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Consolidated Results Supplementary Information for Q3 of FYE March 2026
Akatsuki Inc. reported substantial year-over-year growth in sales and profitability for the third quarter of the fiscal year ending March 2026.
- Akatsuki Inc. reported Q3 FYE March 2026 sales of ¥6,581 million, a 79% year-over-year increase, with operating profit reaching ¥1,338 million compared to a prior-year loss.
- The Games & Comics segment generated ¥5,225 million in quarterly revenue, bolstered by the launch of 'Kaiju No. 8 The Game' and the sustained performance of 'Dragon Ball Z Dokkan Battle'.
- Profitability improved significantly through a rigorous business portfolio review and large-scale expense reductions across existing gaming titles.
FY2026 First Quarter Consolidated Financial Results [Japanese GAAP]
CyberAgent’s consolidated financial results for the first quarter of fiscal year 2026, covering the period from October 1, 2025, to December 31, 2025, demonstrate significant growth in revenue and profitability.
- CyberAgent achieved a 14.0% year-on-year increase in net sales to ¥232.3 billion and a 181.8% surge in operating income to ¥23.3 billion for Q1 FY2026.
- The Game Business segment acted as a primary growth driver, with net sales rising 69.2% to ¥64.7 billion and operating income jumping 427.2% to ¥17.6 billion.
- AbemaTV Inc. reached a milestone by recording its first quarterly operating profit since its 2015 inception, helping drive a 246.1% increase in Media & IP segment income.
Interview: Highguard developers on dealing with the hostile reception to its ambitious shooter
Wildlight, an independent studio founded by industry veterans from the Apex Legends and Titanfall development teams, recently launched its debut title, Highguard.
- Wildlight, a 100-person studio founded by Apex Legends and Titanfall veterans, is positioning its debut title 'Highguard' as a 'raid shooter' that blends base-raiding, open-world exploration, and tactical combat.
- To mitigate the risks of the saturated live-service market, the studio launched with a full year of content already in development and a pre-planned roadmap.
- The studio utilized a surprise reveal at The Game Awards followed by a six-week quiet period to manage community anticipation and finalize development.
Many International Visitors Are Skipping GDC Amid Cost Concerns and US Safety Fears
The Game Developers Conference (GDC) faces a significant decline in international participation for the 2026 event.
- Senior industry figures report that international attendance at GDC 2026 is expected to decline significantly due to concerns over US immigration policies, safety, and travel costs.
- Industry executives cite the ongoing aggression of ICE agents as a primary factor causing staff discomfort and reluctance to travel to the United States for the event.
- Difficult market conditions and high costs are forcing companies to reduce their GDC headcount, with some firms opting to skip the conference entirely.
🚨📢 BREAKING NEWS: OpenAI Becomes a Platform, AI Eats Consoles, Netflix Goes All-In
The gaming industry is currently undergoing a significant structural shift driven by the rapid expansion of artificial intelligence, which is simultaneously creating new platform opportunities and disrupting hardware supply chains.
- Global RAM prices have surged by 200% due to AI-driven demand, forcing manufacturers to prioritize AI inventory over consumer hardware.
- Valve discontinued its entry-level Steam Deck model as a direct response to rising memory component costs and tightening hardware margins.
- OpenAI is positioning ChatGPT as a new distribution platform by launching an app directory that allows developers to integrate games directly into AI conversations.
Best of The Game Business Show 2025
The modern gaming industry is undergoing a fundamental shift away from rigid, committee-led development toward more agile, creative, and player-centric models.
- Studios are shifting from rigid, committee-led development to agile, player-centric models that prioritize immediate gameplay hooks to compete with the rapid engagement cycles of short-form social media.
- The industry is moving away from predatory monetization like loot boxes toward sustainable, trust-based economies that prioritize long-term player retention.
- Successful live-service titles such as The Finals, MapleStory Mobile, and Apex Legends demonstrate that initial launch metrics are poor predictors of long-term success, necessitating a focus on post-launch iteration and core mechanical fun.
Which New Games 'Ruled' Interest at 2025's The Game Awards?
The 2025 Game Awards generated significant industry attention, with organizers reporting 171 million global livestreams, an 11% increase over the previous year.
- The 2025 Game Awards reached 171 million global livestreams, marking an 11% year-over-year increase in audience engagement.
- The global games market grew 7.5% in 2025 to reach $197 billion, with PC market expansion driven primarily by premium releases.
- Tomb Raider: Legacy Of Atlantis, Star Wars: Fate Of The Old Republic, Phantom Blade Zero, Resident Evil Requiem, and Divinity emerged as the top five most impactful announcements based on combined wishlist, trailer, and media metrics.
Soccer Unties the World
The 2025 edition of The Game Awards serves as a primary case study for the evolving integration of mainstream celebrity culture into the gaming industry.
- The 2025 Game Awards achieved 171 million in unaudited global viewership, an 11 percent year-over-year increase, while trailer slot costs for three-minute segments reached $1 million.
- Gaming firms face rising operational costs, including a 10 percent increase in mobile marketing expenses and the necessity of implementing third-party age-verification solutions to comply with new international regulations like Australia’s social media ban for minors.
- FIFA is pursuing new revenue streams through a partnership with Netflix for a reimagined football simulation game following its high-profile split from Electronic Arts.
Who REALLY won The Game Awards? Plus, we review 2025
The 2025 gaming landscape reflects a period of robust recovery and structural evolution, marked by a 7.5% revenue increase to $190.9 billion, finally eclipsing the previous peak established during the 2021 pandemic era.
- The global gaming industry reached $190.9 billion in revenue in 2025, a 7.5% increase that finally surpassed the previous 2021 pandemic-era peak.
- The Game Awards achieved a 12.5% increase in peak viewership to 4.5 million, with winners like Clair Obscure: Expedition 33 seeing a 60% surge in sales following the event.
- Strategic consolidation is accelerating through potential high-profile deals, including a Netflix-Warner Bros. alignment and ongoing acquisition discussions involving EA.
Industry Snapshot: Games, Platforms and Major Announcements (Weeks 49–50)
The snapshot covers weeks 49–50 of 2025, highlighting a mix of award successes, new releases, platform initiatives and industry events that signal sustained momentum across the video-game sector.
- The indie title 'Clair Obscur: Expedition 33' achieved over 5 million cumulative sales, including 3 million units via Game Pass in its first month, while securing Game of the Year honors.
- NetEase’s 'Where the Winds Meet' reached 9 million players in its first two weeks and hit a peak of 251,000 concurrent users on Steam.
- Nintendo expanded its internal development capacity by acquiring Bandai Namco Singapore to establish Nintendo Studios Singapore.
Game Awards Hype, Clair Obscur's Big Win, and Disney's AI Deal | Games For Breakfast
The 2025 gaming landscape is defined by a tension between high-budget marketing spectacles and the evolving technical and ethical challenges facing the industry.
- The Game Awards functions primarily as an advertising campaign, with industry observers noting that the event's structure—specifically the rapid-fire presentation of awards and the relegation of indie titles to the pre-show—undermines its credibility as a legitimate awards ceremony.
- The industry is seeing a shift in AI discourse, with critics arguing that the knee-jerk dismissal of all AI-integrated projects as 'slop' is becoming a lazy form of criticism that fails to distinguish between creative tools and low-effort content generation.
- Disney's recent ventures into AI-driven storytelling have sparked industry skepticism, with concerns that these technologies are being used to repurpose and redistribute existing intellectual property rather than fostering genuinely new creative works.
The Game Awards Reveals That Blew Up on Steam
The Game Awards serves as a significant marketing platform for the gaming industry, capable of driving measurable audience interest and immediate commercial success for featured titles.
- Following its nine-award win at The Game Awards, Expedition 33 saw daily sales volume increase by 6x, averaging 69,000 copies per day compared to its previous 12,000-copy average.
- Expedition 33 sold over 200,000 additional copies post-awards, with 76% of sales occurring on Steam, 21% on PS5, and only 3% on Xbox, suggesting Game Pass cannibalized premium sales on the latter platform.
- Total War: Warhammer 40,000 emerged as the top new-game reveal by Steam engagement, gaining 51,000 followers and demonstrating strong resonance with existing Warhammer franchise fans.