Updated Jun 10, 2026 by Sega Sammy Holdings
Financial
Published by Sega Sammy Holdings
Fiscal year 2026 results for SEGA Sammy demonstrate a 13 % increase in sales to ¥487.5 bn, largely driven by robust pachislot and pachinko performance and the launch of new full‑game titles. Despite this revenue growth, operating income contracted to ¥47.1 bn because of significant extraordinary losses from a Stakelogic impairment and goodwill write‑downs, widening the net loss to ¥5.7 bn. Adjusted EBITDA rebounded to ¥16.6 bn after a one‑time impairment of ¥54.6 bn, and management projects FY2027 sales at ¥510 bn with adjusted EBITDA rising to ¥64 bn, signalling a return to profitability. The balance sheet reflects a €15.6 bn goodwill impairment and a 7 % decline in shareholder equity, while cash reserves fell modestly following the GAN acquisition. In entertainment content, sales are forecast to climb from ¥321.5 bn in FY2025/3 to ¥357.0 bn in FY2027/3, yet operating income is expected to dip from ¥40.8 bn to ¥32.4 bn in FY2026/3 before recovering to ¥42.5 bn in FY2027/3, reflecting a temporary profit squeeze amid weaker consumer and animation segments. New full‑game releases under core IPs, alongside steady contributions from free‑to‑play titles and subscription services, are projected to lift sales, while licensing revenue continues its upward trend. Shareholder returns have accelerated, with FY2026/3 total returns of ¥31.45 bn and a forecast of ¥11.7–16.2 bn for FY2027/3 depending on the return ratio applied. Dividend payouts per share are set at 27 yen interim and 28 yen year‑end, targeting a 3 % dividend‑to‑earnings ratio. Share buybacks increased to ¥19.99 bn in FY2026/3, driven by a strategic investment review, reinforcing the company’s commitment to enhancing shareholder value amid stable net‑asset growth. Utilization share rose to 22 % in FY2026/3, placing Sammy second behind Company S and matching its 2025 performance. The increase was driven by Q3‑Q4 releases such as *Hokuto No Ken* and *Kabaneri of the Iron Fortress*, coupled with intensified promotional activities that boosted machine utilization. Sammy is expanding its product mix, launching new IP titles and a full‑scale rollout of reel‑exchangeable cabinets expected to capture ~20 % of future pachislot sales. The gaming business is projected to enter a J‑curve bottom in FY2027/3, with planned lease‑sales growth and margin improvement from the new cabinet technology. The FY 2026/3 and FY 2027/3 release schedule highlights key titles such as “Detective Conan: One‑Eyed Flashback,” “Lupin the Third” movies, and a global Netflix exclusive, “Bakidou.” High‑spec pachislot and pachinko installations for “Tokyo Revengers” and “Hokuto no Ken” underscore a focus on high‑revenue gambling products alongside mainstream media releases, positioning SEGA Sammy for continued growth across its core gaming and entertainment segments.
SEGASammy Fiscal Year Ended March 2026 Results Presentation May 12, 2026 The market forecasts, performance outlooks, plans, strategies, and other forward-looking statements contained in this document are based on information available to the Company and the judgment of its management at the time this material was created. They do not constitute a guarantee of future performance. The information provided herein involve uncertainties that may be affected by various factors, including economic conditions, industry trends, competitive environment, exchange rates, interest rates, raw material prices, changes, amendments or abolishment of laws and regulations, large-scale natural disasters, outbreaks of infectious diseases, conflicts, and risks related to cybersecurity. Such uncertainties could cause actual results or events to differ materially and adversely from those presently anticipated. The Company does not undertake to update or revise this document. Disclaimer In addition, information contained in this document that relates to parties other than the Company has been quoted from publicly available sources and other references. However, the accuracy or completeness of such information is not warranted or guaranteed. This document is for informational purposes only, and is not intended to solicit or recommend any investments.
rties other than the Company has been quoted from publicly available sources and other references. However, the accuracy or completeness of such information is not warranted or guaranteed. This document is for informational purposes only, and is not intended to solicit or recommend any investments. Any investment decisions should be made solely at your own discretion and responsibility. The Company and the information providers shall bear no responsibility whatsoever for any damages incurred by users as a result of utilizing the information contained in this document. Unauthorized reproduction, redistribution, or alteration of this document or its contents for any purpose is strictly prohibited. If you quote all or part of this document, please clearly indicate the source of the citation or link to this page. This is an English translation from the original Japanese-language version. The translation is provided for your reference and convenience only and without any warranty as to its accuracy or otherwise. The Company assumes no responsibility for this translation and for direct, indirect or any other forms of damages arising from the translation. Should there be any inconsistency between this translation and the original Japanese-language version, the Japanese-language version shall prevail.
Results Highlights (Consolidated) SEGASamy (Billion yen) FY2025/3 FY2026/3 FY2027/3 FY2026/3 Results Full-year Full-year Full-year Results Results Forecast ⮚ Sales increased and profits decreased compared to Sales 428.9 487.5 510.0 FY2025/3 • Full Game sales, new F2P titles and Rovio's performance were Operating Income 48.1 47.1 44.5 • soft (CS*1) 53.1 54.2 47.5 Sales of mainstay pachislot titles were strong (Pachislot & Ordinary Income • Pachinko) 10.0 0.8 0.0 Sales increased and operating loss widened due to the Extraordinary income consolidation of two acquired companies (Gaming) Extraordinary losses 8.3 58.8 1.0 ⮚ Resulted in a net loss due to the recognition of impairment losses on Rovio and Stakelogic Profit or loss attributable to 45.0 -5.7 32.5 FY2027/3 Forecast owners of parent Indicators in the Medium-Term Plan ⮚ Plan for an increase in sales and a decrease in Adjusted EBITDA 62.2 16.6 64.0 profits compared to FY2026/3 • Sales of new titles are expected to increase in Full Game ROE 12.2% -1.6% 8.9% • (CS) Continue to strengthen Transmedia expansion (CS) • Profits decline due to decrease in mainstay titles and rising *Adjusted EBITDA: Ordinary income + Interest expenses + Depreciation and amortization ±Adjustment items costs etc. (Pachislot & Pachinko) Adjustment items: • Loss widens due to upfront investments aimed at Extraordinary income of business, Extraordinary losses of business (impairment, title write-down, etc.), establishing a foundation for future growth (Gaming) Profit attributable to non-controlling interests, Goodwill, trademark right amortization, etc.
oss widens due to upfront investments aimed at Extraordinary income of business, Extraordinary losses of business (impairment, title write-down, etc.), establishing a foundation for future growth (Gaming) Profit attributable to non-controlling interests, Goodwill, trademark right amortization, etc. associated with M&A
Q4 Topics SEGASamy ■ Stakelogic ⮚ Following a further review of the business plan, extraordinary losses was recorded in FY2026/3, including approx. 0.7 billion yen as an impairment loss associated with the downsizing of operations in the Netherlands and approx. 18.0 billion yen as a full impairment loss on goodwill, etc. ■ GAN ⮚ Under the Purchase Price Allocation (PPA), the purchase price was allocated to identifiable assets, and the residual amount was recognized as goodwill • Goodwill: 14.5 billion yen • Other Intangible Assets (trademark rights): 0.9 billion yen • Other Intangible Assets (tech-related): 2.6 billion yen • Other Intangible Assets (customer-related): 0.9 billion yen *Amounts represent balances as of the end of FY2026/3
> **[Chart page]** This page contains visual data — view in PDF for the best experience. (Reference) Per Segments Results SEGASamy (Billion yen) FY2025/3 Full-year Results Full-year Results FY2026/3 FY2027/3 Full-year Forecast Sales 428.9 487.5 510.0 Entertainment Contents 321.5 326.6 357.0 Pachislot & Pachinko Machines 97.1 132.0 115.5 Gaming 5.4 25.3 34.5 Other / Elimination 4.9 3.6 3.0 Operating Income 48.1 47.1 44.5 Entertainment Contents 40.8 32.4 42.5 Pachislot & Pachinko Machines 20.0 32.1 24.0 Gaming -0.7 -7.2 -10.0 Other / Elimination -12.0 -10.2 -12.0 Adjusted EBITDA 62.2 16.6 64.0 Entertainment Contents 48.1 13.3 52.5 Pachislot & Pachinko Machines 24.2 33.7 27.5 Gaming 1.0 -18.4 -4.0 Other / Elimination -11.1 -12.0 -12.0 *See P.12 for details about each segment
Fiscal year 2026 ended with a 13 % rise in sales to ¥487.5 bn, yet operating income swung from a ¥48.1 bn profit in FY2025 to a ¥5.7 bn loss, driven by significant goodwill impairments on Rovio and Stakelogic and a widening deficit in the Gaming segment. Adjusted EBITDA fell to ¥16.6 bn, reflecting heavy upfront development costs and impairment charges, while net equity contracted by ¥48.7 bn as cash balances were depleted following the acquisitions of GAN and Stakelogic. Within Entertainment Contents, sales edged up to ¥326.6 bn from ¥321.5 bn, but operating income declined from ¥40.8 bn to ¥32.4 bn because new Full‑Game and F2P titles underperformed, despite steady growth in licensing revenue. Forecasts for FY2027 project sales of ¥357 bn and operating income of ¥42.5 bn, contingent on successful new IP launches, repeat sales, and a planned lift in licensing income. Margin erosion from title underperformance remains a key risk. Capital allocation for FY2026/3 was restructured to focus on ¥190 bn of cumulative investment over FY2025–FY2027, allocating ¥80 bn to development, ¥120 bn to strategic acquisitions, and planning ¥70 bn in share buybacks while pausing large‑scale M&A. Shareholder returns are expected to rise sharply, with FY2026/3 projected at ¥31.5 bn (≈¥11.7 bn in dividends) and FY2027/3 potentially reaching ¥16.2 bn under a 50 % total‑return ratio applied to projected net income. Pachislot sales showed modest growth, buoyed by new titles and strong first‑week performance of flagship IPs such as “Hokuto No Ken” and “Kabaneri of the Iron Fortress.” Pachinko sales declined as the temporary lift from Lucky Trigger 3.0 Plus faded and hall utilization softened. The group plans to introduce reel‑exchangeable cabinets, expected to account for roughly 20 % of pachislot revenue, and is positioning the gaming business for a J‑curve bottom in FY2027 through intensive lease sales and B2B platform upgrades. The release schedule for FY2026/3 emphasizes a concentrated push of multi‑platform titles, including the Nintendo Switch 2 launch in March 2026 and a slate of global releases across consoles, PC, and mobile from late 2025 to mid‑2026. Key animation properties such as *Detective Conan* and *Lupin the Third* are slated for April–June 2025, with several new IPs and Netflix exclusives planned for early 2026. Pachislot and pachinko product launches are detailed with projected unit sales ranging from 8,000 to 49,000 units across varying gambling‑specification tiers.
Sony Group’s FY2025 consolidated results demonstrate modest revenue growth and a mixed profitability profile across its core business units. Total sales increased 4 % to ¥12.48 trn, largely driven by higher operating income in the Imaging & Sensing Solutions (I&SS) and Music segments. Operating income rose 13 % to ¥1.45 trn, while net income attributable to shareholders fell 3 % to ¥1.03 trn because of a larger equity‑method loss in the Financial Services arm and higher impairment charges. Operating cash flow remained flat at ¥1.97 trn, and the spin‑off of Sony Financial Group was treated as a discontinued operation from Q1 FY25 onward. Within the Music division, sales climbed 15 % to ¥277.5 billion, propelled by growth in Recorded Music and Music Publishing streaming revenues (+9 % and +14 % respectively), live‑event income, and a strong contribution from the Demon Slayer franchise. Operating income in this segment surged 25 % to ¥89.7 billion, reaching a record high even after excluding one‑time items. Sony projects flat sales for FY2026, with operating income expected to decline 11 % to ¥47 billion as streaming gains are offset by the loss of Demon Slayer’s impact. The company consolidates its Pictures and Music results on a U.S. dollar basis, translating foreign‑currency sales and costs using weighted average exchange rates while accounting for hedging transactions. Foreign‑exchange fluctuations affect both sales and operating income, with I&SS hedging gains or losses incorporated into these calculations. These disclosures supplement, but do not replace, Sony’s IFRS‑compliant consolidated financial statements.
Bandai Namco Group reported record‑high net sales of ¥1,002.2 billion for the first nine months of FY2026, up 4.9 % from ¥955.6 billion in the same period of FY2025, driven primarily by robust performance in the Toys and Hobby segment. That segment achieved ¥503.6 billion in sales, a 9.5 % increase, and contributed ¥103.5 billion in profit, up 6.0 %. Digital sales rose modestly to ¥358.8 billion, while Visual and Music and Amusement segments saw slight declines in profitability due to shifts in title mix and product launches. Operating profit fell 12.2 % to ¥157.3 billion, largely attributed to a less favorable home‑console game lineup compared with the prior year. Full‑year forecasts were revised upward: net sales are now projected at ¥1,300.0 billion (a 4.0 % increase over the previous forecast), operating profit at ¥181.0 billion (up 9.7 %), and ordinary profit at ¥190.0 billion (up 10.5 %). The company maintains a shareholder‑return policy targeting a total return ratio of at least 50 %, with FY2026 dividends set at ¥73 billion (base ¥46 billion plus performance‑based ¥27 billion) and a treasury‑share purchase program of up to 6 million shares, worth up to ¥30 billion. Geographically the results reflect strong North American sales responsiveness and global licensing from flagship IPs such as Gundam, Dragon Ball, and One Piece. Methodologically, the figures derive from consolidated financial statements covering all operating segments, with segment‑level data presented for Toys and Hobby, Digital, Visual and Music, Amusement, Other, and Elimination/Corporate units. The presentation also outlines strategic initiatives for FY2027, emphasizing balanced title portfolios in Digital and continued expansion of experiential amusement facilities.
Square Enix’s recent performance review exposes a persistent decline in revenue growth and profitability over the past three years, with operating income falling 32 % and ROE dropping 61 %. The downturn is driven primarily by weak margins in both high‑definition (HD) and small‑dungeon (SD) game segments, excessive portfolio fragmentation, sub‑optimal product design and promotion, and escalating development costs. While the MMO licensing arm remains the sole growth driver (+11 %), overall gaming revenue has slipped, with HD and SD titles declining 4 % and 5 % respectively. Operating margins for these segments hover around 35–40 %, noticeably higher than the industry average of 28 % but still lagging behind competitors, indicating inefficiencies that are not being adequately addressed. The company’s medium‑term “Reboots” plan offers only high‑level directions without concrete key performance indicators or quantitative targets. Critical gaps include a lack of clear business‑portfolio strategy, insufficient disclosure on non‑core business rationales, and no defined mechanisms for monitoring progress or maximizing shareholder value. Capital allocation disclosures are similarly weak: cost‑of‑capital calculations, ROE and ROIC targets, and hurdle rates are absent, while share‑buyback authorization remains unused despite a sharp price decline. SG&A costs exceed peer norms by 5–6 ppt, driven largely by an oversized sales force, further eroding profit margins. Geographically, SD game revenue is almost entirely domestic; the Japanese market has contracted 2 % annually since 2020, and overseas growth remains only 3 %. The company’s global SD strategy is inert, with a 7 % overseas expansion rate falling short of projected growth and flagship titles such as *FFVII Ever Crisis* deriving 70 % of revenue from Japan. Non‑core Amusement and Publishing businesses are undervalued, with a significant conglomerate discount relative to peers and declining sales and margins. Limited cross‑synergy between game and publishing arms further hampers value creation. In summary, Square Enix faces a multifaceted challenge: declining core game performance, weak strategic direction and KPI setting, high SG&A costs, and an underperforming non‑core portfolio. Addressing these issues through tighter cost control, clearer performance metrics, aggressive overseas expansion, and potential portfolio optimization is essential to restore corporate value and achieve sustainable growth.