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Third Quarter 2024/25 Sales
NACON reported consolidated sales of €52.9 million for the third quarter of its 2024/25 financial year, a decline of 10.3 % from the €59.0 million recorded in the same period last year. Gaming sales fell 23.7 % to €25.4 million, driven by a sharp drop in new‑catalogue releases; catalogue sales dropped 52.9 % to €9.8 million after only one new title, MXGP: The Official Motocross Videogame™. Back‑catalogue sales rebounded 24.5 % to €15.6 million, supporting the company’s strategy of leveraging legacy titles. Accessories sales grew modestly 5.3 % to €25.2 million, buoyed by strong performance of RIG headsets and REVOLUTION 5 PRO controllers in the U.S. and Australia, despite delays of several new accessories slated for 2025.
IFRS sales for the first nine months rose 2.5 % to €129.9 million, with gaming down 4.6 % and accessories up 11.1 %. NACON announced a new production plant for gaming accessories in Lauwin‑Planque, France, expected to improve supply chain control and inventory optimisation. The company projects a slight sales increase in the fourth quarter, though operating income may decline due to postponed releases. For 2025/26 first half, NACON anticipates strong growth from new gaming titles, continued back‑catalogue momentum, a busy release schedule, and the launch of Nintendo Switch™ 2 compatible products. The company operates across 100 countries with over 1,000 employees and is part of the Bigben group.
- NACON’s Q3 2024/25 consolidated sales fell 10.3% year-over-year to €52.9 million, primarily driven by a 23.7% decline in gaming revenue.
- Gaming revenue was negatively impacted by a 52.9% drop in new-catalogue sales, as the company released only one new title, MXGP: The Official Motocross Videogame™.
- Back-catalogue gaming sales provided a partial offset, rebounding by 24.5% to reach €15.6 million.
- Accessories sales grew 5.3% to €25.2 million, supported by the performance of RIG headsets and REVOLUTION 5 PRO controllers in the U.S. and Australian markets.
- NACON is establishing a new gaming accessory production plant in Lauwin-Planque, France, to improve supply chain control and inventory management.
Sales for the 2024/25 Financial Year: Nacon
Nacon reported consolidated sales of €167.9 million for the 2024/25 financial year, essentially flat against the €167.7 million recorded in 2023/24. Quarterly performance varied, with a sharp decline in the first quarter (‑9 %) offset by a 38.5 % rise in the second quarter, followed by declines of 10.3 % and 7.1 % in the third and fourth quarters respectively. Gaming revenue fell by 3.8 % to €97.1 million, while accessories grew modestly by 4.1 % to €65.2 million; the “Other” segment, comprising mobile and audio sales, expanded 38 % to €5.6 million.
The fourth‑quarter gaming output was limited to two titles, Rugby25™ and Ambulance Life™, resulting in a 35.8 % drop in new‑game catalogue sales to €9.9 million, compared with four releases and the hit Robocop: Rogue City™ in 2023/24. Back‑catalogue sales, however, surged 46.5 % to €16.1 million in the quarter and 31.2 % for the year, underscoring sustained demand for legacy titles.
Accessories sales were constrained by postponed launches of the REVOSIM range and the Xbox Revolution X Unlimited controller, which will debut in 2025/26. Nacon anticipates a sharper growth trajectory for the next fiscal year, driven by an expanded release calendar of over ten new games across sports, racing, adventure and simulation genres, as well as the launch of high‑profile accessories in the first half of 2025/26. Production expansion at a new French controller plant and continued reliance on Vietnamese manufacturing for U.S. inventory are expected to support this outlook.
- Nacon’s 2024/25 consolidated sales remained stagnant at €167.9 million, showing negligible growth compared to the previous year's €167.7 million.
- Gaming revenue declined 3.8% to €97.1 million, driven by a 35.8% drop in new-game catalogue sales due to a limited release schedule of only two titles in the fourth quarter.
- Back-catalogue performance served as a key stabilizer, with sales surging 31.2% for the full year and 46.5% in the fourth quarter alone.
- Accessories revenue grew 4.1% to €65.2 million, though growth was constrained by the postponement of the REVOSIM range and the Xbox Revolution X Unlimited controller to the 2025/26 fiscal year.
- The company projects a stronger 2025/26 fiscal year, supported by an expanded pipeline of over ten new titles across sports, racing, adventure, and simulation genres.
Consolidated Sales: Second Quarter 2025-26
NACON reports a 4.5 % rise in consolidated sales for the second quarter of its 2025/26 fiscal year, reaching €46.8 million compared with €44.8 million in the same period last year. Total first‑half sales for April–September 2025 amount to €78.1 million, up 1.4 % from €77.0 million in the prior year. Gaming sales dominate growth, increasing by €8.8 million (31.7 %) to €36.7 million, driven largely by a 52.5 % jump in catalogue titles and a modest 7.8 % rise in back‑catalogue revenue. Catalogue releases such as Rugby League 26, Robocop: Rogue City – Unfinished Business, and Hell is Us contribute significantly, with the latter achieving an 88 % user score and over 1.5 million residual wish‑lists. Back‑catalogue sales reflect the strength of NACON’s existing portfolio.
The accessories segment, however, contracts sharply by 42.7 % to €9.0 million, largely due to a 66 % decline in U.S. sales caused by higher customs duties. European accessory sales, particularly for Switch 2 and XBOX Revolution X Unlimited controllers, are expected to provide some recovery. NACON anticipates continued catalogue momentum in the second half of the year, with nearly a dozen new titles slated for release, while back‑catalogue activity should remain steady. The company maintains confidence in meeting its 2025/26 annual targets, citing a robust release schedule and new accessory products. The next financial update for the first half of 2025/26 will be issued on November 24, 2025.
- NACON reported a 4.5% increase in Q2 2025/26 sales to €46.8 million, bringing total first-half revenue to €78.1 million, a 1.4% year-over-year growth.
- Gaming segment revenue surged 31.7% to €36.7 million, fueled by a 52.5% increase in catalogue title sales and steady performance from the back-catalogue.
- The accessories segment contracted by 42.7% to €9.0 million, primarily driven by a 66% decline in U.S. sales resulting from increased customs duties.
- Key titles including 'Rugby League 26', 'Robocop: Rogue City – Unfinished Business', and 'Hell is Us' are driving current growth, with 'Hell is Us' recording an 88% user score and 1.5 million wish-lists.
- Management maintains its 2025/26 annual targets, supported by a pipeline of nearly a dozen new game releases and upcoming accessory launches for Switch 2 and XBOX Revolution X.
First-Quarter 2025-26 Sales: Nacon
Nacon reported consolidated revenue of €31.3 million for the first quarter of fiscal 2025‑26 (April 1–June 30), a slight decline of 2.9 % compared with the €32.3 million recorded in the same period of 2024‑25. Gaming sales, however, grew by 10.4 % to €19.7 million, driven largely by a 46.4 % jump in catalogue sales to €5.6 million, with key titles such as Tour de France 2025 and Pro Cycling Manager 25 contributing 25 % and 35 % sales increases respectively. Back‑catalogue performance remained flat at €14.0 million, meeting expectations. Accessories revenue fell to €10.8 million, a 18.8 % drop largely attributed to a weaker U.S. market and unfavorable year‑on‑year comparison, though European sales showed 22 % growth thanks to Nintendo Switch 2 and XBOX Revolution X Unlimited controller launches. Other revenue, including mobile and audio, decreased by 25.9 % to €0.8 million.
The company anticipates robust second‑quarter growth, citing new releases such as Rugby League 26 and Robocop: Rogue City – Unfinished Business, with additional titles slated for the second half of the year. Nacon maintains confidence in meeting its 2025‑26 fiscal targets, citing a strong dual‑business model and ongoing accessory innovation. The next quarterly update is scheduled for 27 October 2025.
- Nacon reported Q1 2025-26 consolidated revenue of €31.3 million, representing a 2.9% decline compared to the same period last year.
- Gaming segment revenue grew 10.4% to €19.7 million, bolstered by a 46.4% surge in catalogue sales driven by strong performances from 'Tour de France 2025' and 'Pro Cycling Manager 25'.
- Accessories revenue fell 18.8% to €10.8 million, primarily due to a weaker U.S. market and unfavorable year-on-year comparisons.
- Despite the overall decline in accessories, the European market saw 22% growth in this segment, supported by the launch of Nintendo Switch 2 and XBOX Revolution X Unlimited controllers.
- Back-catalogue sales remained stable at €14.0 million, meeting company expectations for the quarter.
Factbook: Third Quarter of Fiscal Year Ending March 31, 2026
Marvelous Inc., listed on Tokyo’s Prime Market, released its third‑quarter financial results for the fiscal year ending March 31 2026. The company’s core business spans digital content, amusement, audio‑visual production and live entertainment, with a focus on original IPs and collaborations. Revenue rose to ¥29.1 billion in Q3, up 4.5% from the prior quarter and 10.6% year‑on‑year, driven primarily by digital content sales of ¥7.2 billion and amusement revenue of ¥3.0 billion. Gross operating profit reached ¥10.4 billion, a 12% increase over Q2 and a 9% rise versus the same period last year, reflecting improved cost control in production and marketing.
Operating profit fell to ¥1.8 billion, a 12% decline from Q2, largely due to higher selling‑general‑administrative expenses of ¥8.6 billion compared with ¥7.9 billion in Q2. Net income attributable to shareholders was ¥1.5 billion, down 18% from Q2, with a net profit margin of 5.3%. The company’s cash‑flow position remained solid, with operating cash flow of ¥2.8 billion and a cash‑equivalent balance of ¥16.4 billion at quarter end.
Geographically, the report covers Japan and overseas markets where Marvelous operates. The data derive from consolidated financial statements prepared under Japanese GAAP, covering all subsidiaries and affiliates. Key metrics such as return on equity (13.7%) and asset turnover (0.82) indicate healthy profitability, while dividend payout remained at 52% of net income. Overall, the quarter shows revenue growth but margin pressure from higher operating costs, prompting management to focus on cost efficiency and portfolio diversification.
- Marvelous Inc. reported Q3 revenue of ¥29.1 billion, representing a 10.6% year-on-year increase driven by digital content sales of ¥7.2 billion and amusement revenue of ¥3.0 billion.
- Operating profit declined 12% quarter-on-quarter to ¥1.8 billion, primarily due to an increase in selling, general, and administrative expenses from ¥7.9 billion in Q2 to ¥8.6 billion.
- Gross operating profit rose 9% year-on-year to ¥10.4 billion, reflecting improved cost control in production and marketing despite the overall pressure on net margins.
- Net income attributable to shareholders fell 18% from the previous quarter to ¥1.5 billion, resulting in a net profit margin of 5.3%.
- The company maintains a solid financial position with ¥16.4 billion in cash equivalents, an operating cash flow of ¥2.8 billion, and a return on equity of 13.7%.
Annual Report and Accounts 2024
ANNUAL REPORT AND ACCOUNTS 2024 30 YEARS OF HEADLINES CONTENTS CREATIVITY, STRATEGIC REPORT See a summary of the headlines for FY24, 01 Headlines INNOVATION AND ...
- Frontier plans to release three self-published CMS (Creative Management Simulation) games in the next three consecutive financial years: Planet Coaster 2 in autumn 2024 (FY25), a new Jurassic World game in FY26, and a third unannounced CMS game in FY27.
- Frontier reported a loss before taxation of £28.425 million for the 12 months ending May 31, 2024, an increase from £26.509 million in the previous year.
- Net cashflows from operating activities decreased to £31.625 million in FY24 from £47.875 million in FY23, while net cashflows used in investing activities improved to (£27.868 million) from (£52.310 million).
- The company incurred £1.4 million in costs from an Organizational Review in FY24, primarily due to redundancy costs, compared to £nil in FY23.
- Frontier's total unrecognised tax losses increased to £109.5 million at May 31, 2024, from £80.2 million at May 31, 2023, with these losses having no expiry date.
FY25 Trading Update: Strong Results and Increased Momentum
Frontier Developments plc reports a modest revenue rise to £90.6 million for FY25, up from £89.3 million in FY24, driven by a 25 % year‑on‑year increase in its Creative Management Simulation (CMS) titles. The three flagship CMS franchises—Planet Coaster, Planet Zoo and Jurassic World Evolution—accounted for 77 % of total revenue in FY25, a jump from 62 % the previous year. Planet Coaster alone grew almost 200 % following the launch of Planet Coaster 2, while Planet Zoo and Jurassic World Evolution maintained near‑stable sales levels.
Profitability improved sharply; Adjusted EBITDA is projected between £8 million and £9 million, compared with a £0.9 million profit in FY24, thanks to higher gross margins, reduced operating costs and a £3.5 million gain from selling publishing rights to Stranded: Alien Dawn. Adjusted Operating Profit, a new metric effective FY26 that incorporates tax credits and reliefs, is expected to reach £11 million‑£12 million in FY25.
Cash position strengthened, with cash on hand rising to £42.5 million from £29.5 million at the end of FY24, supporting a planned share buyback up to £10 million pending shareholder approval. The board also announced the creation of an Executive Board to streamline decision‑making and highlighted the upcoming release of Jurassic World Evolution 3 on 21 October 2025 as a key growth driver.
- Frontier Developments achieved a significant increase in profitability, with projected Adjusted EBITDA rising to £8–£9 million from £0.9 million in FY24.
- Revenue grew to £90.6 million, driven by a 25% year-on-year increase in Creative Management Simulation (CMS) titles, which now account for 77% of total revenue.
- The launch of Planet Coaster 2 catalyzed a nearly 200% revenue increase for the Planet Coaster franchise.
- The company’s cash position strengthened to £42.5 million, up from £29.5 million, enabling a proposed £10 million share buyback.
- Profitability was bolstered by a £3.5 million gain from the sale of publishing rights to Stranded: Alien Dawn, alongside reduced operating costs.
Annual Report and Accounts 2025
ANNUAL REPORT AND ACCOUNTS 2025 ANNUAL REPORT AND ACCOUNTS 2025 Frontier is a leading independent developer and CONTENTS publisher of video games for PC and consoles, HEADLINES STRATEGIC REPORT creating immersive and fun gameplay with high See a summary of the headlines for FY25, 01 Headlines production values.
- Frontier Developments PLC achieved significant profitability and cash generation uplift in FY25, driven by a sharpened focus on CMS (Content Management System) games and a sustainable cost base.
- Revenue increased year-on-year in FY25, and gross profit rose to £63.3 million (up from £61.3 million in FY24), with an improved gross margin of 70% (up from 69% in FY24) due to a greater share of own-IP game revenue.
- Elite Dangerous, a long-standing space exploration title outside the CMS portfolio, saw 76% year-on-year revenue growth in FY25, supported by new content and increased player engagement.
- Cash expenditure on CMS games represented 72% in FY25, a significant increase from 58% (£26.5 million) in FY24, reflecting a strategic refocus and reallocation of employees to capitalisable projects.
- Frontier will adopt Adjusted Operating Profit as its primary financial performance measure from FY26, replacing Adjusted EBITDA, to provide a more accurate reflection of Group performance.
Interim Results: H1 FY26
Frontier Developments plc reported unaudited interim results for the six months to 30 November 2025, showing a 26 % increase in revenue to £59.6 million and a 76 % rise in adjusted operating profit to £9.7 million compared with the same period in 2024. The growth was driven primarily by the launch of Jurassic World Evolution 3, which contributed 90 % of total revenue in H1 FY26 and earned nominations at the Game Awards 2025 and BAFTA Games Awards 2026. Other titles such as Planet Zoo, Planet Coaster 2 and Elite Dangerous also performed strongly, with Planet Zoo becoming the Group’s highest‑grossing individual game.
Cash profitability improved markedly; adjusted operating profit, which excludes non‑cash development capitalisation and includes tax and R&D credits, grew to £9.7 million from £5.5 million year‑on‑year. IFRS operating profit rose 73 % to £7.8 million. Gross margin fell to 64 % from 70 %, reflecting higher royalty‑bearing IP revenue. The Group’s cash balance increased to £40.1 million, up 47 % from the prior year, after a £10 million share buy‑back that raised earnings per share to 21.4 p.
The Board upgraded FY26 guidance, now targeting revenue of approximately £100 million and adjusted operating profit of around £11 million, citing strong seasonal sales momentum. CEO Jonny Watts stepped down on 1 January 2026, succeeded by Jo Cooke, with Watts remaining as Executive Director until 31 May 2026 to ensure a smooth transition. The Group remains debt‑free, with no significant liabilities beyond lease obligations, and maintains a robust pipeline of CMS titles slated for release in FY27–FY28.
- Frontier Developments reported a 26% revenue increase to £59.6 million and a 76% rise in adjusted operating profit to £9.7 million for H1 FY26, driven primarily by the launch of Jurassic World Evolution 3.
- Jurassic World Evolution 3 accounted for 90% of total revenue in H1 FY26, while Planet Zoo became the company's highest-grossing individual title.
- The Board upgraded full-year FY26 guidance to approximately £100 million in revenue and £11 million in adjusted operating profit, supported by strong seasonal sales momentum.
- Cash reserves grew 47% year-on-year to £40.1 million, even after executing a £10 million share buy-back that increased earnings per share to 21.4p.
- Gross margin declined from 70% to 64% due to a higher proportion of revenue generated from royalty-bearing intellectual property.
Annual Report 2005
Printed in Japan This annual report is printed on recycled paper. 2004 2005 2004 2005 2004 2005 2004 2005 2004 2005 2004 2005 Total Games (Offline) Games (Online) Mobile Phone Content Publication Others Financial Highlights ________________________________________ 1 Disclaimer Regarding Forward-Looking Statements To Our Shareholders ____________________________________ 2 Statements in this annual report with respect to the current plans, estimates, stra...
- Square Enix's net income significantly increased to ¥14,520 million in FY2005, up from ¥4,355 million in FY2004, and ¥2,296 million in FY2003.
- Total consolidated net sales for Square Enix reached ¥73,865 million in FY2005, an increase from ¥63,202 million in FY2004 and ¥21,877 million in FY2003.
- The 'Games (Offline)' segment was the largest contributor to net sales in FY2005 at ¥41,944 million, followed by 'Games (Online)' at ¥13,853 million and 'Publication' at ¥10,859 million.
- Notes and accounts receivable decreased by ¥4,375 million to ¥7,670 million in FY2005, primarily because no "million-seller" titles were released during the fiscal year.
- Intangible assets decreased by ¥1,454 million to ¥6,096 million in FY2005, mainly due to ¥1,236 million in goodwill depreciation from the UIEvolution Inc. purchase in the previous fiscal year.
Annual Report 2006
SQUARE ENIX CO., LTD, TH SQUARCCNIX www.square-enix.com/ ANNUAL REPORT 2006 Net Sales Ratio Net Sales (Billions of yen) Games (Offline) 36.9% 2005 Net Sales Ratio Net Sales (Billions of yen) Games (Online) 12.6% 2005 Net Sales Ratio Net Sales (Billions of yen) Mobile Phone Content 4.1% 2005 Net Sales Ratio Net Sales (Billions of yen) Net Sales Ratio Net Sales (Billions of yen) Net Sales Ratio Net Sales (Billions of yen) Contents ...
- Square Enix acquired 93.7% of TAITO CORPORATION in September 2005 via a takeover bid, subsequently merging it with SQEX, Inc. to make Taito a wholly owned subsidiary.
- The company's content production account decreased by ¥8,197 million to ¥7,312 million as of March 31, 2006, primarily due to expensing production costs for major titles like "FINAL FANTASY XII" and "KINGDOM HEARTS II" upon their domestic release.
- Deferred tax assets significantly increased as of March 31, 2006, with current deferred tax assets rising by ¥4,437 million to ¥7,877 million and non-current deferred tax assets increasing by ¥4,754 million to ¥6,523 million, partly due to tax differences from the Taito acquisition.
- Square Enix is expanding its business beyond growing existing communities by developing new ones and actively seeking to approach outside communities, providing value-added services to third parties like EZ Game Street! and On Demand TV, and forming joint ventures such as with Xavel, Inc.
- The company reported net income of ¥14,932 million for the year ended March 31, 2006, a decrease from ¥17,076 million in the previous year, despite an increase in income before income taxes to ¥25,556 million from ¥8,990 million.
Dragon Quest: Reimagined
The document presents a comprehensive overview of several flagship role‑playing franchises, focusing on recent releases and cumulative sales achievements. It highlights the launch of “Dragon Quest: Reimagined” on February 5, 2026, available in a bundled package across Nintendo Switch 2, PlayStation 5, Xbox Series X|S, Steam, and Microsoft Store. The title is positioned as a high‑definition 2D remake developed by KLabGames, with a projected global shipment of over 95 million units as of June 2025. The text also references the broader “Dragon Quest” series, noting its continuous evolution since 1986 and its adoption of modern technologies such as 3D mapping, cloud gaming, and cross‑platform connectivity.
The “Final Fantasy” section cites cumulative sales of 204 million units for the series, emphasizing its long‑standing appeal since 1987 and its expansion into Western markets. Platforms listed include PlayStation 5, Steam, Epic Games Store, and Nintendo Switch 2, with a focus on the franchise’s visual innovation and narrative depth. The document underscores the series’ global reach, with sales data aggregated across multiple regions.
Additionally, the “Kingdom Hearts” entry reports 38 million units shipped worldwide by June 2025, noting its collaborative origin with Disney and Square Enix. The overview includes platform details for the original PlayStation 2 release and mentions forthcoming titles slated for various consoles. Overall, the document serves as a market snapshot of key RPG franchises, detailing launch dates, platform coverage, sales milestones, and development partnerships across the industry.
- The Final Fantasy series has reached 204 million units in cumulative global sales since its 1987 debut.
- Dragon Quest: Reimagined, a high-definition 2D remake developed by KLabGames, launched on February 5, 2026, for Nintendo Switch 2, PlayStation 5, Xbox Series X|S, Steam, and Microsoft Store.
- The Dragon Quest franchise reported a projected global shipment of over 95 million units as of June 2025.
- The Kingdom Hearts franchise, a collaboration between Disney and Square Enix, has shipped 38 million units worldwide as of June 2025.
- Major RPG franchises are increasingly utilizing modern technologies including 3D mapping, cloud gaming, and cross-platform connectivity to maintain market relevance.