Results for this period
Interim period (second quarter)1 April 2026–30 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.
Distribution of game software and downloadable content, localization and sales of titles released in Japan for North America, Europe and Asia, development of new titles, and licensing out related products, among other activities
No applicable matters
| Item | Details |
|---|---|
| Fiscal Period Classification | Interim period (second quarter) |
| Accounting standards | Japanese GAAP |
| Consolidated / non-consolidated | Consolidated |
| Period Covered | 1 April 2026–30 September 2026 |
| Net Sales | 3,227 Millions of yen (YoY +159.4%) |
| Operating profit | 698 Millions of yen |
| Ordinary income | 763 Millions of yen |
| Profit attributable to owners of the parent | 639 Millions of yen |
| Net income per share | ¥126.45 |
| Equity ratio | End of the current fiscal period 74.1 / End of previous period 69.4 |
| Total assets | 11,235 Millions of yen |
| Net assets | 8,460 Millions of yen |
| Cash flows from operating activities | 743,862 Thousands of yen |
| Cash flows from investing activities | -347,881 Thousands of yen |
| Cash flows from financing activities | -601,755 Thousands of yen |
| Cash and cash equivalents at end of period | 3,938,366 Thousands of yen |
| Full-year earnings forecast | Net Sales 5,411 Millions of yen (YoY +50.0%) / Operating profit 715 Millions of yen / Ordinary income 906 Millions of yen / Profit attributable to owners of the parent 718 Millions of yen / Net income per share ¥142.05 |
| Revision to Earnings Forecast | No revision |
| Annual Dividend Forecast | 5 Yen → 5 Yen(0.0%) |
| Segment revenue | Entertainment Business 3,151,248 Thousands of yen (YoY +166.1%), Student Housing and Other business 75,882 Thousands of yen (YoY +26.8%) |
| Segment profit | Entertainment Business 961,477 Thousands of yen, Student Housing and Other business 64 Thousands of yen |
| Depreciation and amortization | 61,793 Thousands of yen |
| Impairment loss | No applicable matters |
| Breakdown of extraordinary income (loss) | Extraordinary income Gain on reversal of stock acquisition rights 89 Thousands of yen / Extraordinary loss No applicable matters |
| Disclosure regarding the going concern assumption | No applicable matters |
| Change in accounting policy | Changes due to revisions to standards None / Other changes None / Change in accounting estimate None / Restatement None |
| Changes in the scope of consolidation | New Not disclosed / Excluded Not disclosed / Notes Material changes in the scope of consolidation during the interim period: None |
| Availability of Supplementary Financial Results Materials | None |
| Availability of Financial Results Briefing | None |
| Issued Shares at Period-End | 5,151,100 shares |
| Treasury Shares at Period-End | 90,856 shares |
| Factors Behind Changes in Business Performance | Distribution of game software and downloadable content, localization and sales of titles released in Japan for North America, Europe and Asia, development of new titles, and licensing out related products, among other activities |
Items this document does not state (6)
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.The company said it worked on distributing game software and downloadable content, localizing and selling titles released in Japan for North America, Europe and Asia, developing new titles, and licensing out related products.