Results for this period
Interim period (second quarter)1 April 2026 to 30 September 2026ConsolidatedJapanese GAAPThe width of the band at each stage is based on revenue. The narrower it becomes toward the bottom, the smaller the proportion of revenue that remains as profit. The dotted outline is the full-year forecast and the band inside it is the result for this period. The progress rate is the result divided by the forecast.
塗りつぶした部分が自己資本比率です。総資産のうち、返済のいらない自前の資金がどれだけかを表します。The thin vertical line indicates the level at the end of the previous fiscal year.
Stacked from zero: upward is an increase in cash, downward a decrease (in Thousands of yen).The net change represented by the dotted line is the total of three items, calculated from figures provided by the company.
In the Games business, sales increased through anniversary and collaboration campaigns for the 2 flagship titles, while lower software amortisation, advertising and other expenses incurred in the same period of the previous year, a narrower loss from unprofitable titles and lower payment processing fees also contributed. In the Content business, stronger merchandise sales in the MD business and higher earnings in the anime business boosted revenue, while continued investment in new business areas and amortisation of investments in anime productions reduced earnings.
Not applicable
| Item | Details |
|---|---|
| Fiscal Period Classification | Interim period (second quarter) |
| Accounting standards | Japanese GAAP |
| Consolidated / non-consolidated | Consolidated |
| Period Covered | 1 April 2026 to 30 September 2026 |
| Net Sales | ¥8,328 million (YoY +1.1%) |
| Operating profit | ¥659 million |
| Ordinary income | ¥595 million |
| Profit attributable to owners of the parent | ¥502 million |
| Net income per share | ¥17.50 |
| Equity ratio | End of the current fiscal period 41.1 / End of previous period 42 |
| Total assets | ¥12,759 million |
| Net assets | ¥5,309 million |
| Cash flows from operating activities | 935,721 Thousands of yen |
| Cash flows from investing activities | -2,958,842 Thousands of yen |
| Cash flows from financing activities | 590,474 Thousands of yen |
| Cash and cash equivalents at end of period | 4,942,637 Thousands of yen |
| Full-year earnings forecast | Net Sales ¥17,500 million (YoY -0.3%) / Operating profit ¥1,300 million (YoY +218.1%) / Ordinary income ¥1,150 million (YoY +260.6%) / Profit attributable to owners of parent ¥900 million (YoY +321.2%) |
| Revision to Earnings Forecast | Not disclosed → Net Sales ¥17,500 million (YoY -0.3%) / Operating profit ¥1,300 million (YoY +218.1%) / Ordinary income ¥1,150 million (YoY +260.6%) / Profit attributable to owners of parent ¥900 million (YoY +321.2%) |
| Annual Dividend Forecast | 0 Yen → 5 Yen |
| Segment revenue | Gaming Business ¥7,890.55 million (YoY -0.6%), Content business ¥438.72 million (YoY +35.4%) |
| Segment profit | Gaming Business ¥1,159.90 million, Content business ¥-500.64 million |
| Depreciation and amortization | 560,992 Thousands of yen |
| Impairment loss | None recorded for the interim period |
| Breakdown of extraordinary income (loss) | Extraordinary income Gain on sale of non-current assets 12,867 Thousands of yen, Gain on reversal of stock acquisition rights 12,585 Thousands of yen / Extraordinary loss No recognition |
| Disclosure regarding the going concern assumption | Not applicable |
| Change in accounting policy | Changes due to revisions to standards No / Other changes No / Change in accounting estimate No / Restatement No |
| Changes in the scope of consolidation | Added: 0 companies; excluded: 0 companies |
| Material subsequent events | Not applicable |
| Availability of Supplementary Financial Results Materials | Yes |
| Availability of Financial Results Briefing | Yes (for institutional investors and analysts) |
| Issued Shares at Period-End | 29,451,212 |
| Treasury Shares at Period-End | 1,044,565 |
| Factors Behind Changes in Business Performance | In the Games business, sales increased through anniversary and collaboration campaigns for the 2 flagship titles, while lower software amortisation, advertising and other expenses incurred in the same period of the previous year, a narrower loss from unprofitable titles and lower payment processing fees also contributed. In the Content business, stronger merchandise sales in the MD business and higher earnings in the anime business boosted revenue, while continued investment in new business areas and amortisation of investments in anime productions reduced earnings. |
Items this document does not state (5)
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.In the Games business, amortisation of software and advertising expenses, among other costs, incurred in the same period of the previous year declined, and the loss from unprofitable titles narrowed. In addition, higher sales of the 2 flagship titles and lower payment processing fees improved profitability. In the Content business, revenue increased on stronger merchandise sales in the MD business and higher earnings in the anime business, while losses widened due to investment in new business areas and amortisation of investments in anime productions.