Updated Jun 1, 2026 by Square Enix
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Financial
Published by Square Enix
Square Enix Holdings Co., Ltd. reported its first‑half financial results for the six months ended September 30, 2024, highlighting a mixed performance across its core business segments. Net sales fell 14.5 billion yen (8.4%) to ¥172.0 bn, driven mainly by a 23.9 billion yen decline in Digital Entertainment sales and a modest increase in Amusement revenue. Operating income, however, rose 3.8 bn yen (21%) to ¥17.3 bn, reflecting lower amortization of development costs and reduced advertising spend in Digital Entertainment, as well as stronger same‑store sales in Amusement. The operating margin improved from 10.1 % to 13.4 %, a 3.3‑percentage‑point gain, while the overall profit attributable to owners of parent increased by 4.9 bn yen (29%) to ¥16.6 bn. Segment‑level details show Digital Entertainment’s HD Games unit posting a net loss of ¥1.2 bn, yet the MMO sub‑segment generated an operating income of ¥13.1 bn, up 3.8 bn yen from the prior year. Amusement sales climbed to ¥36.2 bn, up 4.8 bn yen, driven by higher same‑store traffic. Publication sales rose modestly to ¥14.8 bn, with digital sales accounting for 56 % of total publication revenue. Merchandising revenue increased to ¥9.6 bn, supported by new character merchandise from key IPs such as “NieR:Automata.” Balance‑sheet metrics remained solid, with total assets at ¥412.2 bn and net assets rising 9.1 % to ¥326.2 bn, despite a slight decline in cash and deposits. Currency fluctuations contributed to a net income dip, but overall profitability improved, positioning the company for continued international expansion and product launches in 2025.
SQUARE ENIX Six- Financial Results Briefing Session Month Period Ended September 30, 2024 November 8, 2024
Statements made in this document with respect to SQUARE ENIX HOLDINGS CO., LTD. and its consolidated subsidiaries’ (together, “SQUARE ENIX GROUP") plans, estimates, strategies and beliefs are forward‐looking statements about the future performance of SQUARE ENIX GROUP. These statements are based on management's assumptions and beliefs in light of information available to it at the time these material were drafted and, therefore, the reader should not place undue reliance on them. Also, the reader should not assume that statements made in this document will remain accurate or operative at a later time. A number of factors could cause actual results to be materially different from and worse than those discussed in forward‐looking statements. Such factors include, but not limited to: 1. changes in economic conditions affecting our operations; 2. fluctuations in currency exchange rates, particularly with respect to the value of the Japanese yen, the U.S. dollar and the Euro; 3. SQUARE ENIX GROUP’s ability to continue to win acceptance of our products and services, which are offered in highly competitive markets characterized by the continuous introduction of new products and services, rapid developments in technology, and subjective and changing consumer preferences; 4. SQUARE ENIX GROUP’s ability to expand international success with a focus on our businesses; and 5. regulatory developments and changes and our ability to respond and adapt to those changes.
roducts and services, rapid developments in technology, and subjective and changing consumer preferences; 4. SQUARE ENIX GROUP’s ability to expand international success with a focus on our businesses; and 5. regulatory developments and changes and our ability to respond and adapt to those changes. The forward‐looking statements regarding earnings contained in these materials were valid at the time these materials were drafted. SQUARE ENIX GROUP assumes no obligation to update or revise any forward‐looking statements, including forecasts or projections, whether as a result of new information, subsequent events or otherwise. The financial information presented in this document is prepared according to generally accepted accounting principles in Japan. (Amounts under one hundred million yen are rounded down)
> **[Chart page]** This page contains visual data — view in PDF for the best experience. Consolidated Statement of Income FY2025/3 1H (Billions of Yen) Fiscal Year Ended Fiscal Year Ending March 31, 2024 March 31, 2025 1H Full Year 1H Changes Full Year Changes Results Forecasts Net Sales 172.0 356.3 157.5 (14.5) 310.0 (46.3) Operating Income 17.3 32.5 21.1 3.8 40.0 7.5 Operating Income 10.1% 9.1% 13.4% 3.3pt 12.9% 3.8pt Margin Ordinary Income 26.1 41.5 18.1 (8.0) 40.0 (1.5) Ordinary Income 15.2% 11.7% 11.5% (3.7pt) 12.9% 1.2pt Margin Profit attributable to 16.6 14.9 11.7 (4.9) 28.0 13.1 owners of parent
> **[Chart page]** This page contains visual data — view in PDF for the best experience. (Billions of Yen) Fiscal Year Ended March 31, 2024 Fiscal Year Ending March 31, 2025 1H 1H Changes Net sales 172.0 157.5 (14.5) Digital Entertainment 122.0 98.1 (23.9) Amusement 28.4 36.2 7.8 Publication 14.4 14.8 0.4 Merchandising 8.3 9.6 1.3 Eliminations or unallocated (1.3) (1.2) 0.1 Operating income 17.3 21.1 3.8 Digital Entertainment 15.5 16.8 1.3 Amusement 3.2 4.2 1.0 Publication 5.5 5.3 (0.2) Merchandising 1.8 3.3 1.5 Eliminations or unallocated (8.8) (8.6) 0.2 Operating income margin 10.1% 13.4% 3.3pt Digital Entertainment 12.7% 17.2% 4.5pt Amusement 11.5% 11.7% 0.2pt Publication 38.1% 36.3% (1.8pt) Merchandising 22.3% 35.2% 12.9pt Eliminations or unallocated - - -
> **[Chart page]** This page contains visual data — view in PDF for the best experience. Consolidated Balance Sheet as of September 30, 2024 (Billions of Yen) Assets Liabilities and Net Assets Account 03/2024 09/2024 Changes Account 03/2024 09/2024 Changes Cash and deposits 225.9 222.4 (3.5) Notes and accounts 24.3 22.8 (1.5) payable Notes and accounts 44.6 42.3 (2.3) Income taxes payable 6.9 5.7 (1.2) receivable Inventories 5.7 7.4 1.7 Refund liabilities 4.4 3.5 (0.9) Content production 48.5 52.1 3.6 Others 45.7 38.9 (6.8) account Others 14.3 11.0 (3.3) Total Current 81.5 71.1 (10.4) Liabilities Total Current Assets 339.2 335.3 (3.9) Non-current 12.1 14.9 2.8 Liabilities Property and 23.0 27.9 4.9 Total Liabilities 93.7 86.0 (7.7) equipment Intangible Assets 5.8 5.8 0.0 Total Shareholders’ 325.2 334.0 8.8 Equity Investments and other 42.6 43.1 0.5 Others (8.1) (7.8) 0.3 assets Total Non-current 71.6 76.8 5.2 Total Net Assets 317.1 326.2 9.1 Assets Total Assets 410.8 412.2 1.4 Total Liabilities and 410.8 412.2 1.4 Net Assets
Fiscal year 2026 ended with a 13 % rise in sales to ¥487.5 bn, yet operating income swung from a ¥48.1 bn profit in FY2025 to a ¥5.7 bn loss, driven by significant goodwill impairments on Rovio and Stakelogic and a widening deficit in the Gaming segment. Adjusted EBITDA fell to ¥16.6 bn, reflecting heavy upfront development costs and impairment charges, while net equity contracted by ¥48.7 bn as cash balances were depleted following the acquisitions of GAN and Stakelogic. Within Entertainment Contents, sales edged up to ¥326.6 bn from ¥321.5 bn, but operating income declined from ¥40.8 bn to ¥32.4 bn because new Full‑Game and F2P titles underperformed, despite steady growth in licensing revenue. Forecasts for FY2027 project sales of ¥357 bn and operating income of ¥42.5 bn, contingent on successful new IP launches, repeat sales, and a planned lift in licensing income. Margin erosion from title underperformance remains a key risk. Capital allocation for FY2026/3 was restructured to focus on ¥190 bn of cumulative investment over FY2025–FY2027, allocating ¥80 bn to development, ¥120 bn to strategic acquisitions, and planning ¥70 bn in share buybacks while pausing large‑scale M&A. Shareholder returns are expected to rise sharply, with FY2026/3 projected at ¥31.5 bn (≈¥11.7 bn in dividends) and FY2027/3 potentially reaching ¥16.2 bn under a 50 % total‑return ratio applied to projected net income. Pachislot sales showed modest growth, buoyed by new titles and strong first‑week performance of flagship IPs such as “Hokuto No Ken” and “Kabaneri of the Iron Fortress.” Pachinko sales declined as the temporary lift from Lucky Trigger 3.0 Plus faded and hall utilization softened. The group plans to introduce reel‑exchangeable cabinets, expected to account for roughly 20 % of pachislot revenue, and is positioning the gaming business for a J‑curve bottom in FY2027 through intensive lease sales and B2B platform upgrades. The release schedule for FY2026/3 emphasizes a concentrated push of multi‑platform titles, including the Nintendo Switch 2 launch in March 2026 and a slate of global releases across consoles, PC, and mobile from late 2025 to mid‑2026. Key animation properties such as *Detective Conan* and *Lupin the Third* are slated for April–June 2025, with several new IPs and Netflix exclusives planned for early 2026. Pachislot and pachinko product launches are detailed with projected unit sales ranging from 8,000 to 49,000 units across varying gambling‑specification tiers.
Sony Group’s FY2025 consolidated results demonstrate modest revenue growth and a mixed profitability profile across its core business units. Total sales increased 4 % to ¥12.48 trn, largely driven by higher operating income in the Imaging & Sensing Solutions (I&SS) and Music segments. Operating income rose 13 % to ¥1.45 trn, while net income attributable to shareholders fell 3 % to ¥1.03 trn because of a larger equity‑method loss in the Financial Services arm and higher impairment charges. Operating cash flow remained flat at ¥1.97 trn, and the spin‑off of Sony Financial Group was treated as a discontinued operation from Q1 FY25 onward. Within the Music division, sales climbed 15 % to ¥277.5 billion, propelled by growth in Recorded Music and Music Publishing streaming revenues (+9 % and +14 % respectively), live‑event income, and a strong contribution from the Demon Slayer franchise. Operating income in this segment surged 25 % to ¥89.7 billion, reaching a record high even after excluding one‑time items. Sony projects flat sales for FY2026, with operating income expected to decline 11 % to ¥47 billion as streaming gains are offset by the loss of Demon Slayer’s impact. The company consolidates its Pictures and Music results on a U.S. dollar basis, translating foreign‑currency sales and costs using weighted average exchange rates while accounting for hedging transactions. Foreign‑exchange fluctuations affect both sales and operating income, with I&SS hedging gains or losses incorporated into these calculations. These disclosures supplement, but do not replace, Sony’s IFRS‑compliant consolidated financial statements.
Bandai Namco Group reported record‑high net sales of ¥1,002.2 billion for the first nine months of FY2026, up 4.9 % from ¥955.6 billion in the same period of FY2025, driven primarily by robust performance in the Toys and Hobby segment. That segment achieved ¥503.6 billion in sales, a 9.5 % increase, and contributed ¥103.5 billion in profit, up 6.0 %. Digital sales rose modestly to ¥358.8 billion, while Visual and Music and Amusement segments saw slight declines in profitability due to shifts in title mix and product launches. Operating profit fell 12.2 % to ¥157.3 billion, largely attributed to a less favorable home‑console game lineup compared with the prior year. Full‑year forecasts were revised upward: net sales are now projected at ¥1,300.0 billion (a 4.0 % increase over the previous forecast), operating profit at ¥181.0 billion (up 9.7 %), and ordinary profit at ¥190.0 billion (up 10.5 %). The company maintains a shareholder‑return policy targeting a total return ratio of at least 50 %, with FY2026 dividends set at ¥73 billion (base ¥46 billion plus performance‑based ¥27 billion) and a treasury‑share purchase program of up to 6 million shares, worth up to ¥30 billion. Geographically the results reflect strong North American sales responsiveness and global licensing from flagship IPs such as Gundam, Dragon Ball, and One Piece. Methodologically, the figures derive from consolidated financial statements covering all operating segments, with segment‑level data presented for Toys and Hobby, Digital, Visual and Music, Amusement, Other, and Elimination/Corporate units. The presentation also outlines strategic initiatives for FY2027, emphasizing balanced title portfolios in Digital and continued expansion of experiential amusement facilities.
Square Enix’s recent performance review exposes a persistent decline in revenue growth and profitability over the past three years, with operating income falling 32 % and ROE dropping 61 %. The downturn is driven primarily by weak margins in both high‑definition (HD) and small‑dungeon (SD) game segments, excessive portfolio fragmentation, sub‑optimal product design and promotion, and escalating development costs. While the MMO licensing arm remains the sole growth driver (+11 %), overall gaming revenue has slipped, with HD and SD titles declining 4 % and 5 % respectively. Operating margins for these segments hover around 35–40 %, noticeably higher than the industry average of 28 % but still lagging behind competitors, indicating inefficiencies that are not being adequately addressed. The company’s medium‑term “Reboots” plan offers only high‑level directions without concrete key performance indicators or quantitative targets. Critical gaps include a lack of clear business‑portfolio strategy, insufficient disclosure on non‑core business rationales, and no defined mechanisms for monitoring progress or maximizing shareholder value. Capital allocation disclosures are similarly weak: cost‑of‑capital calculations, ROE and ROIC targets, and hurdle rates are absent, while share‑buyback authorization remains unused despite a sharp price decline. SG&A costs exceed peer norms by 5–6 ppt, driven largely by an oversized sales force, further eroding profit margins. Geographically, SD game revenue is almost entirely domestic; the Japanese market has contracted 2 % annually since 2020, and overseas growth remains only 3 %. The company’s global SD strategy is inert, with a 7 % overseas expansion rate falling short of projected growth and flagship titles such as *FFVII Ever Crisis* deriving 70 % of revenue from Japan. Non‑core Amusement and Publishing businesses are undervalued, with a significant conglomerate discount relative to peers and declining sales and margins. Limited cross‑synergy between game and publishing arms further hampers value creation. In summary, Square Enix faces a multifaceted challenge: declining core game performance, weak strategic direction and KPI setting, high SG&A costs, and an underperforming non‑core portfolio. Addressing these issues through tighter cost control, clearer performance metrics, aggressive overseas expansion, and potential portfolio optimization is essential to restore corporate value and achieve sustainable growth.