Updated Mar 23, 2026 by Marvelous
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Report
Published by Marvelous
The briefing presents the first‑half financial performance of Marvelous Inc. for the fiscal year ending March 2026, covering April–September 2025. Net sales surged 157.5 % to ¥20,281 million, driven by the launch of three core video‑game titles—“Rune Factory: Guardians of Azuma,” “STORY OF SEASONS: Grand Bazaar,” and “DAEMON X MACHINA TITANIC SCION”—and robust sales of Pokémon‑branded amusement machines. Segment analysis shows Digital Contents Business revenue rising 198.7 % to ¥12,414 million, while Amusement Business increased 136.3 % to ¥5,982 million; Audio & Visual Business declined 84.0 %. Operating profit fell 38.2 % to ¥226 million due to elevated development costs, yet ordinary and net income rose 102.0 % and 234.7 %, respectively, largely from a shift to foreign‑exchange gains. The company forecasts full‑year net sales of ¥35,000 million (125.2 % of FY2025), operating profit of ¥2,000 million (110.0 % increase), and a dividend uplift to ¥12 million per share, maintaining the initial earnings outlook. Cash flow improved markedly: operating cash inflows rose from a negative ¥786 million to ¥5,822 million, and net cash increased by ¥5,274 million to ¥12,386 million. Asset growth was modest, with total assets rising by ¥1,424 million and net assets slightly declining due to higher liabilities. Methodologically, figures derive from consolidated financial statements for the semi‑annual period; no survey data are cited. The report covers Japan, North America, Europe, and Asia for game sales, and includes detailed segment‑level performance. The outlook remains unchanged, with emphasis on sustaining momentum from the newly released titles and existing online properties.
DAEMON MACHINA MARVELOUS! TITANIC SCION DAEMON MACHINA Fiscal Year Ending March 2026, First Half TITANIC SCION (Semi-annual Period) Results Briefing Materials DAEMON MACHINA TITANIC SCION Marvelous Inc. October 31, 2025 SEBRE
01 Fiscal Year Ending March 2026, First Half (Semi-annual Period) Results Summary 02 Segment Results and Future Development 03 Full-Year Forecast for the Fiscal Year Ending March 2026 04 Supplementary Material
● Significant increase in revenue, driven by the launch of three core new video games and strong performance in the Amusement business. ● Operating income decreased due to a heavy burden of development costs for new video games, however, "Rune Factory: Guardians of Azuma" and "STORY OF SEASONS: Grand Bazaar" are contributing to profits ahead of schedule due to strong sales. ● Ordinary income and net income increased, mainly due to the shift in non-operating items from posting foreign exchange losses in the same period of the previous year to posting foreign exchange gains this year. 1H FY ended March 2025 1H FY ending March 2026 YoY change (April–September 2024) (April–September 2025) (Unit:million yen) Actual Profit ratio Actual Profit ratio Amount % Net sales 12,877 - 20,281 - 7,404 157.5% Cost of sales 6,588 - 14,154 - 7,565 214.8% SGA expenses 5,695 - 5,900 - 205 103.6% Operating profit 592 4.6% 226 1.1% -366 38.2% Ordinary profit 373 2.9% 380 1.9% 7 102.0% Profit attributable to owners of 78 0.6% 184 0.9% 105 234.7% parent
1H FY2025 1H FY2026 YoY change (Unit:million yen) (April–September 2024) (April–September 2025) amount % Digital Contents Business 6,246 12,414 6,168 198.7% Amusement Business 4,388 5,982 1,594 136.3% Net sales Audio & Visual Business 2,242 1,883 -358 84.0% Total 12,877 20,281 7,404 157.5% Digital Contents Business 104 -1,070 -1,175 -% Amusement Business 1,206 1,702 496 141.2% Segment profit Audio & Visual Business 170 483 313 283.6% Total 1,481 1,115 -365 75.3% Company-level costs, etc. -888 -889 -0 100.1% Operating profit total 592 226 -366 38.2%
● "Rune Factory: Guardians of Azuma" and "STORY OF SEASONS: Grand Bazaar" achieved strong sales, reaching the half-million mark. ● Although “DAEMON X MACHINA TITANIC SCION” saw sluggish sales, the Consumer business overall is progressing ahead of the initial plan. ● The Online business show steady progress, with existing titles such as "Dolphin Wave" and "BIKKURIMAN Wonder Collection" performing well. ■■Net sales ■■Segment profit(Unit: million yen) Rune Factory: Guardians of Azuma STORY OF SEASONS: Grand Bazaar 12,414 Net sales (Nintendo Switch 2/ Nintendo Switch /Steam®) (Nintendo Switch 2/ Nintendo Switch /Steam®) 12,414 EOE million yen Rune Factory $715178 6,246 YoY:198.7% M7790 JEsH Nintendo Switch 2 Edition [Japan/ North America/ Europe/ Asia/ Steam®] [Japan/ Asia/ Steam®] Released on August 28, 2025 Released on June 5, 2025 [North America/ Europe] Released on August 27, 2025 -1,070 DAEMON X MACHINA TITANIC SCION Dolphin Wave 104 (Nintendo Switch 2/PlayStation®5/ (Smartphone/PC) Xbox Series X|S /Steam®) million yen -1,070 YoY:-% XMACHINA 1H FY2025 1H FY2026 DAEMON TITANIC SCION [Japan/ North America/ Europe/ Asia/ Steam®] Released in October 2022 Released on September 5, 2025 ©HONEY PARADE GAMES Inc.
● The new online title "Browser Sangokushi Ten" was released in October. ● Subsidiary G-MODE is scheduled to release the Nintendo Switch version of "The Thousand Musketeers: Rhodoknight “ in February 2026. ● We will continue to focus on expanding sales of the three new video games released in the first half and our existing online titles. Browser Sangokushi Ten The Thousand Musketeers: Rhodoknight (Smartphone) for Nintendo Switch (Nintendo Switch ) F SOS Bleisknin Released on October 22, 2025 Scheduled to be released on February 26, 2026 ⒸMarvelous Inc. ©Marvelous Inc. ©G-MODE Corporation
Marvelous Inc., listed on Tokyo’s Prime Market, released its third‑quarter financial results for the fiscal year ending March 31 2026. The company’s core business spans digital content, amusement, audio‑visual production and live entertainment, with a focus on original IPs and collaborations. Revenue rose to ¥29.1 billion in Q3, up 4.5% from the prior quarter and 10.6% year‑on‑year, driven primarily by digital content sales of ¥7.2 billion and amusement revenue of ¥3.0 billion. Gross operating profit reached ¥10.4 billion, a 12% increase over Q2 and a 9% rise versus the same period last year, reflecting improved cost control in production and marketing. Operating profit fell to ¥1.8 billion, a 12% decline from Q2, largely due to higher selling‑general‑administrative expenses of ¥8.6 billion compared with ¥7.9 billion in Q2. Net income attributable to shareholders was ¥1.5 billion, down 18% from Q2, with a net profit margin of 5.3%. The company’s cash‑flow position remained solid, with operating cash flow of ¥2.8 billion and a cash‑equivalent balance of ¥16.4 billion at quarter end. Geographically, the report covers Japan and overseas markets where Marvelous operates. The data derive from consolidated financial statements prepared under Japanese GAAP, covering all subsidiaries and affiliates. Key metrics such as return on equity (13.7%) and asset turnover (0.82) indicate healthy profitability, while dividend payout remained at 52% of net income. Overall, the quarter shows revenue growth but margin pressure from higher operating costs, prompting management to focus on cost efficiency and portfolio diversification.
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 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.
The 2021 Fact Book presents a comprehensive overview of Bandai Namco Holdings’ strategic direction, emphasizing its transformation into a globally integrated entertainment conglomerate and its commitment to corporate social responsibility. Central to the narrative is the thesis that sustained growth across toys, video games, animation and amusement can be achieved through diversified product portfolios, expansive international operations, and proactive sustainability initiatives. The company’s evolution is traced from a collection of independent toy, arcade‑machine and media firms to a unified group after the 2005‑2007 merger of Bandai and Namco. Key milestones include the launch of flagship lines such as Gundam models (over 500 million units shipped), Tamagotchi (exceeding 20 million units), and Zatchbell Battle (300 million units), as well as the development of major video‑game franchises—TEKKEN, DARK SOULS III and Tales—collectively surpassing 50 million sales. International expansion is evident through subsidiaries and regional headquarters in North America, Europe and Asia, reinforced by repeated listings on the Tokyo Stock Exchange and industry recognitions such as Cannes Best Actor and TSE awards. Environmental and social performance data for fiscal year 2021 highlight a suite of CSR actions, including CO₂ reduction targets, supply‑chain safety measures and work‑life‑balance programmes, all framed within the “NEXT STAGE” mid‑term plan aimed at deepening engagement with a mature fan base and broadening cross‑media offerings. The Fact Book thus underscores Bandai Namco’s dual focus on market leadership and sustainable corporate practices across a worldwide footprint and multiple entertainment segments.