212 documents
Japanese developer/publisher. Dynasty Warriors, Nioh, Dead or Alive, Atelier, Romance of the Three Kingdoms.
Koei Tecmo Holdings reported its first‑half financial results for the fiscal year ending March 2016, showing a 5.9 % decline in net sales to ¥37.8 billion compared with the same period a year earlier, while full‑year sales are projected to rise 5.8 % to ¥40 billion. Gross profit fell 8.1 % to ¥17.1 billion, and operating income dropped 24.8 % to ¥9.7 billion; net income decreased 3.4 % to ¥9.4 billion, reflecting a modest 0.7 % increase over the full‑year forecast of ¥9.5 billion. Segment analysis indicates that Game Software sales declined 10.1 % to ¥24.9 billion, whereas Online & Mobile sales grew 6.8 % to ¥6.7 billion, and Media & Rights sales rose 5.4 % to ¥26.2 billion. Pachislot & Pachinko and Amusement Facilities segments experienced sharp declines of 17.1 % and 17.6 %, respectively, while Real Estate sales increased 67.7 %. Operating income was strongest in Game Software (¥7.8 billion) and Online & Mobile (¥1.3 billion), with Media & Rights showing a 155.4 % decline. Balance‑sheet highlights show total assets reduced from ¥115.2 billion to ¥101.5 billion, largely due to a drop in investment securities and current assets. Current liabilities fell from ¥10.9 billion to ¥6.0 billion, and long‑term liabilities decreased from ¥3.6 billion to ¥1.1 billion, improving liquidity and leverage ratios. Shareholders’ equity remained stable at ¥92.2 billion, with retained earnings slightly lower. The company’s financial position remains solid, though operating performance is pressured by declines in core gaming and amusement segments.
The consolidated financial appendix presents quarterly and annual performance for FY22 through FY25, focusing on sales, cost of sales, gross profit, SG&A, operating profit, and net profit across entertainment, amusement, real‑estate, and other segments. Sales peaked in FY25 Q4 at ¥28,978 million, driven largely by the entertainment segment (¥27,619 million), while cost of sales rose proportionally, resulting in a gross profit margin decline from 62 % in FY22 Q1 to 30 % by FY25 Q2. Operating profit fluctuated, with a notable dip in FY24 Q3 (¥4,673 million) before rebounding to ¥16,139 million in FY25 Q4. Net profit followed a similar pattern, reaching ¥17,458 million in FY25 Q4 after a negative result in FY24 Q3. Segment analysis shows entertainment consistently dominates revenue, contributing over 90 % of total sales, with amusement and real‑estate providing modest but stable contributions. Geographic revenue distribution indicates Japan remains the largest market (≈49 % of total sales), followed by North America and Asia excluding Japan, with overseas ratios ranging from 35 % to 55 %. Headcount grew from 2,413 employees in FY22 Q1 to 2,873 by FY25 Q4, reflecting expansion. Capital expenditure totals ¥789 million in FY22 and increased to ¥1,967 million in FY24, with real‑estate and equipment investments comprising the bulk. Digital sales maintain a high digital ratio (≈70 %) and online/mobile units account for 60–80 % of total sales units, underscoring a strategic shift toward digital platforms. Overall, the data illustrate robust revenue growth driven by entertainment titles, moderate margin compression due to rising costs, and a strategic emphasis on digital distribution across multiple regions.