Contents of this document
- Increase in mobility revenue¥298 million
- Decrease in embedded revenue¥-237 million
- Decrease in cloud solutions revenue¥-41 million
- Increase in domestic middleware/tools revenue¥99 million
- Decrease in overseas middleware/tools revenue¥-3 million
- Increase in audio production revenue¥30 million
- Increase in Game business segment profit¥32 million
- Decrease in Enterprise business segment profit¥-121 million
- Expand sales of CRI LipSync Alive
- Expand game development support
- Expand business in the Chinese market and develop new customers in Europe and North America
- Strengthen relationships with OEMs and Tier 1 suppliers in the SDV field, starting with MESH
- Develop the Indian market
- Market rollout of DietCoder Bridge and D-Amp Driver
- Release next-generation products, LiveAct and SmartJPEG
- AI-assisted proposal-based sales
- Transition to the new management structure planned for December 2026
- Number of licenses using CRIWARE10,942 Licensing
- Number of ADX Automotive sales licenses6,567 Thousand licensesYear on year against the same period last year+6.1%
- Number of CRIWARE adoptions (ADXAT)2,312 10,000 licenses
- Number of CRIWARE adoptions (Glassco)630 10,000 licenses
- Domestic adoption rate for smartphone games37 %
- Domestic adoption rate for home video games30 %
- Total electricity consumption23,341 kWh/monthYear on year against the same period last year-1.9%
- Renewable energy ratio100 %Year on year against the same period last year0.0%
- Electricity consumption per employee126 kWh/monthYear on year against the same period last year-11.3%
- Number of lectures and presentations for schools8 timesYear on year against the same period last year+14.3%
- Number of attendees at lectures and presentations for schools860 peopleYear on year against the same period last year+9.6%
- Number of hires29 peopleYear on year against the same period last year+190.0%
- Hours of career development training11,411 TimeYear on year against the same period last year+68.7%
- Gaming BusinessNet Sales¥1,932 million (YoY +7.0%)Segment profit¥218 million (YoY +17.4%)
- Enterprise BusinessNet Sales¥1,660 million (YoY +1.1%)Segment profit¥246 million (YoY -33.1%)
- Domestic middleware/toolsNet Sales¥1,220 million (YoY +8.9%)
- Overseas middleware/toolsNet Sales¥229 million (YoY -1.6%)
- Audio productionNet Sales¥483 million (YoY +6.7%)
- MobilityNet Sales¥932 million (YoY +47.1%)
- Embedded systemsNet Sales¥486 million (YoY -32.8%)
- Cloud SolutionsNet Sales¥241 million (YoY -14.8%)
- Domestic CRIWARE adoption rate for smartphone games37 %
- Domestic CRIWARE adoption rate for home video games30 %
| Item | Details |
|---|---|
| Document type | Supplementary materials to the earnings report |
| Fiscal Period Covered | Fiscal year ending September 2026, full year |
| Net Sales | ¥3,593 million (YoY +4.2%) |
| Operating profit | ¥464 million (YoY -16.1%) |
| Ordinary income | ¥489 million (YoY -13.6%) |
| Net income | ¥375 million (YoY -10.9%) |
| Gross Profit Margin | 62.3% |
| Operating profit margin | 12.9% |
| Selling, general and administrative expenses | ¥1,771 million |
| Results for the three months of the current quarter | Net Sales ¥868 million / Operating profit ¥69 million / Net sales in the same period of the previous year ¥836 million / Operating profit for the same period of the previous year ¥86 million |
| Full-year earnings forecast | Fiscal year ending September 2026 Net Sales ¥3,910 million / Operating profit ¥600 million / Ordinary income ¥616 million / Net income ¥462 million / Fiscal year ending September 2027 Net Sales ¥4,130 million / Operating profit ¥600 million / Ordinary income ¥612 million / Net income ¥465 million / Investment in technology development ¥276 million / R&D investment ¥276 million |
| Progress against full-year forecast | Net Sales 91.9% / Operating profit 77.5% / Ordinary income 79.5% / Net income 81.2% |
| Self-assessment against the plan | The first year of the medium-term management plan ended below the initial plan |
| Segment results | Segment Gaming Business / Net Sales ¥1,932 million (YoY +7.0%) / Segment profit ¥218 million (YoY +17.4%), Segment Enterprise Business / Net Sales ¥1,660 million (YoY +1.1%) / Segment profit ¥246 million (YoY -33.1%), Segment Domestic middleware/tools / Net Sales ¥1,220 million (YoY +8.9%), Segment Overseas middleware/tools / Net Sales ¥229 million (YoY -1.6%), Segment Audio production / Net Sales ¥483 million (YoY +6.7%), Segment Mobility / Net Sales ¥932 million (YoY +47.1%), Segment Embedded systems / Net Sales ¥486 million (YoY -32.8%), Segment Cloud Solutions / Net Sales ¥241 million (YoY -14.8%) |
| Breakdown of Factors Affecting the Change | Factors Increase in mobility revenue / Amount ¥298 million, Factors Decrease in embedded revenue / Amount ¥-237 million, Factors Decrease in cloud solutions revenue / Amount ¥-41 million, Factors Increase in domestic middleware/tools revenue / Amount ¥99 million, Factors Decrease in overseas middleware/tools revenue / Amount ¥-3 million, Factors Increase in audio production revenue / Amount ¥30 million, Factors Increase in Game business segment profit / Amount ¥32 million, Factors Decrease in Enterprise business segment profit / Amount ¥-121 million |
| Key KPIs | Indicator name Number of licenses using CRIWARE / Value 10,942 Licensing / Year on year against the same period last year Not disclosed, Indicator name Number of ADX Automotive sales licenses / Value 6,567 Thousand licenses / Year on year against the same period last year 6.1 Thousand licenses, Indicator name Number of CRIWARE adoptions (ADXAT) / Value 2,312 10,000 licenses / Year on year against the same period last year Not disclosed, Indicator name Number of CRIWARE adoptions (Glassco) / Value 630 10,000 licenses / Year on year against the same period last year Not disclosed, Indicator name Domestic adoption rate for smartphone games / Value 37 % / Year on year against the same period last year Not disclosed, Indicator name Domestic adoption rate for home video games / Value 30 % / Year on year against the same period last year Not disclosed, Indicator name Total electricity consumption / Value 23,341 kWh/month / Year on year against the same period last year -1.9 kWh/month, Indicator name Renewable energy ratio / Value 100 % / Year on year against the same period last year 0 %, Indicator name Electricity consumption per employee / Value 126 kWh/month / Year on year against the same period last year -11.3 kWh/month, Indicator name Number of lectures and presentations for schools / Value 8 times / Year on year against the same period last year 14.3 times, Indicator name Number of attendees at lectures and presentations for schools / Value 860 people / Year on year against the same period last year 9.6 people, Indicator name Number of hires / Value 29 people / Year on year against the same period last year 190 people, Indicator name Hours of career development training / Value 11,411 Time / Year on year against the same period last year 68.7 Time |
| Number of employees | Number of Employees 191 people / Change during the period Increased from 173 people in the previous fiscal year (change in headcount not disclosed) |
| Medium-term management plan targets | Target fiscal year Fiscal year ending September 2030 / Net Sales ¥100 hundred million / Operating profit margin 20 % / Business structure Three pillars: games, mobility, and online communications |
| Annual Dividend | Fiscal year ending September 2026 Annual ¥27 per share / Interim ¥13 per share / End of period ¥14 per share / Forecast for the fiscal year ending September 2027 Annual ¥27 per share / Interim ¥13 per share / End of period ¥14 per share |
| Payout ratio | Fiscal year ending September 2026 37.6% / Forecast for the fiscal year ending September 2027 30.3% / Policy Consolidated payout ratio of 30% as a guideline |
| Market Size / Share | Indicator name Domestic CRIWARE adoption rate for smartphone games / Value 37 %, Indicator name Domestic CRIWARE adoption rate for home video games / Value 30 % |
| New initiatives | Expand sales of CRI LipSync Alive, Expand game development support, Expand business in the Chinese market and develop new customers in Europe and North America, Strengthen relationships with OEMs and Tier 1 suppliers in the SDV field, starting with MESH, Develop the Indian market, Market rollout of DietCoder Bridge and D-Amp Driver, Release next-generation products, LiveAct and SmartJPEG, AI-assisted proposal-based sales, Transition to the new management structure planned for December 2026 |
Items this document does not state (9)
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.Higher revenue resulted from expanded adoption of Glassco for two-wheelers, lump-sum licensing of domestic middleware and tools for home video game consoles, and audio production projects. The decline in operating profit resulted from higher costs, including upfront investment to strengthen overseas expansion of the Game business and increased personnel and R&D capacity accompanying the expansion of the mobility business. The shortfall against the full-year forecast resulted from delays in expanding sales and launching the Game business's new products in Europe and North America, and the Enterprise business's failure to secure the targeted level of commissioned projects.