Results for this period
Interim period (second quarter)1 December 2025–31 May 2026Non-consolidated (standalone)Japanese 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 Millions of yen).The net change represented by the dotted line is the total of three items, calculated from figures provided by the company.
Completion of major projects, termination of services by major existing customers, revenue recognition for a 3DCG video production project deferred to the second half, a ¥75 million provision for loss on orders received, lost opportunities to win new projects due to project delays, and declining willingness among gaming companies to recruit
No applicable matters.
| Item | Details |
|---|---|
| Fiscal Period Classification | Interim period (second quarter) |
| Accounting standards | Japanese GAAP |
| Consolidated / non-consolidated | Non-consolidated (standalone) |
| Period Covered | 1 December 2025–31 May 2026 |
| Net Sales | 1,909 Millions of yen (YoY -13.8%) |
| Operating profit | -185 Millions of yen |
| Ordinary income | -185 Millions of yen |
| Profit attributable to owners of the parent | -220 Millions of yen |
| Net income per share | △¥80.28 |
| Equity ratio | End of the current fiscal period 62.4 / End of previous period 66.2 |
| Total assets | 2,567 Millions of yen |
| Net assets | 1,601 Millions of yen |
| Cash flows from operating activities | -249 Millions of yen |
| Cash flows from investing activities | -67 Millions of yen |
| Cash flows from financing activities | -89 Millions of yen |
| Cash and cash equivalents at end of period | 1,177 Millions of yen |
| Full-year earnings forecast | Net Sales 4,231 Millions of yen (YoY -1.7%) / Operating profit -200 Millions of yen / Ordinary income -198 Millions of yen / Net income -228 Millions of yen |
| Annual Dividend Forecast | ¥10 → ¥0(-100.0%) |
| Segment revenue | Development Promotion and Support Business 1,119 Millions of yen (YoY -18.6%), Human Resources Business 789 Millions of yen (YoY -5.9%) |
| Segment profit | Development Promotion and Support Business 0 Millions of yen (YoY -99.7%), Human Resources Business 138 Millions of yen (YoY -10.6%) |
| Depreciation and amortization | 28 Millions of yen |
| Breakdown of extraordinary income (loss) | No items or amounts for extraordinary income or extraordinary losses are disclosed for the interim accounting period. |
| Disclosure regarding the going concern assumption | No applicable matters. |
| Change in accounting policy | Changes due to revisions to standards No / Other changes No / Change in accounting estimate No / Restatement No |
| Availability of Supplementary Financial Results Materials | Yes |
| Availability of Financial Results Briefing | Available (for institutional investors and analysts) |
| Issued Shares at Period-End | 2,973,900 Shares |
| Treasury Shares at Period-End | 228,922 Shares |
| Factors Behind Changes in Business Performance | Completion of major projects, termination of services by major existing customers, revenue recognition for a 3DCG video production project deferred to the second half, a ¥75 million provision for loss on orders received, lost opportunities to win new projects due to project delays, and declining willingness among gaming companies to recruit |
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.In the development promotion and support business, sales declined due to the completion of major projects and the termination of services by major existing customers. Revenue recognition for a 3DCG video production project was deferred to the second half, a provision of ¥75 million for loss on orders received was recorded for the project, and delays increased the workload, resulting in lost opportunities to win new projects. In the human resources business, gaming companies' willingness to recruit declined. The reasons for the revisions to the full-year earnings forecast and dividend forecast are not explained in this earnings release; it states that readers should refer to a separately issued notice.