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Page 1
Report12 pages

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.
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Akatsuki
Page 1
Report2 pages

Summary of Main Supplementary Explanations Questions and Answers: FY2022 Third Quarter GREE Results Briefing

The briefing clarifies GREE’s operational status and financial outlook for FY2022 third quarter, focusing on game releases, overseas distribution, user acquisition, and investment performance. Heaven Burns Red is positioned as a long‑term growth engine; the company plans to add content and implement creative training cycles, leveraging experience from titles like Another Eden. Echoes of Mana, launched April 27, 2022, has already met key performance indicators and will receive ongoing promotional support. Simultaneous global releases of That Time I Got Reincarnated as a Slime: ISEKAI Memories and Echoes of Mana have performed strongly overseas, prompting consideration of further international launches for other titles.

User acquisition and engagement for the mobile title REALITY have improved through sustained promotional activities in Japan and abroad, with notable success in North America via targeted events and functional enhancements. Financially, the company experienced a cumulative loss for the third quarter; this is attributed to a decline in the Investment and Incubation Business relative to FY2021, despite steady growth in Internet and Entertainment operations driven by new hit titles. The Investment segment’s volatility over short periods is noted as a contributing factor.

Looking ahead to the fourth quarter, GREE projects operating income in the Internet and Entertainment Business between ¥2.5 billion and just under ¥3.0 billion, assuming continued strong sales of Heaven Burns Red and stable market trends for new releases. The outlook remains contingent on title performance dynamics.

  • GREE projects Q4 operating income for its Internet and Entertainment Business to reach between ¥2.5 billion and just under ¥3.0 billion, driven by the performance of new titles.
  • The company reported a cumulative loss for Q3 FY2022, primarily due to volatility and a year-over-year decline in the Investment and Incubation Business.
  • Heaven Burns Red is being managed as a long-term growth engine, with the company applying operational experience from Another Eden to implement new content and training cycles.
  • Simultaneous global releases of That Time I Got Reincarnated as a Slime: ISEKAI Memories and Echoes of Mana (launched April 27, 2022) have performed strongly, prompting plans for further international title launches.
  • The mobile platform REALITY has seen improved user acquisition and engagement, particularly in North America, following targeted events and functional enhancements.
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GREE
Page 1
Report2 pages

Summary of Main Supplementary Explanations Questions and Answers: FY2023 First Quarter GREE Results Briefing

The briefing outlines GREE’s strategic outlook and performance expectations for FY2023, focusing on its core gaming, metaverse, and investment activities. The company reports a stable user base for the flagship title “Heaven Burns Red,” anticipating steady earnings while continuing to develop new content. Other major titles are expected to experience a typical first‑quarter slowdown after a fourth‑quarter peak, with the company preparing anniversary events and content releases to sustain engagement through late 2022 and beyond.

GREE plans to replicate the success of “Heaven Burns Red” by applying lessons learned in development and operations to future titles, emphasizing expressive design and multifaceted marketing know‑how. In the metaverse segment, profitability has reached breakeven; the firm is expanding its user base for REALITY and reinvesting profits into promotional activities to support further growth.

The investment and incubation arm faces a cautious outlook for FY2023, with potential quarterly losses if exit distributions remain low despite some expected payouts. For the Internet and Entertainment Business, operating income for Q2 FY2023 is projected between ¥1.0 billion and ¥1.5 billion, reflecting moderate growth expectations amid market uncertainties.

Overall, GREE’s strategy centers on leveraging proven game development expertise, expanding metaverse user engagement, and managing investment risks while targeting modest income growth in its entertainment portfolio.

  • GREE projects operating income for the Internet and Entertainment Business to reach between ¥1.0 billion and ¥1.5 billion in Q2 FY2023.
  • The flagship title 'Heaven Burns Red' maintains a stable user base, with the company leveraging its development and marketing lessons from this game to inform future title releases.
  • The metaverse segment, anchored by the platform REALITY, has reached a breakeven point and is currently reinvesting profits into promotional activities to scale its user base.
  • Major game titles are expected to face a typical Q1 seasonal slowdown following a Q4 peak, with management planning anniversary events and content updates to drive engagement through late 2022.
  • The investment and incubation arm faces a cautious outlook for FY2023, with the potential for quarterly losses if exit distributions remain low.
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GREE
Page 1
Report2 pages

Summary of Main Supplementary Explanations Questions and Answers: FY2024 Second Quarter

The briefing clarified GREE’s strategic priorities and financial outlook for the second quarter of FY2024. Recent events for Heaven Burns Red celebrated its two‑year anniversary, generating strong performance and reinforcing the company’s focus on successful titles. The decision to discontinue support for SINoALICE was framed as a timing choice aligned with the broader development trajectory of GREE’s Game and Anime Business, indicating a shift toward more promising projects.

Development activities continue to progress smoothly, though specific release dates remain undisclosed. In the VTuber segment, GREE plans aggressive investment to expand its talent pool and enhance competitiveness through its talent agencies. Talent auditions are evaluated on past streaming performance, character fit with the existing portfolio, and audience engagement capabilities.

Investment business conditions are described as improving; after a period of inflated valuations—particularly in the United States—market values have stabilized, creating a favorable environment for new investments. GREE’s established network in gaming and metaverse sectors positions it to accumulate additional investment assets.

Financial projections for the third quarter exclude the Investment Business, estimating consolidated operating income of approximately ¥1.5 billion. For the full fiscal year FY2024, the company forecasts consolidated operating income of roughly ¥5.0 billion under the same exclusion. These figures suggest a steady growth trajectory driven by core gaming, anime, and VTuber operations while maintaining a cautious stance on investment activities.

  • GREE forecasts consolidated operating income of approximately ¥1.5 billion for Q3 and ¥5.0 billion for the full fiscal year FY2024, excluding the Investment Business.
  • The company is shifting its Game and Anime Business strategy by discontinuing support for SINoALICE to prioritize more promising development projects.
  • Heaven Burns Red remains a core performance driver, with its two-year anniversary events contributing to strong financial results.
  • GREE is aggressively increasing investment in its VTuber segment to expand its talent pool and improve competitiveness through its talent agencies.
  • Market conditions for the Investment Business have stabilized following a period of inflated valuations in the United States, prompting GREE to seek new investment assets.
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GREE
Page 1
Report3 pages

Summary of Main Supplementary Explanations Questions and Answers: FY2025 Full-Year Results

GREE Holdings outlines its FY2025 full‑year results and forward strategy across several business segments. In the game division, the company acknowledges the typical post‑launch decline in live‑service titles and counters it by expanding both its live‑service portfolio—leveraging a proven RPG engine—and investing in console games built on proprietary IP to create a steadier earnings base. The company reports multiple recent hit releases and anticipates further inquiries for third‑party IP adaptations, positioning itself to capture high profitability in the live‑service arena.

The platform business remains growth‑oriented, with steady increases in room and gifting revenue offsetting a temporary dip in avatar sales. New avatar features are expected to revive this segment, while the company continues to push other monetization channels. In the VTuber sector, GREE pursues a two‑stage growth model: first expanding its talent roster—now about 90 talents—and then boosting sales per talent through diversified merchandise channels and nascent live‑event advertising. Sales per talent have doubled since FY2024, and the company maintains a balanced portfolio to avoid over‑reliance on any single talent.

The DX business is undergoing a structural shift from one‑time project sales to recurring revenue, with modest growth projected through FY2026 as the transition completes. Investment activities in FY2026 will see increased volatility due to fund maturity and potential impairment, yet the company expects stable income streams from dividends and performance fees. Overall, GREE projects balanced returns while navigating market challenges across its diversified entertainment portfolio.

  • GREE is shifting its game division strategy to balance post-launch live-service volatility by investing in console titles built on proprietary IP.
  • The VTuber business has doubled sales per talent since FY2024, supported by a roster of approximately 90 talents and expanded merchandise and advertising channels.
  • The DX business is transitioning from a one-time project sales model to a recurring revenue structure, with modest growth expected through FY2026.
  • Platform revenue growth is currently driven by room and gifting monetization, which is offsetting a temporary decline in avatar sales.
  • Investment activities in FY2026 are expected to experience increased volatility due to fund maturity and potential impairments, though stable income from dividends and performance fees is anticipated.
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GREE
Page 1
Report64 pages

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.
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Square Enix
Page 1
Report2 pages

Square Enix Special Feature: Erdrick Trilogy Reimagined

The Dragon Quest franchise continues to expand its global footprint, reaching over 95 million units in total shipments and digital sales as of June 2025. A central focus of the current release strategy is the reimagining of the foundational Erdrick Trilogy through HD-2D remakes. Dragon Quest I & II HD-2D Remake is scheduled for a February 5, 2026, launch on a wide array of platforms, including the Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam and the Microsoft Store. This multi-platform approach reflects a broader commitment to utilizing contemporary technology to modernize classic role-playing experiences for a global audience.

Beyond the core Dragon Quest series, the broader portfolio demonstrates significant market penetration across several flagship intellectual properties. The Final Fantasy franchise has surpassed 204 million units globally as of mid-2025, supported by the ongoing expansion of Final Fantasy XIV: Dawntrail and the continued rollout of Final Fantasy VII Rebirth across various ecosystems. Additionally, the Kingdom Hearts series, a collaborative effort with Disney, has achieved over 38 million units in sales, with new entries currently in development for unspecified launch windows.

The strategic roadmap emphasizes cross-platform accessibility and the revitalization of legacy content. By targeting next-generation hardware like the Nintendo Switch 2 alongside established consoles and PC storefronts, there is a clear intent to maximize reach across diverse geographic markets. This strategy is complemented by a robust pipeline of mobile and niche titles, including Dragon Quest Tact and various entries in the Bravely Default and Octopath Traveler series, ensuring a steady cadence of content across the role-playing game segment through 2026.

  • The Dragon Quest I & II HD-2D Remake is scheduled for release on February 5, 2026, across Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC.
  • The Dragon Quest franchise has reached 95 million units in total shipments and digital sales as of June 2025.
  • The Final Fantasy franchise has surpassed 204 million units globally as of mid-2025, driven by Final Fantasy XIV: Dawntrail and Final Fantasy VII Rebirth.
  • Square Enix is prioritizing a cross-platform strategy that targets next-generation hardware alongside established consoles and PC storefronts to maximize global market reach.
  • The Kingdom Hearts series has achieved over 38 million units in sales, with new entries currently in development.
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Square EnixSept 2025
Page 1
Report26 pages

Key Insights into Role-Playing Games (RPGs)

Role-Playing Games (RPGs) represent the highest-revenue genre in the global gaming market as of 2022. The genre is characterized by deep character development, party-based mechanics, and progression systems centered on quests and combat. While RPGs are played across all platforms, they maintain a strong presence on PC and console, where they consistently rank among the top genres for monthly active users.

The demographic profile of the RPG audience is predominantly male, accounting for 58% of players, and skews toward younger age groups, with 59% of the player base falling between the ages of 10 and 30. Engagement patterns reveal that RPG players are highly active, averaging 18.8 sessions per month. The genre also demonstrates significant cross-genre appeal, with high player overlap in the adventure, shooter, and battle royale categories. High magical fantasy remains the most popular thematic element, utilized by 63% of the player base, while skill and talent trees serve as the most prevalent gameplay mechanic.

Monetization within the RPG space is dominated by pay-to-play models, which reach 97% of the player base, followed closely by in-app purchases at 90%. Geographically, the United States and Japan lead in monthly active users on PC and console. The genre also maintains a robust live-streaming presence, generating 205 million hours watched across platforms like Twitch and Facebook Gaming in June 2022. These insights are derived from data covering 37 markets, excluding China and India, and utilize proprietary gamer segmentation to analyze player motivations, viewing habits, and engagement metrics across the broader gaming ecosystem.

  • As of 2022, Role-Playing Games (RPGs) rank as the highest-revenue genre in the global gaming market.
  • The player base is predominantly male (58%) and young, with 59% of users falling between the ages of 10 and 30.
  • Monetization is heavily driven by pay-to-play models used by 97% of the player base, supplemented by in-app purchases at 90%.
  • High magical fantasy is the dominant theme, appearing in 63% of RPGs, while skill and talent trees remain the most prevalent gameplay mechanics.
  • RPG players exhibit high engagement, averaging 18.8 sessions per month, with significant audience overlap in the adventure, shooter, and battle royale genres.
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NewzooJan 2025
Page 1
Report19 pages

RPG Genre Snapshot

Role-playing games represent a significant pillar of the mobile gaming market, currently holding a 14% revenue share on the US iOS platform. While established titles like Raid: Shadow Legends and Marvel Strike Force maintain their positions at the top of the charts, the genre is undergoing a fundamental shift in subgenre dominance. Historically led by turn-based titles, the market is increasingly defined by high-production action RPGs. This transition is primarily driven by the massive success of Genshin Impact, which alone accounts for 10% of the total RPG market share, and the more recent launch of My Hero Academia: The Strongest Hero.

Analysis of these market leaders reveals a trend toward open-world experiences, narrative depth, and console-quality production values. While both leading titles utilize action-based combat and anime art styles, they cater to different player motivations. Genshin Impact focuses on single-player exploration and skill-based mechanics, whereas My Hero Academia emphasizes social and competitive elements through synchronous and asynchronous PvP. Despite these innovations in gameplay, the genre remains anchored by character collection and gacha-based monetization.

Revenue performance in the sector is heavily dictated by live operations and content updates. Data indicates that the most significant revenue spikes occur during limited-time events, particularly those introducing new characters via "banner gachas" or step-up mechanics. Furthermore, collaboration events with external intellectual properties, such as the crossover between The Seven Deadly Sins: Grand Cross and Stranger Things, have proven highly effective at engaging audiences. These findings, derived from GameRefinery’s proprietary SaaS dashboard and genre taxonomy, cover the US iOS market over a twelve-month period ending in mid-2021.

  • RPG titles account for 14% of the total revenue share on the US iOS mobile gaming market.
  • Genshin Impact alone captures 10% of the total RPG market share, signaling a shift from turn-based titles toward high-production action RPGs.
  • Market leaders are increasingly defined by console-quality production values, open-world environments, and narrative-heavy gameplay.
  • Revenue performance is primarily driven by live operations, specifically limited-time events, new character 'banner gacha' releases, and external IP collaborations.
  • While action-based combat and anime aesthetics are common, top titles differentiate by focusing on either single-player exploration or competitive PvP elements.
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GameRefineryJun 2021
Page 1
Report19 pages

RPG Genre Snapshot Report June 2021

Role-playing games (RPGs) represent a cornerstone of the mobile gaming market, accounting for approximately 14% of total revenue on the US iOS platform as of mid-2021. While the genre has long been dominated by established turn-based titles like Raid: Shadow Legends and Marvel Strike Force, recent market data indicates a significant shift toward Action RPGs. This transition is driven primarily by high-production, open-world titles that bridge the gap between mobile and console-quality experiences.

The primary catalyst for this shift is Genshin Impact, which alone commands over 10% of the RPG market share. Alongside the more recent launch of My Hero Academia (MHA): The Strongest Hero, these titles emphasize narrative depth, exploration, and high-fidelity graphics. While both utilize an anime art style, they cater to different player motivations: Genshin Impact focuses on single-player exploration and skill-based combat, whereas MHA integrates more competitive social elements, including synchronous and asynchronous PvP.

Monetization within the genre remains heavily reliant on character collection mechanics and sophisticated gacha systems. Analysis of top-performing updates shows that revenue spikes are most frequently tied to limited-time "banner" gachas and IP collaboration events, such as the crossover between The Seven Deadly Sins: Grand Cross and Stranger Things. These events often introduce bespoke gameplay modes, such as tower defense or unique PvE challenges, to maintain engagement.

The findings are based on GameRefinery’s proprietary three-layered taxonomy and a motivation framework derived from a survey of over 7000 mobile gamers across English-speaking Western markets. The data specifically covers the US iOS market for the 12-month period leading up to June 2021, highlighting a clear evolution from traditional turn-based mechanics toward immersive, open-world action experiences.

  • As of mid-2021, RPGs account for approximately 14% of total revenue on the US iOS mobile gaming platform.
  • The RPG market is shifting from traditional turn-based titles toward high-fidelity, open-world Action RPGs that offer console-quality experiences.
  • Genshin Impact is the primary driver of the genre's evolution, currently commanding over 10% of the total RPG market share.
  • Top-performing RPGs increasingly differentiate themselves through specific player motivations, such as Genshin Impact’s focus on single-player exploration versus My Hero Academia’s emphasis on competitive PvP.
  • Revenue growth in the genre is primarily driven by limited-time 'banner' gacha systems and IP collaboration events, such as the crossover between The Seven Deadly Sins: Grand Cross and Stranger Things.
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GameRefineryJun 2021
Page 1
Report30 pages

Mobile Game Genre Report: Role-Playing Games 2021

Role-playing games represent the most lucrative segment of the global mobile gaming market, generating $18.5 billion in 2020 and accounting for nearly a quarter of all mobile gaming revenue. This market is geographically concentrated in East Asia, where China, Japan, and South Korea collectively generate over 70% of the genre's global earnings. The landscape is characterized by the dominance of domestic publishers and a heavy reliance on established intellectual properties from movies, literature, and PC ports, which account for approximately half of the top-performing titles. The Marvel franchise serves as a primary example of this trend, exerting a pervasive influence on player acquisition and revenue generation through its immense brand saturation.

While IP-based titles leverage organic recognition, original properties must utilize aggressive influencer marketing and high-quality creative advertisements to compete. Long-term sustainability in the genre is driven by consistent content updates, social competitive mechanics, and time-limited gacha systems. Although in-app purchases remain the primary revenue driver—particularly among high-income male audiences—there is a significant shift toward hybrid monetization. Approximately 83% of players now accept non-disruptive rewarded video ads as a means to progress without direct spending.

To navigate evolving privacy regulations and tracking challenges, developers are increasingly prioritizing high-value user signals within the first 24 hours of gameplay. Interactive playable ads have emerged as a highly effective acquisition tool, occasionally increasing eCPMs by over 200%. By combining traditional spending triggers like battle passes and limited-time events with sophisticated ad integration, publishers are successfully monetizing both high-spending "whales" and non-paying users to maintain growth in an increasingly competitive global market.

  • Mobile RPGs generated $18.5 billion in 2020, representing nearly 25% of total mobile gaming revenue.
  • The market is heavily concentrated in East Asia, with China, Japan, and South Korea accounting for over 70% of global RPG earnings.
  • Approximately 50% of top-performing RPG titles rely on established intellectual properties, such as the Marvel franchise, to drive player acquisition and revenue.
  • Hybrid monetization is becoming standard, with 83% of players accepting non-disruptive rewarded video ads as an alternative to direct in-app purchases.
  • Interactive playable ads have become a critical acquisition tool, capable of increasing eCPMs by more than 200%.
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PangleJan 2021
Page 1
Report30 pages

Mobile Game Genre Report: Comparing & Contrasting Eastern and Western Markets

Role-playing games emerged as the dominant force in the mobile gaming industry in 2020, generating $18.5 billion in revenue and capturing over 21% of the global market share. This financial success is heavily concentrated in East Asia, specifically China, Japan, and South Korea, which collectively account for 72% of the genre's total earnings. The market is characterized by a heavy reliance on established intellectual properties from anime, film, and legacy PC franchises, which facilitate organic user acquisition and long-term retention. While Eastern markets are dominated by titles like Lineage, Western audiences gravitate toward major media brands such as Marvel and Star Wars, though original titles can achieve success through aggressive influencer marketing and high-quality creative campaigns.

The monetization landscape for the genre is currently shifting toward hybrid models that integrate traditional gacha-based in-app purchases with rewarded video advertisements. Data indicates that 83% of players are receptive to opt-in ads, and developers are increasingly utilizing battle passes to diversify revenue streams beyond high-spending "whales." These strategies, combined with robust live-ops and cross-media collaborations, have proven effective in maintaining engagement among the genre's core demographic of younger, high-income males.

To navigate modern privacy-related tracking challenges, successful developers are prioritizing early user value signals and optimizing for return on ad spend through interactive playable advertisements. By tailoring game design and monetization to regional preferences—leveraging data from major industry analysts—developers can better address the distinct behavioral patterns of Eastern and Western players. Ultimately, the integration of cross-platform play and sophisticated hybrid monetization remains essential for sustaining growth in this highly competitive and lucrative segment of the mobile industry.

  • Role-playing games (RPGs) dominated the 2020 mobile market with $18.5 billion in revenue, representing over 21% of the global market share.
  • East Asian markets (China, Japan, and South Korea) drive RPG financial performance, accounting for 72% of the genre's total global earnings.
  • Successful RPG monetization is shifting toward hybrid models, as 83% of players are receptive to opt-in rewarded video ads alongside traditional gacha mechanics and battle passes.
  • Eastern RPG success relies heavily on established anime and legacy PC intellectual properties, whereas Western markets favor major media brands like Marvel and Star Wars.
  • To mitigate privacy-related tracking challenges, developers are increasingly prioritizing early user value signals and utilizing interactive playable advertisements to optimize return on ad spend.
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NewzooJan 2021

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