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Drecom (3793) · RiskMaterialised

Development delays and monetization uncertainty for new games and services

First written in FY2016. 25 of 36 entries say "Materialised", first in FY2017-Q2. Latest entry: 2026-06-22.

36entries
11years
5from disclosures
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How it moved
ProgressHeldSoftenedWorseMaterialisedFY2018-Q2 – FY2020-Q2MaterialisedFY2023-Q3 – FY20262016: 320162017: 320172018: 320182019: 420192020: 320202021: 420212022: 420222023: 420232024: 120242025: 120252026: 62026
Same theme, other companies
Impairment Due to Revised Revenue Plans for Game Software AssetsA theme 19 companies write about · 21 as a headwind · 1 as a tailwind

Drecom moved to the "Worse" side of this theme in 2018, 2 years before the typical company in this theme (2020).

The whole theme swung hardest in 2019: 9 of 13 companies on the "Worse" side.

6 other companies' latest entry also says "Mitigated".

Ridges = years it wrote progress, valleys = years it wrote worse. Most hopeful companies at the back. Drag to turn, scroll to zoom, right-drag to pan. On a phone, two fingers turn and pinch to zoom; one finger scrolls the page.
Showing 14 of the 19 companies compared. The sentences above are computed from all 19.
Full recordFilings, disclosures and news, newest first
  1. 2026-06-22MitigatedManagement plan

    「Over the next five years, we will move beyond dependence on hits from new titles and build a system for continuously creating and developing IP.」

    The Company identified the uncertainty associated with dependence on hits from new titles and presented multiple smaller initiatives, early cross-media development and a system for creating and developing IP as responses.
  2. FY2026MaterialisedAnnual report

    「Because sales of the mobile game title released at the end of the previous fiscal year performed below expectations, the company revalued future revenue and calculated the recoverability of the investment. As a result, during the first quarter, it recognized impairment charges on assets related to the game app. In addition, based on past business performance, the company conservatively revised its outlook for the profitability of its packaged PC and console game titles and recognized impairment charges on assets for titles under development recorded as software under construction.」

    In addition to the new mobile game falling short of expectations, the company reviewed the profitability of PC and console games under development and recorded an impairment loss of ¥2,040.321 million related to the game business.
  3. FY2026-H1MaterialisedAnnual report

    「The company revalued the future revenue of a mobile game title released at the end of the previous fiscal year during the first quarter and recognized impairment charges. As a result, an extraordinary loss of ¥1,563.462 million was recorded, resulting in an interim net loss attributable to owners of the parent of ¥2,362.395 million, compared with an interim net loss attributable to owners of the parent of ¥1,022.028 million in the same period of the previous year.」

    Sales of the mobile game released at the end of the previous fiscal year fell below expectations, resulting in a revaluation of future revenue and the recording of an impairment loss of ¥1,563.462 million.
  4. FY2025-H1MaterialisedAnnual report

    「In addition, impairment charges were recognized following a revaluation of the future revenue of 1 new mobile game title released in the first quarter. As a result, an extraordinary loss of ¥601.886 million was recorded, resulting in an interim net loss attributable to owners of the parent of ¥1,022.028 million, compared with an interim net loss attributable to owners of the parent of ¥169.363 million in the same period of the previous year.」

    Uncertainty regarding sales and future revenue from 1 new mobile game title actually materialized, leading to a revaluation of future revenue, the recognition of impairment charges, and the recording of an extraordinary loss of ¥601.886 million.
  5. FY2024-Q2MaterialisedAnnual report

    「For the cumulative consolidated second quarter, sales were ¥5,091.538 million, down 12.2% year on year, operating profit was ¥472.280 million, down 70.6%, and ordinary profit was ¥453.584 million, down 70.7%. In addition, the company closed 2 new titles released at the end of the previous fiscal year and in the first quarter, and decided to discontinue development of 1 title under development at the unannounced/prototype stage. As impairment charges were recognized, an extraordinary loss of ¥609.185 million was recorded, resulting in a quarterly net loss attributable to owners of the parent of ¥169.363 million, compared with quarterly net profit attributable to owners of the parent of ¥1,056.684 million in the same period of the previous year.」

    New titles performed below expectations, resulting in the closure of 2 titles, the discontinuation of 1 title under development, and the recording of an impairment loss of ¥609.185 million.
  6. FY2024-Q1MaterialisedAnnual report

    「In the game business, the company released the new self-distributed title 『ダチメン伝説G』 through a subsidiary, but sales fell below expectations, and the company decided to close the title.」

    Sales of the new self-distributed title fell below expectations, resulting in the decision to close it and the recording of an impairment loss of ¥416.328 million. The filing also states that some existing titles in operation performed below expectations.
  7. FY2023MaterialisedAnnual report

    「In addition, impairment charges were recognized for 2 titles in operation, resulting in an extraordinary loss of ¥386.259 million.」

    Impairment charges were recognized for 2 titles in operation, resulting in an extraordinary loss of ¥386.259 million.
  8. FY2023-Q3MaterialisedAnnual report

    「In addition, an extraordinary loss of ¥336.259 million was incurred because impairment charges were recognized for 1 title in operation, resulting in a quarterly net profit attributable to owners of the parent of ¥1,166.723 million, up 36.7% year on year.」

    Impairment charges were recognized for 1 title in operation, resulting in an extraordinary loss of ¥336.259 million. The monetization uncertainty of new and existing games materialized in the results.
  9. FY2023-Q2MitigatedAnnual report

    「Profit increased year on year due to the increase in revenue from flagship titles and the closure of certain unprofitable titles, among other factors.」

    The company explained that profit from the game business increased year on year due to the closure of unprofitable titles and higher sales from core titles.
  10. FY2023-Q1MitigatedAnnual report

    「Profit increased year on year due to the increase in revenue from flagship titles and the closure of certain unprofitable titles, among other factors.」

    The company explained that profit from the game business increased year on year as a result of closing some unprofitable titles in response to monetization risks associated with new and existing games, among other factors.
  11. FY2022MaterialisedAnnual report

    「An extraordinary loss of ¥381.399 million was incurred, mainly because impairment charges were recognized for 2 titles released during the current fiscal year, resulting in profit for the year attributable to owners of the parent of ¥807.301 million, down 50.3% year on year.」

    Impairment charges were recognized for the 2 titles released during the current fiscal year, and an extraordinary loss of ¥381.399 million was recorded. The monetization uncertainty of new titles materialized in the full-year results.
  12. FY2022-Q3MaterialisedAnnual report

    「Sales declined year on year due to the closure of multiple titles and the withdrawal from the advertising business, among other factors.」

    The decline in the number of titles in operation accompanying the closure of multiple titles and other factors, as well as the decline in sales, also materialized in the cumulative third quarter.
  13. FY2022-Q2MaterialisedAnnual report

    「Although many of the other titles continued to perform steadily, sales declined year on year owing to the weakening of stay-at-home demand seen in the previous fiscal year, the decline in the number of titles in operation following the closure of multiple titles, and the effects of titles aging since release.」

    The weakening of stay-at-home demand, the closure of multiple titles and titles aging since release reduced the number of titles in operation and sales, and monetization risks for new and existing games have continued to materialize.
  14. FY2022-Q1MaterialisedAnnual report

    「Although many other titles continued to perform steadily, revenue declined year on year due to a decrease in the number of titles in operation following the closure of several titles and the effects of the time elapsed since their release.」

    The number of titles in operation and sales declined as titles were closed and aged, with monetization risks associated with new and existing games materializing in the results.
  15. FY2021MitigatedAnnual report

    「At the same time, the response to unprofitable titles also progressed steadily, and almost all titles reached a state of generating stable profits, further improving the profitability of the core game business and increasing the stability of the business.」

    In response to monetization risks associated with new and existing games, the company explained that its response to unprofitable titles had progressed and that almost all titles had reached a state of generating stable profits.
  16. FY2021-Q3MitigatedAnnual report

    「The response to unprofitable titles also progressed steadily, further improving the profitability of the core game business and increasing the stability of the business.」

    In response to monetization risks associated with new and existing games, the company explained that its response to unprofitable titles had progressed, improving the profitability and stability of the game business.
  17. FY2021-Q2MitigatedAnnual report

    「At the same time, the response to unprofitable titles also progressed steadily, further improving the profitability of the core game business and increasing the stability of the business.」

    The company itself explained that its response to unprofitable titles had progressed, improving the profitability and stability of the game business.
  18. FY2020MaterialisedAnnual report

    「Extraordinary losses for the current consolidated fiscal year mainly consisted of an impairment loss of ¥565.017 million, recorded following the discontinuation of a game app under development and the revaluation of some game apps in operation. They increased by ¥159.232 million from the previous consolidated fiscal year to ¥610.017 million, up 35.3% year on year.」

    The discontinuation of a game under development and the revaluation of a game in operation actually occurred, and an impairment loss of ¥565.017 million was recorded.
  19. FY2020-Q3MitigatedAnnual report

    「Although we continued to invest in “enza” and new business development, expenses declined year on year because measures addressing unprofitable titles were completed and operating costs were optimized, resulting in operating results turning into an operating profit.」

    While monetization risks associated with new and existing games remain, expenses declined as the company completed its response to unprofitable titles and optimized operating costs, and the company explained that operating profit returned to the black.
  20. FY2020-Q2MaterialisedAnnual report

    「However, sales declined year on year because development revenue recorded in the same period of the previous year was not recorded in the quarter.」

    Because there were no new releases during the quarter and development revenue recorded in the same period of the previous year was no longer recorded, the monetization risk for new games has continued to materialize as a decline in sales.
  21. FY2020-Q1MaterialisedAnnual report

    「However, sales declined year on year because development revenue recorded in the same period of the previous year was not recorded in the cumulative consolidated first quarter because there were no new releases.」

    With no new game releases, the loss of development revenue recorded in the same period of the previous year has materialized as a decline in sales, reflecting monetization risks.
  22. FY2019MaterialisedAnnual report

    「Sales declined year on year because new titles whose distribution began in the previous consolidated fiscal year and the current consolidated fiscal year made only limited contributions to sales, and some titles were discontinued as the company sought to focus its management resources on selected areas.」

    The limited contribution of new titles to revenue, the discontinuation of titles, and a software impairment loss of ¥349.763 million have materialized in the results.
  23. FY2019-Q3MaterialisedAnnual report

    「Because some unprofitable titles remained in the process of improving profitability, the company continued to record losses, posting an operating loss of ¥704.968 million (operating profit of ¥341.269 million in the same period of the previous year). In addition, following a revaluation related to the enza business conducted together with 株式会社BXD, the company recorded an equity-method investment loss of ¥324 million in the quarter, resulting in an ordinary loss of ¥1,282.386 million (ordinary profit of ¥193.261 million in the same period of the previous year). Regarding profit for the period attributable to owners of the parent, the company revalued the future revenue of titles in operation and recorded an extraordinary loss of ¥260 million in the quarter, resulting in a net loss for the period of ¥1,372.538 million (net profit for the period attributable to owners of the parent of ¥75.385 million in the same period of the previous year).」

    The continued operation of unprofitable titles, an equity-method investment loss related to the revaluation of the enza business, and an extraordinary loss from the revaluation of future revenue from titles in operation have materialized in the results.
  24. FY2019-Q2MaterialisedAnnual report

    「In terms of earnings, expenses were contained through operating efficiency improvements and company-wide cost optimization, which are currently being pursued as the highest-priority objectives, and profitability improved quarter on quarter. However, year on year, the number of titles in operation increased, resulting in higher operating costs, and profit turned into a loss. Operating loss was ¥578,557 thousand, compared with operating profit of ¥167,348 thousand in the same period of the previous year; ordinary loss was ¥824,106 thousand, compared with ordinary profit of ¥59,664 thousand; and net loss attributable to owners of the parent was ¥655,499 thousand, compared with net profit attributable to owners of the parent of ¥36,020 thousand.」

    The increase in operating expenses accompanying the growth in the number of titles in operation actually occurred, resulting in a shift to an operating loss, an ordinary loss and a net loss attributable to owners of the parent.
  25. FY2019-Q1MaterialisedAnnual report

    「In terms of profit, operating expenses increased year on year because the number of game apps in operation increased and many game apps were still in the process of transitioning to more efficient operating structures, resulting in narrower profit margins. In addition, we recorded major renovation investments in existing game apps, which are being introduced to expand sales, under selling, general and administrative expenses. As a result, we recorded an operating loss of ¥417.520 million (operating profit of ¥34.843 million in the same period of the previous year), an ordinary loss of ¥512.875 million (ordinary profit of ¥17.390 million in the same period of the previous year), and a net loss attributable to owners of the parent of ¥504.632 million (net loss attributable to owners of the parent of ¥4.073 million in the same period of the previous year).」

    Operating expenses and major renovation investments in existing game apps narrowed profit margins, resulting in an operating loss, an ordinary loss and a net loss attributable to owners of the parent. Monetization risks associated with developing and operating new and existing games have materialized in the results.
  26. FY2018-Q3MaterialisedAnnual report

    「We released 3 new IP games in early December, but 1 of them experienced communication failures and frequent revisions. We are still working toward stable operations at an early stage.」

    1 of the new IP games actually experienced communication failures and frequent revisions, and efforts to establish stable operations are continuing. The quantity is specified as 1 of 3.
  27. FY2018-Q2MaterialisedAnnual report

    「『ダービースタリオン マスターズ』 performed weakly because challenges emerged in appealing to user needs and the measures implemented made only a limited contribution to sales. Going forward, we will review our operating measures and aim for a recovery ahead of its first anniversary in November and the winter period, when sales typically expand.」

    The company explicitly reported monetization issues for existing titles, including challenges in appealing to user needs and the limited contribution of measures to sales, and is proceeding with a review of its operating measures.
  28. FY2017MitigatedAnnual report

    「“ダービースタリオン マスターズ,” released in November 2016, got off to a strong start and continued to contribute revenue at levels above initial expectations.」

    The new title, whose release timing had been revised, was actually released and contributed more revenue than initially expected.
  29. FY2017-Q3MitigatedAnnual report

    「The new game “ダービースタリオン マスターズ,” released in November 2016, received support from users and, together with the effects of advertising and promotional initiatives, contributed more revenue than initially expected.」

    The new game whose release timing had been reviewed in the previous quarter was released in November 2016 and contributed more revenue than initially expected.
  30. FY2017-Q2MaterialisedAnnual report

    「For the new game “ダービースタリオン マスターズ,” which was scheduled for release during the second quarter, we reviewed the release timing with the aim of increasing the likelihood of a hit.」

    The planned release timing for the new game was in fact reviewed. The company explained that this was intended to increase the likelihood of a hit.
  31. FY2017-Q1RestatedAnnual report

    「There have been no material changes to the business and other risks described in the annual securities report for the previous fiscal year.」

    The disclosure states that there have been no material changes in existing business and other risks, including delays in developing new games and services and uncertainty around monetization.
  32. FY2016First statedAnnual report

    「“崖っぷちバスターズ” performed below expectations from immediately after its release, and no improvement in profitability was expected even after initial modifications. Accordingly, as part of the app portfolio review accompanying the strategy described above, we decided in the third quarter to recognize impairment losses on this title together with 2 original games whose development had been discontinued, and recorded an extraordinary loss.」

    Because no improvement in the profitability of the underperforming game was expected, development of multiple titles was discontinued and an impairment loss of ¥359.176 million was recognized.
Moved together

"Securing High Profit Margins and Strengthening the Earnings Base" moved the same way as this thread, in the same document, in 12 of its 36 moves.

1287665★123456
  1. ★This thread
  2. 1Securing High Profit Margins and Strengthening the Earnings Base12×
  3. 2A two-pronged approach: operating existing services and developing new services8×
  4. 3Business Selection and Concentration and Synergies Between Businesses7×
  5. 4Pilot Launch and Commercialization of New Services through DRIP6×
  6. 5Share Dilution from Stock Options6×
  7. 6Expansion of the Game Operations Portfolio Through the Acquisition of スタジオレックス5×

★ is this thread; numbers match the list above. The number on a line is how many documents both moved the same way in; lines between the other threads count the documents they moved together in too. Threads that move together often sit closer.

When this could move next
Drecom's next results are scheduled for 2026-10-29. Read the earnings preview It last moved in the Management plan of 2026-06-22: "Mitigated".
News
No news is linked to this thread yet. When an article touches it, it will appear here by date.
Development delays and monetization uncertainty for new games and services | Drecom Co.,Ltd. (3793) | Komori