The Amusement
Game
157 documents in the library are about The Amusement, from writers such as Gamecity Hamburg, Square Enix Holdings and Sega Sammy Holdings. Each has a summary and key insights with the page they come from.
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The Amusement sales and key figures
The Amusement segment reported 17.0 billion yen in net sales, supported by increased same-store sales and demand for prize items.
Square Enix, 2026 · Financial Results Briefing Session: Three-Month Period Ended June 30, 2026, p. 14
The Amusement Equipments business saw a 73.5% increase in net sales, largely attributed to the success of smart pachislo machines such as Shin Onimusha 3.
Capcom, 2026 · Consolidated Financial Results for the Nine Months Ended December 31, 2025 (Under Japanese GAAP), p. 5
The Amusement and Audio & Visual business segments remained profitable, contributing 560 million yen and 517 million yen respectively to the quarterly results.
Marvelous, 2026 · Consolidated Financial Results for the Three Months Ended June 30, 2026: Japan, p. 9
The Amusement Business served as a primary profit driver, highlighted by the Pokémon kids' amusement machine series achieving over 200 million plays and successful international expansion.
Marvelous, 2026 · Marvelous Consolidated Financial Results for the Fiscal Year Ended March 31, 2026, p. 5
The Amusement business grew revenue by 25.1%, fueled by the sustained popularity of 'Pokémon FRIENDA' and the international expansion of 'Pokémon MEZASTAR'.
Marvelous, 2026 · Results Briefing Materials: Fiscal Year Ending March 2026, Third Quarter, p. 9
Documents about The Amusement
Consolidated Financial Results for the Six Months Ended September 30, 2026
Marvelous Inc. reported consolidated results for the six months ended September 30, 2026 (April–September 2026), under Japanese GAAP, showing a sharp profit recovery despite lower revenue.
- Net sales fell 30.7% year over year to ¥14,047 million for the six months ended September 30, 2026, driven by a sharp drop in the Digital Content Business, while operating profit rose to ¥2,724 million from ¥226 million.
- The Digital Content Business swung from a ¥1,070 million loss to a ¥1,329 million profit, becoming the key driver of the profitability turnaround.
- Profit attributable to owners of parent reached ¥2,106 million, and interim operating and ordinary profit already exceed 90% of full-year targets, yet the company maintained its full-year net sales forecast of ¥30,000 million, citing uncertainty over release timing for several second-half titles.
Financial Results Briefing Session: Three-Month Period Ended June 30, 2026
Square Enix Holdings Co., Ltd. reported strong financial growth for the first quarter of the fiscal year ending March 31, 2027, covering the period from April 1 to June 30, 2026.
- Square Enix reported strong Q1 growth for the fiscal year ending March 31, 2027, with consolidated net sales rising to 78.4 billion yen from 59.2 billion yen year-over-year.
- Operating income nearly doubled to 17.0 billion yen, up from 9.0 billion yen in the same period of the previous year, with profit attributable to owners reaching 13.2 billion yen.
- The Digital Entertainment segment served as the primary revenue driver, generating 49.9 billion yen in net sales and 15.5 billion yen in operating income.
Consolidated Financial Results for the Three Months Ended June 30, 2026: Japan
Marvelous Inc. released its consolidated financial results for the first quarter of the fiscal year ending March 31, 2027, covering the period from April 1, 2026, to June 30, 2026.
- Marvelous Inc. reported a 327.9% surge in operating profit to 1,042 million yen for the quarter ending June 30, 2026, despite a 28.4% year-on-year decline in net sales to 6,255 million yen.
- Profit attributable to owners of the parent grew by 595.4% to 785 million yen, driven primarily by reduced costs of sales and lower selling, general, and administrative expenses.
- The Digital Content business segment achieved a turnaround, generating 382 million yen in profit compared to a loss during the same period in the previous fiscal year.
Prototype Funding: Second Funding Round 2026
Gamecity Hamburg, the Hamburg Kreativ Gesellschaft's games initiative, announced on July 14, 2026 that the second 2026 round of its Prototype Funding program will accept applications from September 4 to 24.
- Gamecity Hamburg is offering non-repayable grants of up to 80,000 euros per project for the second 2026 Prototype Funding round.
- The total funding pool available for this specific round is 180,000 euros.
- Applications for the funding program will be accepted from September 4 to September 24, 2026.
Pipapo Games Releases Map Map - A Game about Maps: Germany
Pipapo Games, a four-person indie studio based in Hamburg, Germany, has released its cozy exploration game "Map Map - A Game about Maps," announced by Gamecity Hamburg on May 28, 2026.
- Hamburg-based indie studio Pipapo Games has launched 'Map Map – A Game about Maps,' a single-player cartographic puzzle adventure available on Steam.
- The four-person development team secured €80,000 in prototype funding from Gamecity Hamburg to support the title's creation.
- The project was developed through the 2023 Games Lift Incubator, which provided the studio with essential funding and industry networking support.
Zintank Labs Release Cosmic Run: Germany
Hamburg-based indie studio Zinktank Labs has released its debut project, Cosmic Run, a humorous single-player space roguelite, as announced by Gamecity Hamburg on May 22, 2026.
- Hamburg-based indie studio Zintank Labs released its debut title, the space-themed roguelite 'Cosmic Run', on May 22, 2026.
- The game features 145 distinct weapons and upgrades, procedurally generated levels, and a narrative-driven campaign centered on the Zogark family.
- Zintank Labs secured development funding for 'Cosmic Run' through the 2025 Gamecity Hamburg Prototype Funding program.
Marvelous Consolidated Financial Results for the Fiscal Year Ended March 31, 2026
Marvelous Inc. reported strong growth for the fiscal year ended March 31, 2026 (April 2025 to March 2026) under Japanese GAAP, with consolidated net sales of 37,982 million yen (up 35.8%), operating profit of 2,248 million yen (up 23.7%), ordinary profit of 2,856 million yen (up 58.7%), and profit attributable to owners of…
- Marvelous Inc. reported a strong fiscal year ending March 31, 2026, with net sales rising 35.8% to 37,982 million yen and profit attributable to owners of the parent surging 143.6% to 1,994 million yen.
- The Amusement Business served as a primary profit driver, highlighted by the Pokémon kids' amusement machine series achieving over 200 million plays and successful international expansion.
- The Digital Content Business saw a 58.9% increase in net sales driven by global console releases, though the segment recorded a loss due to software underperformance and one-time write-offs.
Games Lift: The Incubator’s Impact
Gamecity Hamburg's Games Lift Incubator, running since 2020, is presented as a program whose benefits continue well beyond its workshop phase.
- The Games Lift Incubator provides each of the five selected teams per cohort with €15,000 in seed capital, a three-month workshop curriculum, individual mentoring, and a €1,000 coaching budget.
- Program alumni have achieved significant industry milestones, including Kranich Games’ 'Garden Ink' winning Best Prototype at the 2026 Deutscher Computerspielpreis and Curvature Games securing a publishing deal with Arte for 'The Amusement'.
- The incubator facilitates essential business growth, such as Pseudoscience Interactive securing Prototype Funding and the German Press Start grant, and other studios expanding their teams or extending development timelines.
Curvature Games Release The Amusement
Hamburg-based studio Curvature Games has released "The Amusement," an immersive narrative VR adventure, announced by Gamecity Hamburg on April 16, 2026.
- Curvature Games has released its narrative VR adventure title, The Amusement, on both Meta VR and Steam VR platforms.
- The game utilizes proprietary Redirected Walking technology to allow full exploration of the virtual environment within a compact 2x2-meter physical space.
- Developed by Hamburg-based alumni of the Games Lift incubator, the project is published by ARTE France.
Road to gamescom 2026: Hamburg
Gamecity Hamburg's "Road to gamescom" program offers Hamburg-based indie developers a route to exhibit at gamescom 2026, which runs August 26 to 30 and is billed as the world's largest video game event and Europe's leading business platform for the industry.
- Gamecity Hamburg is offering five free exhibition spots at the Indie Arena Booth for Hamburg-based game developers to showcase their work at gamescom 2026.
- The application deadline for the program is April 20, 2026, and submissions must be made through the official Indie Arena Booth registration portal.
- To be eligible, studios must be headquartered or have a branch office in Hamburg and provide a playable version of their game for the event.
Applications for Games Germany Steam Sale 2026
Games Germany, the association of German game funding and networking institutions, has opened applications for its 2026 summer Steam Sale, announced by Gamecity Hamburg on March 2, 2026.
- Applications for the 2026 Games Germany Steam Sale are open to studios, developers, and publishers headquartered in Germany until the March 31, 2026 deadline.
- The initiative provides a dedicated Steam platform and a promotional showcase featuring gameplay trailers, developer updates, and announcements across Steam, YouTube, and Twitch.
- The program is designed to increase the global visibility and commercial reach of German-developed titles through curated sales and international media partnerships.
Application Start for Prototype Funding 2026: Hamburg
Gamecity Hamburg has opened applications for its 2026 Prototype Funding round, a non-repayable grant program supporting digital game development in the city.
- Gamecity Hamburg is offering a total of 400,000 euros in non-repayable prototype funding for the 2026 cycle.
- Individual projects can receive up to 80,000 euros, covering a maximum of 80 percent of total project costs.
- The application window is open from February 23 to March 30, 2026, with final pitch sessions scheduled for May 6, 2026.
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