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Presentation materials for financial results3698CRI Middleware Co.,Ltd.Information and Communications, Services and Others

Supplementary Explanatory Materials for the First Half of the Fiscal Year Ending September 2026

In the first half of the fiscal year ending September 2026, revenue was broadly in line with the same period of the previous year, while operating profit was below the prior-year level. However, progress against the full-year operating profit forecast improved to 50.2%. The full-year forecasts remain unchanged at revenue of ¥3,910 million and operating profit of ¥600 million. The company also outlined investments in new product development, mobility and overseas expansion, as well as a change to its dividend policy.

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Supplementary materials to the earnings reportFirst half of the fiscal year ending September 20269 items taken from the company’s own explanation
Financial Results Figures (The key points of this material are explained below)
Net Sales¥1,849 million-0.4%
Operating profit¥301 million-22.3%
Ordinary income¥321 million-17.8%
Net income¥222 million-18.1%
Selling, general and administrative expenses¥880 million
Gross Profit Margin
Rate63.9
Year-on-year change (points)2.6
Operating profit margin
Rate16.3
Year-on-year change (points)-4.6
Results for the three months of the current quarterSecond-quarter standalone revenue of ¥929 million and operating profit of ¥179 million
Full-year earnings forecast
Net Sales
¥3,910 million
Operating profit
¥600 million
Ordinary income
¥616 million
Profit attributable to owners of the parent
¥462 million
Progress against full-year forecast 通期の予想に対して、いまどこまで進んだかの割合です。
Net Sales47.3%
Operating profit50.2%
Ordinary income52.2%
Interim net income attributable to owners of the parent48.1%
What the company explained in this material
Breakdown of Factors Affecting the ChangeReasons cited by the Company for the change in the figures.
  • Game – Middleware/Tools-¥23 million
  • Game – Overseas-¥17 million
  • Game – Audio production+¥12 million
  • Game business segment profit-¥42 million
  • Mobility+¥179 million
  • Embedded systems-¥137 million
  • Cloud Solutions-¥36 million
  • Enterprise business segment profit-¥44 million
New initiatives
  • Launch of next-generation LipSync
  • Launch of CRI DietCoder Bridge
  • Expansion into the Indian two-wheeler market through Glassco's collaboration with Hagiwara Electronics
  • Development of next-generation products, including D-Amp Driver × GaN
  • Plan to complete development and launch new cloud solutions products in the second half
  • Begin paying interim dividends from the fiscal year ending September 2026
Key KPIsA metric the company considers important as a management benchmark.
  • Number of licenses using CRIWARE10,581 Licensing
  • Number of licenses using ADXAT1,945 10,000 licenses
  • Number of licenses using Glassco430 10,000 licenses
  • Domestic CRIWARE adoption rate (smartphone games)38 %
  • Domestic CRIWARE adoption rate (console games)30 %
Segment results
  • Gaming Business
    Net Sales¥937 million
    Year on year against the same period last year-1.2%
    Segment profit¥86 million
    Year-on-year change in profit-32.6%
  • Enterprise Business
    Net Sales¥911 million
    Year on year against the same period last year+0.5%
    Segment profit¥214 million
    Year-on-year change in profit-17.1%
  • Middleware/Tools
    Net Sales¥684 million
    Year on year against the same period last year-3.4%
  • Audio production
    Net Sales¥252 million
    Year on year against the same period last year+5.1%
  • Embedded systems
    Net Sales¥296 million
    Year on year against the same period last year-31.7%
  • Mobility
    Net Sales¥493 million
    Year on year against the same period last year+57.0%
  • Cloud Solutions
    Net Sales¥121 million
    Year on year against the same period last year-23.2%
Medium-term management plan targets
Target fiscal yearFY2030 (fiscal year ending September 2030)
Net Sales¥10 billion
Operating profit margin20%
Comparison with actual resultsFY2025 revenue of ¥3.4 billion and operating margin of 16%
Market Size / Share
  • 2024 global game content market
    Scale¥31.0 trillion
  • Top 5 Indian two-wheeler manufacturers by production volume
    Scale20.31 million units
  • Share of Japanese manufacturers in the Indian two-wheeler market
    Scale26%
  • Share of Indian manufacturers in the Indian two-wheeler market
    Scale64%
Number of employees
Number of Employees172 people
Change during the periodUp 1 from 171 people in the same period of the previous year
Annual Dividend
Fiscal year ending September 2026 forecast¥27 per share
Interim Dividend¥13 per share
Year-end dividend¥14 per share
Payout ratio
30.5% (with a consolidated payout ratio of 30% as a guideline)
Contents of this document
ItemDetails
Document typeSupplementary materials to the earnings report
Fiscal Period CoveredFirst half of the fiscal year ending September 2026
Net Sales¥1,849 million (YoY -0.4%)
Operating profit¥301 million (YoY -22.3%)
Ordinary income¥321 million (YoY -17.8%)
Net income¥222 million (YoY -18.1%)
Gross Profit MarginRate 63.9 / Year-on-year change (points) 2.6
Operating profit marginRate 16.3 / Year-on-year change (points) -4.6
Selling, general and administrative expenses¥880 million
Results for the three months of the current quarterSecond-quarter standalone revenue of ¥929 million and operating profit of ¥179 million
Full-year earnings forecastNet Sales ¥3,910 million / Operating profit ¥600 million / Ordinary income ¥616 million / Profit attributable to owners of the parent ¥462 million
Progress against full-year forecastNet Sales 47.3% / Operating profit 50.2% / Ordinary income 52.2% / Interim net income attributable to owners of the parent 48.1%
Segment resultsSegment Gaming Business / Net Sales ¥937 million / Year on year against the same period last year -1.2% / Segment profit ¥86 million / Year-on-year change in profit -32.6%, Segment Enterprise Business / Net Sales ¥911 million / Year on year against the same period last year +0.5% / Segment profit ¥214 million / Year-on-year change in profit -17.1%, Segment Middleware/Tools / Net Sales ¥684 million / Year on year against the same period last year -3.4%, Segment Audio production / Net Sales ¥252 million / Year on year against the same period last year +5.1%, Segment Embedded systems / Net Sales ¥296 million / Year on year against the same period last year -31.7%, Segment Mobility / Net Sales ¥493 million / Year on year against the same period last year +57.0%, Segment Cloud Solutions / Net Sales ¥121 million / Year on year against the same period last year -23.2%
Breakdown of Factors Affecting the ChangeFactors Game – Middleware/Tools / Amount -¥23 million, Factors Game – Overseas / Amount -¥17 million, Factors Game – Audio production / Amount +¥12 million, Factors Game business segment profit / Amount -¥42 million, Factors Mobility / Amount +¥179 million, Factors Embedded systems / Amount -¥137 million, Factors Cloud Solutions / Amount -¥36 million, Factors Enterprise business segment profit / Amount -¥44 million
Key KPIsIndicator name Number of licenses using CRIWARE / Value 10,581 Licensing / Year on year against the same period last year Not disclosed, Indicator name Number of licenses using ADXAT / Value 1,945 10,000 licenses / Year on year against the same period last year Not disclosed, Indicator name Number of licenses using Glassco / Value 430 10,000 licenses / Year on year against the same period last year Not disclosed, Indicator name Domestic CRIWARE adoption rate (smartphone games) / Value 38 % / Year on year against the same period last year Not disclosed, Indicator name Domestic CRIWARE adoption rate (console games) / Value 30 % / Year on year against the same period last year Not disclosed
Number of employeesNumber of Employees 172 people / Change during the period Up 1 from 171 people in the same period of the previous year
Medium-term management plan targetsTarget fiscal year FY2030 (fiscal year ending September 2030) / Net Sales ¥10 billion / Operating profit margin 20% / Comparison with actual results FY2025 revenue of ¥3.4 billion and operating margin of 16%
Annual DividendFiscal year ending September 2026 forecast ¥27 per share / Interim Dividend ¥13 per share / Year-end dividend ¥14 per share
Payout ratio30.5% (with a consolidated payout ratio of 30% as a guideline)
Market Size / ShareMarket 2024 global game content market / Scale ¥31.0 trillion, Market Top 5 Indian two-wheeler manufacturers by production volume / Scale 20.31 million units, Market Share of Japanese manufacturers in the Indian two-wheeler market / Scale 26%, Market Share of Indian manufacturers in the Indian two-wheeler market / Scale 64%
New initiativesLaunch of next-generation LipSync, Launch of CRI DietCoder Bridge, Expansion into the Indian two-wheeler market through Glassco's collaboration with Hagiwara Electronics, Development of next-generation products, including D-Amp Driver × GaN, Plan to complete development and launch new cloud solutions products in the second half, Begin paying interim dividends from the fiscal year ending September 2026
Items this document does not state (10)
Self-assessment against the planUnit price and quantity metricsNumber of stores and locationsAssumptions Underlying the Business OutlookRisk amount incorporated into the outlookFinancial targetsAcquisition of treasury sharesCapital expendituresOrders received and order backlogKey points of the Q&A

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 operating profit declined because the same period of the previous year benefited from special demand associated with the launch of new karaoke models. For operating profit, higher costs, including upfront investments and research and development expenses, in both the Game and Enterprise businesses contributed to the decline. At the same time, Glassco licensing revenue in the Mobility business, voice-recording projects for China, and the recovery of the domestic and Chinese Game businesses supported results.

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Supplementary Explanatory Materials for the First Half of the Fiscal Year Ending September 2026 | CRI Middleware Co.,Ltd. (3698) timely disclosure | Komori