Komori
Marvelous (7844) · RiskMaterialised

Sluggish game software sales and dependence on hit titles

First written in FY2016. 27 of 32 entries say "Materialised", first in FY2017-Q1. Latest entry: FY2026.

32entries
11years
4from disclosures
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How it moved
ProgressHeldSoftenedWorseMaterialisedFY2018-Q1 – FY2020MaterialisedFY2021-Q3 – FY20262016: 320162017: 420172018: 320182019: 220192020: 320202021: 420212022: 320222023: 420232024: 120242025: 020252026: 52026
Same theme, other companies
Reliance on sales of core game titlesA theme 21 companies write about · 23 as a headwind · 0 as a tailwind

Marvelous moved to the "Worse" side of this theme in 2016, 7 years before the typical company in this theme (2023).

The whole theme swung hardest in 2023: 8 of 18 companies on the "Worse" side.

5 other companies' latest entry also says "Materialised".

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 21 companies compared. The sentences above are computed from all 21.
Full recordFilings, disclosures and news, newest first
  1. FY2026MaterialisedAnnual report

    「Meanwhile, the latest title in the 『DAEMON X MACHINA』 series, 『DAEMON X MACHINA TITANIC SCION』(デモンエクスマキナ タイタニックサイオン), released in September of the same year, performed poorly, falling substantially below the initial sales plan. …As sales of the new smartphone app game 『ブラウザ三国志 天』 released during the period fell below plan, we wrote off the game asset balance in full after taking into account its future recoverability.」

    The new consumer game and new smartphone game both fell short of their sales plans, and the latter resulted in the full write-off of the game asset balance.
  2. FY2024-Q3MaterialisedAnnual report

    「However, in addition to the poor sales of 『LOOP8』, sales of multiple new titles were substantially below expectations, and we were unable to recover the development costs, resulting in a loss.」

    In addition to 『LOOP8』, sales of multiple new titles were substantially below expectations, and the inability to recover development costs actually resulted in a loss.
  3. FY2024-Q2MaterialisedAnnual report

    「However, in terms of profit, the increase in development costs and the poor performance of the all-new juvenile RPG 『LOOP8(ループエイト)』, released in the first quarter, could not be offset, resulting in higher revenue but lower profit.」

    The poor performance of the all-new title 『LOOP8』, together with higher development costs, affected profit and materialised as higher revenue but lower profit.
  4. FY2024-Q1MaterialisedAnnual report

    「The all-new juvenile RPG 『LOOP8(ループエイト)』 was released in Japan and Asia on 1 June 2023, in North America and Europe on 6 June, and on Steam® on 7 June. However, its sales performance fell below target.」

    Although the all-new title 『LOOP8』 was launched worldwide, its sales performance actually fell below target.
  5. FY2023WorsenedAnnual report

    「The new smartphone game 『サクライグノラムス』, launched on 27 February 2023, performed substantially below expectations, and we wrote off the game asset balance in full.」

    The new title failed to meet expectations, resulting in the full write-off of game assets. The risk of poor sales and dependence on hit titles has become more pronounced in actual results.
  6. FY2023-Q3MaterialisedAnnual report

    「Meanwhile, the Company determined that certain existing titles were unlikely to generate the expected earnings and carried out impairment losses.」

    For existing titles, it became likely that expected revenue would not be achieved, and impairment was carried out. The risk of poor sales and dependence on hit titles continues to materialise in actual results.
  7. FY2023-Q2MaterialisedAnnual report

    「Our subsidiary 株式会社ジー・モード began distributing the smartphone game app 『デジプラコレクション まるごと鉄道!』 on 10 August 2022, but it did not perform as expected.」

    Although a new smartphone game was released, it actually failed to achieve the expected performance.
  8. FY2023-Q1MaterialisedAnnual report

    「We simultaneously released the all-new multiplatform game 『DEADCRAFT(デッドクラフト)』 worldwide as a download-only title on 19 May 2022. However, its sales performance fell below target.」

    Although the all-new game was released worldwide simultaneously, its sales performance actually fell below target.
  9. FY2022-Q3MaterialisedAnnual report

    「As a new title, we began distributing the smartphone game app 『千銃士:Rhodoknight(ロードナイト)』 on 24 November 2021, but its contribution to revenue was limited. For existing titles, we conducted collaboration initiatives and anniversary events for long-running titles such as 『シノビマスター 閃乱カグラ NEW LINK』, 『剣と魔法のログレス いにしえの女神』 and 『ブラウザ三国志』, but sales declined due to the ageing of the titles and intensifying competition in the online market.」

    The new title made a limited contribution to revenue, while sales of multiple long-running titles declined against a backdrop of title ageing and intensifying competition.
  10. FY2022-Q2MaterialisedAnnual report

    「In this business, we conducted collaboration initiatives and anniversary events for long-running titles such as 『シノビマスター 閃乱カグラ NEW LINK』, 『剣と魔法のログレス いにしえの女神』 and 『ブラウザ三国志』, but sales declined due to the ageing of the titles and intensifying competition in the online market.」

    Sales of long-running titles have actually declined against a backdrop of title ageing and intensifying competition.
  11. FY2022-Q1MaterialisedAnnual report

    「Sales of 『シノビマスター 閃乱カグラ NEW LINK』, now in its fourth year, and 『ブラウザ三国志』, now in its 13th year, also declined due to the ageing of the titles and intensifying competition in the online market.」

    Sales of long-running titles actually declined, and the risk relating to poor sales and dependence on hit titles continues to materialise.
  12. FY2021MaterialisedAnnual report

    「The smartphone game app 『一騎当千エクストラバースト』, launched in May 2020, performed poorly, and we impaired the software assets after revising the future revenue outlook.」

    The new title performed poorly, and impairment of software assets actually occurred following a revision of future revenue prospects.
  13. FY2021-Q3MaterialisedAnnual report

    「The smartphone game app 『一騎当千エクストラバースト』, launched in May, performed poorly despite an increase in new users driven by promotional effects and other factors, because the retention rate did not improve.」

    The new title actually experienced weak performance because the retention rate failed to improve despite an increase in new users.
  14. FY2021-Q2RestatedAnnual report

    「While many new titles have been released, popularity has continued to concentrate in certain hit titles, and the competitive environment has become even more intense.」

    The recognition that popularity continues to be concentrated in certain hit titles has been reaffirmed.
  15. FY2020WorsenedAnnual report

    「We release a large number of game software titles, but popularity tends to be concentrated in certain titles. Series titles have less volatile sales and contribute to stabilising business performance, but if these popular titles develop defects or the market environment changes, users may leave, potentially materially affecting our group's business performance.」

    In addition to the existing risks of poor sales and dependence on hit titles, the disclosure identifies the risks of dependence on series titles and user attrition resulting from concentrated popularity. In practice, multiple new titles have failed to reach expected revenue, and development cancellations and impairments have also occurred.
  16. FY2020-Q3MaterialisedAnnual report

    「We began distributing 『ログレス物語(ストーリーズ)』 on 18 September and the China-origin bullet-hell shooting RPG 『ガール・カフェ・ガン』 on 20 September, but they failed to generate the expected revenue. In addition, after revising the future revenue outlook for some titles, we impaired the capitalised development costs.」

    New titles failed to generate the expected revenue, resulting in a reassessment of future revenue prospects and impairment of development costs.
  17. FY2020-Q1MaterialisedAnnual report

    「In this business, 『シノビマスター 閃乱カグラ NEW LINK』, in its second year since release, continued to perform well, but sales of long-running titles, including 『剣と魔法のログレス いにしえの女神』, declined.」

    Sales of long-running titles continued to decline, with the risk relating to poor game software sales and dependence on hit titles continuing to materialise in actual business performance.
  18. FY2019-Q3MaterialisedAnnual report

    「In this business, sales of major long-running titles, including 『剣と魔法のログレス いにしえの女神』, declined. Among the titles released in the previous fiscal year, 『シノビマスター 閃乱カグラ NEW LINK』 performed well, but the other new titles failed to make a sufficient contribution to revenue. For some titles, operations were transferred to other companies, and the development costs recognised by our company were written off in full.」

    Sales of long-running titles continued to decline, while multiple new titles failed to make a sufficient contribution to revenue, resulting in the transfer of title operations and the full write-off of development costs.
  19. FY2019-Q2MaterialisedAnnual report

    「Sales of major long-running titles, including 『剣と魔法のログレス いにしえの女神』, continue to decline. Among the titles released in the previous fiscal year, 『シノビマスター 閃乱カグラ NEW LINK』 performed well. However, the other new titles failed to make a sufficient contribution to revenue.」

    Sales of long-running titles remain sluggish, while multiple new titles continue to fail to make a sufficient contribution to revenue.
  20. FY2019-Q1MaterialisedAnnual report

    「Sales of long-running titles, including 『剣と魔法のログレス いにしえの女神』, remained sluggish. Among the titles released in the previous fiscal year, 『シノビマスター 閃乱カグラ NEW LINK』 performed well, but the other new titles failed to contribute sufficient revenue.」

    Sales of long-running titles remained sluggish, while multiple new titles actually failed to make a sufficient contribution to revenue.
  21. FY2018-Q3MaterialisedAnnual report

    「Meanwhile, we decided to discontinue services for some unprofitable titles and to halt development of some titles that had been under development for release during the current fiscal year, expensing the respective development costs in full. Although the fourth-anniversary event for the existing flagship title 『剣と魔法のログレスいにしえの女神』 performed well, the title's overall performance was weak compared with the previous fiscal year.」

    The discontinuation of services and development for unprofitable titles, together with the flagship title's weaker performance year on year, actually occurred.
  22. FY2018-Q2MaterialisedAnnual report

    「Meanwhile, we decided to discontinue services for some unprofitable titles and expensed their development costs in full. The existing flagship title 『剣と魔法のログレス いにしえの女神』 performed poorly compared with the previous fiscal year, and advertising and promotion expenses increased due to a new television advertising campaign, although new-user acquisition remained strong.」

    The discontinuation of services for unprofitable titles and the flagship title's weaker performance year on year actually occurred.
  23. FY2018-Q1MaterialisedAnnual report

    「The PC browser game 『天歌統一ぷろじぇくと』, launched on 17 April 2017, failed to generate revenue sufficient to put it on a stable footing. We decided to discontinue the service and expensed its development costs in full.」

    Poor revenue performance of the new title actually occurred, resulting in service termination and the full expensing of development costs.
  24. FY2017RestatedAnnual report

    「If we fail to accurately identify the needs of our increasingly diverse user base and supply software that users accept, sales may be sluggish and we may be placed at a competitive disadvantage against competitors.」

    The risk of volatility in sales and earnings due to user preferences, the number of titles, release timing and the presence or absence of hit titles continues to be disclosed for the full fiscal year. The fact that new titles have already performed poorly and services have been discontinued is consistent with the previously identified materialised conditions.
  25. FY2017-Q3MaterialisedAnnual report

    「In expanding the title into China, we determined that the service should be discontinued because we could not expect the revenue originally anticipated.」

    The overseas rollout of the title failed to generate the expected revenue, resulting in discontinuation of the service.
  26. FY2017-Q2MaterialisedAnnual report

    「Sales of the new title released in April were sluggish, so we discontinued the service. We also discontinued development of some titles in development and expensed their development costs in full.」

    Poor sales of new titles continued, resulting in the specific actions of discontinuing services and development.
  27. FY2017-Q1MaterialisedAnnual report

    「We launched the iOS/Android app 『スマッシュドラグーン』 on 28 April 2016, but its performance remained weak, below plan.」

    The disclosure states that a new app underperformed against plan and experienced weak performance.
  28. FY2016First statedAnnual report

    「If we fail to accurately identify the needs of our increasingly diverse user base and supply software that users accept, sales may be sluggish and we may be placed at a competitive disadvantage against competitors.」

    The factors cited as affecting earnings volatility are user preferences, release timing, the number of titles and whether hit titles are produced.
Moved together

"Contraction of Japan’s Console Game Market" moved the same way as this thread, in the same document, in 19 of its 32 moves.

19129998★123456
  1. ★This thread
  2. 1Contraction of Japan’s Console Game Market19×
  3. 2Cancellation of Stage Performances and Insufficient Audience Attendance12×
  4. 3Intensifying competition in the mobile game market9×
  5. 4Slowing Growth in the Prize Game Market9×
  6. 5Impact on Business from the Spread of Infectious Diseases, Including COVID-199×
  7. 6Slowing growth and regulatory restrictions in the online gaming market8×

★ 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
Marvelous's next results are scheduled for 2026-10-30. Read the earnings preview It last moved in the General Meetings of Shareholders of 2026-05-29: "Materialised".
News
No news is linked to this thread yet. When an article touches it, it will appear here by date.
Sluggish game software sales and dependence on hit titles | Marvelous Inc. (7844) | Komori