Results for this period
Interim period (second quarter)1 January 2026–30 June 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 ¥ thousand).The net change represented by the dotted line is the total of three items, calculated from figures provided by the company.
In the mobile game business, the launch of new products, collaboration events with other companies' intellectual properties, and sales of accessory gachas and season passes contributed to results. Lower platform fees resulting from increased use of the in-app external payment shop contributed to higher profit. In the content business, the number of paying members declined gradually.
No applicable matters.
| Item | Details |
|---|---|
| Fiscal Period Classification | Interim period (second quarter) |
| Accounting standards | Japanese GAAP |
| Consolidated / non-consolidated | Consolidated |
| Period Covered | 1 January 2026–30 June 2026 |
| Net Sales | ¥1,686 million (YoY +1.8%) |
| Operating profit | ¥561 million (YoY +2.5%) |
| Ordinary income | ¥562 million (YoY +2.6%) |
| Profit attributable to owners of the parent | ¥387 million (YoY +0.4%) |
| Net income per share | ¥58.48 |
| Equity ratio | End of the current fiscal period 76.4 % / End of previous period 77.5 % |
| Total assets | ¥3,269 million |
| Net assets | ¥2,499 million |
| Cash flows from operating activities | ¥363,724 thousand |
| Cash flows from investing activities | ¥-250,000 thousand |
| Cash flows from financing activities | ¥-972,526 thousand |
| Cash and cash equivalents at end of period | ¥681,605 thousand |
| Full-year earnings forecast | Net Sales ¥3,500 million (YoY +2.1%) / Operating profit ¥1,170 million (YoY +4.3%) / Ordinary income ¥1,180 million (YoY +3.0%) / Profit attributable to owners of the parent ¥819 million (YoY +67.7%) |
| Annual Dividend Forecast | ¥44 → ¥51(+15.9%) |
| Segment revenue | Mobile game business ¥1,568,556 thousand (YoY +2.7%), Content business ¥117,968 thousand (YoY -9.2%) |
| Segment profit | Mobile game business ¥475,575 thousand (YoY +4.7%), Content business ¥88,132 thousand (YoY -9.1%) |
| Depreciation and amortization | ¥199 thousand |
| Impairment loss | No applicable matters. |
| Breakdown of extraordinary income (loss) | Extraordinary income Not disclosed / Extraordinary loss Litigation expenses ¥1 thousand |
| 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 |
| Changes in the scope of consolidation | New Number of companies 0 / Company name Not disclosed / Excluded Number of companies 0 / Company name Not disclosed |
| Availability of Supplementary Financial Results Materials | Yes |
| Availability of Financial Results Briefing | Whether applicable Yes / Subject person Institutional investors and securities analysts |
| Issued Shares at Period-End | 7,925,495 shares |
| Treasury Shares at Period-End | 1,431,657 treasury shares |
| Factors Behind Changes in Business Performance | In the mobile game business, the launch of new products, collaboration events with other companies' intellectual properties, and sales of accessory gachas and season passes contributed to results. Lower platform fees resulting from increased use of the in-app external payment shop contributed to higher profit. In the content business, the number of paying members declined gradually. |
Items this document does not state (7)
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 mobile game business, the launch of new products, collaboration events with other companies' intellectual properties, and sales of accessory gachas and season passes contributed to results. In addition, lower platform fees resulting from increased use of the in-app external payment shop contributed to higher profit. In the content business, the number of paying members declined gradually.