Items stated in the management plan
Annual updateEach line is the climb from the baseline the document states to the target it sets. The slope is scaled against the largest climb in this document. For metrics expressed as percentages, differences are shown in percentage points (pt).The increase shown by the dotted line is calculated from the two reported figures because the company did not provide the amount of growth.
| Item | Details |
|---|---|
| Plan name | Medium-Term Vision 2030 |
| Plan period | FY25 announcement–2030 |
| Progress against the plan | Annual update |
| Sales Target | FY26 results: ¥57.8 billion → 2030 vision: ¥100–120 billion |
| Operating profit target | FY26 results: ¥4.7 billion → 2030 vision: ¥12–15 billion |
| ROE target | FY26 results: 15.9% → 2030 vision: 10% or more |
| Non-financial targets | Indicator Live event attendance / Target value 1.5 million members / Timing 2030, Indicator Number of TCG players / Target value 500,000 members / Timing 2030, Indicator Overseas revenue ratio / Target value 50% / Timing 2030 vision, Indicator Operating income per employee / Target value 10–15 million / Timing 2030 vision, Indicator S-rank IP (annual revenue of ¥10 billion or more) / Target value 3 or more / Timing By 2030, Indicator A-rank IP (annual revenue of ¥4 billion or more) / Target value 4 or more / Timing By 2030, Indicator B-rank IP (annual revenue of ¥1 billion or more) / Target value 5 or more / Timing By 2030 |
| Key initiatives | Vision 1, Vision 2, Vision 3, Support for Visions 1–3 |
| Results under the previous plan | 2030 vision: revenue of ¥100–120 billion, operating profit of ¥12–15 billion → FY26 results: revenue of ¥57.8 billion, operating profit of ¥4.7 billion |
| Size of the Target Market | Japan TCG market: ¥114 billion (¥98 billion as shown in the prior-year chart), North America TCG market: ¥372 billion (¥364 billion as shown in the prior-year chart). Anime industry live entertainment market: ¥122.5 billion (¥29 billion in 2020). Anime industry merchandising market: ¥748.8 billion; capsule toy market: ¥196 billion. Sources: Media Create Research Institute, “Monthly Trading Card Game Research Data”; ICv2 White Paper 2026; Association of Japanese Animations, “Anime Industry Report 2025”; Japan Capsule Toy Association, “Report on the Results of the Capsule Toy Market Trends Survey.” |
| Risks identified | Timely releases of new products (new trading card games, mobile games and console games), Advertising and promotional risk, Trends in the trading card game market size |
| Publication date | 28 September 2026 |
Items this document does not state (13)
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.The company said that, while positioning FY26 as a “period of preparation” for the next phase of growth, it achieved record full-year revenue and saw steady growth in business KPIs, including live event attendance and the number of TCG players. It also cited the planned release of major titles in FY27 and a ¥10 billion borrowing facility aimed at stabilising its financial base and other objectives.