Revenue and profit growth in the Consumer Business
First written in FY2017. . Latest entry: FY2026.
No other company in this theme has enough history to compare yet.
- FY2026Revenue growth from new releases alongside development costsAnnual report
「Sales increased substantially year on year following the release of 3 new consumer game titles, but the underperformance of 『DAEMON X MACHINA TITANIC SCION』 and 『Browser Sangokushi Ten』 resulted in a segment loss.」
Although revenue increased following the release of 3 new Consumer titles, the underperformance of several new releases contributed to the Digital Content business loss. - FY2026-H1Higher revenue from new releases and losses from front-loaded development costsAnnual report
「Revenue increased significantly year on year following the release of 3 new Consumer games, but the heavy upfront burden of development costs for these 3 titles resulted in a segment loss.」
Revenue increased following the release of 3 new Consumer titles, but front-loaded development costs resulted in a segment loss. - FY2025-H1New releases and strong sales coexist with lower revenue and profitAnnual report
「Among the new Consumer titles, the indie title Bō and the Blue Ocean of Moonlit Night was released on 18 July of the same year, while The Serial Murders of Hokkaido: The Disappearance of Ohostk — Memories of Drifting Ice and the Nipopo Doll —, released by subsidiary G-Mode on 12 September of the same year, recorded strong sales.」
Although new Consumer titles were launched and some titles sold well, the Digital Content business as a whole reported lower revenue and profit because of the absence of major titles and front-loaded development costs. - FY2024-Q3Multiple new releases, sales shortfalls and losses recognizedAnnual report
「In the Consumer segment, the North American, European and Steam® versions of the wholly new RPG FREDERICA, launched in Japan in September 2023, were released sequentially from 3 October of the same year. In addition, the wholly new fashion and communication game Fashion Dreamer for Nintendo SwitchTM was released in Japan and Asia on 2 November 2023 and in North America and Europe on 3 November, among several other new game titles launched in Japan and overseas. However, in addition to weak sales of LOOP8, released in the first quarter, sales of these new titles fell far short of expectations, and development costs could not be recovered, resulting in a loss.」
Although wholly new titles were released in multiple regions, sales shortfalls for LOOP8 and the new titles prevented development costs from being recovered, resulting in a loss. - FY2024-Q2New releases and underperforming titles coexistAnnual report
「In the consumer business, we released the completely new action RPG “FREDERICA” in Japan and Asia on 28 September 2023. We also sequentially released the North American, European and Steam® versions of “ルーンファクトリー3スペシャル,” which had been released in Japan in the previous fiscal year, from 5 September, and released the bullet-hell action RPG “東方シンセカイ” in Japan and overseas in July of the same year.」
The Consumer segment launched wholly new titles and rolled out existing titles across multiple regions, but also reported weak performance by LOOP8, released in the first quarter, with performance continuing to vary by title. - FY2024-Q1Underperformance of new releases and strong sales of overseas versions of older titlesAnnual report
「We released the completely new juvenile RPG “LOOP8(ループエイト)” in Japan and Asia on 1 June 2023, in North America and Europe on 6 June, and its Steam® version on 7 June, but sales underperformed the target. Meanwhile, we released the North American, European and Steam® versions of “牧場物語 Welcome!ワンダフルライフ,” which had been released in Japan in the previous fiscal year, sequentially from 27 June, with strong sales.」
While the entirely new title LOOP8 fell short of its target, the overseas and Steam versions of Story of Seasons: A Wonderful Life performed strongly. - FY2023Revenue and profit decline due to underperformance of new releases and other factorsAnnual report
「In addition to the lack of titles in Japan and overseas, sales declined from the previous fiscal year due to factors including worsening economic conditions, particularly in the North American and European markets.」
In the consumer division, the insufficient title lineup, underperformance of new releases, and declining sales in the European and North American markets affected results. - FY2023-Q3Continued decline in consumer division revenue and profitAnnual report
「However, both revenue and profit declined due to an insufficient title lineup, shrinking stay-at-home demand, and lower sales in the European and North American markets amid worsening economic conditions.」
The consumer division reported lower revenue and profit due to an insufficient title lineup, shrinking stay-at-home demand, and lower sales in Europe and North America amid worsening economic conditions. - FY2023-Q2Lower revenue and lower earningsAnnual report
「In the consumer division, the Steam® version of Rune Factory 5, originally released for Nintendo Switch in 2021, was released on 14 July 2022, and the PlayStation®4 version of Story of Seasons: Friends of Mineral Town, also originally released for Nintendo Switch in 2021, was released on 28 July of the same year. However, during the second quarter, no titles other than versions for additional platforms were released, and revenue and profit declined year on year due to the adverse comparison with Rune Factory 5, which was released in May of the previous year and recorded strong sales.」
Although multiple-platform versions of existing titles were released, no new titles were launched, and the consumer division reported lower revenue and profit due to the adverse comparison with a strong-performing title from the previous year. - FY2023-Q1Consumer division revenue and profit declineAnnual report
「In the consumer division, the company simultaneously released the entirely new multiplatform game DEADCRAFT as a download-only title worldwide on 19 May 2022. However, sales fell below target. In addition, revenue and profit declined year on year due to the adverse comparison with Rune Factory 5, which was released in May of the previous year and recorded strong sales.」
The consumer division reported lower revenue and profit year on year due to the underperformance of the new game and the adverse comparison with a strong-performing title from the previous year. - FY2022-Q3Revenue and Profit GrowthAnnual report
「As a result, revenue from this business was ¥11,469 million, up 29.8% year on year, while segment profit was ¥4,173 million, up 68.7%.」
The consumer business reported increases in both revenue and segment profit, driven by strong sales of game software and performance in the amusement division. - FY2022-Q2Significant revenue and profit growthAnnual report
「As a result, revenue from this business was ¥7,999 million, up 105.1% year on year, while segment profit was ¥2,941 million, up 164.7%.」
The consumer business reported significant year-on-year increases in both revenue and segment profit. - FY2022-Q1Significant revenue and profit growthAnnual report
「As a result, revenue from this business was ¥4,277 million, up 163.5% year on year, while segment profit was ¥1,550 million, up 250.7%.」
The consumer business reported significant revenue and profit growth, driven by sales of game software and the amusement business. - FY2021Revenue and Profit GrowthAnnual report
「As a result, revenue from this business was ¥14,474 million, up 27.0% from the previous fiscal year, while segment profit was ¥4,158 million, up 105.2%.」
The consumer business reported significant increases in both revenue and segment profit, driven by strong sales of game software. - FY2021-Q3Revenue and Profit GrowthAnnual report
「As a result, revenue from this business was ¥8,834 million, up 1.4% year on year, while segment profit was ¥2,474 million, up 27.8%.」
The consumer business reported year-on-year increases in both revenue and segment profit. - FY2021-Q2Declining revenue and higher profitAnnual report
「As a result, revenue from this business was ¥3,900 million, down 25.6% year on year, while segment profit was ¥1,111 million, up 26.9%.」
The consumer business reported lower revenue due to the impact of COVID-19 and other factors, while segment profit increased. - FY2021-Q1Declining revenue and higher profitAnnual report
「As a result, revenue from this business was ¥1,623 million, down 7.8% year on year, while segment profit was ¥442 million, up 12.7%.」
In the consumer business, revenue from the amusement division declined due to the impact of COVID-19, while segment profit increased. - FY2020Revenue Up, Profit DownAnnual report
「As a result, revenue from this business was ¥11,396 million, up 11.5% from the previous fiscal year, while segment profit was ¥2,026 million, down 28.8%.」
The consumer business reported higher revenue, while segment profit declined. - FY2020-Q3Revenue Up, Profit DownAnnual report
「As a result, revenue from this business was ¥8,714 million, up 10.1% year on year, while segment profit was ¥1,936 million, down 27.0%.」
The consumer business reported higher revenue year on year, while segment profit declined. - FY2020-Q2Lower revenue and lower earningsAnnual report
「As a result, revenue from this business was ¥5,241 million, down 8.3% year on year, while segment profit was ¥875 million, down 57.0%.」
The consumer business reported year-on-year declines in both revenue and segment profit. The decline also reflected the absence of one-time income from the sale of software assets and other assets in the same period of the previous year. - FY2020-Q1Lower revenue and lower earningsAnnual report
「As a result, revenue from this business was ¥1,761 million, down 34.0% year on year, while segment profit was ¥392 million, down 23.0%.」
The consumer business reported year-on-year declines in both revenue and segment profit. - FY2019-Q3Continued significant revenue and profit growthAnnual report
「As a result, revenue from this business was ¥7,913 million, up 35.5% year on year, while segment profit was ¥2,651 million, up 64.8%.」
The consumer business reported significant year-on-year increases in both revenue and segment profit. - FY2019-Q2Continued significant revenue and profit growthAnnual report
「As a result, revenue from this business was ¥5,716 million, up 63.4% year on year, while segment profit was ¥2,036 million, up 116.7%.」
The consumer business reported significant year-on-year increases in both revenue and segment profit. - FY2019-Q1Significant revenue and profit growthAnnual report
「As a result, revenue from this business was ¥2,668 million, up 99.3% year on year, while segment profit was ¥509 million, up 87.4%.」
The consumer business reported significant year-on-year increases in both revenue and segment profit. - FY2018-Q3Declining revenue and higher profitAnnual report
「As a result, revenue from this business was ¥5,839 million, down 10.1% year on year, while segment profit was ¥1,608 million, up 34.4%.」
The consumer business reported lower revenue year on year, while segment profit increased. - FY2018-Q2Nearly flat revenue and significant profit growthAnnual report
「As a result, revenue from this business was ¥3,497 million, down 0.4% year on year, while segment profit was ¥939 million, up 161.5%.」
Revenue in the consumer business was nearly flat year on year, while segment profit increased significantly. - FY2018-Q1Quarterly revenue decline and profit growthAnnual report
「As a result, revenue from this business was ¥1,338 million, down 13.2% year on year, while segment profit was ¥271 million, up 119.5%.」
The consumer business reported lower revenue year on year, while segment profit increased. - FY2017First statedAnnual report
「As a result, revenue from this business was ¥9,067 million, up 20.2% from the previous fiscal year, while segment profit was ¥2,042 million, up 102.9%.」
In the consumer business, revenue and segment profit increased, driven by the success of a new game and the launch of a new amusement machine.