Contents of this document
| Item | Details |
|---|---|
| Document type | Presentation materials for financial results |
| Fiscal Period Covered | First quarter of the fiscal year ending December 2026 |
| Net Sales | ¥749 million (YoY +7.7%) |
| Operating profit | ¥209 million (YoY +17.0%) |
| Ordinary income | ¥204 million (YoY +16.8%) |
| Net income | ¥141 million (net income attributable to owners of the parent) (YoY +10.0%) |
| Gross Profit Margin | 51.5%; year-on-year change: not disclosed |
| Operating profit margin | 27.9%; year-on-year change: not disclosed |
| Selling, general and administrative expenses | ¥176 million; SG&A expenses as a percentage of revenue: 23.5% |
| Results for the three months of the current quarter | Revenue: ¥749 million; EBITDA: ¥209 million; operating profit: ¥209 million; ordinary profit: ¥204 million; net income attributable to owners of the parent: ¥141 million |
| Full-year earnings forecast | Revenue: ¥3,500 million; EBITDA: ¥1,170 million; operating profit: ¥1,170 million; ordinary profit: ¥1,180 million; net income attributable to owners of the parent: ¥819 million; earnings per share: ¥126.56; ROE: 28.0% |
| Progress against full-year forecast | Revenue: 21.4%; EBITDA: 17.9%; operating profit: 17.9%; ordinary profit: 17.4%; net income attributable to owners of the parent: 17.3%. Progress against the full-year earnings per share forecast: not disclosed |
| Self-assessment against the plan | Progressing broadly in line with forecasts |
| Segment results | Mobile Games: revenue of ¥690 million, compared with ¥629 million in the same period of the previous year. Content: revenue of ¥58 million, compared with ¥65 million in the same period of the previous year. Specific operating profit figures by segment: not disclosed |
| Breakdown of Factors Affecting the Change | Operating profit increased by ¥31 million, from ¥178 million in the same period of the previous year to ¥209 million in the current period. Factors contributing to the increase were higher revenue from “Eki Memo!”, the introduction of out-of-app payments, and a review of platform fees. Factors reducing profit were proactive investment in advertising and promotion and higher IP collaboration licensing fees. Amounts by factor: not disclosed |
| Key KPIs | Installs: up 18% year on year. Approximately 54% of active users installed the game more than 5 years ago, while approximately 14% installed it less than 1 year ago. As of March 2026, collaboration results included more than 10 local governments, more than 20 railway operators, and more than 30 IPs |
| Number of employees | Standalone basis: 76 employees (as of the end of March 2026). Changes during the period and hiring plans: not disclosed |
| Financial targets | ROE target: 28.0%. Other financial targets and results: not disclosed |
| New initiatives | Expansion of the out-of-app payment shop, enhancements to life-log features, new features including “Odekake Pass,” “Large-Scale Events,” and “Denko’s Room (provisional name),” release of new products, tutorial improvements, participation in Local Government and Public Sector Week, productivity improvements through the use of AI, and preparations to update the company’s talent framework |
Items this document does not state (12)
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.Revenue and profit increased due to the launch of a battle event that was not held in the same period of the previous year, the accessory gacha introduced in April 2025, more frequent promotional initiatives, and the expansion of installs and the user base through continued advertising investment. For operating profit, the introduction of out-of-app payments and a review of platform fees also contributed to the increase, while proactive investment in advertising and promotion and higher IP collaboration licensing fees were factors reducing profit.