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Ubisoft First-Half 2025-26 Earnings Figures
UBISOFT REPORTS FIRST-HALF 2025-26 EARNINGS FIGURES Tencent transaction on track to close in the coming days all conditions precedent have been satisfied Q2 Net Bookings above expectations First half 2025-26: Net bookings of €772.4 million, up +20.3% YoY Reported change In % of total net In €m vs.
- Ubisoft's H1 2025-26 net bookings reached €772.4 million, a 20.3% year-over-year increase, with Q2 net bookings exceeding expectations at €490.8 million (versus guidance of €450 million) due to strong partnerships and back-catalog performance.
- The transaction with Tencent, involving a €1.16 billion investment, is on track to close soon, with all conditions precedent satisfied, which will deleverage Ubisoft by enabling early repayment of approximately €286 million in loans.
- Ubisoft confirmed its FY2025-26 targets, expecting stable net bookings year-on-year, approximately break-even non-IFRS operating income, and negative free cash flow, but anticipates returning to positive non-IFRS operating income and free cash flow in FY27.
- Digital net bookings grew by 30.2% year-over-year to €685.8 million, representing 88.8% of total net bookings, while back-catalog net bookings increased by 50.0% to €741.4 million.
- Ubisoft's headcount decreased by approximately 1,500 employees over the past 12 months to 17,097, with a targeted Voluntary Leave Program and restructuring introduced at Nordic studios in October.
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.
1Q FY2023 Presentation Material
The presentation outlines CyberAgent’s strategic focus for FY2023, emphasizing a dual‑stream business model that blends advertising revenue with game development while expanding into media and digital content. Core financial highlights show a modest increase in operating profit margin to 6.7 % from 5.9 % the previous year, driven by higher ad spend and a growing subscription base on ABEMA. Operating profit rose to ¥6.4 billion, with revenue growth of 8.3 % year‑over‑year, largely attributed to the successful launch of new streaming channels and premium content packages. Gross margin improved from 55 % to 57 %, reflecting cost efficiencies in content acquisition and cloud infrastructure.
Geographically, the company maintains a strong domestic presence in Japan while pursuing international expansion through partnerships with global streaming platforms such as Netflix and Disney+. The FY2023 data indicate a 12 % increase in overseas subscriber acquisition, with the United States and Southeast Asia emerging as key growth markets. The presentation also highlights a 15 % rise in mobile ad revenue, underscoring the shift toward on‑the‑go consumption.
Methodologically, figures are derived from consolidated financial statements and internal analytics dashboards. The report references quarterly performance metrics (Q1‑Q4 FY2023) and compares them to the same periods in FY2022, providing a clear trend analysis. Key operational initiatives include investment in AI‑driven content recommendation engines, expansion of the ABEMA Live platform during major sporting events (e.g., FIFA World Cup 2022), and the launch of a new “Game Business” division focused on mobile titles. Overall, CyberAgent projects continued profitability through diversified revenue streams and sustained investment in digital media infrastructure.
- CyberAgent achieved an 8.3% year-over-year revenue increase and an operating profit of ¥6.4 billion in 1Q FY2023.
- Operating profit margins improved to 6.7% from 5.9% the previous year, supported by a gross margin increase from 55% to 57%.
- Overseas subscriber acquisition grew by 12%, with the United States and Southeast Asia identified as the primary growth markets.
- Mobile advertising revenue rose by 15%, reflecting a strategic shift toward mobile-first content consumption.
- The company is leveraging partnerships with global platforms like Netflix and Disney+ to support its international expansion strategy.
2Q FY2023 Presentation Material: Japan
2Q FY2023 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. Financial Summary (January - March 2023) 3. Internet Advertisement Business 6. Medium to long-term strategy FY2023 Quarterly sales hit a new record high.
- FY2023 Q2 sales reached a new record high of 195.6 billion yen, a 2.4% increase year-over-year, despite a 27.0% decrease in operating profit to 18.7 billion yen.
- The media business, particularly ABEMA, significantly reduced its loss, with sales up 22.4% year-over-year to 33.4 billion yen and operating profit improving by 1.3 billion yen year-over-year to -0.5 billion yen.
- The game business showed strong performance driven by anniversaries of major games like "Uma Musume Pretty Derby" and "Granblue Fantasy," with sales of 62.1 billion yen (down 10.0% YoY but up 51.9% QoQ) and operating profit of 15.2 billion yen (down 29.0% YoY but up 191.7% QoQ).
- Ad sales remained stable and hit a new record high of 100.2 billion yen, up 6.7% year-over-year, due to solid client acquisition, though operating profit for this segment decreased by 33.9% to 4.9 billion yen.
- ABEMA's Weekly Active Users (WAU) remained 1.5 times higher than the previous year following the FIFA World Cup Qatar 2022, indicating sustained user engagement.
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.
Mixi Report: FY2013 Business Results
The FY2014 business results demonstrate a strategic pivot toward new growth areas after a period of declining sales and income. Net sales fell 3 % from ¥12,632 million in FY2013 to ¥12,155 million in FY2014, while operating income contracted sharply from ¥2,574 million to ¥480 million, resulting in a net loss of ¥227 million. The decline is largely attributed to reduced performance in the traditional “mixi” social networking segment, which has been restructured toward network advertising and staff redeployment to higher‑margin initiatives. In contrast, the Content Group’s flagship mobile game Monster Strike delivered a robust recovery: fourth‑quarter sales rose 143.8 % to ¥5,798 million, operating income reached ¥990 million, and net profit stood at ¥1,345 million. Monster Strike’s success is linked to aggressive marketing, including nationwide TV commercials and a focus on multiplayer features that encourage daily play among friends. The company plans to expand the game overseas, targeting China, Hong Kong, Macau, and Taiwan, with a partnership with Tencent to localize the service.
Other segments—Media and Life Events—continue to grow. The “nohana” photobook business achieved a 16 % increase in paid purchase rates, while the “Find Job!” job‑advertising service maintained a stable user base of 700 k members. Mixi’s equity ratio improved to 84.5 % after a ¥6.5 billion public offering, and a five‑for‑one stock split is scheduled for July 1 2014. Overall, the report highlights a shift from legacy social networking to diversified content and advertising services, with Monster Strike as the primary catalyst for returning profitability.
- Monster Strike drove a major recovery in Q4 FY2014, generating ¥5,798 million in sales—a 143.8% increase—and contributing ¥990 million in operating income.
- Mixi experienced an overall net loss of ¥227 million in FY2014, with net sales declining 3% to ¥12,155 million and operating income dropping to ¥480 million due to the decline of the legacy social networking segment.
- The company is aggressively expanding Monster Strike internationally through a partnership with Tencent to localize the game for markets in China, Hong Kong, Macau, and Taiwan.
- Mixi’s financial position was bolstered by a ¥6.5 billion public offering, improving the equity ratio to 84.5%, with a five-for-one stock split scheduled for July 1, 2014.
- The 'nohana' photobook business saw a 16% increase in paid purchase rates, while the 'Find Job!' service maintained a stable user base of 700,000 members.
FY2015 Annual Business Report: MIXI
The FY2015 annual report demonstrates that mixi, Inc.’s core revenue engine remains the mobile game Monster Strike, which generated ¥112.9 billion in net sales and ¥52.7 billion of operating income, a 30‑plus percent increase over FY2014. Net profit rose to ¥32.9 billion, reversing the prior year’s loss, and dividends were raised to ¥59 per share (¥82 total). The company attributes the surge to Monster Strike’s rapid download growth—over 30 million cumulative unique device downloads—and its expansion into new markets, including China, South Korea, North America, and Hong Kong/Macau. Strategic media‑mix initiatives such as TV commercials, outdoor advertising, and in‑game tie‑ups with movies and anime have reinforced user acquisition and retention.
Beyond Monster Strike, mixi diversified its portfolio through acquisitions of Hunza, Inc. (TicketCamp) and MUSE & Co., Ltd. (fashion e‑commerce), strengthening its B2C and C2C services segment. The company also launched several new mobile titles in FY2015, including “nohana” photo‑sharing and “Kimidake LIVE,” a live‑streaming platform for artists, targeting family and children audiences. A planned annual release of one new game each year signals a sustained focus on in‑house development.
Financially, total assets stood at ¥104.2 billion with an equity ratio of 51.4 %. The report outlines a forward‑looking strategy that leverages mixi’s social networking foundation, media‑mix expertise, and newly acquired IPs to broaden its entertainment and platform businesses while continuing to deliver shareholder value through dividends.
- Monster Strike served as the primary revenue driver, generating ¥112.9 billion in net sales and ¥52.7 billion in operating income, representing a growth of over 30% compared to FY2014.
- The company returned to profitability with a net profit of ¥32.9 billion, leading to an increased dividend payout of ¥59 per share.
- Monster Strike achieved over 30 million cumulative unique device downloads and expanded its international footprint into China, South Korea, North America, and Hong Kong/Macau.
- Strategic diversification efforts included the acquisitions of Hunza, Inc. (TicketCamp) and MUSE & Co., Ltd. to bolster the company's B2C and C2C service segments.
- The company maintained a strong financial position with total assets of ¥104.2 billion and an equity ratio of 51.4%.
Summary of Questions and Answers: FY2017 2Q GREE Results Briefing
The briefing clarified GREE’s strategic focus for FY2017 and beyond. The company confirmed that a smartphone adaptation of Wild Arms, developed with ForwardWorks Corporation, remains in the FY18‑later pipeline. To stabilize coin‑consumption revenue from its game operation segment, GREE plans to shift operations of select titles to Vietnam and enhance marketing efficiency as its portfolio expands. New ventures in video advertising and virtual reality are expected to reach profitability by FY2019, while the acquisition of 3Minute is positioned as an investment in video‑content capabilities to support broader growth.
Regarding intellectual property, GREE indicated that its development pipeline includes both partner‑owned IP and its own assets, aiming for a balanced mix. The company highlighted Rara‑MAGI’s strong launch performance and noted that coin consumption for other overseas native titles has declined quarter‑over‑quarter, though a new title is slated for late second half release. Seven titles scheduled for the latter half of the year will see roughly half released in Q3 and the remainder in Q4, with Rara‑MAGI already live.
Operating income is projected to dip in Q3 due to increased fixed costs from new releases. GREE will evaluate ongoing titles, closing those unlikely to grow while reallocating resources to high‑potential games. Poor performance is attributed mainly to insufficient content depth or breadth at launch, and lessons learned will inform future development.
- GREE expects Q3 operating income to decline due to increased fixed costs associated with a pipeline of seven new game releases scheduled for the second half of the fiscal year.
- The company is shifting operations for select titles to Vietnam and improving marketing efficiency to stabilize coin-consumption revenue within its game segment.
- New business ventures in virtual reality and video advertising are targeted to reach profitability by FY2019.
- GREE acquired 3Minute to bolster its video-content capabilities as part of a broader growth strategy.
- The smartphone adaptation of Wild Arms, developed in partnership with ForwardWorks Corporation, is confirmed for release in FY2018 or later.
Summary of Main Questions and Answers at the FY2018 First Quarter GREE Results Briefing
The briefing, held on October 27 2017, focused on GREE’s first‑quarter FY2018 performance and future strategy. Commission fees rose quarter‑on‑quarter, driven by overall sales growth and a higher proportion of revenue from partner titles with strong intellectual property. Advertising spend outlook for the second quarter varies by segment: the game and entertainment arm will tighten costs while continuing to invest in advertising for its expanding user base, expecting a return on investment. Coin consumption is projected to dip temporarily after the strong start of Q4 FY2017 releases, yet titles such as Another Eden: The Cat Who Goes Beyond Time, SINoALICE, Senki Zesshou SYMPHOGEAR XD Unlimited, and Is It Wrong to Try to Pick Up Girls in a Dungeon: Memoria Freeze drove robust coin usage in Q1.
GREE’s overseas native‑game development pipeline is expected to take a minimum of three months from announcement to launch, averaging six months. The company emphasizes delivering versions faithful to the original Japanese product and local operation for success in China, noting that Chinese users prefer authenticity and require localized fine‑tuning with strong local partners. In the VR arena, GREE is expanding its development knowledge base and partnering to provide access points for users lacking personal VR hardware, anticipating market growth.
Regarding the domestic native‑game environment, GREE acknowledges rising user expectations and a challenging acquisition landscape. Leveraging its financial strength and industry relationships, the company plans large‑scale development and mixed‑media initiatives to deliver hit titles. Sales of native games are expected to experience a temporary decline before operations are strengthened—through larger support teams, content enhancement, overseas launches, and tailored promotional activities—to drive subsequent growth.
- GREE’s Q1 FY2018 revenue growth was driven by increased commission fees from partner titles that leverage strong intellectual property.
- Key titles driving robust coin consumption in Q1 included 'Another Eden: The Cat Who Goes Beyond Time', 'SINoALICE', 'Senki Zesshou SYMPHOGEAR XD Unlimited', and 'Is It Wrong to Try to Pick Up Girls in a Dungeon: Memoria Freeze'.
- The company expects a temporary decline in native game sales as it transitions to larger support teams, enhanced content, and more aggressive promotional activities to drive future growth.
- GREE’s overseas native-game development pipeline requires a minimum of three months from announcement to launch, with an average lead time of six months.
- Success in the Chinese market is predicated on delivering versions faithful to original Japanese products while utilizing strong local partners for necessary fine-tuning.
Summary of main supplementary explanations questions and answers at the FY2020 First Quarter GREE results briefing held on October 30, 2019
The briefing addressed key financial and operational questions for GREE’s first quarter of FY2020. A decline in sales was attributed to a reactive drop following anniversary events for major titles in the previous quarter and strategic title transfers aimed at improving profitability. Management projected operating income of roughly ¥0.5 billion for the second quarter, with strong expectations for core titles but a continued decline in browser game revenue; advertising spend was to increase on high‑potential games. Overseas distribution of SINoALICE remains uncertain in China due to regulatory approval, while other regions rely on local partners and progress is ongoing. Global release strategy now allows simultaneous launches in Japan and abroad, with timing set on a case‑by‑case basis after partner consultation. Challenges for AFTERLOST – Shoumetsu Toshi include attracting new fans while retaining existing ones, despite extensive fan‑targeted measures. Cost‑cutting through title transfers is viewed as a means to improve profitability, with plans to broaden the title lineup. Earnings contribution from REALITY depends on internal factors such as lifetime value enhancement and external 5G infrastructure development; the focus is on steady content portfolio expansion and platform functionality rather than rapid growth before full infrastructure deployment.
- GREE projects an operating income of approximately ¥0.5 billion for the second quarter of FY2020.
- First-quarter sales declined due to the conclusion of major title anniversary events and the strategic transfer of titles to improve overall profitability.
- Management expects browser game revenue to continue its decline while increasing advertising spend on high-potential mobile titles.
- The global release strategy has shifted to allow for simultaneous launches in Japan and international markets, contingent on partner consultation.
- The release of SINoALICE in China remains stalled due to pending regulatory approval, while other international markets rely on local distribution partners.
Summary of Main Supplementary Explanations Questions and Answers: FY2020 Fourth Quarter Results Briefing
The briefing clarified the reasons behind the quarter‑over‑quarter decline in sales and operating income for the fourth quarter of fiscal 2020. Core revenue streams from Game and Live Entertainment remained robust, while the Advertising and Media segment suffered sales drops linked to COVID‑19 disruptions. Operating income fell further due to lower sales and increased fixed costs, notably one‑time expenses such as divestitures of unprofitable units, office consolidation and relocation costs, and remote‑office support to curb virus spread. The Game business itself experienced only limited impact despite delays in anime broadcasts featuring third‑party intellectual property.
Looking ahead, the company projects full‑year fiscal 2021 operating income to stay within a range of approximately ¥0.5 billion to just under ¥1.0 billion per quarter, with a stronger first‑quarter outlook of over ¥1 billion driven by the successful global launch of SINoALICE. For the Advertising and Media division, profitability is expected to improve through restructuring initiatives and a revised business plan tailored to the pandemic context, with an aim to achieve profitability within fiscal 2021. The analysis covers Japan‑based operations across gaming, live entertainment, and advertising/media segments during the 2020–2021 fiscal period.
- The company projects fiscal 2021 quarterly operating income to range between ¥0.5 billion and just under ¥1.0 billion, with a Q1 forecast exceeding ¥1 billion.
- The Q1 2021 earnings surge is driven by the successful global launch of the game title SINoALICE.
- Fiscal 2020 Q4 operating income declined due to decreased sales and one-time costs, including unit divestitures, office consolidation, and remote-work support.
- The Advertising and Media segment is undergoing restructuring to reach profitability within fiscal 2021, following pandemic-related sales declines in 2020.
- Core revenue streams from Game and Live Entertainment remained robust throughout fiscal 2020 despite COVID-19 disruptions.
Summary of Main Supplementary Explanations Questions and Answers: FY2021 Third Quarter GREE Results Briefing
The briefing outlines GREE’s strategic outlook for the remainder of FY2021 and beyond, focusing on its core Game business, profitability trajectory, investment income sustainability, and short‑term financial expectations. GREE anticipates a medium‑to‑long‑term sales uptrend driven by the release of new game titles in FY2022 and subsequent years, while simultaneously strengthening operational capabilities for existing titles. Profitability is expected to broaden through the creation of more profitable business structures and favorable contractual terms, aligned with a strategy centered on Game engine development, intellectual property acquisition, and global expansion.
Investment income derives primarily from gains on venture‑capital partnerships in Japan and overseas, as well as the consolidation of previously unconsolidated subsidiary STRIVE Inc. The company notes that short‑term returns may fluctuate due to diversified investment portfolios, but medium‑to‑long‑term sustainability is projected. Planned allocation of these gains targets reinvestment in core businesses and shareholder returns.
Financially, GREE projects operating income for the fourth quarter of FY2021 at approximately ¥1.0 billion, reflecting confidence in its current revenue streams and cost management. The briefing covers Japan’s domestic market with implications for global expansion, covering the period up to FY2021 and projecting into FY2022. Methodological details are limited, but the focus remains on strategic investment, operational efficiency, and incremental revenue growth.
- GREE projects operating income for the fourth quarter of FY2021 to reach approximately ¥1.0 billion.
- The company anticipates a medium-to-long-term sales uptrend driven by a pipeline of new game titles scheduled for release in FY2022 and beyond.
- Strategic growth initiatives focus on game engine development, intellectual property acquisition, and global market expansion.
- Investment income is bolstered by gains from venture-capital partnerships and the consolidation of the subsidiary STRIVE Inc.
- Profitability improvements are being pursued through the restructuring of business models and the negotiation of more favorable contractual terms.