Contents of this document
- Sales during the first 11 days following the release of HUNTER×HUNTER NEN×SURVIVOR contributed
- Sales contribution from クラフィ’s (mobile game) 10.5th-anniversary event
- Controls on personnel expenses, outsourcing costs and other expenses
The company identifies the factors but does not state the amount attributable to each one.
- Discussions on new projects combining leading IP with hybrid casual games
- Continued development of a leading-IP title initiated in the first quarter (scheduled for announcement in 2026)
- Building development processes designed around AI
- Utilizing a fully remote-work environment
- Pre-registrations200 10,000 people
- Downloads200 10,000 downloads
- Output volume for certain operations30 % increase
- Production efficiency10 % increase
- Outsourcing costs60 % decrease
- Implementation speed for certain projects and operations3 times
- Global mobile gaming market¥12.6 trillionAs of2025
- Overseas market for Japanese content¥6 trillionAs of2024
| Item | Details |
|---|---|
| Document type | Presentation materials for financial results |
| Fiscal Period Covered | Second quarter of the fiscal year ending August 2026 |
| Net Sales | ¥505 million (YoY -20.2%) |
| Operating profit | ¥-27 million |
| Results for the three months of the current quarter | Net Sales ¥505 million (YoY -20.2%) / Operating profit ¥-27 million |
| Breakdown of Factors Affecting the Change | Factors Sales during the first 11 days following the release of HUNTER×HUNTER NEN×SURVIVOR contributed / Amount Not disclosed, Factors Sales contribution from クラフィ’s (mobile game) 10.5th-anniversary event / Amount Not disclosed, Factors Controls on personnel expenses, outsourcing costs and other expenses / Amount Not disclosed |
| Key KPIs | Indicator name Pre-registrations / Value 200 10,000 people / Year on year against the same period last year Not disclosed, Indicator name Downloads / Value 200 10,000 downloads / Year on year against the same period last year Not disclosed, Indicator name Output volume for certain operations / Value 30 % increase / Year on year against the same period last year Not disclosed, Indicator name Production efficiency / Value 10 % increase / Year on year against the same period last year Not disclosed, Indicator name Outsourcing costs / Value 60 % decrease / Year on year against the same period last year Not disclosed, Indicator name Implementation speed for certain projects and operations / Value 3 times / Year on year against the same period last year Not disclosed |
| Number of employees | Number of Employees 128 People / As of End of February 2026 / Change during the period Not disclosed / Hiring plan Not disclosed |
| Market Size / Share | Item Global mobile gaming market / Value ¥12.6 trillion / As of ¥2025 trillion, Item Overseas market for Japanese content / Value ¥6 trillion / As of ¥2024 trillion |
| New initiatives | Discussions on new projects combining leading IP with hybrid casual games, Continued development of a leading-IP title initiated in the first quarter (scheduled for announcement in 2026), Building development processes designed around AI, Utilizing a fully remote-work environment |
Items this document does not state (21)
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 addition to the contribution from sales of the new title, the second-quarter improvement was driven by controls on personnel expenses and outsourcing costs. The operating rights for クラフィ (mobile game) were impaired because performance through the second quarter fell below expectations.