Game Publishing
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ESG Fact Sheet: FY 2023/24
Embracer Group’s FY 2023/24 ESG Fact Sheet outlines the company’s sustainability framework, titled Smarter Business, which focuses on three core pillars: Great People, Solid Work, and Our Planet. Operating across more than 40 countries with 139 internal studios, the organization aims to integrate ethical governance and long-term value creation into its global operations. The company’s sustainability strategy is supported by 16 group policies and 12 guidelines, with oversight provided by the Audit and Sustainability Committee and an internal Ambassador Group.
Key performance indicators for the 2022/23 financial year highlight both progress and areas for development. Within the Great People pillar, the company reported a 26% female representation rate and an employee satisfaction score (eNPS) of +29. To foster leadership diversity, the board has committed to doubling the number of female managing directors and studio heads by 2025. Regarding environmental impact, the company has conducted a comprehensive greenhouse gas inventory, reporting total emissions of 687,102 tCO2e. The firm has aligned its climate strategy with the Paris Agreement, targeting a 45% reduction in carbon emissions by 2030 compared to a 2021/22 baseline.
The company utilizes a structured methodology for tracking progress, including annual global employee surveys and standardized sustainability due diligence during acquisitions. Furthermore, the organization actively participates in industry-wide initiatives such as the UN Global Compact, Women in Games, and PlayCreateGreen. By integrating these partnerships with internal training programs on privacy and ethics, the company seeks to manage operational risks while promoting digital well-being and accessibility across its portfolio of over 900 franchises.
- Embracer Group has committed to a 45% reduction in total carbon emissions by 2030, using the 2021/22 financial year as its baseline.
- The company reported total greenhouse gas emissions of 687,102 tCO2e for the 2022/23 financial year.
- Female representation across the organization stands at 26%, with a board-level mandate to double the number of female managing directors and studio heads by 2025.
- The organization maintains an employee satisfaction score (eNPS) of +29 across its 139 internal studios.
- Sustainability oversight is managed through 16 group policies and 12 guidelines, with governance provided by an Audit and Sustainability Committee and an internal Ambassador Group.
Modern Slavery Statement
Everplay, a global video game developer and publisher, maintains a firm commitment to preventing modern slavery and human trafficking across its operations and supply chains. Covering the financial year ending December 31, 2025, this statement fulfills the requirements of the Modern Slavery Act 2015. The organization operates with approximately 370 employees across the UK, Ireland, Germany, the USA, and Canada, maintaining a business model that relies primarily on intellectual property and digital services rather than physical manufacturing, which inherently limits its exposure to modern slavery risks.
The company’s supply chain is primarily composed of third-party development partners, royalty recipients, and external service providers for localization and quality assurance. While the overall risk profile is considered low, the organization identifies quality assurance and localization as areas requiring heightened vigilance. To mitigate these risks, Everplay mandates that all new and renewing contracts include specific clauses requiring supplier compliance with the Act, granting the company the right to terminate agreements in the event of a breach.
Governance of these efforts is overseen by the Audit Committee, which reports to the Board of Directors at least twice annually. The company utilizes a multi-layered approach to risk management, incorporating internal policies, annual risk register reviews, and an external third-party whistleblowing hotline to ensure transparency and accountability. To date, these measures have proven effective, with no reported incidents of modern slavery. Everplay continues to prioritize employee and stakeholder awareness through ongoing training and the integration of anti-slavery protocols into its broader corporate governance framework.
- Everplay employs approximately 370 staff across the UK, Ireland, Germany, the USA, and Canada, operating a business model focused on intellectual property and digital services.
- The company mandates that all new and renewing contracts include specific anti-slavery compliance clauses, granting Everplay the right to terminate agreements for breaches.
- While the overall risk profile is considered low, the company identifies third-party localization and quality assurance providers as the primary areas requiring heightened vigilance.
- Governance of anti-slavery efforts is managed by the Audit Committee, which reports to the Board of Directors at least twice annually.
- Risk management is supported by annual risk register reviews and an external third-party whistleblowing hotline to ensure transparency.
Ubisoft Reports Third-Quarter 2025-26 Sales
Ubisoft announced that net bookings for the first nine months of fiscal 2025‑26 reached €1.11 billion, an 18 % year‑on‑year increase driven by strong performance from Assassin’s Creed, The Division, Anno 117: Pax Romana and Avatar. Digital net bookings rose 20 % to €941.7 million, while back‑catalog sales grew 36 % to €1.04 billion, reflecting sustained demand for legacy titles and new releases such as Assassin’s Creed Shadows on Switch 2 and the Avatar: Frontiers of Pandora expansion. The third‑quarter figure of €338 million exceeded guidance by 12 %, with partnerships and franchise sales contributing most to the lift. Player activity metrics remained robust, with 130 million unique active users in 2025 and December MAUs at 38 million, up 3 % YoY.
The Group’s transformation continues, with the new Creative House operating model taking shape through studio reallocation and senior leadership appointments. Headcount reductions of 200 positions at Ubisoft HQ France are underway to streamline operations. Financially, consolidated cash stands between €1.25 billion and €1.35 billion, sufficient to cover near‑term debt maturities while the Group explores extensions of its debt profile.
Outlook for 2025‑26 confirms net bookings near €1.5 billion, non‑IFRS EBIT around –€1 billion, and free cash flow between –€400 million and –€500 million. Q4 launches include Rainbow Six Mobile, scheduled for February 23, and The Division Resurgence, with additional content planned across the franchise portfolio. Geographic revenue shares show Europe at 40 %, Northern America 46 %, and the rest of the world 14 %. Platform distribution remains dominated by consoles (55 %) and PCs (28 %), with mobile contributing 7 %.
- Ubisoft reported nine-month net bookings of €1.11 billion, an 18% year-on-year increase, with third-quarter results of €338 million exceeding guidance by 12%.
- Back-catalog sales grew 36% to €1.04 billion, driven by sustained demand for legacy titles and new releases like the Avatar: Frontiers of Pandora expansion and Assassin’s Creed Shadows.
- The company maintains a consolidated cash position between €1.25 billion and €1.35 billion while undergoing a restructuring that includes 200 headcount reductions at its French headquarters.
- Full-year 2025-26 outlook projects net bookings near €1.5 billion, with non-IFRS EBIT expected at –€1 billion and free cash flow between –€400 million and –€500 million.
- Player engagement remains strong with 130 million unique active users in 2025 and December monthly active users (MAUs) reaching 38 million, a 3% year-on-year increase.
Ubisoft announces a major organizational, operational and portfolio reset to reclaim creative leadership and restore sustainable growth
Ubisoft announces a comprehensive reset aimed at restoring creative leadership and sustainable growth amid a more selective AAA market. The strategy centers on three pillars: a new operating model, a refocused portfolio with an updated three‑year roadmap, and organizational rightsizing. The operating model introduces five Creative Houses—each genre‑focused, fully responsible for development, publishing, and financial performance—supported by a Creative Network of studios and shared Core Services. This structure is intended to accelerate decision‑making, deepen specialization in Open World Adventures and GaaS‑native experiences, and embed generative AI initiatives.
Portfolio adjustments include discontinuing six titles that fail new quality thresholds, extending development timelines for seven games to meet higher standards, and reallocating resources toward high‑potential IPs such as “March of Giants.” These changes are expected to reduce net bookings for FY26 by roughly €330 million and push non‑IFRS EBIT into the negative, reflecting one‑off depreciation costs. Free cash flow is projected between –€400 million and –€500 million, with net debt rising to €150–250 million.
Cost‑reduction efforts target a total fixed‑cost savings of approximately €500 million since FY22, with an accelerated €100 million cut already achieved by March 2026 and a further €200 million planned over the next two years, bringing fixed costs to about €1.25 billion by March 2028. The reset is set to take effect in early April, with a revised FY26–27 financial outlook to be released in May.
- Ubisoft is restructuring into five genre-focused 'Creative Houses' to accelerate decision-making and specialize in Open World Adventures and GaaS-native experiences.
- The company is discontinuing six titles and extending development timelines for seven others to meet new quality thresholds, resulting in a projected €330 million reduction in FY26 net bookings.
- Financial projections for FY26 include negative non-IFRS EBIT, free cash flow between –€400 million and –€500 million, and a net debt increase to €150–250 million.
- Fixed-cost reduction targets aim to bring total costs to approximately €1.25 billion by March 2028, with an additional €200 million in cuts planned over the next two years.
- The organizational reset includes the integration of generative AI initiatives and a strategic resource reallocation toward high-potential IPs such as 'March of Giants.'
GungHo Business Report Vol. 42
GungHo Online Entertainment’s Vol. 42 report outlines the company’s strategic focus on expanding its two flagship intellectual properties—Puzzle & Dragons and Ragnarok—into global markets while sustaining robust financial performance. The report highlights that Puzzle & Dragons, launched in 2012, has achieved over 63 million downloads worldwide and continues to drive user engagement through frequent events, cross‑media collaborations, and a 13th‑anniversary release in May 2025. The Ragnarok franchise, managed by subsidiary Gravity Co., Ltd., has expanded from its original PC MMORPG roots to mobile and console titles, with recent releases such as Ragnarok X (PC/Android/iOS) and LUNAR Remastered Collection targeting Latin America, Southeast Asia, and other regions.
Financially, consolidated net sales rose from ¥125.3 billion in 2022 to ¥103.6 billion in 2024, with operating profit increasing from ¥27.9 billion to ¥17.5 billion over the same period. Overseas sales ratio climbed from 39.3 % in 2022 to 47.7 % in 2024, reflecting successful international penetration. The company maintained a dividend payout ratio above 30 % and executed treasury‑share repurchases totaling ¥9.86 billion in 2024, underscoring a commitment to shareholder value.
Methodologically, the report aggregates data from internal analytics on downloads, MAU, and revenue across more than 150 countries in 11 languages. It also references quarterly performance metrics and event‑based user activity to gauge engagement. Overall, the document presents a cohesive narrative of sustained growth through IP expansion, diversified platform presence, and disciplined financial management.
- GungHo’s overseas sales ratio grew from 39.3% in 2022 to 47.7% in 2024, signaling a successful shift toward international market penetration.
- Consolidated net sales decreased from ¥125.3 billion in 2022 to ¥103.6 billion in 2024, with operating profit declining from ¥27.9 billion to ¥17.5 billion over the same period.
- The flagship title Puzzle & Dragons has surpassed 63 million global downloads since its 2012 launch and is preparing for a 13th-anniversary release in May 2025.
- Subsidiary Gravity Co., Ltd. is actively diversifying the Ragnarok franchise across PC, mobile, and console platforms, specifically targeting growth in Latin America and Southeast Asia.
- The company maintains a commitment to shareholder returns, evidenced by a dividend payout ratio exceeding 30% and ¥9.86 billion in treasury-share repurchases during 2024.
Ragnarok Online 3: Service to Begin in Japan
Ragnarok Online 3 is announced as a free‑to‑play smartphone and PC MMORPG that will launch in Japan on February 13, 2026. Developed by Gravity Co., Ltd. and Lee MyoungJin (studio DTDS) under GungHo Online Entertainment’s publishing umbrella, the title preserves core elements of the original Ragnarok series—job system, classic content, and atmospheric design—while introducing a modern art style and restructured systems that support global interaction and cooperative play. Seasonal updates will refresh status, skill building, and siege battles, offering continuous new experiences for both veteran players and newcomers.
The service will be available on iOS, Android, and PC (planned), with in‑game purchases. Distribution is managed by a consolidated subsidiary of Gravity, excluding certain regions, and preparations for the Japanese launch are underway. GungHo emphasizes its commitment to high‑quality content and global expansion, aligning with its philosophy of pursuing new challenges and product creation.
GungHo Online Entertainment, headquartered in Chiyoda‑ku, Tokyo, was founded in 1998 and reported paid‑in capital of ¥5.338 billion as of December 31, 2025. The announcement includes standard legal and trademark notices for Apple, Google, and related brands. Press inquiries are directed to GungHo’s IR group via [email protected].
- Gravity Co., Ltd. and studio DTDS will launch Ragnarok Online 3 in Japan on February 13, 2026, as a free-to-play MMORPG.
- The title will be available across iOS, Android, and PC platforms, featuring in-game purchases and a business model focused on seasonal content updates.
- GungHo Online Entertainment will publish the game, which retains core series elements like the job system and atmospheric design while introducing a modernized art style.
- The game is designed to support global interaction and cooperative play through restructured systems and recurring updates to skills, status, and siege battles.
- Distribution is managed by a consolidated subsidiary of Gravity, with the Japanese launch serving as a key component of GungHo’s broader global expansion strategy.
3Q FY2020 Presentation Material: Japan
3Q FY2020 Presentation Material The future information, such as earnings forecast, written in this document is based on our expectations and assumptions as of the date the forecast was made. Our actual results could differ materially from those described in this forecast because of various 1. Quarterly Results (April - June 2020) 3. Internet Advertisement Business FY2020 Results were in line with the forecast despite COVID-19 Q3 impact.
- Overall FY2020 results were in line with forecasts despite COVID-19, with Q3 sales down 0.7% year-over-year to 112.8 billion yen and operating profit down 12.3% to 8.2 billion yen.
- ABEMA's Weekly Active Users (WAU) remained stable after the lifting of stay-at-home requests, with Media sales up 19.2% year-over-year to 13.3 billion yen, though operating profit was a loss of 4.0 billion yen.
- Advertising sales remained flat year-over-year at 64.3 billion yen (up 0.01%) despite COVID-19, with operating profit down 6.0% to 4.7 billion yen, by focusing on advertisers with strong stay-at-home consumer demand.
- Game sales declined 4.0% year-over-year to 36.7 billion yen in Q3, with operating profit down 9.5% to 7.5 billion yen, as quarterly revenue declined after anniversaries of game releases.
- The company's total employee headcount was 5,467 at the end of June, including 295 new graduates who joined in April.
3Q FY2022 Presentation Material: Japan
3Q FY2022 Presentation Material The future information, such as earnings forecast, written in this document is based on our expectations and assumptions as of the date the forecast was made. Our actual results could differ materially from those described in this forecast because of various 1. Quarterly Results (April - June 2022) 3. Internet Advertisement Business 6. Medium to long-term strategy FY2022 Game sales declined from the peak made by the title released last year.
- Overall Q3 sales decreased by 10.4% year-over-year to 172.1 billion yen, and operating profit plummeted by 76.7% to 10.3 billion yen, largely due to a significant decline in game sales.
- Game sales decreased by 50.0% year-over-year to 46.2 billion yen in Q3, with operating profit down 77.6% to 9.8 billion yen, attributed to the previous year's peak title release and big events.
- Advertising sales remained strong, growing by 21.6% year-over-year to 99.5 billion yen in Q3, achieving a new record high, with operating profit up 19.0% to 6.1 billion yen.
- Media sales grew by 48.2% year-over-year to 29.5 billion yen in Q3, driven by ABEMA PPV and related businesses, despite an operating loss of 3.9 billion yen.
- SG&A expenses increased by 22.7% year-over-year to 37.8 billion yen in Q3, primarily due to increased marketing expenses for "WINTICKET" and special incentives.
Presentation Material: Q1 FY2026
The future information, such as earnings forecast, written in this document is based on our expectations and assumptions as of the date the forecast was made. Our actual results could differ materially from those described in this forecast because of various risks and uncertainties. 1. Summary (October - December 2025) 4. Internet Advertisement Business 6.
- For Q1 FY2026, overall sales increased by 14.0% year-over-year to 232.3 billion yen, and operating profit surged 2.8x year-over-year to 23.3 billion yen, marking a strong start to the fiscal year.
- The Game business was a primary driver of growth, with sales up 69.2% year-over-year to 64.7 billion yen and operating profit increasing 5.3x year-over-year to 17.6 billion yen, fueled by existing titles and global expansion.
- The Media & IP business also contributed significantly, achieving a 12.5% year-over-year increase in sales to 62.6 billion yen and a 3.5x year-over-year increase in operating profit to 4.9 billion yen.
- Net income for Q1 FY2026 rose 2.5 times year-over-year to 12.4 billion yen.
- Ad Sales experienced a slight decrease of 2.7% year-over-year to 114.6 billion yen due to the loss of a large client, though the trend is showing gradual improvement.
Financial Report for First Two Quarters: Fiscal 2026
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.
- Bushiroad Inc. reported strong growth for the first two quarters of fiscal 2026 (July 1–December 31, 2025), with net sales rising 8.2% to ¥27,839 million and operating profit surging 68.5% to ¥2,908 million.
- Profit attributable to owners of the parent company more than doubled, increasing 107.4% to ¥2,577 million compared to the same period in fiscal 2025.
- Earnings per diluted share reached ¥19.00, bolstered by improved profitability and a 2-for-1 share split implemented on October 1, 2025.
- The company’s balance sheet strengthened during the first half of the fiscal year, with total assets reaching ¥50,742 million and the equity-to-asset ratio improving to 52.2%.
- Despite the strong first-half performance, management forecasts a decline for the full fiscal year 2026, projecting net sales of ¥56,000 million (down 0.3%) and profit attributable to the parent of ¥2,700 million (down 21.0%).
Financial Highlights: 1st Quarter of Fiscal Year Ending March 2013
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.
- Tecmo Koei Holdings experienced a significant financial downturn in Q1 FY2013, with net sales falling 12.7% year-over-year to ¥35,525 million and operating income plummeting 92.8% to ¥5,758 million.
- The core Game Software segment, the company's primary revenue driver, saw a 19.2% decline in sales and an 84.5% collapse in operating income.
- Online & Mobile operations underperformed, recording a 10.0% drop in sales and a 17.6% decrease in operating income.
- Pachislot & Pachinko operations provided a major bright spot, with sales increasing 127.4% and operating income surging 1,400% to ¥551 million.
- Net income for the quarter fell 48.8% to ¥4,640 million, reflecting the broader contraction across the company's primary business segments.
Financial Highlights: 1st Quarter of the Fiscal Year Ending March 2016
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.
- Koei Tecmo reported a strong Q1 fiscal 2016, with net income surging 49.3% to ¥9.4 billion and net sales rising 7.9% to ¥37.8 billion.
- Operating income grew 46.8% to ¥9.7 billion, driven by a 314% increase in game software segment profitability and a 48% gain in pachislot & pachinko.
- The online & mobile segment experienced a 2.9% decline in sales and a significant 55.8% drop in operating income, while media & rights saw an 89% decline in operating income despite a 12.5% revenue increase.
- The company maintains a solid liquidity position, with the current-asset to liability ratio improving from 2.47 to 3.94 and cash and time deposits totaling ¥10.9 billion.
- Total assets decreased from ¥115.2 billion to ¥107.1 billion, while current liabilities were reduced by 49% to ¥5.6 billion due to lower trade payables and accrued bonuses.