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Presentation materials for financial results4199WonderPlanet Inc.Information and Communications, Services and Others

Second-Quarter Financial Results Briefing Materials for the Fiscal Year Ending August 2026

Sales from the first 11 days following the launch of the new title “HUNTER×HUNTER NEN×SURVIVOR” contributed to higher second-quarter sales than in the previous quarter, while the operating loss narrowed significantly. However, the operating rights for クラフィ (mobile game) were impaired after performance fell short of expectations, and the full-year earnings forecast has not been disclosed.

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Wording
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Contents of this document

Presentation materials for financial resultsSecond quarter of the fiscal year ending August 20265 items taken from the company’s own explanation
Financial Results Figures (The key points of this material are explained below)
Net Sales¥505 million-20.2%
Operating profit¥-27 million
Results for the three months of the current quarter
Net Sales
¥505 million-20.2%
Operating profit
¥-27 million
What the company explained in this material
Breakdown of Factors Affecting the ChangeReasons cited by the Company for the change in the figures.
  • 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.

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
Key KPIsA metric the company considers important as a management benchmark.
  • 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
Market Size / Share
  • Global mobile gaming market¥12.6 trillion
    As of2025
  • Overseas market for Japanese content¥6 trillion
    As of2024
Number of employees
Number of Employees128 People
As ofEnd of February 2026
Contents of this document
ItemDetails
Document typePresentation materials for financial results
Fiscal Period CoveredSecond 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 quarterNet Sales ¥505 million (YoY -20.2%) / Operating profit ¥-27 million
Breakdown of Factors Affecting the ChangeFactors 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 KPIsIndicator 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 employeesNumber of Employees 128 People / As of End of February 2026 / Change during the period Not disclosed / Hiring plan Not disclosed
Market Size / ShareItem 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 initiativesDiscussions 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)
Ordinary incomeNet incomeGross Profit MarginOperating profit marginSelling, general and administrative expensesFull-year earnings forecastProgress against full-year forecastSelf-assessment against the planSegment resultsUnit price and quantity metricsNumber of stores and locationsAssumptions Underlying the Business OutlookRisk amount incorporated into the outlookMedium-term management plan targetsFinancial targetsAnnual DividendPayout ratioAcquisition of treasury sharesCapital expendituresOrders received and order backlogKey points of the Q&A

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.

How to read this page

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Corrections happenIf the company reissues this disclosure, the page is rebuilt from the corrected version and the revision number moves up.
Second-Quarter Financial Results Briefing Materials for the Fiscal Year Ending August 2026 | WonderPlanet Inc. (4199) timely disclosure | Komori