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Bushiroad Inc. reports consolidated financial results for the first two quarters of fiscal 2026 (July 1–December 31, 2025). Net sales rose 8.2 % to ¥27,839 million, while operating profit increased 68.5 % to ¥2,908 million and ordinary profit grew 81.8 % to ¥3,488 million; profit attributable to owners of the parent company surged 107.4 % to ¥2,577 million. Earnings per diluted share reached ¥19.00, a significant jump from ¥9.01 in the same period of fiscal 2025, reflecting both higher profitability and a 2‑for‑1 share split executed on October 1, 2025. Total assets expanded to ¥50,742 million and net assets climbed to ¥28,150 million, raising the equity‑to‑asset ratio from 47.7 % to 52.2 %.
The company’s dividend policy for fiscal 2025 included a ¥4.50 million payout, while no dividends were declared in the first half of fiscal 2026; a forecast for the full year projects no dividend distribution.
For the full fiscal year 2026, Bushiroad forecasts net sales of ¥56,000 million (a slight decline of 0.3 % from the prior year), operating profit of ¥4,500 million (down 7.6 %), ordinary profit of ¥4,600 million (down 5.1 %), and profit attributable to the parent of ¥2,700 million (down 21.0 %). Earnings per share are projected at ¥19.63, adjusted for the share split.
These figures cover Bushiroad’s domestic Japanese operations under Japanese GAAP, with the fiscal year running from July 1 to June 30. The report relies on consolidated financial statements and includes a forward‑looking forecast based on current management expectations.
Financial highlights for the first quarter of fiscal year ending March 2013 reveal a mixed performance across Tecmo Koei Holdings’ operating segments. Net sales fell 12.7 % year‑over‑year to ¥35,525 million, driven primarily by declines in Game Software (−19.2 %) and Online & Mobile (−10.0 %). Media & Rights sales were essentially flat, while Pachislot & Pachinko and Other segments posted modest gains of 127.4 % and 59.1 %, respectively. The company’s operating income contracted sharply, dropping 92.8 % to ¥5,758 million; this was largely due to a steep decline in Game Software operating income (−84.5 %) and a 17.6 % drop in Online & Mobile operating income. Conversely, Pachislot & Pachinko operating income surged 1,400 % to ¥551 million, and Media & Rights turned a loss into a profit of ¥157 million. Net income decreased 48.8 % to ¥4,640 million, reflecting the overall revenue and operating income downturns. Forecasts for the full year project net sales of ¥39,000 million (up 9.8 %) and operating income of ¥7,000 million (up 21.6 %). The report covers Japan‑based operations for the first quarter of FY2012, with data presented in millions of yen. Methodological details are not disclosed beyond segment classification changes, notably the transfer of CWS Brains from Amusement Facilities to Online & Mobile.
Koei Tecmo Holdings reported a strong first‑quarter performance for the fiscal year ending March 2016, with net sales rising 7.9% to ¥37.8 billion from ¥35.2 billion the prior year, and net income increasing 49.3% to ¥9.4 billion. Gross profit grew 22.6%, while operating income surged 46.8% to ¥9.7 billion, reflecting higher profitability across most segments. Game software sales led the increase at 10.7%, followed by online & mobile (−2.9%) and media & rights (+12.5%). Pachislot & pachinko sales rose 16.8%, whereas amusement facilities declined 6.9%. Real‑estate revenue jumped 92% but was offset by a corporate & elimination loss of ¥920 million. Operating income per segment showed dramatic gains in game software (314%) and pachislot & pachinko (48%), but a sharp decline in online & mobile (-55.8%) and media & rights (-89). Forecasts for the full year target net sales of ¥40 billion (up 5.8%) and operating income of ¥10 billion (up 3.6%).
On the balance‑sheet side, total assets fell from ¥115.2 billion to ¥107.1 billion, largely due to reductions in current assets and investment securities. Current liabilities dropped by 49% to ¥5.6 billion, driven by lower trade payables and accrued bonuses. Shareholders’ equity decreased modestly to ¥90.2 billion, with retained earnings at ¥51.2 billion and a slight decline in treasury stock. Net assets stood at ¥98.1 billion, reflecting modest changes in other comprehensive income items such as unrealized gains on securities and foreign‑currency adjustments. The company’s liquidity position remained solid, with cash and time deposits at ¥10.9 billion and a current‑asset to liability ratio improving from 2.47 to 3.94. Overall, the quarter demonstrated robust revenue growth and improved profitability despite segment‑specific variances, positioning Koei Tecmo for a moderately optimistic full‑year outlook.
Financial highlights for the first quarter of KOEI TECMO Holdings’ fiscal year ending March 2017 reveal a robust revenue increase and strong profitability across most segments. Net sales rose 12.9 % year‑over‑year to ¥38,332 million, driven primarily by the entertainment segment, which grew 16.2 % to ¥34,713 million; pachislot & pachinko sales increased modestly by 0.8 % to ¥1,788 million, while amusement facilities and real‑estate segments contracted 18.3 % and 2.9 %, respectively. Operating income surged 70.6 % to ¥11,069 million, with the entertainment division contributing 89.5 % of this gain. Net income fell 46.7 % to ¥10,855 million, largely due to a 58.6 % decline in income before taxes and minority interests.
On the balance‑sheet side, total assets contracted from ¥110.9 billion to ¥97.3 billion, largely driven by a reduction in current assets and investment securities. Current liabilities fell sharply from ¥10.6 billion to ¥4.9 billion, reflecting lower trade payables and accrued bonuses. Shareholders’ equity decreased from ¥99.0 billion to ¥94.7 billion, with retained earnings declining from ¥60.0 billion to ¥55.6 billion. Net assets fell from ¥98.7 billion to ¥91.0 billion, and accumulated other comprehensive income shifted from a negative ¥523 million to a positive ¥3.9 billion, largely due to foreign‑currency translation adjustments.
The data cover Japan‑based operations for the fiscal year ending March 2016, with quarterly figures reported as of June 30 2016. The report aggregates consolidated financial statements without detailing survey methodology, relying instead on standard accounting disclosures.
Koei Tecmo Holdings reported FY2024 Q3 results, showing a 17.6 % decline in consolidated sales to ¥14,677 million versus ¥16,109 million in Q2 and a 25.4 % drop from the same period in FY2023. Gross profit fell to ¥8,392 million, reflecting higher cost of sales (¥6,285 million) and a lower gross margin of 32 % compared with 41 % in Q2. Operating profit contracted to ¥4,673 million (profit ratio 32 %) from ¥6,664 million in Q2 and 41 % in FY2023 Q3. Ordinary profit turned negative for the first time in the quarter, at ¥(787) million, largely due to a ¥5,461 million non‑operating loss. Net profit was ¥(171) million, a reversal from the ¥6,898 million gain in Q2.
Segment analysis indicates entertainment sales dominated at ¥13,515 million (92 % of total), with console/PC and digital downloads each contributing roughly ¥5–6 million. Amusement revenue remained modest at ¥794 million, while real‑estate income was negligible. Regional sales were strongest in Japan (¥7,890 million) and Asia excluding Japan (¥5,232 million), with North America and Europe contributing ¥1,087 million and ¥468 million respectively.
Expenses rose in cost of sales (¥6,285 million) and SG&A (¥3,718 million). Employment costs increased to ¥5,200 million, and outsourcing expenses climbed to ¥1,400 million. Digital download units accounted for 75 % of total sales units in Q3, up from 73.9 % in Q2, indicating a continued shift toward digital channels.
Headcount remained steady at 2,400 employees. Capital expenditures for FY2024 were ¥1,967 million, with real‑estate investment at ¥1,631 million and depreciation expense at ¥1,776 million. The data cover the Japanese market and overseas regions for FY2024 Q3, with comparative figures from FY2023.
GREE, Inc. reported FY2018 second‑quarter results on February 2, 2018, with net sales of ¥19.5 billion and operating income of ¥2.3 billion, exceeding targets for both metrics. EBITDA reached ¥2.7 billion. Year‑on‑year growth was achieved, though quarter‑over‑quarter sales moderated by roughly 10 percentage points; operating margin remained at 12 %. The company attributed the sales dip to reduced advertising spend and lower commission fees, while cost controls on labor and outsourcing mitigated profit erosion. A strategic shift toward console gaming was announced, with the first title “The Fishing Star” slated for Nintendo Switch and a global release in development. Mobile game performance was bolstered by the launch of “Library Cross Infinite” and ongoing content updates for titles such as Another Eden, Danmachi, SINoALICE, SYMPHOGEAR, and Puchiguru Love Live. Five new mobile titles are approved for development, with three slated for release this fiscal year.
The FY2018 Q3 forecast projects flat net sales at ¥19.5 billion and operating income of ¥2.5 billion, aiming for a year‑to‑date total of ¥60.6 billion. GREE plans to sustain growth through aggressive title reinforcement, overseas expansion, and cost discipline across mobile, console, VR, advertising, and media segments. The presentation covered financial performance, cost structure adjustments following overseas operation closures, and a pipeline of upcoming releases across multiple platforms.
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.
The briefing outlines GREE’s strategic direction for FY2023‑FY2026, emphasizing a diversified portfolio beyond core gaming. In the fourth quarter, the company began categorizing its development pipeline into in‑house, regional expansion, joint development, and licensing, noting increased collaboration prospects with major IP holders such as Heaven Burns Red. Release dates remain undisclosed for FY2024 titles, reflecting a focus on quality over speed.
GREE views the smartphone game market as increasingly less profitable due to larger development scales, prompting a shift toward higher‑margin ventures. Within the Metaverse Business segment, Platform and B2B sub‑segments have achieved profitability; profits are being reinvested into the VTuber and Web3 businesses. The company aims for all four Metaverse sub‑segments to be profitable by FY2026, contributing significantly to group earnings.
Synergies between the VTuber and Platform businesses are currently indirect, driven by international talent recruitment for REALITY. Future cross‑promotions are anticipated once both units mature.
Financial outlooks indicate a consolidated operating income of approximately ¥1.0 billion for Q1 FY2024, with a full‑year target of ¥4.0–5.0 billion for FY2024, excluding new game or anime contributions and investment income. For FY2026, the company projects similar operating income levels while targeting a 10 % return from its Investment Business and aiming for half of non‑investment earnings to derive from non‑game, non‑anime sources. This reflects a medium‑term strategy of expanding stable revenue streams beyond traditional gaming.
The briefing clarified GREE’s strategic focus for FY2025 first‑quarter results, emphasizing both gaming and investment operations. In the gaming segment, the company confirmed that advance registrations for the English version of “Heaven Burns Red” are strong and that distribution will be handled by Yostar Games, whose track record in expanding English‑speaking fan communities is expected to generate significant buzz. GREE highlighted ongoing community building efforts prior to launch, underscoring a proactive marketing approach.
Regarding the investment business, management acknowledged that valuation‑loss risk remains comparable to Q1 FY2025 levels. The primary driver of past losses was large investments in funds nearing the end of their operating periods; however, diversification and limited exposure to such funds mitigate long‑term impact. GREE maintains that while short‑term volatility may persist, medium‑to‑long‑term earnings should remain stable as funds mature and yield dividends or asset sales. The company reiterated its commitment to investing in GREE‑Group managed funds, including GREE Ventures, and expects related risks to surface only after several years.
Overall, the briefing presented a balanced outlook: aggressive growth in the gaming arm through strategic partnerships and community engagement, coupled with cautious yet steady investment practices aimed at preserving earnings stability amid inherent valuation risks.
The briefing outlines GREE’s performance and strategic outlook for FY2025 Q2, focusing on game releases, existing title dynamics, and the VTuber business. Pre‑registration for “Puella Magi Madoka Magica Magia Exedra” surpassed 500,000 by January 31, exceeding expectations and reinforcing confidence in the IP’s strong fan base. The company maintains an annual release cadence for new titles, but schedules are determined independently per project; delays in one title do not cascade to others. Existing flagship games such as Heaven Burns Red and That Time I Got Reincarnated as a Slime: ISEKAI Memories have experienced a deceleration in decline rates after three years, indicating sustained player engagement.
In the VTuber segment, sales growth is driven by talent merchandise, live music events, and seasonal participation in Winter Comiket. Revenue has turned profitable as variable costs align with sales, while one‑time expenses—primarily 3D model production for new and returning talents—have increased quarterly, contributing to larger losses. Management anticipates that expanding the talent roster will stabilize one‑time costs and enhance profitability.
Looking ahead, GREE projects monthly profitability in FY2026 with annual VTuber sales near ¥3.0 billion, followed by accelerated growth targets. The briefing underscores a balanced approach to new title development, sustained performance of legacy games, and a focused strategy for scaling the VTuber business while managing cost structures.
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