Updated Mar 23, 2026 by Akatsuki
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Report
Published by Akatsuki
Akatsuki Inc. reported consolidated financial results for the second quarter of fiscal year ending March 2026, noting a 9 % decline in sales to ¥7,602 million and a 21 % drop in cumulative year‑to‑date sales of ¥9,915 million versus the prior year. The Games & Comics segment led the decline with a 10 % YoY fall to ¥7,248 million, while Entertainment & Lifestyle grew 36 % to ¥350 million, and the Others segment contracted sharply by 94 %. Operating profit fell 9 % to ¥3,422 million, largely due to weaker performance in the core Games & Comics unit; however, net income rose 80 % to ¥3,020 million, driven by gains from investee exits and reduced valuation losses on investment securities. Adjusted EBITDA increased modestly by 4 % to ¥4,015 million, reflecting a recovery in operating profitability after the release of new titles. Key drivers include the launch of “Kaiju No. 8 The Game” on 31 August 2025, which generated over ¥2 billion in first‑month sales with a 40 % overseas share, partially offsetting declines from legacy titles. Two M&A transactions in Q2 added PAPABUBBLE and WOWs to the consolidated segment from Q3, while Natee and AI Talent Force will join the AI/DX Solutions segment. The company’s balance sheet shows a net asset base of ¥42,995 million and cash equivalents of ¥33,272 million, with current liabilities at ¥6,954 million. Methodologically, the report aggregates data from all operating subsidiaries, restating prior figures to align with revised definitions effective Q2 FY3/26. The analysis covers Japan and international markets, focusing on the Games & Comics, Entertainment & Lifestyle, and AI/DX Solutions segments over a two‑quarter period.
November 12, 2025 Akatsuki Inc. Consolidated Results Supplementary Information for Q2 of FYE March 2026 Although sales and profits declined YoY for the group overall, adjusted EBITDA and net income increased with investee exits. New value creation resulting from M&A will become apparent from Q3 1.Summary of Consolidated Financial Results for the Period Q2 Q1-Q2 Cumulative (units: ¥ mm) FY3/26 FY3/25 Change % Chg. FY3/26 FY3/25 Change % Chg. Sales 7,602 8,351 (749) (9%) 9,915 12,483 (2,567) (21%) Games & Comics 7,248 8,041 (792) (10%) 9,257 12,057 (2,800) (23%) Entertainment & Lifestyle 350 256 +93 +36% 649 368 +280 +76% Others 3 53 (50) (94%) 9 56 (47) (84%) Operating Profit (Loss) 3,422 3,766 (344) (9%) 1,724 2,991 (1,267) (42%) Games & Comics 3,467 3,770 (302) (8%) 1,845 3,139 (1,294) (41%) Entertainment & Lifestyle 122 123 (1) (1%) 244 128 +116 +91% Others (15) (58) +42 -% (42) (133) +91 -% Corporate & Eliminations<sup>1</sup> (151) (69) (82) -% (323) (142) (180) -% Other Income (Expense) 603 (1,018) +1,621 -% 945 (317) +1,263 -% Gains (Losses) on Sale of 415 (13) +428 -% 995 674 +320 +48% Investment Securities<sup>2</sup> Others 187 (1,005) +1,193 -% (49) (992) +942 -% Profit Before Income Tax 4,025 2,748 +1,277 +46% 2,669 2,673 (4) (0%) Income taxes, non-controlling (1,004) (1,065) +61 -% (817) (1,263) +445 -% interests Net Income (Loss) 3,020 1,682 +1,338 +80% 1,852 1,410 +442 +31% Adjusted EBITDA<sup>3</sup> 4,015 3,859 +156 +4% 3,624 4,030 (406) (10%) Games & Comics Kaiju No. 8 The Game<sup>4</sup> was released on August 31, 2025 and had a strong start with sales exceeding ¥2 billion in the first month after release and approximately 40% overseas sales ratio.
,410 +442 +31% Adjusted EBITDA<sup>3</sup> 4,015 3,859 +156 +4% 3,624 4,030 (406) (10%) Games & Comics Kaiju No. 8 The Game<sup>4</sup> was released on August 31, 2025 and had a strong start with sales exceeding ¥2 billion in the first month after release and approximately 40% overseas sales ratio. Conversely, existing titles and comics did not reach the high levels achieved in the prior year period, resulting in a YoY decline for sales and profits. Entertainment & Lifestyle Maintaining steady growth, driven primarily by merchandising solutions. In the Q2 period we conducted two M&A transactions that involved four companies. Of these, PAPABUBBLE and WOWs will be included in consolidated segment results beginning from the Q3 period. Please note that the other two companies, Natee and AI Talent Force, will be included in the AI/DX Solutions segment. Other Income (Expense) With gains resulting from investee exits and a decline in losses for valuation of investment securities, other income (expense) improved by of ¥1,621 million YoY to come in at ¥603 million income for the period.
Talent Force, will be included in the AI/DX Solutions segment. Other Income (Expense) With gains resulting from investee exits and a decline in losses for valuation of investment securities, other income (expense) improved by of ¥1,621 million YoY to come in at ¥603 million income for the period. 1 Includes personnel expense for the Investment & Incubation Business 2 Total amount of gains (losses) on sale of crypto assets (non-operating gains and losses) and of gains (losses) on sale of investment securities (extraordinary gains and losses). 3 Adjusted EBITDA = Operating Profit + Depreciation + Software Amortization + Goodwill Amortization + Lease Deposit Amortization + Patent Rights Amortization + Stock Compensation Expense + Cash Flow Related to Divestments for the Investments & Incubation Business. Note: Past figures have been retroactively restated due to a change in definition effective from Q2 FY3/26 4 ©JAKDF 3rd Division © Naoya Matsumoto/Shueisha ©Akatsuki Games Inc./TOHO CO., LTD./Production I.G ©JAKDE 3r
2.Tables Showing Financial Trends P&L Trends (units: ¥ mm) Q1 Q2 FY3/24 Q3 Q4 Q1 Q2 FY3/25 Q1 Q2 Q1 FY3/26 Q2 Sales 3,610 7,952 5,269 7,140 4,131 8,351 3,678 7,491 2,313 7,602 Games & Comics 3,528 7,716 5,045 6,955 4,016 8,041 3,233 7,083 2,008 7,248 Entertainment & 68 225 214 178 111 256 423 385 298 350 Lifestyle Others 13 10 9 5 3 53 21 22 5 3 Operating Profit (802) 2,783 (419) 1,115 (775) 3,766 (1,571) 2,495 (1,698) 3,422 (Loss) Games & Comics (547) 2,991 (219) 1,417 (630) 3,770 (1,551) 2,543 (1622) 3,467 Entertainment & 11 74 91 73 4 123 190 144 122 122 Lifestyle Others (97) (70) (109) (109) (75) (58) (116) (34) (26) (15) Corporate & (169) (212) (182) (265) (73) (69) (94) (157) (172) (151) Eliminations<sup>1</sup> Other Income 69 (411) (1) (120) 700 (1,018) 1,137 (154) 342 603 (Expense) Gains (Losses) on Sale of Investment 5 28 54 5 687 (13) 335 1,154 580 415 Securities Others 64 (439) (56) (126) 13 (1,005) 802 (1,309) (237) 187 Profit Before (732) 2,371 (421) 994 (74) 2,748 (433) 2,341 (1,355) 4,025 Income Tax Income taxes and 22 (548) (18) (379) (197) (1,065) (240) (1,431) 187 (1,004) others Net Income (709) 1,823 (439) 614 (271) 1,682 (673) 909 (1,167) 3,020 Adjusted EBITDA (727) 2,894 799 1,563 171 3,859 (1,000) 3,934 (391) 4,015 ©JAKDE 3r
Balance Sheet Trends (units: ¥ mm) Q1 Q2FY3/24 Q3 Q4 Q1 Q2FY3/25Q1 Q2 Q1FY3/26Q2 Current Assets 32,690 35,943 34,648 39,383 38,305 40,522 39,110 41,252 37,974 40,801 Cash & 27,450 27,529 27,926 30,970 32,303 31,944 34,338 33,300 33,272 31,801 Equivalents* A/R & Contract 2,345 6,214 3,718 5,024 2,679 6,345 3,077 5,624 1,284 6,007 Assets Fixed Assets 12,633 12,465 12,774 12,659 12,932 12,566 12,992 13,379 13,002 18,599 Total Assets 45,323 48,409 47,423 52,043 51,237 53,089 52,102 54,632 50,976 59,400 Current Liabilities 5,116 6,248 5,527 5,121 6,218 6,370 6,548 7,378 3,806 6,954 Fixed Liabilities 7,055 7,055 7,649 6,710 5,514 5,526 5,533 5,798 6,758 9,450 Total Liabilities 12,172 13,304 13,176 11,832 11,733 11,896 12,081 13,177 10,564 16,404 Net Assets 33,151 35,104 34,246 40,211 39,504 41,192 40,021 41,455 40,411 42,995 *From Q4 of FY3/25, the balance of bank deposits is included in “Cash & Equivalents” and the amounts shown for prior periods has been adjusted accordingly. Expense Trends (units: ¥ mm) Q1 Q2FY3/24Q3 4Q Q1 Q2FY3/25Q3 4Q Q1FY3/26Q2 Personnel 899 970 1,026 1,411 839 826 717 1,237 881 989 Outsourcing 1,409 1,441 1,548 1,489 1,412 1,177 1,209 1,345 1,265 209 Rent 417 511 457 581 456 479 372 501 338 1,342 Depreciation 33 39 48 51 32 23 19 43 18 60 Advertisement 102 424 655 323 80 192 283 389 234 766 R&D 1,072 1,244 1,237 1,190 1,343 1,357 1,426 1,059 778 (293)
717 1,237 881 989 Outsourcing 1,409 1,441 1,548 1,489 1,412 1,177 1,209 1,345 1,265 209 Rent 417 511 457 581 456 479 372 501 338 1,342 Depreciation 33 39 48 51 32 23 19 43 18 60 Advertisement 102 424 655 323 80 192 283 389 234 766 R&D 1,072 1,244 1,237 1,190 1,343 1,357 1,426 1,059 778 (293) Others* 476 536 714 976 741 527 1,221 418 495 1,104 Total Operating 4,412 5,169 5,688 6,025 4,906 4,585 5,249 4,995 4,011 4,179 Expense *Includes transfer to other accounts in COGS. Development and Operating Expenses (Personnel, Outsourcing) Excluding advertising costs, most operating expenses for existing titles under operation are included within personnel and outsourcing costs. Expenses for new game titles are recorded as R&D expenses and, as a general rule, are not capitalized. Regarding R&D Expense in the Q2-FY3/26 Period Upon the release of the new titles, TRIBE NINE and Kaiju No. 8<sup>1</sup> The Game, the expenses that were recorded as R&D for these titles ended and are recorded as part of COGS after release. Additionally, the reimbursement of R&D expenses for Hyke:Northern Light(s)<sup>2</sup> was recorded as a negative cost. 1 ©JAKDF 3rd Division © Naoya Matsumoto/Shueisha © Akatsuki Games Inc./TOHO CO., LTD./Production I.G ©JAKDE 3r
KLab Inc. experienced a significant financial downturn during the fiscal year ended December 31, 2021, characterized by a sharp transition from profitability to substantial losses. Revenue fell by 29.6% to ¥23.9 billion, down from ¥33.9 billion the previous year. This decline was primarily driven by the underperformance of existing titles, most notably Love Live! School Idol Festival ALL STARS, which faced intensified market competition. The company shifted from a ¥2.1 billion operating profit in 2020 to a ¥1.1 billion operating loss, while the net loss attributable to owners reached ¥3.47 billion. This volatility resulted in a net loss of ¥90.38 per share, a stark reversal from the ¥20.08 per share profit recorded in the prior fiscal year. The core Game Business segment saw its profit margin erode by over 60%, ending at ¥2.57 billion. Financial stability was further impacted by ¥1.68 billion in extraordinary impairment losses on software assets and negative operating cash flows. Consequently, total net assets decreased from ¥16.58 billion to ¥12.81 billion, and cash and cash equivalents plummeted by ¥4.19 billion to end the period at ¥3.82 billion. These figures reflect both the high costs of intangible asset development and the diminishing returns from the current mobile gaming portfolio within the Japanese market. Looking forward, the outlook remains cautious as earnings forecasts for 2022 have been withheld. This decision stems from high levels of market volatility and uncertainty regarding the release schedule of a major collaborative project with Electronic Arts. While the company continues to focus on its game business, the depletion of cash reserves and the significant drop in net assets per share highlight a period of contraction and strategic transition. Management remains focused on navigating these headwinds through upcoming pipeline developments, though the immediate financial impact of these initiatives remains difficult to quantify.
Mixi Group experienced a period of significant financial contraction and strategic transition during the fiscal year ended March 31, 2020. Net sales fell by 22.1% to ¥112,171 million, while profit attributable to owners of the parent plummeted by 59.6% to ¥10,724 million. This downturn was primarily driven by the Entertainment Business, where revenue dropped from ¥138,605 million to ¥107,216 million, causing basic earnings per share to decline from ¥350.26 to ¥142.33. Despite these challenges, the organization maintained a robust equity ratio of 90% and held ¥180,938 million in total net assets, signaling a stable capital base amidst declining operational performance. The fiscal year was characterized by aggressive inorganic growth and diversification within the Japanese market, which accounts for over 90% of total sales and assets. Cash outflows for investing activities rose sharply to ¥30.7 billion, largely due to the acquisition of subsidiaries such as Chariloto Co., Ltd. and Net Dreamers Co., Ltd. The latter acquisition alone accounted for ¥15 billion, contributing to a substantial increase in unamortized goodwill, which reached ¥17,315 million. These investments reflect a strategic pivot toward integrating sports media and professional team management into the core portfolio, even as impairment losses were recorded in underperforming entertainment retail segments. Looking toward the 2021 fiscal year, projections indicate continued pressure on the bottom line, with net sales expected to contract further to ¥100,000 million and profits forecasted to drop to ¥6,500 million. Cash and cash equivalents decreased by ¥19 billion during the period to end at ¥125.4 billion, yet the dividend policy remained steady at ¥115 to ¥120 per share. This financial trajectory highlights a company utilizing its significant cash reserves to fund a structural shift toward new lifestyle and entertainment segments while managing the diminishing returns of its legacy business lines.
This financial summary details the consolidated operating performance of KLab Inc. for the first half of the fiscal year ending December 31, 2017. Covering the period from January 1 to June 30, 2017, the findings reveal a significant financial turnaround compared to the same period in 2016. Revenue rose 23.0% to 10.9 billion yen, driven by the stable performance of core titles and the successful June launch of Captain Tsubasa: Tatakae Dream Team. The transition from a net loss of 1.3 billion yen in the previous year to a profit of 1.45 billion yen highlights improved operational efficiency. Operating income reached 1.96 billion yen, a stark contrast to the 51 million yen reported in 2016. This growth was supported by a 6.6% reduction in selling, general, and administrative expenses—primarily through lower advertising and outsourcing costs—and a 175 million yen foreign exchange gain. The company’s financial position remains robust, with total assets increasing to 14.5 billion yen and an equity ratio of 73.3%. Strategic developments noted include the July 2017 acquisition of ABASEA Inc. and its subsidiary Spicemart Inc. for 1 billion yen. This move aims to enhance KLab’s data analysis and consulting capabilities within the competitive mobile gaming markets of Japan and China. Methodologically, the report utilizes Japanese GAAP and introduces a range-based forecasting model for the full fiscal year. Management revised its annual guidance upward, projecting revenue between 22.5 and 25.5 billion yen and ordinary income between 2.4 and 4.2 billion yen, reflecting confidence in current market trends and the success rate of new game titles.
The fiscal year ended March 31, 2014, represented a period of significant structural transition and strategic reinvestment for the Japanese social networking and gaming firm. While net sales experienced a modest 3.8% decline to ¥12,155 million, the company recorded a net loss of ¥227 million, a sharp reversal from the previous year’s profit. This downturn was largely attributed to impairment losses from the liquidation of Chinese subsidiaries, the closure of local bases, and high effective tax rates resulting from goodwill amortization. Despite these losses, the company’s financial foundation remained robust, with total assets increasing to ¥26,492 million and an equity ratio of 84.5%. The Social Net Business segment served as the primary revenue engine, contributing ¥11,550 million in external sales. This performance was bolstered by the growth of the mobile title Monster Strike, which signaled a shift in the company’s core growth drivers. To support this evolution, the group pursued aggressive portfolio expansion through the 100% acquisitions of Diverse, Inc. and Confianza & Co., Inc. for approximately ¥1.2 billion, alongside a strategic business transfer to enhance research and matchmaking services. These moves were complemented by internal restructuring, including the disposal of aging server infrastructure and software assets totaling ¥337 million. Capital management was a central focus throughout the period, characterized by a hundred-for-one stock split and new share issuances that raised ¥6.5 billion. These actions nearly doubled cash and cash equivalents to ¥16.8 billion, providing the liquidity necessary for future scaling. Looking toward fiscal year 2015, the outlook is highly optimistic, with projections suggesting net sales will more than triple to ¥40,000 million and net income will reach ¥6,000 million. To further improve share liquidity and broaden the investor base in anticipation of this growth, the board approved an additional five-for-one stock split effective July 2014.