Komori
Financial results presentation3698CRI Middleware Co.,Ltd.Information and Communications, Services and Others

Supplementary Materials on Results for the Fiscal Year Ended September 2026

For the fiscal year ended September 2026, revenue increased on growth in mobility and domestic game-related business, while operating profit declined due to upfront investment in overseas expansion, personnel, and R&D, and both revenue and operating profit fell short of the full-year forecasts. For the fiscal year ending September 2027, the company plans higher revenue and profit through expanded sales of new products and stronger overseas and mobility businesses.

Worth reading
73In focus
0–100. This measures how worthwhile something is to read, not how good or bad the company is.
Direction
Mixed performance
Direction inferred from the company’s description.
Scale
89
¥ million (decrease in operating profit for the fiscal year ended September 2026)
Wording
Conditional
How definitive the wording is.

Contents of this document

Supplementary materials to the earnings reportFiscal year ending September 2026, full year10 items taken from the company’s own explanation
Financial Results Figures (The key points of this material are explained below)
Net Sales¥3,593 million+4.2%
Operating profit¥464 million-16.1%
Ordinary income¥489 million-13.6%
Net income¥375 million-10.9%
Gross Profit Margin62.3%
Operating profit margin12.9%
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 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 Sales91.9%
Operating profit77.5%
Ordinary income79.5%
Net income81.2%
What the company explained in this material
Self-assessment against the planThe company's self-assessment against its own plan.
The first year of the medium-term management plan ended below the initial plan
Breakdown of Factors Affecting the ChangeReasons cited by the Company for the change in the figures.
  • 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
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
Key KPIsA metric the company considers important as a management benchmark.
  • Number of licenses using CRIWARE10,942 Licensing
  • Number of ADX Automotive sales licenses6,567 Thousand licenses
    Year 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/month
    Year 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/month
    Year on year against the same period last year-11.3%
  • Number of lectures and presentations for schools8 times
    Year on year against the same period last year+14.3%
  • Number of attendees at lectures and presentations for schools860 people
    Year on year against the same period last year+9.6%
  • Number of hires29 people
    Year on year against the same period last year+190.0%
  • Hours of career development training11,411 Time
    Year on year against the same period last year+68.7%
Segment results
  • Gaming Business
    Net Sales¥1,932 million (YoY +7.0%)
    Segment profit¥218 million (YoY +17.4%)
  • Enterprise Business
    Net Sales¥1,660 million (YoY +1.1%)
    Segment profit¥246 million (YoY -33.1%)
  • Domestic middleware/tools
    Net Sales¥1,220 million (YoY +8.9%)
  • Overseas middleware/tools
    Net Sales¥229 million (YoY -1.6%)
  • Audio production
    Net Sales¥483 million (YoY +6.7%)
  • Mobility
    Net Sales¥932 million (YoY +47.1%)
  • Embedded systems
    Net Sales¥486 million (YoY -32.8%)
  • Cloud Solutions
    Net Sales¥241 million (YoY -14.8%)
Medium-term management plan targets
Target fiscal yearFiscal year ending September 2030
Net Sales
¥100 hundred million
Operating profit margin
20 %
Business structureThree pillars: games, mobility, and online communications
Market Size / Share
  • Domestic CRIWARE adoption rate for smartphone games37 %
  • Domestic CRIWARE adoption rate for home video games30 %
Number of employees
Number of Employees191 people
Change during the periodIncreased from 173 people in the previous fiscal year (change in headcount not disclosed)
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 202637.6%
Forecast for the fiscal year ending September 202730.3%
PolicyConsolidated payout ratio of 30% as a guideline
Contents of this document
ItemDetails
Document typeSupplementary materials to the earnings report
Fiscal Period CoveredFiscal 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 Margin62.3%
Operating profit margin12.9%
Selling, general and administrative expenses¥1,771 million
Results for the three months of the current quarterNet 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 forecastFiscal 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 forecastNet Sales 91.9% / Operating profit 77.5% / Ordinary income 79.5% / Net income 81.2%
Self-assessment against the planThe first year of the medium-term management plan ended below the initial plan
Segment resultsSegment 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 ChangeFactors 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 KPIsIndicator 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 employeesNumber 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 targetsTarget 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 DividendFiscal 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 ratioFiscal 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 / ShareIndicator name Domestic CRIWARE adoption rate for smartphone games / Value 37 %, Indicator name Domestic CRIWARE adoption rate for home video games / Value 30 %
New initiativesExpand 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)
Unit 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.

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.

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