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Business Performance (Japan GAAP)

Here we breakdown our consolidated business results for fiscal year ended March 31, 2026 with graphs and diagrams.

1. Operating results overview

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Net sales Operating profit Ordinary profit Profit attributable to
owners of the parent
Basic earnings
per share
195,365
million yen
(up 15.2% YoY)
75,295
million yen
(up 14.5% YoY )
74,134
million yen
(up 12.9% YoY )
54,587
million yen
(up 12.7% YoY )
130.50 yen
  • Net sales (cumulative)

  • Operating profit (cumulative)

  • Ordinary profit (cumulative)

  • Profit attributable
    to owners of the parent (cumulative)

In the fiscal year ended March 31, 2026, 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 launching Resident Evil Requiem, a major new title in the Company’s flagship series, as well as strengthening sales of catalog titles and the release of existing titles on new hardware. As a result, during the fiscal year ended March 31, 2026, the Digital Contents business contributed to earnings with sales of 253 titles in 244 countries and regions and total unit sales of 59.07 million units, up from 51.87 million units sold in the previous fiscal year.

The Company also aimed to enhance the brand value of its intellectual properties (IPs) by coordinating the activities of its major content with esports, film and television productions, and licensing businesses activities. To increase earnings, the Company continued to pursue sound store operations while opening locations in new formats and overseas 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, net sales for the fiscal year under review were 195,365 million yen (up 15.2% year on year), operating profit was 75,295 million yen (up 14.5% year on year), ordinary profit was 74,134 million yen (up 12.9% year on year), and profit attributable to owners of parent was 54,587 million yen (up 12.7% year on year). This was the Company’s thirteenth consecutive year of achieving an increase in operating profit.

Status of business by operating segment

1. Digital Contents business

  • Net sales (cumulative)

  • Operating profit (cumulative)

  • Operating margins (cumulative)

In the Digital Contents business, the Company released the latest title in the Resident Evil series, Resident Evil Requiem (for PlayStation 5, Xbox Series X|S, Nintendo Switch 2 and PC), in February 2026. As a result of its cutting-edge graphics and immersive gameplay, the title garnered significant acclaim from fans around the world and sold over 6 million units. This helped to drive sales growth for catalog titles in the same series, led by Resident Evil 4 and Resident Evil Village. Additionally, Monster Hunter Stories 3: Twisted Reflection (for Nintendo Switch 2, PlayStation 5, Xbox Series X|S and PC), an RPG spinoff of the Monster Hunter series, was released in March 2026, and also contributed to earnings. Moreover, the Company accelerated expansion of its user base by actively pursuing its multi-platform strategy, which included porting its catalog titles to the Nintendo Switch 2.

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. Additionally, sales of Devil May Cry 5 and past titles in the same series contributed to earnings via the Company coordinating pricing strategies with the animated 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 49.46 million units, exceeding the 39.49 million units recorded in 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 5 million.

As a result, the segment earned net sales of 144,277 million yen (up 15.3% year on year) and operating profit of 70,618 million yen (up 8.4% year on year).

2. Arcade Operations business

  • Net sales (cumulative)

  • Operating profit (cumulative)

  • Operating margins (cumulative)

In Arcade Operations, amidst changing consumer habits, disciplined operations of existing stores alongside store openings in new formats contributed to earnings expansion. Moreover, the Company opened a new store overseas, and held live events and other activities to maximize the appeal of its physical locations and create synergies with its other businesses.

During this fiscal year under review, the Company focused its efforts on opening stores in new formats, such as 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, and CAPCOMIX Abeno Hoop store (Osaka Prefecture) in March 2026, which features Capcom character-themed attractions.

Along with Capcom Store Sendai (Miyagi Prefecture) in April, a retail store that sells merchandise featuring the Company’s popular characters, and Capcom Store Ikebukuro (Tokyo) in February, the Company opened Capcom Store Taipei (Taiwan) in March as its first directly operated store outside Japan. In addition to these, the Company opened locations specializing in character merchandise as well as capsule toy stores, resulting in a total of 9 openings, while closing 1 store, bringing the total number of stores to 61. The Company also revamped an existing location into a crane game specialty store as part of its efforts to expand into new formats.

As a result, the segment earned net sales of 25,656 million yen (up 12.8% year on year) and operating profit of 3,201 million yen (up 31.6% year on year).

3. Amusement Equipments business

  • Net sales (cumulative)

  • Operating profit (cumulative)

  • Operating margins (cumulative)

Regarding the Amusement Equipments business, the pachislo market has been characterized by stable demand due to the ongoing spread of smart pachislo machines. The Company released two new smart pachislo models, Devil May Cry 5 Stylish Tribe (June 2025), which sold 11 thousand units, and Shin Onimusha 3 (October 2025), which sold 24.5 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 17,780 million yen (up 13.9% year on year) and operating profit of 10,033 million yen (up 49.7% year on year).

4. Other Businesses

  • Net sales (cumulative)

  • Operating profit (cumulative)

  • Operating margins (cumulative)

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 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. Further, in March the Company held the Capcom Cup 12 and Street Fighter League: World Championship 2025 tournaments at Japan’s famous National Sumo Arena, Ryogoku Kokugikan, attracting a record high of over 20,000 visitors. Through such measures, the Company has aimed to further promote esports on a global scale.

In the Media business, a new Devil May Cry animated series was released worldwide on Netflix in April 2025. 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 License 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 7,650 million yen (up 25.2% year on year) and operating profit of 3,645 million yen (up 46.7% year on year).

2. Financial position overview for the period under review

Assets

Total assets as of the end of the fiscal year ended March 31, 2026, increased by 26,325 million yen from the end of the previous fiscal year to 339,307 million yen. The primary increases were 15,037 million yen in investment securities, 10,038 million yen in land, 9,909 million yen in media assets, as well as 5,418 million yen in work-in-progress for game software. The primary decrease was 18,780 million yen in cash and deposits.

Liabilities

Total liabilities as of the end of the fiscal year ended March 31, 2026, decreased by 15,087 million yen from the end of the previous fiscal year to 71,591 million yen. The primary increases were 1,141 million yen in provision for share awards, as well as 1,037 million yen in provision for bonuses. The primary decreases were 11,525 million yen in deferred revenue, 3,591 million yen in short-term borrowings, as well as 3,000 million yen in long-term borrowings.

Net assets

Net assets as of the end of the fiscal year ended March 31, 2026, increased by 41,412 million yen from the end of the previous fiscal year to 267,716 million yen. The primary increases were 54,587 million yen in net profit attributable to owners of the parent, 3,878 million yen in foreign currency translation adjustment, as well as 529 million yen in remeasurements of defined benefit plans. The primary decrease was 17,901 million yen in dividends from retained earnings.

3. Cash flow overview for the fiscal year under review

Cash and cash equivalents as of the end of the fiscal year ended March 31, 2026, decreased by 47,593 million yen from the end of the previous fiscal year to 102,833 million yen.

Cash flow positions of each activity and their factors are described below.

  • Cash flows from operating activities

  • Cash flows from investing activities

  • Cash flows from financing activities

(Cash flows from operating activities)
Net cash gained from operating activities was 31,380 million yen (a 67,618-million-yen net cash gain in the previous fiscal year).

This was primarily due to funds increasing due to 73,934 million yen in net profit before income taxes, etc., and funds decreasing due to 22,111 million yen in income taxes paid, 11,697 million yen in deferred income, and a 9,909 million-yen increase in media assets, etc.

(Cash flows from investing activities)
Net cash used in investing activities was 55,862 million yen (7,273 million yen in the previous fiscal year).

This was primarily due to funds increasing due to 42,613 million yen in proceeds from withdrawal of time deposits, etc., and fund decreasing due to 68,833 million yen in payments into time deposits, 15,021 million yen in purchase of investment securities, and 13,593 million yen in purchase of property, plant and equipment, etc.

(Cash flows from financing activities)
Net cash used in financing activities was 26,069 million yen (18,735 million yen in the previous fiscal year).

This was primarily due to funds decreasing due to 17,887 million yen in dividends paid, 3,591 million yen in net decrease in short-term borrowings, 3,000 million yen in repayments of long-term borrowings, and 1,567 million yen in repayments of lease liabilities, etc.

4. Forecast and Outlook

Earnings forecast for the fiscal year ending March 31, 2027 (From April 1, 2026 to March 31, 2027)

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Net sales Operating profit Ordinary profit Profit attributable to
owners of the parent
Earnings per share
Year ending March 31, 2027 210,000
million yen
(up 7.5% YoY )
83,000
million yen
(up 10.2% YoY )
83,000
million yen
(up 12.0% YoY )
58,000
million yen
(up 6.3% YoY )
138.65 yen
  • 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, while the market for the Company’s core Digital Contents business is expected to grow steadily, driven by an increase in game content and the expansion of the global gaming user base, the business environment is undergoing significant changes: the increasing number of distribution channels for content, diversification of devices, and the progress of technological innovation, including the widespread adoption of generative AI.

In such an environment, the Company will continue to strive to reach its medium-term management goal of achieving 10% annual growth in operating profit and realize its medium- to long-term vision of being a company that captivates people around the world with its best-in-class immersive content. It will seek to further expand the global reach of its content by enhancing its brand and attracting new users.

In order to achieve the long-term milestone of 100 million units in annual sales in its core Digital Contents business, the Company will strengthen long-term pricing measures and global sales, working to enhance its sales network that extends into over 240 countries and regions while improving localized marketing and its understanding of 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, licensed merchandise, and esports.

In addition to the above strategies, the Company will continue its efforts to achieve its management goals by promoting its human resources investment strategy, which will be the driving force for the Company’s sustainable growth. It will strengthen investments in the research and development of cutting-edge technologies, such as its proprietary development engine, and the enhancement of its development environment, with the aim of adapting to new technologies and growing 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."