Updated Mar 21, 2026 by GREE
Financial · November 6, 2025
Published by GREE
GREE Holdings reported its financial results for the first quarter of fiscal year 2026, highlighting a period of strategic reorganization and disciplined profit management. The company achieved consolidated net sales of ¥12.8 billion and an operating profit of ¥1.1 billion. A significant structural update involved renaming the Metaverse segment to the VTuber Business, now divided into Platform and Production sub-segments to better reflect current activities. While overall sales saw a slight decline due to a slowdown in the Game Business, profits exceeded initial projections across all four core segments due to effective cost controls and reduced variable expenses. The Game Business remains the largest revenue contributor at ¥7.5 billion, though it experienced a decline in momentum from existing titles. To offset this, the company is pivoting toward console development, with one proprietary IP title scheduled for release in FY2026. Conversely, the VTuber Business reached a historical high in operating profit, driven by a 142% year-over-year increase. This growth was attributed to reduced payment processing fees and the narrowing of losses in the Production Business, which is expected to reach monthly profitability within the current fiscal year. The IP and DX Businesses showed mixed results; the IP segment was impacted by delayed revenue recognition in its anime division, while the DX segment benefited from large consulting orders. The Investment Business remained stable, contributing to net profit through foreign exchange gains and securities sales. Geographically focused on the Japanese market with expanding global IP interests, GREE maintains its medium-term target of reaching a profit floor in FY2026 before returning to a growth trajectory in FY2027 and FY2028. Management emphasized a shift toward recurring earnings and high-quality internal IP to drive long-term value.
Toshiki Oya, Senior Vice President, CFO: Greetings to everyone. I am CFO Toshiki Oya. Thank you for joining the first quarter FY2026 financial results briefing of GREE Holdings. First, I would like to explain the changes to segment names as shown on page 2. Until the end of FY2025, we had the Metaverse Business which consisted of the Platform Business built around REALITY and the VTuber Business. Starting this quarter, we have renamed it the VTuber Business and reorganized it into the Platform Business and the Production Business. We are forming alliances between REALITY and VTuber talent agencies run by other companies and continue to broaden our user base via our app that allows anyone to easily become a VTuber. We changed the segment name from Metaverse Business to VTuber Business this quarter to more accurately reflect our current business activities. This is a change in name only and does not involve any changes to the structure or content of our reportable segments. On page 3, we provide an executive summary for 1Q of FY2026. On a four segments basis, we achieved solid results in all businesses, with profit coming in above the levels announced in our FY25 full-year results. Net sales were ¥12.0 billion and operating profit was ¥1.1 billion. Consolidated results for GREE Holdings, which include the Investment Business, followed a trend similar to results on a four segments basis.
sinesses, with profit coming in above the levels announced in our FY25 full-year results. Net sales were ¥12.0 billion and operating profit was ¥1.1 billion. Consolidated results for GREE Holdings, which include the Investment Business, followed a trend similar to results on a four segments basis. On page 6, we provide an overview of 1Q FY2026 consolidated results for GREE Holdings. Net sales were ¥12.8 billion and operating profit was ¥1.1 billion. Ordinary profit and net profit increased on a QoQ and YoY basis as we posted foreign exchange gains from the revaluation of foreign currency–denominated assets resulting from yen depreciation, as well as gains on the sale of investment securities. On page 7, we have an overview of four segments results in 1Q. On page 8, we provide an operating profit analysis for 4Q on a four segments basis. Compared with operating profit of ¥1.7 billion in FY2025 4Q, four-segment operating profit ¥1.1bn in 1Q, reflecting lower sales and a corresponding decrease in variable costs. Page 1 of 7
On page 9, we break down our cost structure for 4Q on a four segments basis. Fixed costs remained largely unchanged, while variable costs decreased due to lower advertising expenses and a decline in commission fees resulting from lower sales. Sanku Shino, Senior Vice President, CSO: Now, Sanku Shino will provide an explanation of the progress we have made toward achieving our management plan targets. Page 12 shows sales and operating profit on a four segments basis. Sales were ¥12.0 billion and operating profit was ¥1.1 billion. Page 14 shows sales and operating profit of continuous growth business. We achieved QoQ growth in sales and profit as sales were ¥4.4 billion and operating profit reached ¥0.5 billion. Page 15 shows business conditions in four segments. Sales fell slightly on a slowdown in the Game Business, which accounts for a high proportion of total sales. However, profit came in above expectations as profit controls were executed effectively across all businesses. Page 16 shows our four segments forecast for 2Q of FY2026. We expect sales to rise and profit to decline. We expect sales to rise on contribution from steady growth in the VTuber Business. However, we expect profit to decline QoQ owing to higher expenses associated with the full-scale development of console titles in the Game Business. Page 17 shows our full-year forecast for FY2025 on a four segments basis. We now expect profit to surpass our initial projections. In the Game Business, sales are expected to come in below our initial expectations owing to a slowdown in existing titles, but we now expect profit to exceed expectations on solid profitability across all businesses.
n a four segments basis. We now expect profit to surpass our initial projections. In the Game Business, sales are expected to come in below our initial expectations owing to a slowdown in existing titles, but we now expect profit to exceed expectations on solid profitability across all businesses. Page 18 shows our four segments medium-term targets. We have made no major changes to our medium-term targets. We target a bottom in profit in FY2026 followed by a return to a growth in FY2027 and FY2028. On page 20, we have sales and operating profit by segment. Sales and profit declined QoQ in the Game Business, mainly on a reactive decline resulting from the tapering off of initial Page 2 of 7
launch momentum of new titles and weaker performance from existing titles. For more details, please wait for the parts of this presentation covering each individual segment. Page 21 shows progress made toward our full-year FY2026 forecast. We will also provide details as we discuss each individual segment. Yota Yanagihara, Senior Vice President: Next, Yota Yanagihara will explain the Game Business. Page 24 shows long-term trends in sales and operating profit in the Game Business. Segment-wide quarterly sales were ¥7.5 billion and operating profit was ¥0.8 billion. On page 25, we present an overview of the Game Business. Sales declined temporarily on a tapering off of initial momentum for Puella Magi Madoka Magica Magia Exedra, which was released on 3Q FY2025, but this was in line with expectations. On a positive note, operating profit came in higher than projections as overseas contract development projects exceeded expectations. We also made progress on development of a major live service game title. We hope to be able to share more information about this with everyone at the appropriate time. Page 26 shows the live service game business. Sales were ¥5.9 billion and operating profit was ¥0.5 billion. Page 27 shows our development pipeline. We plan to release one console game based on our own IP in FY2026. We are also making steady progress in preparing for the launch of multiple large-scale live service games and console titles based on proprietary IP.
n and operating profit was ¥0.5 billion. Page 27 shows our development pipeline. We plan to release one console game based on our own IP in FY2026. We are also making steady progress in preparing for the launch of multiple large-scale live service games and console titles based on proprietary IP. Page 28 shows our 2Q FY2026 earnings estimates. While we expect sales to hold steady, we project that profit will decline on an increase in expenses associated with the ramping up of development of a console game scheduled for release in FY2026. Page 29 shows our forecast for FY2026. Based on recent trends in existing titles, we factor in somewhat conservative sales estimates. However, we expect to meet our initial profit forecast by implementing profitability control initiatives even as we continue to make aggressive investments. Page 3 of 7
GREE Holdings reported solid financial results for the second quarter of fiscal year 2026, characterized by improved profitability across its core business segments despite a downward revision in sales expectations. Consolidated net sales reached ¥12.7 billion with an operating profit of ¥0.4 billion. While the Game Business remains a primary revenue source, the company is increasingly reliant on its "continuous growth businesses"—VTuber, IP, and DX—to drive future earnings. Management has raised the full-year operating profit forecast from ¥3.6 billion to ¥4.4 billion, citing effective company-wide cost controls and strong performance in the VTuber sector. The Game Business generated ¥7.1 billion in quarterly sales, with existing titles performing better than anticipated and a new console game scheduled for announcement in the third quarter. The VTuber Business achieved record-high quarterly sales, driven by a 50% quarter-on-quarter increase in the Production Business. The IP Business returned to profitability due to delayed anime distribution revenue, while the DX Business focused on transitioning toward recurring earnings and potential M&A activity. Conversely, the Investment Business recorded an operating loss due to valuation losses on investee funds, though the company maintains a high-quality portfolio with steady asset accumulation. Geographically focused on the Japanese market with expanding overseas VTuber events, the report covers the three-month period ending in the second quarter of FY2026. The methodology involves a segment-by-segment financial analysis comparing quarterly and year-over-year performance. Leadership maintains that FY2026 represents an earnings floor, with a projected return to a growth trend in FY2027 and FY2028 as new game titles and production initiatives scale.
GREE Holdings reported its full-year FY2025 financial results, highlighting a period of improved profitability across its four primary business segments. The company achieved net sales of ¥57.1 billion and an operating profit of ¥4.9 billion on a consolidated basis. While the group met its operating profit forecasts, it faced some revenue headwinds, particularly in the Metaverse and DX segments. To mark its 20th anniversary, the company announced a total annual dividend of ¥14.5 per share, including a special commemorative dividend. The strategic thesis centers on a transition toward "continuous growth businesses"—Metaverse, IP, and DX—which are projected to account for over half of total sales and profit by FY2028. The Game Business is positioned as a long-term investment vehicle. For FY2026, GREE expects net sales to rise to ¥58.1 billion, though operating profit is forecasted to dip to ¥3.6 billion. This anticipated decline is attributed to peak development costs for multiple new high-profile titles and upfront investments in the VTuber and SaaS sectors. Segment-specific findings indicate that the Game Business maintained an 18% operating margin despite a lull in major releases. The Metaverse Business saw a 150% year-over-year increase in VTuber sales, with a goal to reach single-month profitability in FY2026. The IP Business is shifting toward proprietary anime ownership and merchandising, while the DX Business is transitioning to a recurring-earnings model. Geographically, the Investment Business continues to manage a ¥21 billion portfolio across Japan and the US, targeting a long-term ROIC of over 20%. The company maintains a strong financial position with an equity ratio exceeding its 60% target.
GREE Holdings reported strong financial results for the second quarter of fiscal year 2025, characterized by growth in both revenue and profitability. Consolidated net sales reached ¥15.6 billion with an operating profit of ¥2.2 billion. To provide clearer insight into core operations, the company has transitioned to a "three segments" disclosure model—comprising Game and Anime, Metaverse, and DX—separating them from the more volatile Investment Business. On this three-segment basis, net sales were ¥13.7 billion and operating profit was ¥1.2 billion, exceeding previous forecasts. The Game and Anime Business remains a primary driver, benefiting from anniversary events for "That Time I Got Reincarnated as a Slime: ISEKAI Memories" and increased investment returns from new anime broadcasts. While the company noted a delay in a new title release, it raised its full-year operating profit forecast for the segment due to operational efficiencies. The Metaverse Business achieved record quarterly sales of ¥2.1 billion, fueled by a high-performing VTuber subsegment and resilient platform earnings. Meanwhile, the DX Business is undergoing a structural shift toward a recurring-earnings SaaS model, with a major subsidiary integration into GREE X, Inc. to streamline operations. The Investment Business saw a significant recovery, posting strong gains from fund dividends and increasing its total investment valuation to ¥36.3 billion. Strategically, GREE is shifting toward managing third-party capital to generate GP investment earnings, targeting a first close for new Japanese and U.S. funds in mid-2025. Despite anticipated short-term profit declines in the third quarter due to promotional costs for upcoming titles, the company maintains its medium-term outlook for substantial growth by FY2027, supported by a robust development pipeline and expansion into console gaming.
GREE, Inc. reported its financial results for the fourth quarter and full fiscal year ending June 2024, detailing a period of strategic transition and investment. For FY2024, the company achieved net sales of ¥61.3 billion and an operating profit of ¥6.0 billion. While quarterly results met internal expectations, both sales and profit saw year-over-year declines, primarily due to a reactive drop following major anniversary events for the flagship title Heaven Burns Red and increased development costs for upcoming projects. The company’s strategy centers on bifurcating its portfolio into continuous growth businesses and long-term investment businesses. The Metaverse segment emerged as a highlight, with the platform business reaching full-year profitability and gifting sales driving a 25% operating margin. This profit is being reinvested into the VTuber business, which saw a 190% year-over-year increase in sales. Conversely, the Game and Anime Business is undergoing a structural transformation; GREE has adjusted its medium-term targets for FY2026 downward as it pushes back release schedules to focus on high-quality multiplatform development and a full-scale entry into the console market. Looking ahead to FY2025, GREE forecasts sales of ¥60.2 billion and an operating profit of ¥3.8 billion. This outlook reflects aggressive spending on new game titles and SaaS product development within the newly restructured DX Business, which now integrates the former Commerce segment. The company also significantly increased its shareholder returns, raising its dividend to ¥16.5 per share in line with a revised policy targeting a 30% payout ratio. Management expects these investments to yield substantial growth by FY2027 as the new product pipeline matures.