2023 reflects a strategic transition toward large-scale global expansion and long-term intellectual property development. While net sales experienced a slight year-on-year decline of 6.6% to 34.76 billion yen, operating profit grew by 11.6% to 18.32 billion yen. This growth was supported by a 28.2% increase in software unit sales, totaling 4.68 million units, led by the success of titles such as Fire Emblem Warriors: Three Hopes. Despite a drop in net profit caused by lower non-operating income, the company remains on track to meet its full-year sales forecast of 77 billion yen. The current fiscal year serves as the foundation for a medium-term management plan spanning through FY2024, which aims to achieve 100 billion yen in sales and 40 billion yen in operating profit. Central to this strategy is the pursuit of a new global intellectual property capable of selling five million units, supported by a pipeline of annual releases targeting two million units each. Upcoming major titles like Wild Hearts and Wo Long: Fallen Dynasty are critical to this international push, as overseas markets are projected to account for over 71% of total unit sales. Operational stability and technical efficiency underpin these ambitious financial targets. The company leverages its proprietary Katana Engine to streamline development across a multi-layered revenue cycle that includes console software, mobile gaming, and IP licensing. With a focus on high-growth segments, the company seeks to establish mobile titles generating monthly revenues between one and two billion yen. Furthermore, a twelve-year streak of profitability and an industry-leading low employee turnover rate of 4.2% provide the organizational continuity necessary to execute these high-cost, high-reward global projects.