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Business Performance (Japan GAAP)

Here we breakdown our consolidated business results for the six months ended September 30, 2025 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
Earnings per
share
81,152
million yen
( 43.9%
increase YoY)
39,333
million yen
( 89.8%
increase YoY )
36,543
million yen
( 76.5%
increase YoY )
27,514
million yen
( 80.1%
increase YoY )
65.78 yen
  • Net sales (cumulative)

    Plan

  • Operating profit (cumulative)

    Plan

  • Ordinary profit (cumulative)

    Plan

  • Profit attributable
    to owners of the parent (cumulative)

    Plan

In the six months ended September 30, 2025, Capcom Co., Ltd. (the "Company") actively pursued investments for growth focused on the ongoing enhancement of digital sales in order to further evolve 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 six months ended September 30, 2025, the Digital Contents business contributed to earnings with sales of 246 titles in 231 countries and regions and total unit sales of 23.85 million units, up from the 20.02 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 six months ended September 30, 2025, net sales were 81,152 million yen (up 43.9% year on year), operating profit was 39,333 million yen (up 89.8% year on year), ordinary profit was 36,543 million yen (up 76.5% year on year), and profit attributable to owners of parent was 27,514 million yen (up 80.1% year on year).

Status of business by operating segment

1. Digital Contents business

  • Net sales (cumulative)

    Plan

  • Operating profit (cumulative)

    Plan

  • Operating margins (cumulative)

    Plan

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 5 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. The title also won a total of four awards, the most of any title, at the Gamescom Awards 2025, one of the largest game awards in Europe, which was held at Gamescom 2025 in Germany in August. This helped to drive sales growth for titles in the same series, led by Resident Evil Village and Resident Evil 4. Additionally, sales of Devil May Cry 5 were strong due to carrying out pricing strategies in accordance with the release of a 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 continued to increase alongside sales of Monster Hunter Wilds, the latest title in the same series. As a result, unit sales of catalog titles reached 22.85 million units, exceeding the 18.95 million units recorded in the same period of the previous fiscal year.

Additionally, the Company’s booth at Tokyo Game Show 2025, held in September, drew attention from many showgoers looking to try playable demos of upcoming titles. It was also announced at the Japan Game Awards 2025 that Monster Hunter Wilds received an Award for Excellence in the Games of the Year Division, and four titles, including Resident Evil Requiem and Monster Hunter Stories 3: Twisted Reflection (scheduled for release in the current fiscal year), were selected for recognition in the Future Division, providing early momentum to the titles.

As a result, the segment earned net sales of 49,852 million yen (up 25.3% year on year) and operating profit of 31,378 million yen (up 52.0% year on year).

2. Arcade Operations business

  • Net sales (cumulative)

    Plan

  • Operating profit (cumulative)

    Plan

  • Operating margins (cumulative)

    Plan

In Arcade Operations, amidst changing consumer habits and growing tourism, 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 six months ended September 30, 2025, the Company opened Chara Cap/Capsule Lab LaLaport Anjo (Aichi Prefecture) in April, which combines a character merchandise specialty store with a capsule toy specialty store, as well as Capcom Store Sendai (Miyagi Prefecture), a retail store that sells merchandise featuring the Company’s popular characters. Furthermore, the Company opened Plaza Capcom/Capsule Lab LaLa terrace Kita-Ayase (Tokyo) in June, and Capcom Connect Space (Osaka Prefecture) in July, the latter being an experiential facility that combines Chara Cap and Capsule Lab while also including Dive! Capcom, where visitors can get immersed in the Company’s latest developments. In total, four stores were opened, bringing the number of locations to 57.

As a result, the segment earned net sales of 12,450 million yen (up 13.3% year on year) and operating profit of 2,019 million yen (up 21.1% year on year).

3. Amusement Equipments business

  • Net sales (cumulative)

    Plan

  • Operating profit (cumulative)

    Plan

  • Operating margins (cumulative)

    Plan

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 on October 6, shipped 18.2 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 15,191 million yen (up 378.3% year on year) and operating profit of 9,078 million yen (up 471.9% year on year).

4. Other Businesses

  • Net sales (cumulative)

    Plan

  • Operating profit (cumulative)

    Plan

  • Operating margins (cumulative)

    Plan

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, as well as the team-based league Street Fighter League: Pro-JP 2025 in Japan that began in August. In addition to taking measures to expand the user base around the world, the Company announced that it will hold the championship tournament for the 2025 season at Japan’s famous National Sumo Arena, Ryogoku Kokugikan, following the success of last season’s finals at the same venue.

In the Media business, a new Devil May Cry animated series was released worldwide on Netflix in April, while 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 3,657 million yen (up 48.7% year on year) and operating profit of 2,080 million yen (up 74.0% year on year).

2. Financial position overview for the period under review

Assets

Total assets as of the end of the second quarter decreased by 14,130 million yen from the end of the previous fiscal year to 298,852 million yen. The primary increases were 14,790 million yen in investments and other assets, other, due to an increase of investment securities, etc., 13,332 million yen in work-in-progress for game software, 8,945 million yen in property, plant and equipment, other, net, due to an increase of land assets, etc., and 5,224 million yen in work in process. The primary decreases were 36,047 million yen in cash and deposits and 18,406 million yen in accounts receivable – trade.

Liabilities

Total liabilities as of the end of the second quarter decreased by 33,014 million yen from the end of the previous fiscal year to 53,664 million yen. The primary decreases were 14,093 million yen in deferred revenue, 6,007 million yen in provision for bonuses, 5,336 million yen in income taxes payable, 3,591 million yen in short-term borrowings, and 3,000 million yen in long-term borrowings.

Net assets

Net assets as of the end of the second quarter increased by 18,884 million yen from the end of the previous fiscal year to 245,188 million yen. The primary increase was 27,514 million yen in profit attributable to owners of parent, and 617 million yen in foreign currency translation adjustment. The primary decrease was 9,398 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)

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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
  • 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.

On top of its business activities, the Company is also working to contribute to regional, cultural, and technological development by sponsoring and participating in the Osaka Healthcare Pavilion, which is being exhibited by the Osaka Prefectural and City governments at Expo 2025 Osaka, Kansai, Japan from April 2025.

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."