Komori
Applied (3020) · TargetAdvanced

Becoming a direct-sales manufacturer under the banner of “A company taking on the challenge of making AI part of everyday life”

First written in FY2021-Q1. 20 of 24 entries say "Advanced", first in FY2021. Latest entry: 2026-11-13.

24entries
7years
4from disclosures
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How it moved
ProgressHeldSoftenedWorseRestatedFY2021-Q1 – FY2021-Q3AdvancedFY2022-Q2 – 2026-11-132020: 220202021: 420212022: 420222023: 420232024: 320242025: 220252026: 52026
Same theme, other companies
Expansion of the Proprietary Product LineupA theme 2 companies write about · 0 as a headwind · 2 as a tailwind

1 other company's latest entry also says "Advanced".

Ridges = years it wrote progress, valleys = years it wrote worse. Most hopeful companies at the back. Drag to turn, scroll to zoom, right-drag to pan. On a phone, two fingers turn and pinch to zoom; one finger scrolls the page.
Full recordFilings, disclosures and news, newest first
  1. FY2026AdvancedAnnual report

    「In the PC and gaming business, the Company sought to become a direct-sales manufacturer with the goal of being a “company that takes on the challenge of making AI part of everyday life.” Against a backdrop of rising replacement demand following the end of Windows 10 support in October 2025, it increased production capacity for original products through the operation of its Nagoya production facility and expanded its sales channels in the Tohoku region by opening a new Applied Sendai store, resulting in revenue of ¥37,392 million, up 8.2% year on year.」

    The company has given concrete form to its goal of becoming a direct-sales manufacturer through increased production capacity at its Nagoya production facility, expanded sales of original products, and expansion of sales channels in Tohoku through its Sendai store. Business revenue increased 8.2% year on year.
  2. FY2026-H1AdvancedAnnual report

    「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business focused on selling high-quality original products and providing high-value-added services amid pronounced rush demand ahead of the end of Windows 10 support in October 2025. Revenue was ¥17.190 billion, up 13.6% year on year.」

    The company has given concrete form to its goal of becoming a direct-sales manufacturer through responding to demand following the end of Windows 10 support and providing high-quality original products and high-value-added services. Business revenue increased 13.6% year on year.
  3. FY2025AdvancedAnnual report

    「In the PC and gaming business, the Company sought to become a direct-sales manufacturer with the goal of being a “company that takes on the challenge of making AI part of everyday life.” Amid rising replacement demand following the end of Windows 10 support in October 2025, it expanded and increased sales of its proprietary product lineup, including the “High-Performance & High-Quality CERVO Workstation Series” and “High-Durability Path Finder Series,” resulting in revenue of ¥34,572 million, up 9.0% year on year.」

    The company has given concrete form to its goal of becoming a direct-sales manufacturer through expanding and increasing sales of high-performance, high-quality workstations, highly durable series, and its own product lineup. Business revenue increased 9.0% year on year.
  4. FY2025-H1AdvancedAnnual report

    「① In the PC and gaming business, the Company sought to become a direct-sales manufacturer with the goal of being a “company that takes on the challenge of making AI part of everyday life.” Against a backdrop of rising replacement demand ahead of the end of Windows 10 support, it increased contact points for B2B solution proposals through business fairs for corporations and sole proprietors, online seminars for universities and research institutions, and demonstrations of cutting-edge computers. It strengthened sales of high-priced, high-value-added models leveraging its proprietary technology, including the “High-Performance & High-Quality CERVO Workstation Series” and “High-Durability Path Finder Series,” while focusing on providing high-value-added services, resulting in revenue of ¥15,133 million, up 3.9% year on year.」

    The company has given concrete form to its goal of becoming a direct-sales manufacturer through expanding contact points with corporate customers responding to replacement demand, and strengthening sales of high-performance, highly durable models and high-value-added services. Revenue increased 3.9% year on year.
  5. FY2024AdvancedAnnual report

    「In the PC and gaming business, the Company sought to become a direct-sales manufacturer with the goal of being a “company that takes on the challenge of making AI part of everyday life,” expanded its original product lineup by industry and application, broadened its range of solution proposals, and focused on acquiring new corporate customers through seminars for corporations, government agencies, research institutions and universities, resulting in revenue of ¥31,720 million, up 3.9% year on year.」

    The company has given concrete form to its goal of becoming a direct-sales manufacturer through expanding original products by industry and application, solution proposals, various seminars, and the acquisition of new corporate customers. It disclosed a 3.9% year-on-year increase in revenue.
  6. FY2024-Q3AdvancedAnnual report

    「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business held online seminars, business fairs and the OPEN Grand Appreciation Festival, among other events, and pursued differentiation in products, merchandise and services through its strategy of becoming the leading store in each region. Revenue was ¥22.225 billion, up 5.4% year on year.」

    The company has given concrete form to its goal of becoming a direct-sales manufacturer through differentiation via online seminars, business fairs, the OPEN Grand Appreciation Festival, and a strategy of being the leading store in each local market. Revenue increased 5.4% year on year.
  7. FY2024-Q2AdvancedAnnual report

    「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business expanded its differentiated lineup of corporate products tailored to specific industries and uses, including the “PC Series That Keeps Operations Running,” equipped with highly durable and reliable industrial motherboards, thereby increasing the number of new corporate customers. Revenue was ¥14.561 billion, up 8.8% year on year.」

    The company has given concrete form to its goal of becoming a direct-sales manufacturer through product series incorporating highly durable and reliable industrial motherboards and expanded corporate product lineups by industry and application. It disclosed an increase in new corporate customers and an 8.8% year-on-year increase in revenue.
  8. FY2024-Q1AdvancedAnnual report

    「① In the PC and gaming business, the Company sought to become a direct-sales manufacturer with the goal of being a “company that takes on the challenge of making AI part of everyday life,” promoted product and solution sales specialised by application, and increased service revenue through various promotional initiatives, resulting in revenue of ¥6,936 million, up 3.2% year on year.」

    The company has given concrete form to its goal of becoming a direct-sales manufacturer through product and solution sales specialized by application and increased service revenue generated by various promotional initiatives. Revenue increased 3.2% year on year.
  9. FY2023AdvancedAnnual report

    「Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business pursued differentiation through proposals for various solutions centered on original products. Revenue was ¥30.521 billion, up 13.7% year on year.」

    The company has given concrete form to its goal of becoming a direct-sales manufacturer through proposals for various solutions centered on original products. Revenue increased 13.7% year on year.
  10. FY2023-Q3AdvancedAnnual report

    「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business strengthened web-based sales promotion and focused on selling product solutions to individual and corporate customers. Revenue was ¥21.091 billion, up 13.6% year on year.」

    The company has given concrete form to its goal of becoming a direct-sales manufacturer through stronger web promotion and product and solution sales to individual and corporate customers. Revenue increased 13.6% year on year.
  11. FY2023-Q2AdvancedAnnual report

    「① In the PC and gaming business, the Group aims to become a direct-sales manufacturer that “takes on the challenge of making AI part of everyday life.” By strengthening its lineup of high-value-added products tailored to individual customer needs and focusing on product-solution sales, revenue amounted to ¥13,378 million, up 12.5% year on year.」

    The company has given concrete form to its goal of becoming a direct-sales manufacturer through a stronger lineup of high-value-added products tailored to individual needs and product and solution sales. Revenue increased 12.5% year on year.
  12. FY2023-Q1AdvancedAnnual report

    「① In the PC and gaming business, the Company sought to become a direct-sales manufacturer with the goal of being a “company that takes on the challenge of making AI part of everyday life,” promoted product and solution sales using online seminars, and benefited from steady corporate sales, resulting in revenue of ¥6,718 million, up 14.1% year on year.」

    The company has given concrete form to its goal of becoming a direct-sales manufacturer through product and solution sales using online seminars and sales to corporate customers. Revenue increased 14.1% year on year.
  13. FY2022AdvancedAnnual report

    「By strongly promoting product-solution sales leveraging the expansion of its HPC & BTO production facility, the PC and Game business, which seeks to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” recorded revenue of ¥26.841 billion, compared with ¥26.048 billion in the same period of the previous year.」

    The company has developed its goal of becoming a direct-sales manufacturer into product and solution sales utilizing the expanded HPC and BTO manufacturing facility, and has disclosed an increase in revenue.
  14. FY2022-Q3AdvancedAnnual report

    「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business focused on selling product solutions that leveraged increased production capacity and a short-lead-time production system resulting from the expansion of its HPC & BTO production facility. Revenue was ¥18.568 billion, compared with ¥18.829 billion in the same period of the previous year.」

    The company has given concrete form to its goal of becoming a direct-sales manufacturer through product and solution sales that utilize the higher production capacity and short lead-time system gained from expanding its HPC and BTO manufacturing facility.
  15. FY2022-Q2AdvancedAnnual report

    「① The PC and gaming business aims to become a direct-sales manufacturer that champions the everyday use of AI. It increased production capacity and established a short lead-time production system by expanding its HPC and BTO manufacturing facility, deepened its expertise by enhancing online services, and recorded revenue of ¥1,189.2 million, compared with ¥1,205.0 million in the same period of the previous year.」

    Under the goal of becoming a direct-sales manufacturer that champions the everyday use of AI, the company has given concrete form to higher production capacity and a short lead-time system through the expansion of its HPC and BTO manufacturing facility, as well as enhanced online services.
  16. FY2022-Q1RestatedAnnual report

    「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business pursued differentiation as a specialist retailer and focused on providing proprietary products and services. Revenue was ¥5.890 billion, compared with ¥6.180 billion in the same period of the previous year.」

    The company continues to pursue the policy of becoming a direct-sales manufacturer that champions the everyday use of AI, differentiating itself as a specialist retailer and providing proprietary products and services.
  17. FY2021AdvancedAnnual report

    「Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business pursued the development of new customer segments by providing original products and systems and services centered on HPC (high-performance computing). Revenue was ¥26.048 billion, up 7.1% year on year.」

    Under the goal of becoming a direct-sales manufacturer that champions the everyday use of AI, the company has given concrete form to the provision of original products, systems, and services centered on HPC, and to the acquisition of new customers.
  18. FY2021-Q3RestatedAnnual report

    「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business pursued differentiation from competitors by providing proprietary products, systems and services, including solutions. Revenue was ¥18.829 billion, up 7.6% year on year.」

    The company continues to pursue the goal of becoming a direct-sales manufacturer that champions the everyday use of AI and to differentiate itself through proprietary products, systems, and services, including solutions.
  19. FY2021-Q2RestatedAnnual report

    「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business pursued differentiation from competitors by providing proprietary products, systems and services, including solutions. Revenue was ¥12.050 billion, up 2.0% year on year.」

    The company continues to pursue the goal of becoming a direct-sales manufacturer that champions the everyday use of AI and to differentiate itself through proprietary products, systems, and services.
  20. FY2021-Q1First statedAnnual report

    「① Seeking to become a direct-to-consumer manufacturer that is “a company committed to making AI part of everyday life,” the PC and Game business actively promoted proposals to improve customers’ IT environments by supporting the introduction of telework and online learning and holding free consultation sessions for corporate customers and sole proprietors. Revenue was ¥6.180 billion, up 6.1% year on year.」

    For the first time, the company explicitly stated its new goal for the PC and gaming business of becoming a direct-sales manufacturer that champions the everyday use of AI. It identified support for the introduction of telework and online learning, as well as free consultation sessions for corporations and sole proprietors, as specific measures.
Moved together

"Regional Information Outreach Aimed at Becoming the Prefecture’s Undisputed Leading Information Hub" moved the same way as this thread, in the same document, in 18 of its 24 moves.

181715151514★123456
  1. ★This thread
  2. 1Regional Information Outreach Aimed at Becoming the Prefecture’s Undisputed Leading Information Hub18×
  3. 2Dependence on Interest-Bearing Debt and Financial Risk from Rising Interest Rates17×
  4. 3Strengthening the Financial Base15×
  5. 4Sales combining hardware and services, customer retention, and expansion into the corporate market15×
  6. 5Decline in sales in the PC and gaming business15×
  7. 6Sustainable Growth and Strengthening Profitability14×

★ is this thread; numbers match the list above. The number on a line is how many documents both moved the same way in; lines between the other threads count the documents they moved together in too. Threads that move together often sit closer.

When this could move next
Applied's next results are scheduled for 2026-11-13. Read the earnings preview It last moved in the Results of 2026-11-13: "Advanced".
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