Alice Gear Aegis
Game
12 documents in the library are about Alice Gear Aegis, from writers such as COLOPL and GameRefinery. Each has a summary and key insights with the page they come from.
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Alice Gear Aegis sales and key figures
The core Entertainment business generated 4.8 billion yen in sales, maintaining steady performance with a 0.2% YoY increase, supported by collaboration events for titles like 'Alice Gear Aegis' and 'Quiz RPG: The World of Mystic Wiz'.
COLOPL, 2026 · 3Q FY Sep. 2026 Financial Results Presentation: Japan, p. 10
Collaboration events are highly effective at driving revenue, evidenced by a 126-fold single-day spike in in-app purchase revenue for Alice Gear Aegis following an event and a $1 million daily peak for Sky: Children of the Light during a Kizuna Ai partnership.
GameRefinery, 2021 · The Most Unbelievable Collaboration Events in Chinese and Japanese Mobile Games
Documents about Alice Gear Aegis
3Q FY Sep. 2026 Financial Results Presentation: Japan
COLOPL has achieved a notable financial turnaround during the third quarter of fiscal year 2026, reporting 5.6 billion yen in sales—a 13.2% year-over-year increase—and an operating profit of 787 million yen.
- COLOPL achieved a financial turnaround in 3Q FY2026, reporting 5.6 billion yen in total sales (up 13.2% YoY) and an operating profit of 0.7 billion yen, compared to an 804 million yen operating loss in the same period last year.
- The Investment and Development business segment saw significant growth, with sales reaching 0.7 billion yen—a 600.2% increase YoY—and contributing 0.3 billion yen to operating profit.
- The core Entertainment business generated 4.8 billion yen in sales, maintaining steady performance with a 0.2% YoY increase, supported by collaboration events for titles like 'Alice Gear Aegis' and 'Quiz RPG: The World of Mystic Wiz'.
3Q FY Sep. 2026 Financial Results Presentation: Japan
COLOPL’s financial results for the third quarter of the fiscal year ending September 30, 2026, demonstrate a successful turnaround to profitability, driven by robust performance in its core mobile gaming portfolio and strategic exits within its investment arm.
- COLOPL returned to profitability in 3Q FY2026 with 5.6 billion yen in consolidated sales, a 13.2% year-on-year increase, and an operating profit of 0.7 billion yen.
- The Entertainment Business generated 4.8 billion yen in sales, supported by the continued performance of core titles DRAGON QUEST WALK and the 12th-anniversary milestone of Shironeko Project.
- The Investment and Development Business saw a 600.2% year-on-year sales increase to 0.7 billion yen, primarily driven by the divestment of SALOWIN Co., Ltd.
2Q FY Sep. 2026 Financial Results Presentation: Japan
COLOPL’s financial performance for the second quarter of fiscal year 2026 reflects a period of significant structural transition and contraction.
- COLOPL reported a 39.1% year-over-year decline in total sales to 5.3 billion yen and a 71.1% drop in operating profit to 0.6 billion yen for 2Q FY 2026.
- The core Entertainment business achieved a 49% increase in operating profit, driven by disciplined advertising cost management and the sustained performance of Dragon Quest Walk and Shironeko Project.
- The company’s significant financial contraction is primarily attributed to a strategic exit from its Investment and Development segment.
Financial Results Presentation: 2Q FY Sep. 2026
COLOPL’s financial results for the second quarter of the fiscal year ending September 30, 2026, reflect a period of transition characterized by a significant year-over-year decline in consolidated revenue, primarily driven by the absence of major investment exits that bolstered the prior-year period.
- COLOPL reported a 39.1% year-over-year decline in consolidated sales to 5.3 billion yen and a 71.1% drop in operating profit to 0.6 billion yen for 2Q FY 2026.
- The Entertainment segment achieved a 49% increase in operating profit to 0.7 billion yen, driven by disciplined cost management and reduced advertising spend.
- The Investment and Development business saw sales plummet 90.9% to 0.1 billion yen, resulting in an operating loss of 0.09 billion yen due to the absence of major divestments seen in the prior year.
Financial Results Presentation: 1Q FY Sep.2026
The presentation outlines COLOPL’s first-quarter results for the fiscal year ending September 30, 2026, highlighting a mixed performance across its entertainment and investment segments.
- COLOPL reported consolidated sales of 4.7 billion yen for 1Q FY2026, a 10.2% year-over-year decline, with an operating loss of 80 million yen.
- Net profit rose 279% to 170 million yen, while ordinary profit surged 752% to 480 million yen, primarily due to foreign-exchange gains and reduced advertising expenditures.
- The core entertainment segment generated 4.6 billion yen in sales—a 10.6% decline—though the segment's operating loss narrowed compared to the same period last year.
1Q FY Sep. 2026 Financial Results Presentation
COLOPL's first-quarter results for fiscal year ending September 2026 show a company in a prolonged revenue contraction that is nonetheless stabilizing its bottom line through cost control while pursuing a long-term global ambition.
- COLOPL returned to profitability in 1Q FY2026 with an ordinary profit of 0.4 billion yen, despite a 10.2% year-on-year decline in net sales to 4.7 billion yen.
- The company’s mobile segment is experiencing a significant contraction, with Quarterly Active Users falling to 400,000 from a 2022 peak of 575,000 and ARPU dropping from 862 JPY to 680 JPY.
- Profitability recovery was driven primarily by aggressive reductions in advertising expenditures, supported by a strong financial foundation with a 91.7% equity ratio.
Q&A for 1Q FY2026 Operating Results Briefing
The document summarizes the Q&A session from COLOPL, Inc.'s 1Q FY2026 operating results briefing, held on February 4, 2026.
- COLOPL is pivoting its development strategy toward two core pillars: AI-powered titles and location-based games utilizing globally recognized intellectual properties.
- The company is diversifying beyond mobile by expanding into PC and console gaming, exemplified by the release of 'Tsukuyomi' on Nintendo Switch.
- First-quarter fiscal year 2026 results were impacted by extraordinary losses from a Career Transition Support Program, with personnel cost savings expected to materialize in the second quarter.
COLOPL FY Sep.2025 2nd Quarter Results
COLOPL's second-quarter results for fiscal year September 2025 (January to March 2025) show a company whose profit growth is being driven by its investment arm while its core entertainment business absorbs launch costs.
- COLOPL reported consolidated sales of 8.7 billion yen for Q2 FY2025, a 23.4% year-over-year increase, with operating profit surging 216.7% to 2.1 billion yen.
- The Investment and Development business achieved record-breaking performance with 1.9 billion yen in sales, driven by strategic exits from investments in Timee, Inc. and Channel Corporation.
- Flagship mobile title Dragon Quest Walk remains the primary anchor for the company's sustained revenue growth.
COLOPL Consolidated Financial Results for the Nine Months Ended June 30, 2024
COLOPL, the Tokyo-listed mobile and blockchain game developer, reported weak consolidated results for the nine months ended June 30, 2024 (October 2023 to June 2024, under Japanese GAAP).
- COLOPL reported net sales of 18,318 million yen for the nine months ended June 30, 2024, an 18.5% year-over-year decline.
- The company shifted to an operating loss of 773 million yen, compared to an operating profit of 1,980 million yen during the same period in 2023.
- Profit attributable to owners of the parent fell to a loss of 491 million yen.
COLOPL Consolidated Financial Results for the Nine Months Ended June 30, 2023
COLOPL, the Tokyo-listed Japanese mobile game developer, reported unaudited consolidated results under Japanese GAAP for the nine months ended June 30, 2023 (October 2022 to June 2023).
- COLOPL experienced a significant decline in profitability for the nine months ending June 30, 2023, with operating profit falling 32.8% to 1,980 million yen and net profit dropping 55.1% to 1,244 million yen.
- Consolidated net sales for the period reached 22,483 million yen, marking a 2.6% year-over-year decrease.
- The core Entertainment Business, driven by titles like DRAGON QUEST WALK, saw a 3.3% decline in sales to 21,988 million yen and a 19.2% drop in operating profit.
The Most Unbelievable Collaboration Events in Chinese and Japanese Mobile Games
Promotional collaboration events, in-game live events that alter content or gameplay through tie-ups with outside brands, are examined here as a feature that is even more entrenched in China and Japan than in the US.
- Collaboration events are a major driver of engagement in Asian markets, with 62% of the top 100 grossing games in Japan and 51% in China implementing them as of August 2021.
- In the US market, promotional collaboration events are a key differentiator, appearing in 40% of the top 100 grossing games compared to only 9% of games outside the top 100.
- Collaboration events are highly effective at driving revenue, evidenced by a 126-fold single-day spike in in-app purchase revenue for Alice Gear Aegis following an event and a $1 million daily peak for Sky: Children of the Light during a Kizuna Ai partnership.
COLOPL 1Q FY Sep. 2020 Earnings Results
COLOPL’s financial results for the first quarter of the fiscal year ending September 2020 demonstrate a significant recovery in profitability, driven primarily by the strong performance of the title "Dragon Quest Walk."
- COLOPL posted an operating profit of ¥3.8 billion in the quarter ending September 2020, a substantial improvement over the previous quarter, with total sales stable at ¥11.1 billion.
- Profitability was driven mainly by "Dragon Quest Walk," with Quarterly Active Users rebounding to 9 million largely due to its sustained engagement.
- Total costs fell by ¥1.5 billion to ¥7.3 billion through cost control measures and structural adjustments.
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