Updated Mar 21, 2026 by Koei Tecmo
Koei Tecmo reported H1 FY2012 net sales of 13.7 billion yen and an operating profit of 1.2 billion yen, driven by the release of Dead or Alive 5 (580,000 units) and Atelier Ayesha (120,000 units).
The company is successfully expanding its international footprint, with overseas revenue rising from 13.3% to 20.9% of total sales following a near doubling of unit sales in North America and Europe.
Management has set full-year FY2012 targets of 39 billion yen in net sales and 7 billion yen in operating profit, supported by upcoming titles like Fist of the North Star: Ken’s Rage 2.
The business is shifting toward a multi-platform strategy that emphasizes online and mobile growth, including the global expansion of social titles like Samurai Cats and the development of Shin Sangoku Musou Slash for smartphones.
Operational efficiency improved during the first half, with the selling, general, and administrative (SG&A) expenses ratio decreasing by 2.0 percentage points compared to the previous year.
Home video game software remains the primary revenue driver at 8.9 billion yen, benefiting from a 10.7% recovery in the domestic Japanese market during the first half of the year.
Koei Tecmo reported H1 FY2012 net sales of 13.7 billion yen and an operating profit of 1.2 billion yen, driven by the release of Dead or Alive 5 (580,000 units) and Atelier Ayesha (120,000 units).
The company is successfully expanding its international footprint, with overseas revenue rising from 13.3% to 20.9% of total sales following a near doubling of unit sales in North America and Europe.
Management has set full-year FY2012 targets of 39 billion yen in net sales and 7 billion yen in operating profit, supported by upcoming titles like Fist of the North Star: Ken’s Rage 2.
The business is shifting toward a multi-platform strategy that emphasizes online and mobile growth, including the global expansion of social titles like Samurai Cats and the development of Shin Sangoku Musou Slash for smartphones.
Operational efficiency improved during the first half, with the selling, general, and administrative (SG&A) expenses ratio decreasing by 2.0 percentage points compared to the previous year.
Home video game software remains the primary revenue driver at 8.9 billion yen, benefiting from a 10.7% recovery in the domestic Japanese market during the first half of the year.