Mobile
Documents
Consolidated Results Supplementary Information: Fiscal Year Ended March 2025
Akatsuki Inc. reported consolidated financial results for fiscal year ended March 2025, showing a modest 5 % increase in sales to ¥23.652 billion compared with the prior year, driven primarily by strong performance of existing games such as Dragon Ball Z Dokkan Battle. Games sales rose 2 % to ¥21.237 billion, while comics and IP Solutions segments returned to profitability with 10 % and 121 % year‑over‑year sales gains, respectively. Operating profit surged 124 % to ¥3.915 billion, largely due to a sharp rise in operating profit from games (68 % increase) and significant gains on the sale of investment securities, which contributed ¥1.154 billion to profit before tax.
Net income increased 48 % to ¥1.646 billion, supported by a 28 % rise in adjusted EBITDA (¥5.661 billion). The company’s balance sheet remained solid, with total assets of ¥54.632 billion and net assets of ¥41.455 billion, while total liabilities decreased to ¥13.177 billion. Cash balances were maintained at ¥33.300 billion, reflecting disciplined working‑capital management.
The results cover the Japanese market and global operations for games, comics, and IP solutions. Methodology includes consolidated financial statements with adjustments for investment and incubation business personnel expenses, and gains on crypto asset sales are classified as non‑operating. Overall, Akatsuki’s selective focus on high‑performing titles and profitable IP solutions has driven a sharp improvement in operating profitability despite the withdrawal of some titles.
- Akatsuki Inc. reported a 124% surge in operating profit to ¥3.915 billion for the fiscal year ended March 2025, driven by a 68% increase in gaming segment profit and ¥1.154 billion in gains from the sale of investment securities.
- Total sales grew 5% year-over-year to ¥23.652 billion, supported by the continued strong performance of existing titles like Dragon Ball Z Dokkan Battle.
- Net income rose 48% to ¥1.646 billion, while adjusted EBITDA increased 28% to ¥5.661 billion.
- The comics and IP Solutions segments returned to profitability, recording year-over-year sales gains of 10% and 121%, respectively.
- The company maintained a strong financial position with ¥33.300 billion in cash and a reduction in total liabilities to ¥13.177 billion.
Consolidated Financial Statements: Second Quarter and First Half-Year Period of Fiscal Year Ending March 31, 2026
Akatsuki Inc. reports consolidated financial results for the first half of fiscal year ending March 31, 2026 (April 1–September 30, 2025). Net sales fell 20.6 % YoY to ¥9,915 million, while operating profit declined 42.4 % to ¥1,724 million; ordinary profit dropped 42.7 % to ¥1,676 million, yet net income attributable to parent rose 31.4 % to ¥1,853 million, driven by a higher comprehensive income of ¥2,269 million versus ¥1,499 million the prior year. Profit per share diluted increased from ¥97.85 to ¥128.56. Total assets grew to ¥59,400 million, with net assets rising to ¥42,995 million and equity ratio improving to 71.9 %. Cash flows from operating activities were modest at ¥369 million, while investing cash outflows of ¥5,433 million reflected significant purchases of investment securities and intangible assets. Financing activities generated net inflows of ¥1,775 million, offset by dividends paid of ¥795 million.
Segment analysis shows the Games and Comics business experienced a 23.2 % sales decline to ¥9,257 million and a 41.2 % profit drop, whereas the Entertainment and Lifestyle segment grew sales by 76.1 % to ¥649 million, achieving a 90.7 % profit increase. The Others segment recorded a sharp sales decline and continued losses.
The report notes significant consolidation changes: six new subsidiaries, including CRAYON Inc., were added; Akatsuki Fukuoka was liquidated. Goodwill increased by ¥4,316 million due to acquisitions of Natee and PAPABUBBLE JAPAN. No full‑year forecasts are provided, reflecting uncertainty in the Games and Comics market and ongoing investment plans.
- Akatsuki Inc. reported a 20.6% YoY decline in net sales to ¥9,915 million and a 42.4% drop in operating profit to ¥1,724 million for the first half of the fiscal year ending March 31, 2026.
- Net income attributable to the parent rose 31.4% to ¥1,853 million, with diluted earnings per share increasing from ¥97.85 to ¥128.56.
- The core Games and Comics segment, which accounts for the majority of revenue, saw a 23.2% sales decline and a 41.2% drop in profit.
- The Entertainment and Lifestyle segment showed strong growth, with sales increasing 76.1% to ¥649 million and profit rising 90.7%.
- The company increased goodwill by ¥4,316 million following the acquisitions of Natee and PAPABUBBLE JAPAN, while investing cash outflows reached ¥5,433 million.
Consolidated Results Supplementary Information: Q1 FYE March 2026
Akatsuki Inc. reported a sharp decline in consolidated sales and operating results for Q1 of the fiscal year ending March 2026, with total group sales falling 44% YoY to ¥2,313 million. The Games segment suffered the largest hit, dropping 52% to ¥1,782 million and recording an operating loss of ¥1,643 million, largely due to a post‑Q4 portfolio review withdrawal and the absence of high‑profile releases. R&D spending for the Games business fell from the previous year as development on “TRIBE NINE” concluded, but costs for the upcoming title “Kaiju No. 8 The Game” increased personnel and outsourcing expenses.
In contrast, the Comics division saw a modest 18% sales decline to ¥226 million but improved profitability, with operating profit rising from a loss of ¥2 million to ¥20 million. The division’s focus on original works and continued service provision to the overseas platform MANGA MIRAI contributed to this turnaround. The IP Solutions unit experienced explosive growth, with sales up 167% to ¥298 million and operating profit soaring 2,592% to ¥122 million, driven by the successful online lottery “Slash Gift” and the inclusion of CRAYON, Inc. in consolidation.
Other income sources shifted, with gains on investment securities decreasing by ¥107 million to ¥580 million. Net income swung from a loss of ¥271 million in FY3/25 to a larger loss of ¥1,167 million in FY3/26, reflecting the combined impact of segment downturns and higher operating losses. Adjusted EBITDA also deteriorated from ¥153 million to a loss of ¥416 million.
The financial data cover the Japanese market, covering all core segments—Games, Comics, IP Solutions, and ancillary services—from Q1 FY3/24 through Q1 FY3/26. The analysis relies on consolidated financial statements, trend tables, and explanatory notes detailing segment performance, expense composition, and investment activity.
- Akatsuki Inc. reported a 44% year-over-year decline in total consolidated sales to ¥2,313 million for Q1 FYE March 2026, resulting in a net loss of ¥1,167 million.
- The Games segment experienced a 52% sales drop to ¥1,782 million and an operating loss of ¥1,643 million, driven by a portfolio review withdrawal and a lack of major new releases.
- The IP Solutions unit achieved significant growth, with sales increasing 167% to ¥298 million and operating profit rising 2,592% to ¥122 million, bolstered by the 'Slash Gift' online lottery and the consolidation of CRAYON, Inc.
- The Comics division improved profitability, turning a ¥2 million loss into a ¥20 million operating profit despite an 18% decline in sales to ¥226 million.
- Adjusted EBITDA for the group deteriorated from a profit of ¥153 million in the previous year to a loss of ¥416 million in Q1 FY3/26.
Consolidated Results Supplementary Information: Q2 of FYE March 2026
Akatsuki Inc. reported consolidated financial results for the second quarter of fiscal year ending March 2026, noting a 9 % decline in sales to ¥7,602 million and a 21 % drop in cumulative year‑to‑date sales of ¥9,915 million versus the prior year. The Games & Comics segment led the decline with a 10 % YoY fall to ¥7,248 million, while Entertainment & Lifestyle grew 36 % to ¥350 million, and the Others segment contracted sharply by 94 %. Operating profit fell 9 % to ¥3,422 million, largely due to weaker performance in the core Games & Comics unit; however, net income rose 80 % to ¥3,020 million, driven by gains from investee exits and reduced valuation losses on investment securities. Adjusted EBITDA increased modestly by 4 % to ¥4,015 million, reflecting a recovery in operating profitability after the release of new titles.
Key drivers include the launch of “Kaiju No. 8 The Game” on 31 August 2025, which generated over ¥2 billion in first‑month sales with a 40 % overseas share, partially offsetting declines from legacy titles. Two M&A transactions in Q2 added PAPABUBBLE and WOWs to the consolidated segment from Q3, while Natee and AI Talent Force will join the AI/DX Solutions segment. The company’s balance sheet shows a net asset base of ¥42,995 million and cash equivalents of ¥33,272 million, with current liabilities at ¥6,954 million.
Methodologically, the report aggregates data from all operating subsidiaries, restating prior figures to align with revised definitions effective Q2 FY3/26. The analysis covers Japan and international markets, focusing on the Games & Comics, Entertainment & Lifestyle, and AI/DX Solutions segments over a two‑quarter period.
- Akatsuki Inc. reported a 9% decline in quarterly sales to ¥7,602 million, primarily driven by a 10% YoY contraction in the core Games & Comics segment.
- Net income surged 80% to ¥3,020 million, bolstered by gains from investee exits and a reduction in valuation losses on investment securities despite lower operating profit.
- The launch of 'Kaiju No. 8 The Game' on 31 August 2025 generated over ¥2 billion in first-month sales, with 40% of revenue originating from overseas markets.
- Adjusted EBITDA increased by 4% to ¥4,015 million, signaling a recovery in operating profitability following the release of new titles.
- The company expanded its portfolio through Q2 M&A activity, acquiring PAPABUBBLE and WOWs for the Entertainment & Lifestyle segment, and Natee and AI Talent Force for the AI/DX Solutions segment.
Consolidated Financial Statements for the Third Quarter of Fiscal Year Ending March 31, 2026
Akatsuki Inc. reports consolidated financial results for the first nine months of fiscal year 2025, ending December 31 2025. Net sales rose modestly by 2.1 % to ¥16,497 million, while operating profit surged 115.7 % to ¥3,063 million and ordinary profit increased 48.6 % to ¥3,318 million. Net profit attributable to parent shareholders climbed 287.6 % to ¥2,856 million, yielding diluted earnings per share of ¥198.11 versus ¥51.12 in the prior year. Total assets reached ¥57,687 million, up ¥3,054 million from March 31 2025, with net assets at ¥43,092 million and an equity ratio of 74.2 %. The company’s liquidity remained solid, with cash and deposits at ¥28,377 million and current liabilities down to ¥4,462 million.
Segment performance varied: the Games and Comics business posted a 5.3 % decline in sales but doubled operating profit through cost reductions; Entertainment and Lifestyle achieved a 76.1 % sales increase to ¥1,400 million but saw a modest profit decline; the newly reported AI/DX Solutions segment generated ¥600 million in sales and incurred a ¥112 million loss. The Others segment recorded a sharp 83.1 % sales drop and a ¥51 million loss.
The company added five subsidiaries to its consolidation scope, including CRAYON Inc. and PAPABUBBLE, while excluding Akatsuki Fukuoka after liquidation. No changes to accounting policies were noted. Forecasts for FY 2026 are withheld due to market uncertainties, and the company maintains a policy of not providing full‑year guidance.
- Akatsuki Inc. reported a significant surge in profitability for the first nine months of FY2025, with operating profit rising 115.7% to ¥3,063 million and net profit attributable to parent shareholders climbing 287.6% to ¥2,856 million.
- Net sales grew modestly by 2.1% to ¥16,497 million, while diluted earnings per share increased substantially to ¥198.11 compared to ¥51.12 in the prior year.
- The core Games and Comics business experienced a 5.3% decline in sales but successfully doubled its operating profit through effective cost-reduction measures.
- The Entertainment and Lifestyle segment achieved strong growth with a 76.1% sales increase to ¥1,400 million, though this was accompanied by a modest decline in profit.
- The company launched a new AI/DX Solutions segment, which generated ¥600 million in sales but incurred an operating loss of ¥112 million.
Consolidated Results Supplementary Information: Q3 FY3/26
Akatsuki Inc. reported a dramatic turnaround in Q3 FY3/26, with group‑wide sales surging 79 % YoY to ¥6,581 million and operating profit turning from a loss of ¥1,571 million to a gain of ¥1,338 million. The rebound is largely attributed to the Q2 release of “Kaiju No. 8 The Game,” which contributed three months’ worth of revenue, and the consolidation of two acquired entities that broadened the Games & Comics portfolio. Within this segment, sales climbed 62 % to ¥5,225 million and operating profit rose 113 % to ¥1,545 million. The Entertainment & Lifestyle segment also grew 77 % in sales to ¥750 million, driven by the inclusion of PAPABUBBLE and WOWs following Q2 acquisitions. AI/DX Solutions, newly integrated through Natee and Akatsuki AI Technologies, generated ¥600 million in sales but recorded a loss of ¥112 million.
Net income for the quarter reached ¥1,003 million, a 288 % increase from the prior year’s loss of ¥673 million. Adjusted EBITDA expanded 82 % to ¥1,906 million, reflecting strong operating performance and effective cost management. Cash balances rose to ¥33,266 million, while total assets stood at ¥57,687 million. The company’s balance sheet remained solid with net assets of ¥43,092 million and total liabilities of ¥14,595 million.
Methodologically, figures are presented in Japanese yen (millions) and include retroactive restatements from Q2 FY3/26 due to prior period errors. The report covers the entire Japanese market and global operations, focusing on Q3 FY3/26 with cumulative data for FY3/26 versus FY3/25.
- Akatsuki Inc. achieved a significant financial turnaround in Q3 FY3/26, reporting ¥6,581 million in group-wide sales (up 79% YoY) and an operating profit of ¥1,338 million, reversing a prior-year loss of ¥1,571 million.
- The primary growth driver was the Q2 release of 'Kaiju No. 8 The Game,' which contributed three months of revenue and helped boost Games & Comics segment sales by 62% to ¥5,225 million.
- Net income reached ¥1,003 million, a 288% increase compared to the ¥673 million loss recorded in the same period last year.
- The Entertainment & Lifestyle segment grew 77% to ¥750 million in sales, bolstered by the integration of newly acquired entities PAPABUBBLE and WOWs.
- The newly integrated AI/DX Solutions segment, comprising Natee and Akatsuki AI Technologies, generated ¥600 million in sales but incurred an operating loss of ¥112 million.
Consolidated Financial Statement: Q1 2019
KLab Inc. reported consolidated financial results for the first quarter of fiscal year 2019 (January 1–March 31, 2019). Revenue declined 18.4 % to ¥6,468 million compared with the same period in FY2018, largely due to a drop in sales of the Love Live! School Idol Festival title. Operating income fell 70.9 % to ¥391 million, ordinary income decreased 67.2 % to ¥403 million, and profit attributable to owners of parent contracted 63.2 % to ¥296 million. Net income for the quarter was ¥303 million, a 65 % reduction from ¥805 million in FY2018. Comprehensive income also fell sharply, from ¥794 million to ¥435 million, reflecting a 45.3 % increase in other comprehensive income components.
Total assets rose to ¥21,547 million, up ¥2.3 billion from the prior year’s end, driven by increases in operating investment securities and software in progress. Net assets increased to ¥16,048 million, an addition of ¥1.58 billion, largely due to equity in a newly consolidated subsidiary. The equity ratio declined from 75.1 % to 69.2 %. Current liabilities decreased, while long‑term debt increased, contributing to the shift in leverage.
KLab forecasted FY2019 revenue between ¥32 billion and ¥40 billion, operating income between ¥1 billion and ¥4.5 billion, ordinary income in the same range, and profit attributable to owners between ¥700 million and ¥3.1 billion. The company noted that future results will depend heavily on the success of new game releases and market conditions, and it applied a range‑based presentation for forecasts. No dividends were declared for FY2019, and no significant changes in shareholders’ equity or accounting policies occurred during the quarter.
- KLab Inc. experienced a significant Q1 2019 downturn, with revenue falling 18.4% to ¥6,468 million and operating income dropping 70.9% to ¥391 million compared to the same period in 2018.
- The primary driver for the revenue decline was a decrease in sales for the 'Love Live! School Idol Festival' title.
- Profit attributable to owners of the parent contracted by 63.2% to ¥296 million, while net income fell 65% to ¥303 million.
- Total assets increased by ¥2.3 billion to ¥21,547 million, primarily due to growth in software in progress and operating investment securities.
- The company’s equity ratio declined from 75.1% to 69.2% as a result of shifting leverage, characterized by a decrease in current liabilities and an increase in long-term debt.
Consolidated Financial Report: Q2 2020
KLab Inc. reports consolidated financial results for the first half of fiscal year 2020 (January 1–June 30, 2020). Revenue rose to ¥15.95 billion from ¥14.81 billion in the same period of FY2019, a 7.7 % increase, driven by growth in the game business and other businesses such as research & consulting. Operating income fell sharply to ¥753 million from ¥1,305 million, a 42.2 % decline, largely due to higher cost of sales and lower gross profit margin. Ordinary income dropped 52.8 % to ¥568 million, and profit attributable to owners of parent fell 98 % to ¥16 million. Net income turned negative, with a loss of ¥44 million versus a profit of ¥21 million in FY2019, reflecting significant foreign exchange losses and impairment charges. Comprehensive income also turned negative at ¥254 million compared with a positive ¥932 million in FY2019, driven by valuation losses on available‑for‑sale securities and foreign currency translation adjustments.
Total assets decreased modestly to ¥23.34 billion from ¥23.67 billion, while shareholders’ equity remained stable at ¥17.29 billion, giving an equity ratio of 66.2 %. Net assets grew slightly to ¥17.29 billion, and the company maintained a strong liquidity position with cash and deposits of ¥6.38 billion. No dividends were declared for FY2019 or FY2020, and the forecasted dividend remained unchanged. The report covers Japan only, covering KLab’s core game development and ancillary businesses, with data derived from consolidated financial statements under Japanese GAAP. The methodology follows standard accounting principles without restatements or significant policy changes during the period.
- KLab Inc. reported a 98% decline in profit attributable to owners of the parent to ¥16 million for the first half of 2020, compared to the same period in 2019.
- Operating income fell 42.2% to ¥753 million, driven by an increased cost of sales and a lower gross profit margin.
- Revenue grew by 7.7% to ¥15.95 billion, supported by performance in the company's core game business and research and consulting services.
- The company recorded a net loss of ¥44 million for the first half of 2020, primarily due to significant foreign exchange losses and impairment charges.
- Comprehensive income turned negative at ¥254 million, impacted by valuation losses on available-for-sale securities and foreign currency translation adjustments.
Quarterly Financial Report: Q3 2020
KLab Inc. reports a robust third‑quarter performance for fiscal year 2020, with revenue rising to ¥26.36 billion from ¥22.38 billion in the same period of FY2019, a 17.8 % increase driven by its game business segment. Operating income grew to ¥2.25 billion, up 31.7 % year‑over‑year, while ordinary income reached ¥1.80 billion, a 14.9 % rise. Net profit attributable to the parent fell to ¥855 million, a 29.6 % decline, largely due to higher foreign‑exchange losses and an impairment charge of ¥498.9 million on investments. Comprehensive income for the quarter was ¥787 million, down 42.4 % from ¥1.37 billion in FY2019, reflecting a reversal of the valuation gain on available‑for‑sale securities and foreign‑currency translation adjustments.
Total assets increased to ¥25.16 billion, with current assets up 13.8 % and non‑current assets slightly down due to a reduction in intangible software assets. Net assets rose to ¥18.49 billion, and the equity ratio improved to 65.8 %. Outstanding shares averaged 38.17 million, with no treasury shares held at quarter‑end.
The company maintained a dividend policy of zero for FY2020, with no forecasted dividends. No changes to accounting principles were reported, and the effective tax rate was applied consistently across periods. The report covers Japan‑based operations for FY2020 (January 1–September 30) and compares results to the same period in FY2019.
- KLab Inc. reported a 17.8% year-over-year revenue increase to ¥26.36 billion for the first nine months of FY2020, driven by strong performance in its game business segment.
- Operating income rose 31.7% to ¥2.25 billion, while ordinary income grew 14.9% to ¥1.80 billion compared to the same period in FY2019.
- Net profit attributable to the parent fell 29.6% to ¥855 million, primarily due to foreign-exchange losses and a ¥498.9 million impairment charge on investments.
- Comprehensive income declined 42.4% to ¥787 million, impacted by a reversal of valuation gains on available-for-sale securities and foreign-currency translation adjustments.
- The company’s financial position strengthened with net assets rising to ¥18.49 billion and an improved equity ratio of 65.8%.
Q1 2021 Financial Statement
KLab Inc. reported a sharp decline in first‑quarter FY2021 operating performance compared with the same period of FY2020. Revenue fell to ¥6,392 million from ¥7,420 million, a 13.8% drop, while operating income turned negative at ¥(505) million versus a profit of ¥37 million in FY2020. Ordinary income and profit attributable to the parent also swung from a ¥(83) million loss to a ¥386 million loss, reflecting significant impairment charges of ¥1.54 billion on software assets that dominated the extraordinary loss line item. Comprehensive income deteriorated to a ¥1,397 million loss from a ¥449 million loss in FY2020, largely driven by the same impairment and foreign‑exchange losses.
Total assets decreased to ¥21.16 billion from ¥23.49 billion, with net assets falling to ¥15.24 billion and the equity ratio contracting from 70.5% to 72.0%. Cash and deposits were ¥6.38 billion, while current liabilities stood at ¥5.10 billion, leaving a modest working‑capital cushion. No dividends were declared for FY2021, and the company maintained its share‑repurchase program capped at ¥500 million.
The quarter’s financials were prepared under Japanese GAAP, with no changes to accounting principles or estimates. The company’s segment analysis shows the game business as the sole revenue generator, with a reported impairment loss of ¥1.54 billion recorded in this segment. A subsequent acquisition of GlobalGear Co., Ltd. was announced, aimed at expanding KLab’s casual‑game portfolio and global reach.
- KLab Inc. reported a 13.8% year-over-year revenue decline in Q1 2021, falling to ¥6,392 million from ¥7,420 million.
- Operating income swung to a ¥505 million loss compared to a ¥37 million profit in the same period of 2020.
- The company recorded a significant ¥1.54 billion impairment charge on software assets, which was the primary driver of a ¥386 million loss attributable to the parent company.
- Comprehensive income deteriorated significantly to a ¥1,397 million loss, exacerbated by the software impairment and foreign-exchange losses.
- Total assets decreased to ¥21.16 billion from ¥23.49 billion, though the company maintains a working-capital cushion with ¥6.38 billion in cash against ¥5.10 billion in current liabilities.
Financial Report: Q2 2021
KLab Inc. reports a sharp contraction in operating performance for the first half of fiscal 2021 (January 1–June 30). Total revenue fell to ¥12.34 billion, a 22.6 % decline from the ¥15.95 billion recorded in the same period of FY2020, while operating income turned into a loss of ¥842 million versus an operating profit of ¥753 million in FY2020. Ordinary income and profit attributable to owners of the parent both swung into negative territory, with a loss of ¥818 million and ¥1.71 billion respectively, compared to profits of ¥568 million and ¥16 million in FY2020. Net income for the period was a loss of ¥44.3 million per share, contrasting with a modest profit of ¥0.42 per share in FY2020.
The comprehensive loss widened to ¥1.74 billion, driven largely by a ¥1.54 billion impairment loss on goodwill and other extraordinary losses. Asset‑side, total assets declined to ¥21.01 billion from ¥23.49 billion, while equity fell to ¥14.74 billion, maintaining an equity ratio of 70.1 %. Treasury stock increased to ¥200.985 million after a February acquisition of 286,600 shares.
Revenue concentration remained in the game business segment (≈¥12.13 billion), with a secondary “Other” segment contributing ¥209 million. The company disclosed no dividend for FY2021 and maintained a forecast of zero dividends for the year.
Methodologically, figures are presented under Japanese GAAP, with a consolidated view of all subsidiaries. No changes to accounting principles or restatements were reported for the period.
- KLab Inc. experienced a significant financial downturn in H1 2021, with total revenue falling 22.6% year-over-year to ¥12.34 billion.
- Operating performance swung from a ¥753 million profit in H1 2020 to an operating loss of ¥842 million in H1 2021.
- The company reported a net loss of ¥1.71 billion attributable to owners of the parent, resulting in a loss of ¥44.3 per share compared to a profit of ¥0.42 per share in the prior year.
- A ¥1.54 billion impairment loss on goodwill and other extraordinary losses contributed to a comprehensive loss of ¥1.74 billion for the period.
- Total assets declined to ¥21.01 billion from ¥23.49 billion, though the company maintained a solid equity ratio of 70.1%.
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.