KLab Inc. reported a Q1 2022 operating loss of ¥281 million, an improvement over the ¥505 million loss recorded in the same period of 2021.
See it on page 1Revenue declined 35.7% year-over-year to ¥4.11 billion, primarily driven by a downturn in the company's core game business.
See it on page 8The company recorded a ¥1.54 billion impairment loss on software, which contributed to a net loss of ¥177 million for the quarter.
See it on page 8KLab Inc. maintains a stable balance sheet with total assets of ¥18.72 billion and an equity ratio of 67.4%.
See it on page 1The adoption of a new revenue recognition standard for in-game currency and license grants increased Q1 revenue and improved operating profit by ¥9 million.
See it on page 7Management has withheld annual operating performance forecasts for FY2022, citing difficulties in accurately predicting future results.
See it on page 1No dividends were declared for the 2022 fiscal year.
See it on page 1KLab Inc. reported a first‑quarter operating loss of ¥281 million, down from a ¥505 million loss in the same period of FY2021. Revenue fell 35.7 % to ¥4.11 billion, driven by a decline in game‑business sales; the company recorded a ¥1.54 billion impairment loss on software, eliminating the prior year’s extraordinary loss and reducing net loss to ¥177 million. Comprehensive income for the quarter was a ¥224 million loss, reflecting foreign‑exchange gains and valuation adjustments on available‑for‑sale securities. Total assets stood at ¥18.72 billion, with shareholders’ equity of ¥12.63 billion and an equity ratio of 67.4 %. No dividends were declared for FY2022, and the company withheld a forecast of annual operating performance due to forecasting difficulty.
The financial statements are prepared under Japanese GAAP and include a detailed segment analysis. The game business remains the sole reported segment, with revenue from paid customers at ¥3.44 billion and contract‑based revenue at ¥1.57 billion, yielding a gross profit of ¥608 million. The company applied the Accounting Standard for Revenue Recognition from the beginning of FY2022, shifting revenue recognition to a period‑of‑use basis for in‑game currency and a one‑time method for license grants, which increased revenue by ¥9 million and improved operating loss by the same amount. The change had no impact on retained earnings or prior‑year figures.
The quarterly report covers Japan only, covering January to March 2022, and is based on consolidated financial statements with no restatements or significant accounting changes beyond the revenue‑recognition policy shift.