Sega Sammy Holdings FY2026 Q3 Earnings Release
Download PDF© SEGA SAMMY HOLDINGS INC. All Rights Reserved.
Q3 for the Fiscal Year Ending March 2026
Results Presentation
February 13, 2026
The market forecasts, performance outlooks, plans, strategies, and other forward -looking statements contained in this document a re based on information available to the Company and the judgment of its management at the time this material was created. Th ey do not
constitute a guarantee of future performance. The information provided herein involve uncertainties that may be affected by v arious factors, including economic conditions, industry trends, competitive environment, exchange rates, interest rates, raw mat erial prices, changes,
amendments or abolishment of laws and regulations, large -scale natural disasters, outbreaks of infectious diseases, conflicts, a nd risks related to cybersecurity. Such uncertainties could cause actual results or events to differ materially and adversely from those presently
anticipated. The Company does not undertake to update or revise this document.
In addition, information contained in this document that relates to parties other than the Company has been quoted from publi cly available sources and other references. However, the accuracy or completeness of such information is not warranted or guarant eed.
This document is for informational purposes only, and is not intended to solicit or recommend any investments. Any investment decisions should be made solely at your own discretio n and responsibility.
The Company and the information providers shall bear no responsibility whatsoever for any damages incurred by users as a result of utilizing the information contained in this document.
Unauthorized reproduction, redistribution, or alteration of this document or its contents for any purpose is strictly prohibi ted. If you quote all or part of this document, please clearly indicate the source of the citation or link to this page.
This is an English translation from the original Japanese -language version. The translation is provided for your reference and c onvenience only and without any warranty as to its accuracy or otherwise. The Company assumes no responsibility for this tran slation and for
direct, indirect or any other forms of damages arising from the translation. Should there be any inconsistency between this t ranslation and the original Japanese -language version, the Japanese -language version shall prevail.
Disclaimer
-2-
01
FY2026/3 Q3 Results / Forecast
-3-
Q3 Topics
1
2
3
Impairment of g oodwill and
other intangible a ssets at
Rovio and Stakelogic
Review of
capital allocation policy
Revision of
operating results forecast
(See P. 6 for details)
⚫ Suspend large -scale M&A for the time being
⚫ Implement the acquisition of treasury stocks (share
buybacks) of 20.0 billion yen
⚫ Recognized extraordinary losses associated with the
implement of impairment
⚫ Reflected performance progress in each segment
⚫ Rovio :Approx. 31.3 billion yen
⚫ Stakelogic : Anticipating a pprox . 15 .0 billion yen *1
(expected to be recognized at the end of FY)
*The amount is currently under review
-4-
(Million euros)
*Converted to yen when reflected in the Company’s consolidated balance sheet
[Trend of balance of Rovio’s goodwill etc.]
➢ Recognized impairment losses of approx.
229 million euros (approx. 31.3 billion yen)
➢ Assumption to calculate impairment loss
amount
• Reduce the sales forecast to be generated
from existing and new game titles going
forward based on the shortfall rate of the
most recent sales forecast
• Taking into account the impact of reductions
in fixed expenses to be implemented in the
future and the reduction in fee burdens
through promotion of utilization of external
payment
Q3 Topics (Approach to Impairment of Goodwill, etc.)
FY2026/3 Q3 Results
Result Highlights (Consolidated)
-5-
Forecast
*1Entertainment =Entertainment Contents Business
➢ Results fell short of initial forecast mainly due to the
Entertainment *1 and the Gaming Business
• Full Game sales, new F2P titles and Rovio’s performance fell
short of expectations in the Entertainment
• The Pachislot & Pachinko Machines performed strongly
particularly for mainstay titles
• Existing businesses in the Gaming performed strongly
• Incorporated the results of the two acquired companies of the
Gaming
➢ Revise full -year operating results forecast
• Reflect results of each business (See next page for details)
• Reflect impairment losses of goodwill, etc. into
extraordinary losses
*Adjusted EBITDA: Ordinary income + Interest expenses + Depreciation and amortization ±Adjustment items
Adjustment items:
Extraordinary income of business, Extraordinary losses of business (impairment, title write -down, etc.),
Profit attributable to non -controlling interests, Goodwill, trademark right amortization, etc. associated with M&A(Billion yen)
Thru
Q3
Full-year
Results
Thru
Q3
Full-year
Forecast
(announced
on May 12)
Revised
Forecast
(announced
on Feb. 13)
Sales 322.3 428.9 335.2 475.0 490.0
Operating Income 43.7 48.1 19.8 53.0 40.0
Ordinary Income 49.4 53.1 23.8 56.0 43.5
Extraordinary income 9.1 10.0 0.8 0.0 1.0
Extraordinary losses 7.4 8.3 36.2 2.5 53.5
Profit attributable to owners
of parent 41.7 45.0 -16.8 37.5 -13.0
Indicators in the Medium-Term Plan
Adjusted EBITDA 54.5 62.2 3.4 67.5 10.0
ROE – 12.2% – – –
FY2025/3 FY2026/3
Revision of Operating Results Forecast
-6-
(Billion yen)
[Increase or decrease in ordinary income by segment from initial forecast]
➢ Entertainment Contents Business
• Full Game sales, new F2P titles and Rovio’s
performance fell short of expectation
➢ Pachislot & Pachinko Machines Business
• Exceeded expectations, driven by strong
performance of mainstay titles
➢ Gaming Business
• Gaming machine sales for casinos and PARADISE
SEGASAMMY performed strongly
• Ordinary loss amount increased in the Gaming
Business due to the incorporation of the results of
GAN and Stakelogic, the two acquired companies,
and recording of their goodwill amortization, which
were not factored in the forecast (impact of
consolidation)
43.5
56.0
Initial
full-year
forecast
Entertainment
Contents
Pachislot
& Pachinko
Machines
Gaming
(Existing
business)
Gaming
(Impact of
consolidation)
Other/
Elimination
Revised
full-year
forecast
(Feb.13)
-1.0
-9. 0
-7.1
+1.5
+3.1
-7-
(Reference) Per Segments Results
*See P. 14 for details about each segment(Billion yen)
Thru
Q3
Full-year
Results
Thru
Q3
Full-year
Forecast
(announced
on May 12)
Revised
Forecast
(announced
on Feb. 13)
Sales 322.3 428.9 335.2 475.0 490.0
Entertainment Contents 238.6 321.5 242.2 336.0 330.0
Pachislot & Pachinko Machines 76.4 97.1 73.3 130.0 133.0
Gaming 3.1 5.4 16.7 6.0 24.0
Other / Elimination 4.2 4.9 3.0 3.0 3.0
Operating Income 43.7 48.1 19.8 53.0 40.0
Entertainment Contents 34.6 40.8 23.7 39.5 30.5
Pachislot & Pachinko Machines 19.2 20.0 10.0 28.5 30.5
Gaming -1.1 -0.7 -4.8 -1.5 -8.5
Other / Elimination -9.0 -12.0 -9.1 -13.5 -12.5
Adjusted EBITDA 54.5 62.2 3.4 67.5 10.0
Entertainment Contents 40.5 48.1 2.0 50.0 10.0
Pachislot & Pachinko Machines 22.2 24.2 11.2 33.0 32.0
Gaming 0.0 1.0 0.1 -2.5 -18.5
Other / Elimination -8.2 -11.1 -9.9 -13.0 -13.5
FY2025/3 FY2026/3
(Reference) EBITDA Adjustment Items (FY2026/3 Q3 Results)
(Billion yen)
-0.0
23.8
+ 1.9
+ 6.6
-36.2
3 .4
FY2026/3 Q3
Ordinary
income
FY2026/3 Q3
Adjusted EBITDA
Interest
expenses
Depreciation
and amortization
Extraordinary
losses of
business
Profit
attributable
to non –
controlling
interests
+ 6.3
Goodwill,
trademark right
amortization,
etc. associated
with M&A
Adjustment
items
+0.8
Extraordinary
income of
business
32.4
FY2026/3 Q3
EBITDA
-8-
Q1 Q2 Q3
Consumer
Net Sales -0.29 0.32 2.12
Operating Income -0.37 -0.20 0.16
Animation
Net Sales -0.01 0.00 0.03
Operating Income -0.01 0.00 0.03
AM *1&TOY
Net Sales -0.00 -0.00 -0.00
Operating Income -0.02 0.10 0.01
Impact of Exchange Rate Fluctuations
(Billion yen)
[Impact of foreign exchange in Q3 Results]
[Currency Rates]
• 1 USD: Rate in initial forecast 148.0 yen → AR 149.45 yen
• 1 GBP: Rate in initial forecast 202.0 yen → AR 199.44 yen
• 1 Euro: Rate in initial forecast 161.0 yen → AR 171.89 yen
*1AM=Amusement Machine
➢ Recorded foreign exchange gains of 0.01 billion yen in non -operating expenses due to revaluation and
settlement of receivables and payable denominated in foreign currencies
➢ Positive impact of approx. 2.1 billion yen for sales and positive impact of approx. 0.2 billion yen for operating income in
the Entertainment Contents Business
-9-
Various Expenses, etc.
-10 –
FY2026/3 Q3 Results
Forecast
➢ R&D / Content production expenses:
• Increased compared to FY2025/3 due to increase in
new title launch of Full Game and F2P (CS*¹)
• Increased compared to FY2025/3 due to the impact
of M&A (Gaming)
➢ Advertising and Depreciation expenses :
• Increased compared to FY2025/3 due to increase in
new title launch of Full Game and F2P (CS)
• Increased compared to initial forecast due to the
impact of M&A (Gaming)
➢ R&D / Content production and Advertising expenses:
• Increase compared to FY2025/3 and initial forecast
due to impact of M&A (Gaming)
➢ Cap -ex:
• Increase compared to FY2025/3 due to installation
of equipment for automation in warehouse, etc.
(Pachislot & Pachinko Machines)
*1CS =Consumer area *The expenses for “other/elimination” are included in“Data Appendix (FY 2026 /3Q3)” *Recognition criteria ofR&D and Content Production Expenses by business segments •Entertainment Contents Business (Full Game (CS)) :Expenses are capitalized as inventory assets orintangible assets during development and booked as expenses after launch .25%will be amortized infirst month and the rest will be amortized over aperiod of23 months using the straight -line method (Total amortization period is24 months) •Entertainment Contents Business (F2P(CS)) :Expenses are capitalized as intangible assets during development and booked as expenses after launch .Expenses are amortized over aperiod of24 or36 months using the straight -line method •Entertainment Contents Business(AM) :Expenses are capitalized as inventory assets during development and booked as expenses after launch .30%will be amortized infirst 2months with 15%per month, and the rest will be amortized 7%per 10 months using the straight -line method (Total amortization period is12 months) •Pachislot &Pachinko Machines Business :Expenses aren’t capitalized but are recognized as they arise (outsourced process expenses are recognized when work isinspected)Thru
Q3
Full-year
Results
Thru
Q3
Full-year
Forecast
(announced
on May 12)
Revised
Forecast
(announced
on Feb. 13)
R&D / Content production 49.3 68.9 57.6 70.4 76.3
Advertising 20.3 27.0 23.1 28.9 29.7
Depreciation 3.3 4.6 3.4 4.6 4.5
Cap-ex 4.4 7.6 6.0 6.5 8.2
R&D / Content production 9.6 13.5 10.4 14.2 14.9
Advertising 2.7 3.4 2.6 4.2 3.1
Depreciation 2.1 2.7 2.0 2.5 2.2
Cap-ex 3.2 4.9 3.5 8.1 5.8
R&D / Content production 0.6 0.9 3.6 1.6 5.3
Advertising 0.0 0.1 1.8 0.1 2.9
Depreciation 0.0 0.0 0.5 0.0 0.7
Cap-ex 1.7 2.1 1.2 2.5 1.9
R&D / Content production 59.6 83.3 71.6 86.3 96.5
Advertising 24.0 31.6 28.2 34.5 36.5
Depreciation 6.2 8.4 6.6 8.2 8.5
Cap-ex 10.2 15.9 12.1 18.8 19.6
FY2026/3 FY2025/3
Consolidated
total
Entertainment
Contents
Pachislot &
Pachinko
Gaming
(Billion yen)
Consolidated Balance Sheet Summary
-11 –
Main reasons for increase/decrease
(Current assets) • Cash and deposit decreased due to M&A of GAN and Stakelogic
• Increase in inventory assets associated with video game development
(Noncurrent
assets)
• Recognized impairment losses including goodwill, etc. of Rovio
(-34.1 billion yen)
• Goodwill increased due to M&A of GAN and Stakelogic (+35.4 billion yen)
(Net assets) • Shareholder equity decreased due to recording of losses attributable to
owners of parent, the acquisition of treasury stocks, dividend payments, etc.As of the end
of Mar. 2025
As of the end
of Dec. 2025
Increase
/Decrease
Cash, deposits and cash equivalents 198.8 143.3 -55.5
Interest bearing debt 149.5 145.6 -3.9
Net cash 49.3 -2.3 -51.6
Equity ratio 59.1% 56.2% -2.9p Account As of the end
of Mar. 2025
As of the end
of Dec. 2025
Increase
/Decrease Account As of the end
of Mar. 2025
As of the end
of Dec. 2025
Increase
/Decrease
Cash and Deposits 200.3 142.9 -57.4 Accounts Payable 23.5 26.6 +3.1
Accounts Receivable 52.6 69.3 +16.7 Short Term Borrowings 7.5 7.4 -0.1
Securities – 0.4 +0.4 Other 63.1 75.2 +12.1
Inventories 93.6 123.2 +29.6 Total Current Liabilities 94.1 109.2 +15.1
Other 42.2 47.3 +5.1 Corporate Bonds 10.0 10.0 –
Total Current Assets 388.7 383.1 -5.6 Long Term Borrowings 132.0 128.2 -3.8
Tangible Fixed Assets 48.9 52.8 +3.9 Other 26.9 32.4 +5.5
Intangible Fixed Assets 91.2 99.6 +8.4 Total Noncurrent Liabilities 168.9 170.6 +1.7
Goodwill (included in Intangible Fixed Assets) 30.1 36.7 +6.6 Total Liabilities 263.1 279.8 +16.7
Trademark right (same as above) 44.8 45.0 +0.2 Shareholders’ Equity 359.7 319.8 -39.9
Investment Securities 51.1 52.3 +1.2 Total accumulated other comprehensive income 21.3 40.4 +19.1
Other 64.8 52.6 -12.2 Non-controlling interests 0.0 0.0 +0.0
Total Noncurrent Assets 256.0 257.3 +1.3 Total Net Assets 381.6 360.6 -21.0
Total Assets 644.7 640.4 -4.3 Total Liabilities and Net Assets 644.7 640.4 -4.3
【Liabilitie s and Ne t Asse ts 】 (Billion yen) 【Asse ts 】
(Reference) Consolidated B/S (Balance of Goodwill and Other Intangible Assets)
Balance of goodwill and other intangible assets End of FY2025/3 End of Q3 Remaining
amortization period
Rovio
Goodwill 26.3 billion yen
(181 million euro) ― ―
Other intangible assets
(trademark rights)
44.8 billion yen
(308 million euro)
45.0 billion yen
(244 million euro)
20 years,
8 months
Other intangible assets
(tech -related)
4.8 billion yen
(33 million euro)
4.5 billion yen
(24 million euro)
7 years,
8 months
GAN Goodwill ― 17.2 billion yen
(116 million USD)
9 years,
6 months
Stakelogic Goodwill ― 18.0 billion yen
(104 million euro)
8 years,
6 months
*For Stakelogic, impairment losses by the end of FY2026/3 are expected
*For GAN and Stakelogic, the purchase price allocation has not been completed. Therefore, the goodwill amount and remaining a mor tization period are provisional figures. Should other intangible
assets be identified in future purchase price allocation, the remaining amortization period may change
-12 –
(Reference) Trend of Balance of Content Production Expenses in B/S (Consumer area)
(Billion yen)
* Amortization in progress: Unamortized portion of title assets that have been released and begun to be amortized
21.2 25.6 24.6 29.1 31.4 33.4 36.6
15.9
16.8 17.9
18.5
22.7
27.4 21.4
14.0
11.2 14.2
13.6
13.4
15.1 15.6
51.1 53.6
56.7
61.2
67.4
76.0 73.8
Q1 Q2 Q3 Q4 Q1 Q2 Q3
FY2025/3 FY2026/3
Amortization in progress*1
Overseas studios
Japan studios
-13 –
02
Per Segments Results / Forecast
-14 –
➢ Revise full -year forecast downward due to soft
performance of Consumer area
• Reflect progress of Full Game, new F2P titles and Rovio as of the
end of Q3 (CS)
• Expect a YoY increase in licensing revenue (CS)
• Expect steady performance in the Animation area
FY2026 Q3 Results
➢ Overall performance fell below initial expectations,
particularly in the Consumer area
• Full Game, new F2P titles, and Rovio underperformed compared
with expectations (CS*¹)
• Existing F2P titles performed steadily (CS)
• Licensing revenue, subscription services, DLC*², (all CS) and
Animation area exceeded expectations
Entertainment Contents Business
Forecast
*¹ CS= Consumer area, *² DLC= Downloadable content
-15 -(Billion yen)
T hru
Q3
Full-year
Results
T hru
Q3
Full-year
Forecast
(announced
on May 12)
Revised
Forecast
(announced
on Feb. 13)
Sales 238.6 321.5 242.2 336.0 330.0
Consumer 164.8 216.8 166.5 230.0 224.0
Animation 18.8 28.0 20.5 27.5 28.5
AM & TOY 54.8 76.6 55.2 78.5 77.5
Operating Income 34.6 40.8 23.7 39.5 30.5
Consumer 25.1 28.1 14.0 27.0 18.5
Animation 6.5 8.8 6.2 6.5 7.0
AM & TOY 2.9 3.8 3.4 6.0 5.0
Ordinary Income 37.5 41.8 24.6 40.0 31.0
Indicators in the Medium-Term Plan
Adjusted EBITDA 40.5 48.1 2.0 50.0 10.0
Full Game Sales 59.2 76.4 52.5 78.1 72.1
New titles 25.3 33.5 23.1 33.5 33.3
Repeat sales 33.9 42.8 29.4 44.5 38.8
F2P Sales 34.7 47.1 39.1 67.0 53.1
Full Game Unit Sales (Thousand) 24,810 31,450 19,530 30,090 26,530
New titles 4,790 6,570 4,170 6,070 6,290
Repeat sales 20,010 24,870 15,350 24,010 20,230
FY2025/3 FY2026/3
(Reference) Entertainment Contents Business Sub -segment
FY2026/3 Q3 Results Forecast
• Recorded revenue related to animation sales,
etc.
• Continuously recorded the allocated revenue
from the first and second Sonic movie
• Start broadcasting BAKIDOU
• Continuously record the allocated revenue from the
first and second Sonic movie
Consumer
Animation
AM&TOY
Full Game
F2P
AM
TOY
• Both new titles and repeat sales performed
below expectations
• Boost sales during New Year and Lunar New Year
sales campaign
• Release Yakuza Kiwami 3 & Dark Ties
• Two new titles underperformed the expectations
• Existing titles performed as expected
• Service launch of SEGA FOOTBALL CLUB
CHAMPIONS
• Amusement machine sales performed above
expectations
• Sales of prize merchandise remained soft
• Plan to sell centered on prize category
• Sell UFO CATCHER TRIPLE 2 and StarHorseParty
• Plan to sell regular products, etc. • Sold regular products, etc.
Other
• Rovio’s performance has been sluggish
• Character licensing revenue increased
• Recorded revenue from DLC and subscription
services, etc.
• Continuous updates for Angry Birds 2
• Record character licensing revenue and revenue of
subscription services
-16 –
(Reference) Consumer Area/Full Game: Sales Trends
(Billion yen)
7.7 7.0 7.1 5.8
8.5 8.6 8.6 7.3
11.2 10.9 11.8
8.9 8.8 9.2
11.4
2.1 5.4
25.9
12.2
2.5 3.7
21.3
27.5
3.9
1.7
19.7
8.2
2.6
6.1
14.4
Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3
FY2023/3 FY2024/3 FY2025/3 FY2026/3
New Titles
Repeat
Sales
-17 –
Upcoming Plans (Release Date TBD)
SHINOBI: Art of Vengeance
(Aug. 29, 2025 )
Sonic Racing: CrossWorlds
(Sep. 25, 2025 )
RAIDOU Remastered:
The Mystery of the Soulless Army
(Jun. 19, 2025 )
Football Manager 26
(Nov. 5, 2025 )
Persona 3 Reload *1
(Oct. 23, 2025 )
Persona5: The Phantom X *2
(Jun. 26, 2025)
Sonic Rumble
(Nov. 5, 2025)
SEGA FOOTBALL CLUB CHAMPIONS
(Jan. 22, 2026)
*1 Available on PS5®, PS4®, Xbox Series X|S, PC, etc.
*2China, South Korea and Traditional Chinese area version are published by Perfect World from Apr. 2024
STRANGER THAN HEAVEN
Total War: Medieval III
Total War: WARHAMMER 40,000
Persona 4 Revival
Golden Axe (Title TBD)
Streets of Rage (Title TBD)
Jet Set Radio (Title TBD)
Crazy Taxi (Title TBD)
New VIRTUA FIGHTER Project
(Title TBD) ALIEN: ISOLATION (Title TBD)
Yakuza Kiwami 3 & Dark Ties
(Feb. 12, 2026 )
FY2026/3 Q4~ ~FY2026/3 Q3
Main New Titles_Sales /Launch Schedule (Consumer)
Full Game
F2P
Consumer
*Only announced titles are listed in Upcoming Plans
-18 –
*Only announced titles are listed in Upcoming Plans
*¹, *² Date in () ( parentheses) is the scheduled release date in the U .S., release date in other regions TBD
PAW PATROL Be with Chase
(Apr. 17, 2025 )
UFO CATCHER TRIPLE TWIN 2
(Jul. 10, 2025 )
UFO CATCHER TRIPLE 2
(Feb 12. 2026 )
StarHorseParty
(Mar. 2026 )
“ANPANMAN” Talking Picture Book
15th Anniversary Special BOX(Jul. 31, 2025 )
Animation
AM&TOY
Main New Titles_Sales /Launch Schedule (Animation, AM&TOY)
Golden Axe (Title TBD)
SAKAMOTO DAYS
(Jul. 14, 2025 )
My Status as an Assassin
Obviously Exceeds the Hero’s
(Oct. 6, 2025 )
Anpanman: Chapon’s Hero !
(Jun. 27, 2025 )
LUPIN THE IIIRD THE MOVIE:
The Immortal Bloodline
(Jun. 27, 2025 )
Detective Conan :
One -Eyed Flashback
(Apr. 18, 2025 )
Dr.STONE SCIENCE FUTURE
(Jul. 10, 2025 )
MAGIC KNIGHT RAYEARTH
(2026 )
Sonic the Hedgehog 4
(Mar. 19, 2027 *2)
The Angry Birds Movie 3
(Dec. 23, 2026 *1)
Always a Catch !
(Apr. 2026 )
Detective Conan:
Fallen Angel of the Highway
(Apr. 10, 2026 )
SHINOBI (Title TBD)
Streets of Rage (Title TBD)
Eternal Champions (Title TBD)
THE HOUSE OF THE DEAD
(Title TBD)
OutRun (Title TBD)
BAKIDOU
(Feb. 26, 2026 )
Upcoming Plans
(Release Date TBD) 2026/3 Q4~ ~FY2026/3 Q3
Rent -a-Girlfriend (season5)
(Apr. 2026)
-19 –
Results of Q3 Released Titles
-20 –
Football Manager 26 (Nov. 5, 2025)
• Released a series of updates to address post -launch bugs, etc
and improved the gameplay environment
• Continue to enhance the quality and fan satisfaction through
ongoing dialogue with the user community
Sonic Rumble (Nov. 5, 2025 )
• Various KPIs, particularly customer acquisition, fell
short of expectations
• Strengthen operations through updates and other
measures
© Sports Interactive Limited 2025. Published by SEGA.©SEGA
Ma in New Titles for Q4
©SEGA© 2026 Manchester City Football Club / LICENSED BY J.LEAGUE / © J.LEAGUE / K LEAGUE property used under license from K LEAGUE / The use of images and names of the football players in this game is under license from FIFPro Commercial Enterprises BV. FIFPro is a registered trademark of FIFPro Commercial Enterprises BV. / ©JFA ©2025 adidas Japan K.K. adidas, the 3 -Bar logo, the 3 -Stripes mark, Predator, F50, Y -3 and Climacool are trademarks of adidas, used with permission./ ©SEGA
Yakuza Kiwami 3 & Dark Ties (Feb. 12, 2026)
• Launched globally across multi -platform
SEGA FOOTBALL CLUB CHAMPIONS (Jan. 22, 2026)
• Launched the service globally and off to a good start
• The title rolled out on PC and certain console platforms in
addition to mobile
-21 –
FY 2026 /3 Q3 Results
Pachislot & Pachinko Machines Business
*New series are counted as one title
(Titles which installation started from previous FY, specification changed titles, etc. are not included)
-22 –
Forecast
➢ Revise the full -year forecast upward due to strong
sales of each title
➢ Launch multiple featured titles for this FY in Q4
• Pachislot:
Smart Pachislot Hokuto No Ken Chapter of Resurrection 2
Smart Pachislot GHOST IN THE SHELL
Smart Pachislot Kabaneri of the Iron Fortress: The Battle of Unato
• Pachinko:
e Kabaneri of the Iron Fortress 2 Sakaseya Sanzen , etc.
➢ Released titles performed strongly overall
• Main Titles:
Smart Pachislot Bakemonogatari
Smart Pachislot Hokuto No Ken Chapter of Resurrection 2
(Portion delivered in advance )
e Hokuto No Ken 11 Bokyosei , etc.(Billion yen)
Thru
Q3
Full-year
Results
Thru
Q3
Full-year
Forecast
(announced
on May 12)
Revised
Forecast
(announced
on Feb. 13)
Sales 76.4 97.1 73.3 130.0 133.0
Pachislot 35.1 41.0 28.3 73.1 74.5
Pachinko 33.6 45.4 35.3 45.6 44.2
Other / Elimination 7.7 10.7 9.7 11.3 14.3
Operating Income 19.2 20.0 10.0 28.5 30.5
Ordinary Income 19.7 20.9 10.6 30.0 31.5
Indicators in the Medium-Term Plan
Adjusted EBITDA 22.2 24.2 11.2 33.0 32.0
Pachislot
Number of Titles 6 titles 8 titles 2 titles 6 titles 5 titles
Unit Sales (units) 73,437 86,641 51,165 144,000 136,000
Pachinko
Number of Titles 6 titles 8 titles 4 titles 6 titles 5 titles
Unit Sales (units) 74,040 99,889 76,930 104,000 97,000
Board + Frame 38,826 61,925 42,351 87,700 54,000
Board 35,214 37,964 34,579 16,300 43,000
FY2025/3 FY2026/3
Main New Titles_Sales Schedule
Pachinko
FY2026/3 Q4 ~ Upcoming Plans
(Release Date TBD) ~FY2026/3 Q3
Pachislot
*Only announced titles are listed in Upcoming Plans
e Tokyo Revengers
(Jul. 2025)
Smart Pachislot Tokyo Revengers
(Sep. 2025)
Smart Pachislot Bakemonogatari
(Dec. 2025)
(TBD) Lycoris Recoil
(Title and Release Timing TBD)
A-SLOT+ Isekai Quartet BT
(Apr. 2026)
P IKUSA no KO Sengokusaikyou
Dodeka199ver.
(Nov. 2025) *Specification change
e Aura Battler Dunbine 3 ZEROSONIC
(Oct. 2025)
e Hokuto No Ken 11 Bokyosei
(Dec. 2025)
Smart Pachislot Hokuto No Ken
Chapter of Resurrection 2
(Jan. 2026)
Smart Pachislot
GHOST IN THE SHELL
(Feb. 2026)
Smart Pachislot
Kabaneri of the Iron Fortress:
The Battle of Unato
(Mar. 2026)
e Record of Ragnarok
(Apr. 2026)
e The Rising of the Shield Hero
Ultimate199ver.
(Jan. 2026) *Specification change
e Shin Hokuto Muso Chapter 5
Mugentousou
(Feb. 2026) *Specification change
e Kabaneri of the Iron Fortress 2
Sakaseya Sanzen
(Mar. 2026)
-23 –
-24 –
Smart Pachislot Bakemonogatari
(Installation: Dec . 2025)
• Recorded industry -leading utilization * in
the recent period
• Due to strong demand, additional sales
are planned for April 2026
Main Titles Sold in Q3
Smart Pachislot
Bakemonogatari
©Nisioisin /Kodansha, Aniplex Inc., SHAFT INC. ©Sammy ©Buronson & Tetsuo Hara /COAMIX 1983, ©COAMIX 2007 Approved No.A05 -71W ©Sammy
e Hokuto No Ken 11 Bokyosei
(Installation: Dec . 2025)
e Hokuto No Ken 11
Bokyosei
• Contributed to utilization as a mainstay title
in year -end
*In -house estimation based on DK -SIS data of Daikoku Denki Co., Ltd (Scope : First -week utilization performance of pachislot machines sold from Jan. 2024 to Dec. 2025 )
-25 –
Smart Pachislot Hokuto No Ken
Chapter of Resurrection 2
(Installation: Jan . 2026)
• Revival of the title released in 2013
• Strong utilization
Smart Pachislot Kabaneri of the Iron
Fortress: The Battle of Unato
(Installation: Mar . 2026)
• Successor to Smart Pachislot Kabaneri of the Iron
Fortress released in 2022
• Start the sales of reel part from this machine
Main Title s Planned to Be S old in Q4
Smart Pachislot
Hokuto No Ken
Chapter of Resurrection 2
Smart Pachislot
Kabaneri of the Iron Fortress:
The Battle of Unato
©Buronson & Tetsuo Hara /COAMIX 1983, ©COAMIX 2007 Approved No.YJN -815 ©Sammy ©SHIROW MASAMUNE ・Production I.G/KODANSHA LTD. ・The Ghost in the Shell Production Committee ©Sammy ©Kabaneri Committee ©Sammy
Smart Pachislot GHOST IN THE SHELL
(Installation: Feb . 2026)
Smart Pachislot
GHOST IN THE SHELL
• Revival of the title released in 2013
• Off to a good start
Gaming Business
FY2026/3 Q3 Results
➢ Gaming machine sales for casinos and
PARADISE SEGASAMMY performed strongly
• Gaming machine sales: Sales centered on the video slot Railroad
RICHES TM and Super Burst TM series in NA
• PARADISE SEGASAMMY: Strong performance in casino sales
centered on Japanese VIP customers
➢ Included the two acquired companies in consolidated
P/L (Started from Q2)
Forecast
➢ Revise full -year forecast following consolidation of the
two acquired companies
• Record results and goodwill amortization expenses of GAN
and Stakelogic
➢ Build the foundation for growth in the Gaming Business
• Gaming machine sales: In addition to the sales of existing strong
titles, sell Railroad RICHES Link TM series, etc.
• PARADISE SEGASAMMY: Expect contribution to profit in equity –
method earnings
• GAN, Stakelogic: Formulation/execution of business revitalization
programs
*GAN and Stakelogic are recorded 3 months late to the Group as it closes its fiscal year in December
For FY2026/3, their 9 months results are incorporated (from April to December 2025)
*Other common expenses include fixed expenses such as common personnel expenses, project -related
expenses, etc.
*PARADISE SEGASAMMY is an equity -method affiliate of the Group, PARADISE SEGASAMMY is recorded
3 months late to the Group as it closes its fiscal year in December, Local accounting standards -26 -(Billion yen)
Thru
Q3
Full-year
Results
Thru
Q3
Full-year
Forecast
(announced
on May 12)
Revised
Forecast
(announced
on Feb. 13)
Sales 3.1 5.4 16.7 6.0 24.0
Gaming machine sales 3.2 5.8 5.9 6.4 7.3
GAN*1 – – 9.2 – 14.5
Stakelogic*1 – – 1.4 – 2.2
Operating Income -1.1 -0.7 -4.8 -1.5 -8.5
Gaming machine sales 0.2 1.0 1.3 0.6 0.9
GAN *1 – – -1.6 – -2.4
Stakelogic *1 – – -1.0 – -1.7
Goodwill amortization – – -1.9 – -2.9
Other common expenses *2/ Elimination -1.3 -1.7 -1.6 -2.1 -2.4
Equity method earnings amount
(PARADISE SEGASAMMY*3) 2.0 3.2 2.9 1.8 3.0
Ordinary Income 0.9 2.1 -0.2 0.0 -4.0
Indicators in the M edium-T erm Plan
Adjusted EBIT DA 0.0 1.0 0.1 -2.5 -18.5
FY2025/3 FY2026/3
New Titles in Gaming Machines
© SEGA SAMMY CREATION INC.
cabinet Game Title
Railroad RICHES Link TM Super Burst Boosted Cartin’ Gold TM
(Installation start: Feb. 2026) (Installation start: Sep. 2025) -27 –
(Reference) PARADISE SEGASAMMY
FY2026/3 Q3 Results
➢ Casino sales remained strong
• Sales and income at each stage recorded highest ever
• Strong performance driven by Japanese VIP and mass
customers
➢ Expect contribution to profit in equity -method
earnings
• Record incentive expenses associated with the strong
performance at the end of this fiscal year
*PARADISE SEGASAMMY is an equity -method affiliate of the Group
*PARADISE SEGASAMMY is recorded 3 months late to the Group as it closes its fiscal year in December
*Local accounting standards
Forecast
-28 -(KRW Billion) FY2026/3
Q3 Full year
Results Q3
Sales 410.2 539.3 441.2
Casino 315.3 415.0 355.2
Hotel 77.8 102.3 70.4
Other 17.0 21.9 15.6
Cost of sales 295.6 402.9 310.6
Casino 169.9 235.3 190.2
Hotel 91.7 123.7 93.7
Other 33.9 43.9 26.7
Gross profit 114.5 136.3 130.5
SG&A 43.3 61.6 44.2
Operating profit 71.1 74.6 86.2
EBITDA 103.4 116.4 113.0
Net profit 45.4 72.2 68.1
Number of casino visitors
(T housands) 267 363 321
Source: Paradise IR
SEGASAMMY Equity method earnings
amount (Billion yen) 2.0 3.2 3.0
FY2025/3
-29 –
03
Future Direction
-30 –
■ Entertainment Contents Business
1) Recognition of Rovio’s impairment losses and future initiatives
2) Challenges and responses in Consumer area
■ Gaming Business
1) Expected incurrence of impairment losses of goodwill (Stakelogic)
2 ) Approach to future business development
■ Review of capital allocation
■ Initiatives for the next fiscal year
Future Direction
About Rovio
-31 –
Sales Trend of Rovio
Before joining the Group After joining the Group
Whiteout Survival
Feb. 2023
LastWar :Survival
Aug. 2023
Squad Busters
May 2024
Royal Kingdom
Nov. 2024
Monopoly Go
Apr. 2023
(Million euro)
➢ Declining trend has continued since joining
the Group
• The rapid deterioration of the UA (User
A cquisition ) environment due to the
successive launches of major titles from
other companies
• For FY2026/3, although certain recovery
can be seen due to the large -scale event
and promotional measures implemented
in Q3 for Angry Birds 2 , overall sales are
expected to decrease YoY due to the
impact of other titles
*1 For FY2026/3, figures through Q3 are the results, and Q4 figures are forecast
*Until FY2024/3, monthly sales data is simply aggregated on an April -March basis -32 –
Gap from the Time of Acquisition
➢ Rovio’s performance fell significantly short of initial forecast due to rapid changes in the market environment
and other factors
➢ Efforts to leverage Beacon *1 and collaborative initiatives are underway, but expected synergies have not yet
been generated
-33 –
Assumptions at the acquisition Results Factors
⚫ Stable performance of existing key titles
⚫ Regular launch of new titles
⚫ Increase in sales and profits by the
implementation of Beacon on
existing SEGA titles
⚫ Launch of collaborative titles between
SEGA and Rovio
⚫ Existing key titles have declined more
than expected
⚫ No titles reached official launch
⚫ SEGA’s knowledge acquisition through
Beacon utilization progressed, but did
not lead to an increase in sales and
profits
⚫ Collaborative title Sonic Rumble
officially launched but struggled as
each KPI fell below expectations
*1 F2P g ame operation support tool owned by Rovio
◼ External Factors
• Rapid deterioration of the mobile game
market environment
✓ Market consolidation driven by top
competing titles
✓ Large -scale investments for UA by
competitors
✓ Slowdown of the market expansion
◼ Internal Factors
• New titles haven’t met the target KPI, and
the development delays and development
cancellations occurred as most of those
were based on new IP
• Economic benefit from Beacon utilization
on SEGA title hasn’t been materialized
-34 –
1
2
⚫ Transmedia expansion of Angry Birds IP by SEGA
• Release the movie The Angry Birds Movie 3
• Accelerate synergies with games and merchandising initiatives
• Strengthen expansion in Japan and Asia, in addition to Europe and NA
Future Initiatives R elated to Rovio
3
⚫ Daniel Svärd, who previously served as head of live game studios
at King, has been appointed Rovio’s COO
⚫ Leveraging operational expertise cultivated through the Candy
Crush series and other titles, improve the performance of existing
titles and lead project promotion toward the success of new titles
Game development
focused on mainstay
IPs
Promotion of
Transmedia strategy
⚫ Focus on Angry Birds and SEGA IPs including Sonic for the future
game development and operation
Strengthening of
management system
➢ Sales have reversed their declining trend
since the start of this fiscal year
• Customer acquisition has recovered
through reinvestment of advertising
expenses following improvements to the
UA environment
• The major update implemented in October
2025 led to improvements in various KPIs,
primarily sales
Concentration on M ainstay IPs (Sales Trend of Mainstay Titles)
(Million euro)
-35 –
Promotion of Transmedia Strategy
©SEGAAngry Birds and all related properties, titles, logos, and characters are trademarks of Rovio Entertainment Ltd and are used with permission. All Rights Reserved.
➢ Growth of the Angry Birds IP through Transmedia
• SEGA participates in production and leverages accumulated
expertise in Sonic movie
• Plan for creating synergistic effects with games and active expansion
of merchandising and other initiatives
⚫ The Angry Birds Movie 3 is scheduled for
release
• Integrated licensing business of Angry Birds IP into SEGA ’s
Transmedia business from 2026
• Initiat ed efforts in Japan and Asia, expanding beyond our
traditional focus on Western markets
⚫ Enhancement of the licensing business
structure
-36 –
1
2
3
Improving
UA cost efficiency
Optimization of
fixed e xpenses
Active use of
external payments
Future Efficiency Measures
⚫ Improving profit margins through active use of external
payments
• Aiming for 30% of external payment rate for Rovio titles
in five years
⚫ Improving UA cost efficiency through marketing strategy
updates
• Promoting organic UA by leveraging Transmedia initiatives
• Leveraging influencer and creator programs
⚫ Using AI in development
⚫ Improving efficiency in development studios and indirect
departments, etc.
-37 –
About the Consumer Area
-38 –
Challenges and Responses for Future
➢ Transition to a regrowth phase through transformation of the revenue structure for the consumer business
Challenges Response Policy (Under Review)
⚫ Structural transformation to a data -driven
consumer business
• Establishment of an organization specializing in data
analytics
✓ Redesign of KPIs/PDCA Enhancement
• Restructuring marketing evaluation criteria
✓ Community size, continuity rate, and monetization
conversion rate
• Strengthening digital sales through an IP -centric
approach
✓ Linkage between new and catalog titles
✓ Enhancement of global simultaneous roll -out
✓ Design for maximizing LTV
⚫ Redefining role of F2P and Full Game,
optimization of portfolio
• Review of the domestic F2P -related personnel
allocation
⚫ Enhancement of QCD management
• Prompt response to issues arising after launch
⚫ High volatility in sales / uncertainty in investment
recovery
• Stagnant growth in sales of major Full Game titles
• Underperformance of the new F2P title: Sonic Rumble
• Quality issues with some titles
⚫ Falling behind in digital sales and data utilization
• LTV maximization and recurring billing structures are
immature
⚫ Regional fragmentation in publishing functions
• Difficult to implement global simultaneous launches and
efficient investments
⚫ Lagging behind in marketing method updates
• Increase in Customer Acquisition Cost (CAC)/Decrease in
ROI
-39 –
-40 –
Initiatives to Expand Transmedia Business
➢ Sales of T ransmedia b usinesses are growing steadily
Licensing Revenue
Trend
(B illion yen )
*1 Number of licensees refers to the number of business partners for whom sales were recorded during each fiscal year *2 Figures at the end of FY2026, Q3
Number of Licensees *1
Trend
⚫ Number of licensees has already exceed ed FY20 25/3
at the end of Q3
⚫ Shifted from traditional agency -led expansion to
SEGA -led expansion, leveraging SEGA’s T ransmedia
expansion expertise
⚫ With the release of the Sonic and Angry Birds movies
scheduled for FY2027/3, increase in traction is
expect ed
• The Angry Birds Movie 3 (Dec. 23, 2026 )
• Sonic the Hedgehog 4 (Mar. 19, 2027 )
714 *2
12.2 *2
About the Gaming Business
-41 –
-42 –
Gaming Business
[About Stakelogic]
[Future Direction]
Discrepancies have arisen from the
assumptions at the time the acquisition
was decided
Based on the above, urgent restructuring
through PMI to be implemented
⚫ Stakelogic’s role within the Omnichannel strategy for the Gaming Business remains unchanged
⚫ SSC , GAN and Stakelogic will collaborate to advance entry into the U . S . online gaming market including
social casino as a B2B supplier
⚫ Regulation was tightened in the Netherlands during the period from the
acquisition announcement to completion, which led to a large market
contraction exceeding expectation and projected revenue has declined
⚫ Expect to recognize impairment losses of approx. 15.0 billion *1 yen at
FY2026/3
⚫ Restructuring of management system (completed)
⚫ Review of unprofitable businesses and fundamental reform of the fixed
expenses structure
⚫ Shift and redesign of product development policy (converting SSC *2’s video
slot content into online service including social casino and other initiatives )
*1 The amount is currently under review. Incorporated into the revised operating results forecast announced on February 13, 2026
*2 SSC = Abbreviation of SEGA SAMMY CREATION
(Reference) Roadmap
~ M edium -term P lan M edium to Long -term
B2B Omnichannel Solution Provider
Major
Customers
⚫ Mid -sized casino operators ⚫ Prominent t ribal casinos
Further
business growth,
including the
expansion of
service areas
STEP 1 STEP 2 STEP 3
Acquisition of
Gan and Stakelogic
Start providing B2B
solutions
Establishing
Gaming Business
⚫ Secured a technical foundation
centered on B2B platform and
contents as a source of competitive
advantage in the online
gaming/social casino market
⚫ Start providing comprehensive gaming
services with a focus on land/online
operators through SSC’s channels
⚫ Promoting planning and development of
B2B solutions
⚫ Establishing a solid revenue
foundation and becoming the third
pillar of the SEGA SAMMY Group
Completed
Yaamava’ Resort & Casino at San Manuel
Pechanga Resort Casino
Seminole Hard Rock Hotel and Casino
Graton Resort & Casino
Penn Entertainment
Station Casinos
-43 –
About the Review of Capital Allocation
-44 –
Capital Allocation
(Announced on May 2024)
Review of Capital Allocation Policy
[Key Review Points]
① Decrease in operating cash flow due to underperformance of new F2P titles,
etc.
② Increased the working capital amount associated with increase in sales
resulting from the acquisition of the two companies in the Gaming Business
③ Suspend large -scale M&A, implement share buybacks, and review strategic
investment framework
Cash & Deposit
(End of FY2024/3)
Approx. 220.0 billion yen
Generation of
Operating CF
(Cumulative of 3 years from
FY2025/3 to FY2027/3)
Approx. 190.0 billion yen
*Before deduction of
development investment in
growth areas
Working Capital
(End of FY2024/3)
Approx. 70.0 billion yen
Shareholder
Return
Development
investment in
CS area
120.0 billion yen+
Strategic
investment
80.0+ billion
yen
Working Capital
GAN acquisition: Approx. 14.9 billion yen Stakelogic acquisition : Approx. 21.3 billion yen
Invest –
ment
in
growth
Other investment CF and
Repayment of loan
(Billion yen)
-45 –
①
②
③
About the Initiatives for the Next Fiscal Year
-46 –
Initiatives for the Next Fiscal Year
⚫ Plan to release four major new titles for mainstay IPs
⚫ Maximiz e title potential through enhancement of “sales capabilities”
⚫ Contin ue to expan d T ransmedia business
⚫ Plan to release multiple titles, including mainstay IPs and the IPs
adapted for pachislot & pachinko machines for the first time
⚫ Penetration of the new pachislot cabinet business model
⚫ Expect continued strong performance in existing business areas
⚫ Full -scale launch of online gaming business ( B2B )
➢ Initiatives in e ach b usiness for the n ext fiscal y ear
Entertainment
Contents Business
Pachislot &
Pachinko Machines
Business
Gaming Business
-47 –
0504
Appendix
-48 –
Roll -out Schedule (CS area)
*Only main announced titles are listed -49 -Title Launch Re gion Platform
Full Gam e SONIC X SHADOW GENERAT IONS Jun. 5, 2025 Global Multi-platform Date in “Launch” is the release date of Nintendo Switch™ 2 ver. Available in other
platforms as well
Yakuza 0 Director’s Cut Jun. 5, 2025 Global Multi-platform Plan to release for PS5®, Xbox Series X|S and Steam in Dec.
Puyo Puyo™T etris®2S Jun. 5, 2025 Global Nintendo Switch TM 2 Date in “Launch” is the release date in Japan. Planned to be released
simultaneously with Nintendo Switch TM 2 outside of Japan.
RAIDOU Remastered: T he Mystery of the Soulless Army Jun. 19, 2025 Global Multi-platform
SHINOBI: Art of Vengeance Aug. 29, 2025 Global Multi-platform
Sonic Racing: CrossWorlds Sep. 25, 2025 Global Multi-platform
Persona 3 Reload Oct. 23, 2025 Global Nintendo Switch™ 2 Available on PS5®, PS4®, Xbox Series X| S, PC, etc.
Virtua Fighter 5 R.E.V.O. World Stage Oct. 30, 2025 Global Multi-platform Release of Nintendo Switch™2 ver.: Mar. 26, 2026
Football Manager 26 Nov. 5, 2025 Global Multi-platform Release of Nintendo Switch™ ver. and package of PS5® ver.: Dec. 4.
Yakuza Kiwami Nov. 13, 2025 Global Nintendo Switch™ 2 Available on Nintendo Switch™, PS4®, Xbox One, and PC
Yakuza Kiwami 2 Nov. 13, 2025 Global Nintendo Switch™ 2 Available on PS4®, Xbox One, and PC
Yakuza Kiwami 3 & Dark T ies Feb. 12, 2026 Global Multi-platform
Persona 4 Revival T BD Global Xbox Game Pass, Xbox Series X|S,
W indows, PlayStation®5, Steam
STRANGER T HAN HEAVEN T BD T BD T BD
T otal War: WARHAMMER 40,000 T BD Global Multi-platform
T otal War: Medieval III T BD T BD T BD
F2P Persona5: T he Phantom X Jun. 26, 2025 Global iOS/Android/PC China, South Korea and Traditional Chinese area version are
published by Perfect W orld from Apr. 2024
Sonic Rumble Nov. 5, 2025 Global iOS/Android/PC
SEGA FOOT BALL CLUB CHAMPIONS Jan. 22, 2026 Global PS5®/PS4®/iOS/Android/PC
TBD New VIRT UA FIGHT ER Project (T itle T BD) T BD T BD T BD
Crazy T axi (T itle T BD) T BD T BD T BD
Golden Axe (T itle T BD) T BD T BD T BD
Jet Set Radio (T itle T BD) T BD T BD T BD
Streets of Rage (T itle T BD) T BD T BD T BD
ALIEN: ISOLAT ION (T itle T BD) T BD T BD T BD
FY2026/3
T BD
FY2026/3
onward
FY2026/3
Roll -out Schedule (Animation area)
*1UNLIMITED PRODUCE Project: an initiative to produce animation works in collaboration with other studios, with the aim of stre ngt hening the animation production business
*Only main announced titles are listed
-50 -Title Launch Re gion Platform
TMS Detective Conan : One-Eyed Flashback Apr. 18, 2025 – –
ENTERTAINMENT LUPIN T HE IIIRD: Zenigata and the T wo Lupins Jun. 20, 2025 – Multi-platform
LUPIN T HE IIIRD T HE MOVIE: T he Immortal Bloodline Jun. 27, 2025 – –
Anpanman: Chapon’s Hero ! Jun. 27, 2025 – –
Dr.ST ONE SCIENCE FUT URE Jul. 10, 2025 – –
SAKAMOT O DAYS Jul. 14, 2025 – –
My Status as an Assassin Obviously Exceeds the Hero’s Oct.6, 2025 – – A work of UNLIMIT ED PRODUCE Project *1
BAKIDOU Feb.26, 2026 Global NET FLIX Exclusive worldwide distribution
Detective Conan: Fallen Angel of the Highway Apr.10, 2026 – –
Rent-a-Girlfriend (season5) Apr. 2026 – –
Always a Catch ! Apr. 2026 – –
MAGIC KNIGHT RAYEART H 2026 – –
Lice nse -out/ T he Angry Birds Movie 3 Dec. 23, 2026 – – Date in “Launch” is the scheduled release date in U.S. Release date in other
regions TBD
Inv e stme nt Proje ct Sonic the Hedgehog 4 Mar. 19, 2027 – – Date in “Launch” is the scheduled release date in U.S. Release date in other
regions TBD
e tc. Golden Axe (T itle T BD) T BD T BD T BD Licensing out
SHINOBI (T itle T BD) T BD T BD T BD Licensing out
Streets of Rage (T itle T BD) T BD T BD T BD Licensing out
Eternal Champions (T itle T BD) T BD T BD T BD Licensing out
T HE HOUSE OF T HE DEAD (Title T BD) T BD T BD T BD Licensing out
OutRun (T itle T BD) T BD T BD T BD Licensing out
FY2026/3
onward
FY2026/3
FY2027/3
onward
Roll -out Schedule ( AM&TOY area )
*Only main announced titles are listed
-51 -Title Launch Re gion Platform
AM PAW PAT ROL Be with Chase Apr. 17, 2025 – –
UFO CAT CHER T RIPLE TWIN 2 Jul. 10, 2025 – –
NICO MAKE Jul. 3, 2025 – –
UFO CAT CHER T RIPLE 2 Feb. 12, 2026 – –
StarHorseParty Mar. 2026 – –
TOY From
FY2025/3 Favoritoy Acrylic Nuigurumi/Acrylic Doll Jan. 2025 – – –
FY2026/3 “ ANPANMAN” T alking Picture Book 15th Anniversary
Special BOX Jul. 31, 2025 – –
GoGo! ANPANMAN Cycling Nov. 6, 2025 – –
DREAM SWIT CH Basic Set Oct. 23, 2025 – –
FY2026/3
[Main titles sold by Q3 / titles planned to be sold Q4 onward]
*1 Specification Range (Pachislot): Classified by gambling aspect level (High/Medium/Low). Calculated based on in -house definiti on
*2 Specification Range (Pachinko): Classified by symbol matching probability (High/High Middle/Middle/Light Middle/Light/Mini mu m/Other) Based on the jackpot probability classification of Daikoku Denki Co., Ltd.
High=1/320 or less, High Middle=1/280~1/319, Middle=1/200~1/279, Light Middle=1/120~1/199, Light=1/40~ 1/119, Minimum=1/39 or more
*Unit sales only in FY2026/3 are listed
*Only announced titles are listed
Sales Schedule
-52 -Title Installation Unit Sales Specification Range *2 Sort
Pachinko e Tokyo Revengers Jul. 2025 22,034 units High Middle New Series
e Aura Battler Dunbine 3 ZEROSONIC Oct. 2025 7,144 units Light Middle New Series
P IKUSA no KO Sengokusaikyou Dodeka199ver. Nov. 2025 3,688 units Light Middle Specification Change
e Hokuto No Ken 11 Bokyosei Dec. 2025 23,119 units High New Series
In Q4 e The Rising of the Shield Hero Ultimate199ver. Jan. 2026 – Light Middle Specification Change
e Shin Hokuto Muso Chapter 5 Mugentousou Feb. 2026 – Light Middle Specification Change
e Kabaneri of the Iron Fortress 2 Sakaseya Sanzen Mar. 2026 – High Middle New Series
FY2027/3
onward e Record of Ragnarok Apr. 2026 – Middle New Series
By Q3 Title Installation Unit Sales Specification Range *1 Sort
Pachislot Smart Pachislot Tokyo Revengers Sep. 2025 28,753 units Medium New Series
Smart Pachislot Bakemonogatari Dec. 2025 13,777 units Medium New Series
In Q4 Smart Pachislot Hokuto No Ken Chapter of Resurrection 2 Jan. 2026 – High New Series
Smart Pachislot GHOST IN THE SHELL Feb. 2026 – Medium New Series
Smart Pachislot Kabaneri of the Iron Fortress: The Battle of Unato Mar. 2026 – Medium New Series
A-SLOT+ Isekai Quartet BT Apr. 2026 – Low New Series
(TBD) Lycoris Recoil – – – New Series
FY2027/3
onward
By Q3
https://www.segasammy.co.jp/en/ir /
Cautionary Statement for Investors and Shareholders with Respect to Gaming Statutes and Regulations
SEGA SAMMY HOLDINGS INC .(the “Company”) is registered with the Nevada Commission as a publicly traded
corporation and has been found suitable to directly or indirectly own the stock of its subsidiary, SEGA SAMMY CREATION
INC .,and Sega Sammy Creation USA Inc .,GAN (UK) Limited, GAN Nevada, Inc .,wholly owned subsidiaries of SEGA
SAMMY CREATION INC .(collectively, the “Operating Subsidiaries”), that have been licensed as manufacturers and
distributors of gaming devices and an operator of an information service inNevada .Pursuant to Nevada law, the Company’s
shareholders are subject to the rules and regulations of the Nevada Gaming Authorities .Adetailed explanation of Gaming
Statutes and Regulations can be found on the Company’s corporate website :
https ://www .segasammy .co.jp/en/ir/stock/regulation/
The Operating Subsidiaries have also been licensed as suppliers, vendors, data providers, manufacturers and distributors of
gaming devices inmultiple countries, states, and regions other than the State of Nevada (collectively, the “Other Regions”) .
In addition to the foregoing, the Company’s shareholders may be subject to the same or similar restrictions as inthe State of
Nevada under the statutes ofthe Other Regions or the regulations ofthe gaming authorities of such Other Regions .
Please visit below website for mo