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Tose (4728) · InitiativeSoftened

Promotion-Linked Operations and Growth in In-App Purchase Revenue for Large-Scale Smartphone Games

First written in FY2017. 14 of 21 entries say "Softened", first in FY2021. Latest entry: 2026-10-16.

21entries
10years
4from disclosures
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How it moved
ProgressHeldSoftenedWorseAdvancedFY2018-Q1 – FY2020-Q2SoftenedFY2021 – 2026-10-162017: 12018: 120182019: 020192020: 220202021: 420212022: 320222023: 220232024: 320242025: 020252026: 52026
Same theme, other companies
Smartphone and Console Game Development and Commissioned OperationsA theme 18 companies write about · 0 as a headwind · 23 as a tailwind

Tose moved to the "Worse" side of this theme in 2022, 4 years before the typical company in this theme (2026).

The whole theme swung hardest in 2026: 4 of 13 companies on the "Worse" side.

0 other companies' latest entry also says "Softened".

Ridges = years it wrote progress, valleys = years it wrote worse. Most hopeful companies at the back. Drag to turn, scroll to zoom, right-drag to pan. On a phone, two fingers turn and pinch to zoom; one finger scrolls the page.
Showing 14 of the 18 companies compared. The sentences above are computed from all 18.
Full recordFilings, disclosures and news, newest first
  1. FY2026-H1SoftenedAnnual report

    「Revenue related to operations remained below the level of the same period of the previous year, partly because all of the operated titles had been available for more than 5 years.」

    In the operation and monetisation of major smartphone games, operating revenue fell below the same period of the previous year as the operated titles aged.
  2. FY2024SoftenedAnnual report

    「Revenue from operations as a whole, including revenue sharing, exceeded the previous year as we added stories and events and implemented measures to address the substantial processing load for major projects that continue to operate.」

    Operating revenue from major projects exceeded the previous year, but total mobile content-related revenue fell 18.9% year on year due to delays in development projects and higher costs.
  3. FY2024-Q3SoftenedAnnual report

    「In the mobile content business, ongoing projects continued to perform above the level recorded in the same period of the previous year. Meanwhile, as reported in the second-quarter report, development revenue declined because a smartphone game development project that required a major server upgrade during development, along with related rework, was delayed beyond the initial schedule as development continued toward delivery during the current consolidated fiscal year. As a result, revenue was ¥1.1 billion, down 20.2% year on year.」

    Revenue from ongoing operations exceeded the same period of the previous year, but the trend of growth in total mobile content-related revenue is weakening due to delays in development projects and a decline in development revenue.
  4. FY2024-Q2SoftenedAnnual report

    「In the mobile content business, the ongoing operations services remained solid, and operations and royalty revenue continued to exceed the level recorded in the same period of the previous year. Meanwhile, a smartphone game development project required a major server upgrade during development, which also resulted in rework, substantially increasing development costs and delaying the development schedule. As a result, revenue was ¥753 million, down 15.7% year on year.」

    Operating and royalty revenue exceeded the same period of the previous year, but the trend of growth in total mobile-related revenue weakened due to delays and higher costs in smartphone game development.
  5. FY2023-Q3SoftenedAnnual report

    「The outsourced operations that we continue to undertake remained solid, and multiple new development projects are also under way. However, development revenue declined because it did not offset the decline following the previous year's recognition of revenue from a major development project that was subsequently cancelled.」

    Existing major smartphone game operations and multiple new development projects are continuing, but the decline following the previous year's recognition of revenue associated with the cancellation of a major development project could not be offset, and development revenue continues to decline.
  6. FY2023-Q1SoftenedAnnual report

    「Operations provided on an outsourced basis continued to progress steadily. Meanwhile, the smartphone game market remains difficult for new games to enter because of the large number of titles available, and development revenue declined as negotiations for new development projects were pursued cautiously. As a result, revenue was ¥449 million, down 6.6% year on year.」

    Existing operations remain solid, but development revenue and total mobile content-related revenue are contracting due to the difficulty of launching new games and more cautious negotiations for development projects.
  7. FY2022SoftenedAnnual report

    「Revenue from operations declined during the current consolidated fiscal year because operations for 2 large games ended during the previous consolidated fiscal year. As a result, revenue was ¥1,944 million, down 9.9% from the previous consolidated fiscal year.」

    Operations for 2 major smartphone games ended, and mobile content-related revenue fell 9.9% year on year. The previous trend of operating revenue growth weakened.
  8. FY2022-Q3SoftenedAnnual report

    「Revenue related to mobile content was ¥1,466 million, as operating revenue declined from the same period of the previous year, down 9.9% year on year.」

    With the continued operation of major smartphone games assumed, operating revenue fell 9.9% year on year, weakening the previous trend of operating revenue growth.
  9. FY2022-Q1SoftenedAnnual report

    「Revenue related to mobile content was ¥481 million, as operating revenue declined from the same period of the previous year, when it was ¥510 million.」

    With the continued operation of major smartphone games assumed, operating revenue declined year on year.
  10. FY2021SoftenedAnnual report

    「As described above, revenue related to mobile content was ¥2,159 million, down 24.9% from the previous consolidated fiscal year. Operating revenue from smartphone games remained solid, but customer consultations and inquiries regarding development work increased more in game software than in mobile content, and the number of development projects declined from the previous fiscal year.」

    Operating revenue from major smartphone games was solid, but related revenue fell 24.9% year on year due to a decline in mobile development projects.
  11. FY2021-Q3RestatedAnnual report

    「Revenue related to mobile content was ¥1,627 million, down 12.4% year on year. Operating revenue progressed favorably as operations for a large smartphone game continued steadily, but consultations and inquiries from customers regarding development work declined in mobile content even as they increased in game software, and development project completions also decreased from the same period of the previous year.」

    While the stable continuation of operations for major smartphone games and strong operating revenue were confirmed, mobile-related development projects have declined.
  12. FY2021-Q2RestatedAnnual report

    「Revenue related to mobile content was ¥1,122 million, down 9.7% year on year. Operating revenue progressed favorably as operations for a large smartphone game continued steadily, but development project completions declined from the same period of the previous year, partly because customers remained cautious about launching new titles, as described in (1) above.」

    While the continued operation of major smartphone games and strong operating revenue were confirmed, mobile content-related revenue declined as fewer development projects were completed.
  13. FY2021-Q1RestatedAnnual report

    「Revenue related to mobile content was ¥510 million, down 0.4% year on year, as royalty revenue increased for some smartphone games and operations for a large smartphone game continued steadily.」

    The company reported growth in royalty revenue and the continued stable operation of major smartphone games. Overall revenue declined 0.4% year on year, and the existing operating and monetisation policy remains in place.
  14. FY2020-Q2AdvancedAnnual report

    「Operating profit came to ¥112 million, compared with an operating loss of ¥4 million in the same period of the previous year, ordinary profit came to ¥138 million, approximately 5.4 times the year-earlier level, and profit attributable to owners of the parent came to ¥74 million, approximately 73.6 times the year-earlier level. This was due in part to successful cost control relative to the increase in development scale in some projects and strong royalty revenue from the smartphone app Utawarerumono Lost Flag, whose development and operation are handled by our group.」

    Royalty revenue from the smartphone app Utawarerumono Lost Flag, whose development and operation the company handles, remained strong, indicating an improvement in profitability.
  15. FY2020-Q1AdvancedAnnual report

    「The smartphone app Utawarerumono: Lost Flag, whose development and operation are handled by our group, began distribution on 26 November 2019 and surpassed 2 million downloads. The publisher is 株式会社アクアプラス.」

    Distribution of a smartphone app whose development and operation the company handles began, and the app surpassed 2 million downloads. This represents specific progress in acquiring mobile game users.
  16. FY2018-Q1AdvancedAnnual report

    「Amid these developments, Dragon Quest Rivals, a smartphone game whose development and operation our group supports, surpassed 12 million downloads. The publisher is 株式会社スクウェア・エニックス.」

    The major smartphone game Dragon Quest Rivals, whose development and operation the company supports, surpassed 12 million downloads. No increase in in-app purchase revenue itself was specified this time.
  17. FY2017First statedAnnual report

    「Major smartphone games completed during the current consolidated fiscal year will enter an important phase in which the customer conducts full-scale promotional activities to increase the user base and in-app purchase revenue. Our group will steadily carry out operations linked to these promotional activities and work to expand revenue.」

    For major smartphone games whose development has been completed, the company aims to expand the user base, in-app purchase revenue and revenue through operations linked to customers' promotional activities.
Moved together

"Expansion of Mobile Development and Operations Driven by Demand for Smartphone Development" moved the same way as this thread, in the same document, in 16 of its 21 moves.

1676544★123456
  1. ★This thread
  2. 1Expansion of Mobile Development and Operations Driven by Demand for Smartphone Development16×
  3. 2Cancellation of Development Projects Due to Changes in Market Trends and User Needs7×
  4. 3Future Losses on Customer Contracts and Increase in Provision for Losses on Orders6×
  5. 4Concentration of Revenue Recognition in the Second Quarter and Later Due to Customer Development Schedules5×
  6. 5Downside Risk to Royalty Revenue from Large-Scale Revenue-Sharing Projects4×
  7. 6Growth in Royalty Revenue from Home Karaoke Music Distribution Driven by Stay-at-Home Consumption4×

★ is this thread; numbers match the list above. The number on a line is how many documents both moved the same way in; lines between the other threads count the documents they moved together in too. Threads that move together often sit closer.

When this could move next
Tose's next results are scheduled for 2026-10-08. Read the earnings preview It last moved in the Financial results briefing materials of 2026-10-16: "Softened".
News
No news is linked to this thread yet. When an article touches it, it will appear here by date.