Updated Mar 23, 2026 by GREE
Report
Published by GREE
GREE Holdings, Inc. clarified its strategic approach to game releases and anime development during the FY2025 third‑quarter briefing on May 9, 2025. The company emphasized a disciplined release cadence for its game business, arguing that regular intervals prevent internal cannibalization and preserve development resources. While past titles such as *Heaven Burns Red* and *Puella Magi Madoka Magica: Magia Exedra* were spaced roughly three years apart, GREE indicated that the next title will be introduced without a similarly long gap, reflecting an accelerated pipeline. In the anime sector, GREE highlighted its growing participation in production committees for high‑profile series, including *Is It Wrong to Try to Pick Up Girls in a Dungeon? V* and *Mushoku Tensei II: Jobless Reincarnation (Season 2)*. The firm has joined more than 20 committees overall and is actively pursuing in‑house creation of new anime IPs, from original concept development to full adaptation production. This dual strategy—acquiring external IP through committee participation and cultivating proprietary titles—aims to establish a stable, recurring revenue stream. The briefing underscored GREE’s commitment to expanding its entertainment portfolio across both gaming and anime, positioning the company as a diversified content producer within Japan’s broader media ecosystem.
◼ Summary of main supplementary explanations questions and answers at the FY2025 Third Quarter GREE Holdings, Inc. results briefing held on May 9, 2025 [Q1] How often will you release new titles in the Game Business? [A1] We believe it is best to release new titles at regular intervals to avoid cannibalization among our own games and to prevent the dilution of development resources. Our pipeline is structured with this approach in mind. There was a roughly three-year gap between the releases of Heaven Burns Red and Puella Magi Madoka Magica Magia Exedra, but we are moving forward with development of our next new title without leaving such a long interval. [Q2] Can you comment on your track record in the anime business and your outlook going forward? [A2] Recently, we participated in the production committees of popular anime titles such as Is It Wrong to Try to Pick Up Girls in a Dungeon? V and Mushoku Tensei II: Jobless Reincarnation (Season 2). We have participated in a total of more than 20 anime production committees. See the GREE Entertainment website for more details. We are currently working on several projects aimed at creating new anime IPs by handling everything in-house, from discovering original works to producing anime adaptations. Going forward, we aim to build a portfolio of IPs that can serve as a stable source of recurring revenue by not only acquiring IP through participation in anime production committees, but also pursuing original, in-house-led projects like those mentioned above.
orks to producing anime adaptations. Going forward, we aim to build a portfolio of IPs that can serve as a stable source of recurring revenue by not only acquiring IP through participation in anime production committees, but also pursuing original, in-house-led projects like those mentioned above. GREE Entertainment website: https://gree-entertainment.com/en/
GREE’s financial performance and strategic outlook for the second quarter of fiscal year 2024 reflect a period of portfolio optimization and aggressive expansion into emerging digital entertainment sectors. The primary driver of recent operational success is the strong performance of Heaven Burns Red, which saw significant engagement following its second-anniversary events. This success is balanced against the strategic discontinuation of SINoALICE, a decision made to align the Game and Anime Business with long-term development goals. While several titles remain in the development pipeline, specific release schedules remain undisclosed as the company prioritizes smooth internal progress over immediate market entry. The VTuber Business represents a core pillar of future growth, with plans to invest aggressively in talent acquisition and agency support. Earnings in this segment are primarily driven by the talent pool, leading to a rigorous audition process that evaluates past streaming performance, character compatibility, and audience communication skills. Simultaneously, the Investment Business is entering a more favorable phase as global valuations, particularly in the United States, begin to stabilize after a period of excess. GREE intends to leverage its established network in the game and metaverse domains to accumulate new investment assets during this market correction. Financial projections for the remainder of the fiscal year indicate steady profitability. Excluding the volatile Investment Business, consolidated operating income is forecasted at approximately 1.5 billion yen for the third quarter and 5.0 billion yen for the full fiscal year 2024. These figures suggest a stable baseline for the company’s core operations as it navigates the transition between legacy titles and new growth initiatives in the virtual talent and investment sectors.
The briefing clarified GREE’s strategic priorities and financial outlook for the second quarter of FY2024. Recent events for Heaven Burns Red celebrated its two‑year anniversary, generating strong performance and reinforcing the company’s focus on successful titles. The decision to discontinue support for SINoALICE was framed as a timing choice aligned with the broader development trajectory of GREE’s Game and Anime Business, indicating a shift toward more promising projects. Development activities continue to progress smoothly, though specific release dates remain undisclosed. In the VTuber segment, GREE plans aggressive investment to expand its talent pool and enhance competitiveness through its talent agencies. Talent auditions are evaluated on past streaming performance, character fit with the existing portfolio, and audience engagement capabilities. Investment business conditions are described as improving; after a period of inflated valuations—particularly in the United States—market values have stabilized, creating a favorable environment for new investments. GREE’s established network in gaming and metaverse sectors positions it to accumulate additional investment assets. Financial projections for the third quarter exclude the Investment Business, estimating consolidated operating income of approximately ¥1.5 billion. For the full fiscal year FY2024, the company forecasts consolidated operating income of roughly ¥5.0 billion under the same exclusion. These figures suggest a steady growth trajectory driven by core gaming, anime, and VTuber operations while maintaining a cautious stance on investment activities.
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 briefing clarified GREE’s strategic outlook for FY2019, emphasizing a steady domestic game portfolio while pursuing growth overseas. In Japan, the company expects no major shift in performance for existing titles but plans to broaden multiplatform distribution and launch new releases in the second half of FY2019, projecting an earnings uptrend. Internationally, GREE is developing and self‑distributing overseas versions of current titles, targeting markets with high profitability potential. Human resource allocation reflects this focus: sufficient staff are dedicated to overseas distribution and new title development, while existing titles receive concentrated support for top performers and operational stability for less successful ones. China is identified as a priority market, with preparations underway to initiate operations and marketing. The company also highlights the Facebook Messenger platform as a high‑potential channel for new titles, indicating an expansion into social media gaming. Advertising strategy will be selective; overseas launches of self‑distributed titles will receive targeted, efficient campaigns rather than broad mass media spend. Regulatory compliance and consumer protection are addressed through company‑wide measures to prevent gacha system issues, including strengthened evaluation protocols and employee training. The REALITY livestreaming platform for VTubers is in an exploratory phase, with ongoing data collection on technology, planning, and marketing to build know‑how for future content expansion. Overall, GREE’s FY2019 strategy balances domestic stability with aggressive international diversification and platform innovation.