Updated Mar 23, 2026 by Koei Tecmo
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Financial
Published by Koei Tecmo
The first‑half financial results for the fiscal year ending March 2022 demonstrate a 60.8 % increase in total sales, rising from ¥23.1 billion to ¥37.2 billion, driven largely by a 62.5 % rise in entertainment segment sales (¥21.7 billion to ¥35.2 billion). Operating profit doubled from ¥8.45 billion to ¥16.42 billion, a 94.4 % increase, while net profit grew by 53.2 % to ¥18.14 billion. The company’s overseas operations contributed 50.2 % of first‑half sales, with North America and Europe showing modest growth, whereas Asia maintained a 31.6 % share of sales but experienced a 60.6 % rise in operating profit. Digital distribution expanded markedly: console units sold increased by 19.7 % to 3,650 thousand copies, with a 13.2 % rise in overseas units; download sales grew by 58.9 % to 103,300 thousand copies worldwide, largely from mobile and online platforms. Revenue mix shifted toward digital: package downloads grew 48 %, DLC sales increased 8.7 %, and mobile/online revenue surged 96 % to ¥17.25 billion. Headcount rose by 3.1 % to 2,081 employees; cost of goods sold and selling‑general‑administrative expenses increased by 17.7 % and 15.4 %, respectively, reflecting higher investment in digital content and marketing. For the full year, management projects sales of ¥65 billion (a 7.7 % increase) and operating profit of ¥24.5 billion, maintaining the FY2023 target of ¥30 billion operating profit. The strategy emphasizes launching 5‑million‑copy console titles, annual releases of 2‑million‑copy titles, and mobile games with monthly sales of ¥2 billion. The company also plans to expand IP licensing, globalize existing franchises such as Atelier and Warriors, and pursue new IPs across animation, comics, and merchandise.
(Million Yen) FY20 FY21 Vs Previous Year 1st Half 1st Half Amount Component Amount Component Amount Percent Ratio Ratio Change 1.4.1 1.4.07 Sales 23, 141 100.0% 37,220 100.0% 14,079 60.8% Operating Profit 8,447 36.5% 16,423 44.1% 7,976 94.4% Ordinary Profit 15,289 66.1% 25,064 67.3% 9,775 63.9% Net Profit 11,845 51.2% 18,142 48.7% 6,297 53.2%
IP Licensing-out Nroh AtelierRyza2 :0 :0$ SENGOKU MUSOU 1=3 91#07191 A no ETE EONTTON PlayStation® 4/Nintendo Switch™/ PlayStation®5/PlayStation®4 Xbox One/Steam® Steam®/Epic Games Store Nioh 2 SAMURAI WARRIORS 5 Nioh 2 - The Complete Edition 410K Copies 2 million copies Worldwide Worldwide Over 6 million copies for the series! PlayStation®5/PlayStation®4 Nintendo Switch™M iOS/Android iOS/Android /Steam Romance of the Three Three Kingdoms Atelier Ryza 2: Lost Legends Kingdoms Ha-do[1] Tactics & the Secret Fairy Now Available Over 1 million copies for the Now Available 3 series! Japan/Taiwan/Hong Kong /Macau ["]English Names are tentative
(Million Yen) FY20 FY21 Change 1st Half 1st Half Entertainment Sales 21,683 35,245 13,562 Operating Profit 8,352 16,115 7,763 Amusement Sales 1,185 1,449 264 Operating Profit 34 191 157 Real Estate Sales 361 511 150 Operating Profit 65 71 6 Others Sales 90 184 94 Operating Profit 5 45 50 Corporate & Elimination Sales 179 170 9 Operating Profit Total Sales 23,141 37,220 14,079 Operating Profit 8,447 16,423 7,976 4
Consolidated Results (Million Yen) FY20 FY21 Vs Previous Year 1st Half 1st Half Amo unt Component Amount Component Amount Component 11,532 Ratio 18,798 Ratio 7,266 Ratio Japan 49.8% 50.5% 63.0% Overseas 11,609 50.2% 18,422 49.5% 6,813 58.7% N. America 2,937 12.7% 4,944 13.3% 2,007 68.4% Europe 1,357 5.9% 1,728 4.6% 371 27.3% Asia 7,315 31.6% 11,750 31.6% 4,435 60.6% Total 23,141 100.0% 37,220 100.0% 14,079 60.8% Breakdown: Entertainment Segment (Million Yen) FY20 FY21 Vs Previous Year 1 st Half 1st Half Amount Component Amount Component Amount Component Ratio 16,894 Ratio Ratio Japan 10,145 46.8% 47.9% 6,749 66.5% Overseas 11,539 53.2% 18,351 52.1% 6,812 59.0% Total 21,683 100.0% 35,245 100.0% 13,562 62.5% 5
Console: units sold (1000 Copies) FY20 FY21 Vs Previous Year 1st Half 1st Half Units Component Units Component Units Component Ratio 1,330 Ratio Ratio Japan 1,000 32.8% 36.4% 330 33.0% Overseas 2,050 67.2% 2,320 63.6% 270 13.2% N. America 780 25.6% 1,050 28.8% 270 34.6% Europe 700 23.0% 500 13.7% 200 -28.6% Asia 570 18.7% 770 21.1% 200 35.1% Total 3,050 100.0% 3,650 100.0% 600 19.7% DL Units 1,500 2,300 800 53.3% DL Ratio 49.2% 63.0% +13.8pt Online/Mobile: Cumulative Number of DL (1000 DLs) FY20 FY21 Vs Previous Year 1st Half 1st Half DL Component DL Component DL Component Ratio Ratio Ratio Japan 30,000 46.2% 30,400 29.4% 400 1.3% Overseas 35,000 53.8% 72,900 70.6% 37,900 108.3% Total 65,000 100.0% 103,300 100.0% 38,300 58.9% [1]Cumulative Number of DL: 6 the cumulative total number of DL on global basis composed of all social and smartphone games operated by KT Group (except for MMORPG) and IP licensing-out titles in service as of the end of the fiscal year
(Million Yen) FY20 FY21 Change % Change 1st Half 1st Half Console [1] 6,183 9,535 3,352 54.2% Package DL{}$ 4,290 6,350 2,060 48.0% DLC{}$ 1,040 1,130 90 8.7% 11,513 17,015 5,502 47.8% Online/ PC Online4 800 490 310 -38.8% Mobile Smartphone/Social 8,800 17,250 8,450 96.0% Others 170 90 80 -47.1% 9,770 17,830 8,060 82.5% Events & Goods 400 400 0 0.0% Sales for Entertainment Segment 21,683 35,245 13,562 62.5% [1]Including sales for packages, royalty, commission fees (incl. %-of-completion basis), and down payment [2]DL (download) sales: sales for digital copies via PSN/XboxLive/Switch DL/Steam [3]DLC (Download contents): Sales for additional items and scenario via download [4]Sales for MMORPG and some other titles(Uncharted Waters V, Uncharted Waters VI, Nobunaga's Ambition 20XX) 7 [5]Including sales for smartphone games, social games, browser games, and royalty from IP licensing-out
GungHo Online Entertainment’s FY 2025 financial briefing outlines a strategic pivot from Japan‑centric mobile development toward global expansion, emphasizing action titles on consoles and PCs. The company reports a 64.1 % overseas net‑sales ratio in FY 2025, up from 47.7 % in 2019 and 56.2 % in 2020, reflecting intensified sales in North America and Europe through new releases such as “Let It Die: Inferno” on PlayStation 5, Steam, and Nintendo Switch. The launch of nine global titles in 2025, including the “Ragnarok” series and “Puzzle & Dragons,” is highlighted as a key growth driver, with the latter celebrating its 5 000‑day anniversary and hosting cross‑platform events to boost user activity. Financially, consolidated net sales fell by 1.3 % YoY to ¥125.3 billion, driven mainly by declines in mobile titles and “Ragnarok”‑related revenue under subsidiary Gravity. Operating profit contracted by 9.3 % YoY to ¥276 million, as SG&A expenses rose due to increased advertising spend and personnel costs following the full acquisition of Alim in December 2024. Non‑consolidated results remained flat, but mobile sales slipped and Gravity’s “Ragnarok” titles underperformed, contributing to the consolidated loss. The briefing covers a global geographic scope—North America, Europe, Latin America, and Asia—with a 2025 focus on launching titles in over 150 countries. Methodologically, data derive from consolidated financial statements and quarterly performance metrics, with a clear emphasis on aligning product development with international market demand.
The financial overview for the first quarter of fiscal 2022 highlights a robust performance driven by new console releases and strong back‑catalogue sales. Total revenue rose 80.6 % from ¥11,363 million to ¥20,520 million, with operating profit more than doubling from ¥4,387 million to ¥9,718 million (121.5 % increase). Ordinary and net profits also surged by 105.5 % and 101.9 %, respectively, reflecting higher margins across the entertainment segment. Revenue composition shifted toward console titles, which accounted for 48.7 % of sales in the overseas market and 38.3 % domestically, supported by launches such as *Samurai Warriors 5* and remastered collections like *Ninja Gaiden: Master Collection*. Online/mobile sales grew 55.8 % in download volume, with the Romance of the Three Kingdoms series expanding into licensing‑out agreements. Non‑operating income benefited from gains on investment securities, prompting an upward revision of the half‑year earnings estimate. Geographically, Japan contributed 38.3 % of sales while overseas markets grew by 51.3 %, with North America and Europe showing mixed results—North America doubled its unit sales, whereas European units fell 26.3 %. Headcount increased by 2.5 % to 2,088 employees, and cost of goods sold rose 22.6 %, largely due to higher production for new titles. Methodologically, the report aggregates quarterly financial statements, sales data by platform and region, and download metrics from the company’s global service portfolio. The analysis underscores a strategic focus on IP licensing, back‑catalogue monetization, and digital distribution to sustain growth in the second half of fiscal 2022.
The Dragon Quest franchise continues to expand its global footprint, reaching over 95 million units in total shipments and digital sales as of June 2025. A central focus of the current release strategy is the reimagining of the foundational Erdrick Trilogy through HD-2D remakes. Dragon Quest I & II HD-2D Remake is scheduled for a February 5, 2026, launch on a wide array of platforms, including the Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam and the Microsoft Store. This multi-platform approach reflects a broader commitment to utilizing contemporary technology to modernize classic role-playing experiences for a global audience. Beyond the core Dragon Quest series, the broader portfolio demonstrates significant market penetration across several flagship intellectual properties. The Final Fantasy franchise has surpassed 204 million units globally as of mid-2025, supported by the ongoing expansion of Final Fantasy XIV: Dawntrail and the continued rollout of Final Fantasy VII Rebirth across various ecosystems. Additionally, the Kingdom Hearts series, a collaborative effort with Disney, has achieved over 38 million units in sales, with new entries currently in development for unspecified launch windows. The strategic roadmap emphasizes cross-platform accessibility and the revitalization of legacy content. By targeting next-generation hardware like the Nintendo Switch 2 alongside established consoles and PC storefronts, there is a clear intent to maximize reach across diverse geographic markets. This strategy is complemented by a robust pipeline of mobile and niche titles, including Dragon Quest Tact and various entries in the Bravely Default and Octopath Traveler series, ensuring a steady cadence of content across the role-playing game segment through 2026.
Thunderful Group’s interim report for the first quarter of 2024 details a period of significant financial decline and aggressive corporate restructuring. Net revenue fell 27.7 percent to 391.7 MSEK, while the group recorded an operating loss (EBIT) of 184.4 MSEK, a sharp reversal from the 19.2 MSEK profit reported in the same period the previous year. This downturn was driven by a 35.5 percent revenue drop in the Games segment and a 25.7 percent decrease in Distribution, largely due to weaker market demand for Nintendo Switch products and the underperformance of the internal title SteamWorld Build. To address these challenges, the group initiated a restructuring program aimed at annual cost savings of 90–110 MSEK. This process involved a 72.4 MSEK write-down of capitalized development costs following the cancellation or divestment of twelve game projects. Strategic shifts include the divestment of the German publishing subsidiary Headup GmbH and the sale of Nordic Game Supply’s assets to reduce net debt. Despite these pressures, the group successfully extended its Nintendo distribution agreement for the Nordics and Baltics through March 2026 and reported 13.9 percent growth in its Amo Toys division. The report covers the group’s global operations with a focus on European and Nordic markets for the period of January to March 2024. Financial data indicates a strained liquidity position, with cash and credit facilities dropping to 130.9 MSEK from 329.3 MSEK year-over-year. Management secured a bank waiver conditional on asset divestments and maintains that current funds are sufficient for continued operations. The overarching strategy moving forward emphasizes a simplified games portfolio, more rigorous project validation, and a balanced risk profile across internal and external development.