Stock Quote
Business Performance (Japan GAAP)
Here we breakdown our consolidated business results for the nine months ended December 31, 2025 with graphs and diagrams.
1. Operating results overview
| Net sales | Operating profit | Ordinary profit | Profit attributable to owners of the parent |
Basic earnings per share |
|---|---|---|---|---|
| 115,315 million yen ( 29.8% increase YoY) |
54,302 million yen ( 75.1% increase YoY ) |
51,703 million yen ( 64.6% increase YoY ) |
38,885 million yen ( 68.6% increase YoY ) |
92.96 yen |
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Net sales (cumulative)
Plan
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Operating profit (cumulative)
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Ordinary profit (cumulative)
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Profit attributable
to owners of the parent (cumulative)Plan
In the nine months ended December 31, 2025, Capcom Co., Ltd. (the "Company") actively pursued investments for growth focused on the ongoing enhancement of digital sales in order to further advance and expand within the global market. In addition, as part of its human resources investment strategy, which is one of the Company’s top priorities, it continued to invest in human capital with the aim of stable and sustainable growth by securing and fostering human resources to support the future, and worked to enhance corporate value over the medium- to long-term.
Regarding business performance, the Company worked to increase global unit sales in its core Digital Contents business by releasing existing titles on new hardware and strengthening sales of catalog titles. As a result, in the nine months ended December 31, 2025, the Digital Contents business contributed to earnings with sales of 247 titles in 238 countries and regions and total unit sales of 34.64 million units, up from the 30.53 million units sold in the same period of the previous fiscal year.
The Company also aimed to enhance the brand value of its intellectual properties (IPs) by coordinating the various activities of its major content with esports, film and television productions, and licensing business activities. To increase earnings, the Company continued the steady operation of its stores and the pursuit of store openings in new formats in Arcade Operations, while in Amusement Equipments, it continued to release smart pachislo machines and utilize its popular IPs.
On top of its business activities, particularly in 2025, the Company also worked to contribute to local, cultural, and technological promotion by sponsoring and participating in the Osaka Healthcare Pavilion, which was held by Osaka Prefectural and City governments at Expo 2025 Osaka, Kansai, Japan.
As a result, for the nine months ended December 31, 2025, net sales were 115,315 million yen (up 29.8% year on year), operating profit was 54,302 million yen (up 75.1% year on year), ordinary profit was 51,703 million yen (up 64.6% year on year), and profit attributable to owners of parent was 38,885 million yen (up 68.6% year on year).
Status of business by operating segment
1. Digital Contents business
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Net sales (cumulative)
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Operating profit (cumulative)
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In the Digital Contents business, the Company released Capcom Fighting Collection 2 (for Nintendo Switch, PlayStation 4, Xbox One and PC) and Onimusha 2 (for PlayStation 4, Nintendo Switch, Xbox One and PC) in May, revitalizing support from series fans. Additionally, the Company also released Street Fighter 6 and Kunitsu-Gami: Path of the Goddess for the Nintendo Switch 2 in June.
Regarding catalog titles, cumulative global sales of Street Fighter 6 surpassed 6 million units following its rollout to new hardware as well as ongoing efforts to bolster coordination between the Company’s games and its esports activities in pursuit of wider brand recognition and an expanded user base. Moreover, user excitement rose for the Resident Evil series following the announcement that the latest title in series, Resident Evil Requiem, is scheduled for release in February 2026. This helped to drive sales growth for titles in the same series, led by Resident Evil 4 and Resident Evil Village. Additionally, sales of Devil May Cry 5 were strong due to carrying out pricing strategies coordinated with the television adaptation of the series and efforts to enhance brand value through building wider awareness of the Company’s IPs. Furthermore, unit sales of Monster Hunter Rise and Monster Hunter Rise: Sunbreak continued to increase alongside cumulative unit sales of Monster Hunter Wilds, the latest title in the Monster Hunter series (released February 2025), which surpassed 11 million units. As a result, unit sales of catalog titles reached 33.39 million units, exceeding the 28.61 million units recorded in the same period of the previous fiscal year.
In Mobile Contents, Resident Evil Survival Unit (for iOS and Android), the latest mobile game in the Resident Evil series, was released globally in November. The game has contributed to increased recognition of the IP with cumulative downloads surpassing 3 million.
As a result, the segment earned net sales of 73,411 million yen (up 25.4% year on year) and operating profit of 46,067 million yen (up 57.5% year on year).
2. Arcade Operations business
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Net sales (cumulative)
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In Arcade Operations, amidst changing consumer habits, steady operations of existing stores and store openings in new formats contributed to earnings expansion. Moreover, the Company held live events and other activities to maximize the appeal of its stores and create synergies with its other businesses.
During the nine months ended December 31, 2025, the Company opened Capcom Store Sendai (Miyagi Prefecture) in April, a retail store that sells merchandise featuring the Company’s popular characters, and Capcom Connect Space (Osaka Prefecture) in July, an experiential facility that includes Dive! Capcom, where visitors can get immersed in the Company’s latest developments. Furthermore, in September the Company opened an annex for Capsule Lab Harajuku Takeshita Street, a capsule toy specialty store, as well as its No. 2 and No. 3 stores in November. In total, six stores were opened, bringing the number of locations to 59. The Company also strove to open stores in new formats, including revamping an existing store into Tsukamouyo, a crane game specialty store.
As a result, the segment earned net sales of 18,581 million yen (up 12.3% year on year) and operating profit of 2,681 million yen (up 18.7% year on year).
3. Amusement Equipments business
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Net sales (cumulative)
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Operating profit (cumulative)
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Operating margins (cumulative)
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Regarding the Amusement Equipments business, the pachislo market remained solid, driven primarily by smart pachislo machines. Devil May Cry 5 Stylish Tribe, released in June 2025, sold 11 thousand units, and Shin Onimusha 3, which began operating in October, shipped 24 thousand units, contributing to earnings.
Furthermore, Monster Hunter Rise, released in November 2024, and Resident Evil 5, released in March 2025, both enjoyed long-term operation in halls due to a positive reception from players, leading to favorable repeat sales as well.
As a result, the segment earned net sales of 17,766 million yen (up 73.5% year on year) and operating profit of 10,545 million yen (up 107.4% year on year).
4. Other Businesses
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Net sales (cumulative)
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The Company utilized its popular title Street Fighter 6 in its eSports business activities, initiating competitions worldwide with the Capcom Pro Tour 2025 international tournament series that began in May. In addition, it has held competitions in the team-based Street Fighter League: Pro-JP 2025 in Japan that began in August, and in similar team-based leagues in the United States and Europe that began in November, as part of its measures to expand the global fan base. Anticipation for the championship tournaments scheduled for March at Japan’s famous National Sumo Arena, Ryogoku Kokugikan, added momentum to these fierce competitions.
In the Media business, a new Devil May Cry animated series was released worldwide on Netflix in April. The Company also strove to expand recognition of its major IPs through film adaptations, including the announcement of the October 2026 release of a live-action Hollywood film adaptation of the Street Fighter series, jointly financed with Legendary Entertainment.
In the Character business, the Company focused on merchandise for its popular titles and on various event initiatives. Furthermore, the Company has taken measures to enhance the value of its corporate brand, including with the exhibition Capcom Creation – Moving Hearts Across the Globe, which showcases the Company’s game development process and has received critical acclaim, starting with its initial Osaka installation and continuing with exhibits in multiple locations throughout Japan.
As a result, the segment earned net sales of 5,556 million yen (up 57.6% year on year) and operating profit of 2,943 million yen (up 135.3% year on year).
2. Financial position overview for the period under review
Assets
Total assets as of the end of the third quarter decreased by 22,112 million yen from the end of the previous fiscal year to 290,869 million yen. The primary increases were 21,951 million yen in work-in-progress for game software, 14,718 million yen in investments and other assets, other, due to an increase of investment securities, etc., 10,075 million yen in work in process, and 9,049 million yen in property, plant and equipment, other, net, due to an increase of land assets, etc. The primary decreases were 55,015 million yen in cash and deposits and 20,342 million yen in accounts receivable – trade.
Liabilities
Total liabilities as of the end of the third quarter decreased by 46,054 million yen from the end of the previous fiscal year to 40,623 million yen. The primary decreases were 19,783 million yen in deferred revenue, 9,928 million yen in income taxes payable, 6,938 million yen in provision for bonuses, and 3,591 million yen in short-term borrowings.
Net assets
Net assets as of the end of the third quarter increased by 23,941 million yen from the end of the previous fiscal year to 250,245 million yen. The primary increases were 38,885 million yen in profit attributable to owners of parent, and 3,147 million yen in foreign currency translation adjustment. The primary decrease was 17,901 million yen in dividends from retained earnings.
3. Forecast and Outlook
The forecast for the consolidated business results for the current fiscal year ending March 31, 2026, remains the same as what was projected at the financial results announcement on May 13, 2025.
Earnings forecast for the fiscal year ending March 31, 2026 (From April 1, 2025 to March 31, 2026)
| Net sales | Operating profit | Ordinary profit | Profit attributable to owners of the parent |
Earnings per share | |
|---|---|---|---|---|---|
| Year ending March 31, 2026 | 190,000 million yen ( 12.0% increase YoY ) |
73,000 million yen ( 11.0% increase YoY ) |
70,000 million yen ( 6.6% increase YoY ) |
51,000 million yen ( 5.3% increase YoY ) |
121.93 yen |
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Note: The Company discloses a full year business forecast, as it manages its business performance on an annual basis.
Outlook
Regarding the outlook going forward, the business environment is undergoing significant changes: the transition to high-speed, high-capacity mobile communication standards, more distribution channels for content, diversification of devices, and the expansion of the global gaming user base. In such an environment, the Company has achieved its medium-term management goal of achieving 10% annual growth in operating income for 10 consecutive fiscal years. Looking ahead, it will strive to captivate people throughout the world with best-in-class entertainment. At the same time, it will seek to further expand the reach of its content in the over 220 countries and regions in which it sells games by enhancing its brand and attracting new users.
For this reason, the Company aims to achieve 100 million units in annual sales in its core Digital Contents business by strengthening its long-term pricing strategies and global sales via enhanced marketing attuned to the characteristics of different countries and regions while working to understand user needs.
Moreover, the Company will strive to develop the Arcade Operations and Amusement Equipments businesses by using popular IPs and major content, as well as uncover latent users and maximize profit-earning opportunities by raising awareness of IPs through investment in and leveraging of film and television productions, licensing merchandise, and esports.
In addition to the above strategies, the Company will continue its efforts to achieve its medium-term management goal by promoting its human resources investment strategy, which will be the driving force for the Company’s sustainable growth, and by strengthening investments in its development system and environment to increase its product pipeline through the creation of new IPs and utilization of major existing IPs.
Through various activities, the Company will continue to work toward realizing its management philosophy of being a creator of entertainment culture that stimulates the senses and excites people through game entertainment.
Please refer to the latest IR Materials in "Quarterly Reports."
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Quarterly Reports (Japan GAAP)
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Resident Evil Requiem Wins Most Honors
with Four Awards at the Gamescom Awards 2025!
– High praise for its vivid gameplay experience at Europe’s largest game event – -

Monster Hunter Wilds Wins an Award for Excellence in the Games of the Year
Division at the Japan Game Awards 2025!
A Record Four Capcom Titles Chosen for Recognition in the Future Division! -

Capcom Fighting Collection 2
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Onimusha 2: Samurai’s Destiny
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STREET FIGHTER 6
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Kunitsu-Gami: Path of the Goddess
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January 27, 20263Q FY2025 Financial Results Announcement
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December 22, 2025-January 26, 2026Quiet Period
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December 08, 2025Integrated Report 2025 added.
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Integrated Report-
IR Materials Download
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IR Social Accounts
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Top 5 Recommended Pages
(as end of Dec. 31, 2025)


