Contents of this document
- Attracting new customer segments through the AI agent service “OfficeAI Employee”
- Release of “Culdcept Begins” on Steam
- Sales of the “Crayon Shin-chan” series for Nintendo Switch 2
- Increased promotional investment in the children’s service “Kinoly”
- Expanding business opportunities in the payments sector through collaboration with JPYC
- Adjusted EBITDA¥408 millionYear on year against the same period last year+334.0%
- ROE-1 %Year on year against the same period last year+2.4%
- Equity ratio60.3 %
- Consolidated number of employees501 People
| Item | Details |
|---|---|
| Document type | Presentation materials for financial results |
| Fiscal Period Covered | Fiscal year ending February 2027, second quarter |
| Net Sales | ¥5,297 million (YoY +9.0%) |
| Operating profit | ¥-74 million |
| Ordinary income | ¥32 million |
| Net income | ¥-55 million |
| Results for the three months of the current quarter | Revenue of ¥2,757 million and ordinary profit of ¥153 million (revenue up 25% year on year; ordinary profit improved by ¥162 million year on year) |
| Full-year earnings forecast | Net Sales ¥11,000 million / Adjusted EBITDA ¥1,000 million / Ordinary income ¥300 million / Profit attributable to owners of parent ¥150 million |
| Progress against full-year forecast | Net Sales 48% / Adjusted EBITDA 41% / Ordinary income Profit of ¥32 million against a first-half plan for a loss of ¥100 million / AI & Cloud revenue 44% / AI & Cloud segment profit 20% / IoT & Devices revenue 48% / Underlying IoT & Devices segment profit 129% / Life Design revenue 49% / Life Design segment profit 18% |
| Self-assessment against the plan | Ahead of plan; progressing smoothly; exceeding the full-year plan |
| Segment results | AI & Cloud Net Sales ¥1,401 million (YoY +5.0%) / Segment profit ¥79 million / IoT & Devices Net Sales ¥2,213 million (YoY -9.0%) / Underlying segment profit ¥137 million / Life Design Net Sales ¥1,773 million (YoY +46.0%) / Segment profit ¥50 million |
| Breakdown of Factors Affecting the Change | Profit growth due to higher SaaS revenue, etc. 13 / Profit increase due to cost reductions, etc. 18 / Increase in SG&A expenses due to the establishment of the Changsha development center, etc. -11 / Consumer business profit growth driven by strong console business performance 104 / Improved profitability of HealthTech and other early-stage investment businesses 52 / Greater efficiency in group operating expenses 36 |
| Key KPIs | Indicator name Adjusted EBITDA / Value ¥408 million / Year on year against the same period last year ¥334 million, Indicator name ROE / Value -1 % / Year on year against the same period last year 2.4 %, Indicator name Equity ratio / Value 60.3 % / Year on year against the same period last year Not disclosed, Indicator name Consolidated number of employees / Value 501 People / Year on year against the same period last year Not disclosed |
| Number of employees | 501 consolidated employees (as of the end of August 2026: 323 in Japan and 178 overseas) |
| Assumptions Underlying the Business Outlook | The company referred to the procurement environment for components, foreign exchange trends, the yuan remaining elevated, rising component prices, and the procurement environment for semiconductor memory and other items. Numerical assumptions: Not disclosed |
| Medium-term management plan targets | Medium-term management plan targeting the fiscal year ending February 2028. The plan will be rolled forward and is scheduled for publication around December 2026. |
| Annual Dividend | ¥5 per share (forecast interim dividend of ¥2 and year-end dividend of ¥3) |
| New initiatives | Attracting new customer segments through the AI agent service “OfficeAI Employee”, Release of “Culdcept Begins” on Steam, Sales of the “Crayon Shin-chan” series for Nintendo Switch 2, Increased promotional investment in the children’s service “Kinoly”, Expanding business opportunities in the payments sector through collaboration with JPYC |
Items this document does not state (13)
These are items the company does not state in this document. We do not leave them blank, nor fill them in from other sources or by inference.
The reasons the company gives
The company's own explanation, not something inferred from the numbers.Revenue and profit increased, driven by sales of new games in the Life Design business, SaaS expansion in the AI & Cloud business, and profit contributions from the IoT business in the first quarter. Ordinary profit was boosted by higher SaaS revenue, lower costs, higher profit in the console business, improved profitability in HealthTech and other businesses, and more efficient group operating expenses, while higher selling, general and administrative expenses, including costs related to establishing the Changsha development base, weighed on profit.