Akatsuki Inc. reported Q2 FY3/26 net income of ¥3,020 million, marking an 80% year-over-year increase in profitability driven by strategic investment exits and the launch of Kaiju No. 8 The Game.
See it on page 28Kaiju No. 8 The Game generated over ¥2 billion in its debut month and surpassed 5 million downloads, helping to offset a 10% year-over-year sales decline in the core Games & Comics segment.
See it on page 14The company is aggressively diversifying beyond mobile gaming into an entertainment conglomerate, evidenced by the acquisition of candy brand PAPABUBBLE and the creation of an AI/DX Solutions division.
See it on page 5Total assets grew to ¥59.4 billion due to M&A activity, though cash equivalents decreased as capital was deployed to acquire goodwill and software assets.
See it on page 27New product releases achieved a 40% overseas sales ratio, while established titles like Dragon Ball Z Dokkan Battle continue to provide stable operational momentum.
See it on page 31The company increased its permanent staff to 561 employees to support new business ventures, despite a slight headcount reduction within the core gaming division.
See it on page 18Strategic investment exits contributed approximately ¥400 million in gains during the second quarter, providing liquidity to fund the company's long-term business model transition.
See it on page 19Akatsuki Inc. achieved consolidated sales of ¥7,602 million and a net income of ¥3,020 million during the second quarter of the fiscal year ending March 2026, representing an 80% year-over-year increase in profitability. This financial performance was primarily bolstered by strategic investment exits and the successful launch of Kaiju No. 8 The Game, which secured over 5 million downloads and generated more than ¥2 billion in its debut month. While the core Games & Comics segment experienced a 10% decline in sales compared to the previous year’s high benchmarks, the company maintained strong operational momentum through established titles like Dragon Ball Z Dokkan Battle and a significant 40% overseas sales ratio for new releases.
The strategic focus has shifted toward a reorganized three-segment business model designed to diversify revenue streams beyond traditional mobile gaming. This evolution includes the expansion of the Entertainment & Lifestyle pillar, highlighted by the acquisition of the candy brand PAPABUBBLE, and the establishment of an AI/DX Solutions division. Total assets rose to ¥59.4 billion as a result of aggressive M&A activity, which added substantial goodwill and software assets to the balance sheet despite a corresponding decrease in cash equivalents used for these acquisitions.
Human capital remains a priority, with permanent staff increasing to 561 to support new business ventures, even as the core gaming division saw a slight contraction in headcount. The company is positioning itself for long-term growth by leveraging investment exit gains, which totaled approximately ¥400 million in the second quarter, to fund its transition into a broader entertainment conglomerate. These structural changes and recent product successes suggest a pivot toward a more diversified portfolio intended to mitigate the volatility of the gaming market while capitalizing on global intellectual property.