Updated Mar 17, 2026 by Capcom
Financial · July 30, 2025
Published by Capcom
Capcom’s strategic roadmap for the first quarter of fiscal year 2025 emphasizes a long-term transition into a global digital content powerhouse. The primary objective is to achieve 100 million units in annual game software sales by expanding brand penetration across 227 countries and regions. This goal is supported by a consistent financial performance marked by 12 consecutive years of operating profit growth and eight consecutive years of record-high profits. Central to this success is a "Single Content Multiple Usage" strategy, which leverages world-class intellectual property like *Resident Evil* and *Monster Hunter* across various media, including film, eSports, and location-based entertainment, to convert a potential global audience of 1.5 billion PC and console users into active fans. The company’s financial health is characterized by high-margin digital catalog sales, which account for over 70% of annual units, and a robust operating margin of 52.1% within its core Digital Contents business. To sustain a target of 10% annual operating profit growth, Capcom is aggressively investing in human capital and infrastructure. This includes increasing the development workforce to over 2,800 personnel, raising starting salaries for new graduates to 300,000 yen, and expanding R&D facilities. Technological innovation remains a cornerstone of this growth, driven by the proprietary RE ENGINE and the development of the next-generation REX Engine to ensure high-quality, multi-platform releases. Geographically, the strategy focuses on the "Global South"—including India, Brazil, and Southeast Asia—where digital distribution and PC platform expansion offer significant growth opportunities. Corporate governance has been further strengthened through a diverse board of directors, a performance-linked remuneration system tied to shareholder value, and a commitment to carbon neutrality by 2050. With a market capitalization exceeding 2 trillion yen and a disciplined shareholder return policy, the focus remains on creating a sustainable, virtuous cycle of high-quality content creation and global market expansion.
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Our Vision: Value Creation Value Creation Medium‐ to Development Sustainability Corporate Financial Analysis Progress and Vision Strategy Long‐Term Growth Strategy Governance and Corporate Data Strategy To be company a aroundthe world Mission with best-in-class Management Philosophy our Mission Management Philosophy immersive that aims to develop software content content Capcom is a creator of entertainment culture that aims to develop software content that excites and stimulates the senses.
that aims to develop software content content Capcom is a creator of entertainment culture that aims to develop software content that excites and stimulates the senses. Based on our philosophy of "creating an entertainment culture through the medium of games by developing Based on our philosophy of “creating an entertainment culture through the medium of games by developing throughout the world with best-in-class entertainment. Vision highly creative content that excites and stimulates your senses,” Capcom strives to captivate people throughout the world with best-in-class entertainment. Vision Since Capcom’s establishment in 1983, we have leveraged our strength in world-class development To be a company that captivates capabilities to create a plethora of high-quality content. We are working to achieve stable growth and enhance people around the world corporate value while also proactively addressing common environmental and social issues in order to create a world in which everyone can enjoy games with peace of mind. with our best-in-class immersive content Value Group’s management goal Value Long-term goal Increase operating profit Achieve sales of 100 by 10% each fiscal year million units annually See p.07 See p.21
ace of mind. with our best-in-class immersive content Value Group’s management goal Value Long-term goal Increase operating profit Achieve sales of 100 by 10% each fiscal year million units annually See p.07 See p.21 Sustainability Governance Human resources Management investment strategy, transparency intellectual property, and soundness and information security See p.49 See p.63 and information security See p.49 See p.63
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The primary aim is to present Capcom’s financial and operational performance for the first half of fiscal year 2024 and to reaffirm its full‑year guidance, emphasizing the accelerating contribution of digital content to overall growth. The half‑year results show a sharp rebound, with net sales reaching ¥74.9 billion, a 53 % year‑on‑year increase, and operating income climbing to ¥33.8 billion, up 55 % and delivering an operating margin of 45.2 %. Net income attributable to owners rose 57 % to ¥25.3 billion, while ordinary income grew 57 % to ¥36.2 billion, reflecting both higher sales and a ¥1.8 billion foreign‑exchange gain. Segment analysis reveals that Digital Contents drove the bulk of the upside, posting ¥61.3 billion in sales—a 70 % surge—and generating ¥34.5 billion in operating profit, raising its margin to 55.4 %. Arcade Operations returned to profitability with a 25 % sales increase to ¥9.2 billion, while Amusement Equipment sales rebounded 88 % to ¥2.6 billion despite a modest decline in the most recent quarter. Other businesses contributed ¥1.6 billion in operating profit, maintaining a 32 % margin. Game‑title performance underpinned the revenue lift. Street Fighter 6 surpassed 2.47 million units, and total consumer game sales rose to 22.6 million units, up from 21.3 million the prior year. Digital sales, including licenses,
This financial report details Capcom’s consolidated performance for the third quarter of the fiscal year ending March 31, 2026. The findings indicate significant year-on-year growth in both revenue and profit across all business segments, driven primarily by the sustained performance of catalog titles and strong results in the amusement equipment division. Net sales reached 115.3 billion yen, a 30% increase over the previous year, while operating profit rose 75% to 54.3 billion yen. These results place the company on a favorable trajectory to meet its full-year targets of 190 billion yen in net sales and 730 billion yen in operating profit. The Digital Contents segment remains the primary driver of growth, with unit sales reaching a record 9-month high of 34.6 million units. Catalog titles accounted for 96.4% of these sales, underscoring the long-term value of core franchises such as Resident Evil, Monster Hunter, and Street Fighter. Notably, Monster Hunter Wilds surpassed 11 million cumulative units, while Resident Evil 4 and Street Fighter 6 continued to show steady growth. Digital sales now represent 94.1% of total units, with PC platforms alone accounting for over 55% of the volume. Geographically, overseas markets dominate the business, representing nearly 90% of total unit sales. Beyond software, the Arcade Operations and Amusement Equipments segments reported double-digit growth. Arcade sales rose 12% following the opening of new stores and the expansion of specialty formats, while Amusement Equipments saw a 74% surge in net sales due to the strong performance of smart slot titles like Shin Onimusha 3. The company’s strategic outlook remains focused on leveraging its leading brands through upcoming releases such as Resident Evil Requiem and Monster Hunter Stories 3, alongside cross-media expansions including a new Devil May Cry anime and a live-action Street Fighter film.
Capcom Co., Ltd. reported significant growth in its consolidated financial results for the nine-month period ended December 31, 2025. Net sales reached 115,315 million yen, a 29.8% increase year-on-year, while operating profit surged 75.1% to 54,302 million yen. This performance was driven by a robust human resources investment strategy and a focus on digital sales expansion within the global market. The company maintained its full-year forecast for the fiscal year ending March 31, 2026, projecting net sales of 190,000 million yen and an operating profit of 73,000 million yen. The Digital Contents business remained the primary earnings driver, with unit sales increasing to 34.64 million units across 238 countries and regions. Performance was bolstered by the release of titles like Street Fighter 6 and Kunitsu-Gami: Path of the Goddess on new hardware, alongside strong catalog sales of the Resident Evil and Monster Hunter series. Notably, Monster Hunter Wilds surpassed 11 million cumulative units following its February 2025 release. The segment recorded net sales of 73,411 million yen, up 25.4% from the previous year. Other business segments also showed positive momentum. Arcade Operations benefited from new store formats and experiential facilities, while the Amusement Equipments business saw a 73.5% increase in net sales due to the success of smart pachislo machines like Shin Onimusha 3. Additionally, the company leveraged its intellectual property through eSports tournaments, a new Devil May Cry animated series on Netflix, and preparations for a live-action Street Fighter film. Despite a decrease in total assets to 290,869 million yen due to lower cash balances and receivables, net assets rose to 250,245 million yen, supported by strong profit attributable to owners of the parent.
Koei Tecmo experienced a transitional first quarter for the fiscal year ending March 2025, characterized by a 15.9% year-on-year decline in sales to 14.8 billion yen and a 55.5% drop in net profit. This downturn stems primarily from a lack of major new releases and a contraction in the online and mobile sectors. Despite this initial volatility, the company maintains its full-year sales forecast of 92 billion yen, representing a projected 10.6% annual increase. This optimism is anchored in a release schedule heavily weighted toward the second half of the fiscal year, featuring major titles such as Dynasty Warriors: Origins and upcoming projects for next-generation hardware. The current fiscal year marks the commencement of the Fourth Medium-Term Management Plan, which seeks to position the firm among the world’s top ten digital entertainment companies. Strategic priorities focus on achieving a cumulative operating profit exceeding 100 billion yen over three years while maintaining an operating profit margin of at least 30%. To support these goals, the company is aggressively expanding its global publishing infrastructure and targeting growth in North America, Europe, China, and emerging markets like the Middle East. The development strategy emphasizes a multi-platform approach, utilizing the proprietary Katana Engine alongside Unreal Engine to elevate titles to AAA quality standards. Long-term stability is being pursued through significant investments in human capital and governance. The company plans to allocate over 100 billion yen toward personnel and infrastructure, including a 10% annual increase in personnel costs to attract and retain talent. Governance reforms are also underway to meet Tokyo Stock Exchange requirements, including a transition to a board composed of over 50% external directors. Furthermore, a commitment to shareholder returns remains central to the financial strategy, with a target consolidated payout ratio of 50% and a minimum annual dividend of 50 yen, balancing aggressive global expansion with consistent investor value.