Capcom FY2026 Q3 Earnings Release and Mid-to Long-Term Growth Strategies
Download PDFFY26/3 Earnings Summary
FY27/3 Plans
Mid – to Long – Term Growth Strategies
Capcom Co., Ltd.
(TSE Prime, 9697)
Contents
1
Part 1
Financial
Summary and
Plan
Part 2
Mid – to Long –
Term Growth
Strategies
Supplement
・Major Takeaways P3
・Performance Trends (Consolidated/Business Segments) P4
・FY27/3 Plans (Consolidated/Business Segments) P12
・Capcom Group Management Philosophy and Vision P1
・Group Management Goals P2
・A Business Model to Support Future Growth P5
・Financial Position Summary P1
・Major Financial Information Summary P2
Forward looking statements
Strategies, plans, outlooks and other statements that are not historical facts are based on assumptions that use information currently available and reasonable judgments. Actual
performance may be significantly different from these statements for a number of reasons.
In the entertainment industry, which includes Capcom, performance may be highly volatile because of diverging user needs and other changes in market conditions.
Factors that can affect Capcom’s performance include: (1) the number of hit titles and sales volume in the Home Video Game Bu siness, which accounts for the majority of sales; (2) progress
in developing home video games; (3) consumer demand for home video game consoles; (4) sales outside Japan; (5) changes in sto ck prices and exchange rates; (6) alliances with other
companies concerning product development, sales and other operations; and (7) changes in market conditions; (8) natural disas ters, disease outbreaks, economic crises and other
unforeseeable events. Please note that this is not a complete list of factors that can influence Capcom’s operating results.
FY26/3 Financial Summary
Major Takeaways 1
FY26/3 Earnings Results
FY27/3 Full -year Plan
3
• Achieved 13 consecutive years of OP growth, 11 consecutive years of over 10% OP growth
• Highest consolidated sales and operating profit in Capcom history
• Increased year -end dividend to ¥25, full -year dividend totals ¥45, dividend payout ratio 34.5%
• Continue to target over 10% OP growth
• Dividend forecast :interim ¥23, year -end ¥23, full -year total ¥46
(100 million yen)
*YoY indicates percent change from the previous year.24/3 YoY 25/3 YoY 26/3 YoY 27/3 YoY
Net sales 1,524 21% 1,696 11% 1,953 15% 2,100 8%
Operating profit 570 12% 657 15% 752 15% 830 10%
Operating margin 37.5% – 38.8% – 38.5% – 39.5% –
Ordinary profit 594 16% 656 11% 741 13% 830 12%
Net profit attributable to
owners of the parent 433 18% 484 12% 545 13% 580 6%
Results Plan
Performance Trends (Consolidated/Business Segments) 2
4
FY 26/3 Results
(100 million yen)
(*1) Adjustments include unallocated corporate operating expenses. The corporate operating expenses, which do not belong to a ny reportable segment, mainly consist of administrative expenses. *YoY indicates percent change from the previous year.22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY
Net sales 1,100 16% 1,259 14% 1,524 21% 1,696 11% 1,953 15%
■ Digital Contents 875 16% 981 12% 1,198 22% 1,251 4% 1,442 15%
■ Arcade Operations 124 26% 156 26% 193 24% 227 18% 256 13%
■ Amusement Equipments 57 -19% 78 36% 90 16% 156 73% 177 14%
■ Other Businesses 43 43% 43 0% 42 -4% 61 45% 76 25%
Operating profit 429 24% 508 18% 570 12% 657 15% 752 15%
■ Digital Contents 453 23% 535 18% 598 12% 651 9% 706 8%
■ Arcade Operations 6 338% 12 88% 18 52% 24 30% 32 32%
■ Amusement Equipments 23 -3% 34 46% 41 20% 67 63% 100 50%
■ Other Businesses 15 54% 14 -6% 8 -38% 24 181% 36 47%
-69 – -87 – -96 – -110 – -122 –
Operating margin 39.0% – 40.3% – 37.5% – 38.8% – 38.5% –
Ordinary profit 443 27% 513 16% 594 16% 656 11% 741 13%
325 31% 367 13% 433 18% 484 12% 545 13% Net profit attributable to
owners of the parent
Adjustments (*1)
Digital Contents (1) 3
5
Earnings Trend
FY26/3 Results
• Sales and profits up, supported by flywheel effect of new title releases and catalog title expansion
(100 million yen)
(*1) Digital license indicates revenue from providing content etc. to online platforms.(*2) Deferred revenue indicates the balance of deferred revenue and reversed revenue typically associated with free downloada ble content made available after the release of a full game. *YoY indicates percent change from the previous year.22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY
Net Sales 875 16% 981 12% 1,198 22% 1,251 4% 1,442 15%
■ Consumer breakdown
Package sales 300 44% 180 -40% 193 7% 180 -7% 162 -10%
Digital sales (incl. digital license) 533 11% 773 45% 969 25% 1,036 7% 1,256 21%
Digital license portion (*1) 9 -70% 70 678% 73 4% 34 -53% 36 6%
Consumer total 833 21% 953 14% 1,162 22% 1,216 5% 1,419 17%
Deferred revenue portion (*2) -19 – 38 – 47 – -198 – 123 –
■ Mobile Contents 42 -35% 28 -33% 35 25% 34 -3% 23 -32%
Operating profit 453 23% 535 18% 598 12% 651 9% 706 8%
Operating margin 51.8% – 54.5% – 49.9% – 52.1% – 48.9% –
Digital Contents (2) 3
6
Unit Sales
• Highest -ever cumulative total unit sales and catalog unit sales for a fiscal year period
• Fourth -quarter unit sales reached a quarterly record
FY26/3 Results
(10 thousand units)
*New title: titles released in the current fiscal year; Catalog title: titles released in the previous fiscal year or earlier . *Includes distribution titles.*YoY indicates percent change from the previous year.YoY YoY YoY YoY YoY
8.3% 27.9% 10.1% 13.0% 13.9%
Share YoY Share YoY Share YoY Share YoY Share YoY
860 26.4% -10.4% 1,240 29.7% 44.2% 959 20.9% -22.6% 1,238 23.9% 29.0% 960 16.3% -22.5%
2,400 73.6% 17.1% 2,930 70.3% 22.1% 3,629 79.1% 23.9% 3,949 76.1% 8.8% 4,946 83.7% 25.2%
2,460 75.5% 6.3% 3,730 89.4% 51.6% 4,135 90.1% 10.9% 4,672 90.1% 13.0% 5,493 93.0% 17.6%
1,090 33.4% 36.3% 1,775 42.6% 62.8% 2,160 47.1% 21.7% 2,821 54.4% 30.6% 3,217 54.5% 14.0%
1,370 42.0% -9.6% 1,955 46.9% 42.7% 1,974 43.0% 1.0% 1,851 35.7% -6.2% 2,276 38.5% 23.0%
800 24.5% 15.1% 440 10.6% -45.0% 454 9.9% 3.2% 514 9.9% 13.3% 413 7.0% -19.6%
2,710 83.1% 11.3% 3,350 80.3% 23.6% 3,810 83.0% 13.7% 4,348 83.8% 14.1% 5,313 89.9% 22.2%
550 16.9% -4.3% 820 19.7% 49.1% 779 17.0% -5.0% 838 16.2% 7.7% 593 10.0% -29.2%
25/3 26/3
Titles sold /
sales regions
304 / 219 307 / 230 292 / 235 248 / 227 253 / 244
22/3 23/3 24/3
5,187 5,907
New units
Total unit sales 3,260 4,170 4,589
Overseas units
Japan units
Catalog units
Digital Units
PC Units (digital)
Console units (digital)
Physical units
Digital Contents (3) 3
7
Title Overview
FY26/3 Results
New title
Resident Evil Requiem
Catalog title
Devil May Cry 5 Special Edition
FY26/3 Unit Sales Ranking
• The latest entry in the series, Resident Evil Requiem , achieved unit sales of 6.91 million units
• The Resident Evil series and Devil May Cry 5 led catalog title unit sales growth
(10 thousand units)
*Figures include ports to additional platforms. Title 26/3 Lifetime
Resident Evil Requiem 691 691
Resident Evil 4 369 1,360
Resident Evil Village 362 1,493
Resident Evil 3 346 1,336
Resident Evil 2 291 1,832
Devil May Cry 5 271 1,294
Resident Evil 7 biohazard 261 1,740
Street Fighter 6 204 671
Resident Evil 6 186 1,688
Resident Evil 5 170 1,901
Monster Hunter Rise 151 1,869
Monster Hunter Rise: Sunbreak 142 1,130
Monster Hunter Wilds 132 1,142
Arcade Operations 4
8
Earnings Trend
FY26/3 Results
Capcom Store Taipei
Number of Stores
• Opened a total of 9 stores, including:
Capcom Store Taipei (Taiwan), Capcom’s first directly operated store overseas
CAPCOMIX Abeno Hoop Store (Osaka), an experience -based amusement facility
• Same store sales (FY cumulative): 108 %
(100 million yen)
*YoY indicates percent change from the previous year.
*YoY indicates percent change from the previous year.
(stores)22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY
New stores 2 – 5 – 4 – 5 – 9 –
Closed stores 1 – 2 – 0 – 1 – 1 –
Total 42 2% 45 7% 49 9% 53 8% 61 15% 22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY
Net sales 124 26% 156 26% 193 24% 227 18% 256 13%
Operating profit 6 338% 12 88% 18 52% 24 30% 32 32%
Operating margin 5.3% – 7.9% – 9.7% – 10.7% – 12.5% –
Same store sales 119% – 120% – 114% – 110% – 108% –
Amusement Equipments 5
9
Earnings Trend
FY26/3 Results
Smart slot
Shin Onimusha 3
Pachislo Sales Volume
• Strong performance of new and repeat sales led to
revenue and profit growth YoY
• 45,000 total units sold
Devil May Cry 5 Stylish Tribe sales: 11,000 units (operating since June)
Shin Onimusha 3 sales: 24,500 units (operating since October)
(100 million yen)
*Includes repeat sales.*YoY indicates percent change from the previous year.
*YoY indicates percent change from the previous year.22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY
New titles 3 – 4 – 3 – 4 – 2 –
Sales (thousand units) 26.0 -4% 44.0 69% 31.3 -29% 50.0 60% 45.0 -10% 22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY
Net sales 57 -19% 78 36% 90 16% 156 73% 177 14%
Operating profit 23 -3% 34 46% 41 20% 67 63% 100 50%
Operating margin 40.8% – 44.0% – 45.6% – 42.9% – 56.4% –
Other Businesses 6
10
Earnings Trend
Esports
Street Fighter League:
Pro -JP 2025
FY26/3 Results
• Sales and profit up YoY by leveraging IPs in merchandise,
collaborations, movies/television and more
• Over 20,000 spectators attended Capcom Cup 12 and Street Fighter
League: World Championship 2025, held in March 2026
(100 million yen)
*YoY indicates percent change from the previous year.22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY
Net sales 43 43% 43 0% 42 -4% 61 45% 76 25%
Character 34 31% 39 15% 36 -8% 53 47% 63 19%
eSports/Media 9 200% 3 -67% 5 67% 8 60% 12 50%
Operating profit 15 54% 14 -6% 8 -38% 24 181% 36 47%
Character 22 29% 28 27% 24 -14% 37 54% 43 16%
eSports/Media -7 – -13 – -15 – -12 – -6 –
Operating margin 34.7% – 32.9% – 21.0% – 40.6% – 47.6% –
FY27/3 Plan
FY27/3 Plan (Consolidated/Business Segments) 1
12
FY26/3 Results & FY27/3 Plan
(*1) Adjustments include unallocated corporate operating expenses. The corporate operating expenses, which do not belong to a ny reportable segment, mainly consist of administrative expenses.*YoY indicates percent change from the previous year.
(100 million yen)26/3 YoY 27/3 Plan YoY Difference
Net sales 1,953 15% 2,100 8% 146
■ Digital Contents 1,442 15% 1,522 6% 79
■ Arcade Operations 256 13% 293 14% 36
■ Amusement Equipments 177 14% 209 18% 31
■ Other Businesses 76 25% 76 -1% -0
Operating profit 752 15% 830 10% 77
■ Digital Contents 706 8% 795 13% 88
■ Arcade Operations 32 32% 33 3% +0
■ Amusement Equipments 100 50% 104 4% 3
■ Other Businesses 36 47% 35 -4% -1
-122 – -137 – -14
Operating margin 38.5% – 39.5% – –
Ordinary profit 741 13% 830 12% 88
545 13% 580 6% 34 Net profit attributable to
owners of the parent
Adjustments (*1)
Digital Contents (1) 2
13
Plan
FY27/3 Plan
All -new IP PRAGMATA
• Targeting global sales and profit growth by releasing new titles and
expanding catalog title sales
• All -new IP PRAGMATA was released in April
• Onimusha Way of the Sword to be released in 2026
(100 million yen)
(*1) Digital license indicates revenue from providing content etc. to online platforms. (*2) Deferred revenue indicates the balance of deferred revenue and reversed revenue typically associated with free downloada ble made available after the release of a full game.*YoY indicates percent change from the previous year.26/3 YoY 27/3 Plan YoY Difference
Net Sales 1,442 15% 1,522 6% 79
■ Consumer breakdown
Package sales 162 -10% 123 -24% -39
Digital sales (incl. digital license) 1,256 21% 1,367 9% 111
Digital license portion (*1) 36 6% 9 -75% -27
Consumer total 1,419 17% 1,490 5% 71
Deferred revenue portion (*2) 123 –
■ Mobile Contents 23 -32% 32 39% 9
Operating profit 706 8% 795 13% 88
Operating margin 48.9% – 52.2% – –
Digital Contents (2) 2
14
Unit sales plan
• Targeting unit sales growth with ongoing catalog title expansion based on new
title release lineup
FY27/3 Plan
(10 thousand units)
*New title: titles released in the current fiscal year; Catalog title: titles released in the previous fiscal year or earlier . *Includes distribution titles.*YoY indicates percent change from the previous year.Difference
YoY YoY
13.9% 10.0%
Share YoY Share YoY
960 16.3% -22.5% 1,200 18.5% 25.0% 240
4,946 83.7% 25.2% 5,300 81.5% 7.2% 354
5,493 93.0% 17.6% 6,200 95.4% 12.9% 707
3,217 54.5% 14.0%
2,276 38.5% 23.0%
413 7.0% -19.6% 300 4.6% -27.4% -113
5,313 89.9% 22.2% 5,800 89.2% 9.2% 487
593 10.0% -29.2% 700 10.8% 18.0% 107
26/3 27/3 Plan
Titles sold /
sales regions
253 / 244
Total unit sales 5,907 6,500 593
New units
Catalog units
Digital Units
PC Units (digital)
Console units (digital)
Physical units
Overseas units
Japan units
Arcade Operations 3
15
Earnings Plan
FY27/3 Plan
Chara Cap Hanyu Store
Number of Stores
• Plan to continue diversification of store formats,
open 9 new stores, 70 stores FY total
• Focusing on offering experiential value on -site
(100 million yen)
*YoY indicates percent change from the previous year.
*YoY indicates percent change from the previous year.
(stores)26/3 YoY 27/3 Plan YoY Difference
Net sales 256 13% 293 14% 36
Operating profit 32 32% 33 3% +0
Operating margin 12.5% – 11.3% – –
Same store sales 108% – 106% – – 26/3 YoY 27/3 Plan YoY Difference
New stores 9 – 9 – 0
Closed stores 1 – 0 – -1
Total 61 15% 70 15% 9
Amusement Equipments 4
16
FY27/3 Plan
Smart slot
Biohazard RE:3
Pachislo Sales volume
• Aim to release one new machine per quarter using popular IPs
Sales Plan: 4 machines, 53,000 units total
• Biohazard RE:3 launched in May
Earnings Plan (100 million yen)
*YoY indicates percent change from the previous year.
*Includes repeat sales.*YoY indicates percent change from the previous year.26/3 YoY 27/3 Plan YoY Difference
Net sales 177 14% 209 18% 31
Operating profit 100 50% 104 4% 3
Operating margin 56.4% – 49.8% – – 26/3 YoY 27/3 Plan YoY Difference
New titles 2 – 4 – 2
Sales (thousand units) 45.0 -10% 53.0 18% 8.0
Other Businesses 5
17
Street Fighter Movie
FY27/3 Plan
• Continue leveraging IP through multifaceted initiatives
• Plan to hold Capcom Cup 13 and Street Fighter League: World
Championship 2026 at Ryogoku Kokugikan Arena
• Season 2 of Devil May Cry anime series began streaming in May
• Live -action Street Fighter movie scheduled for release on October 16
Earnings Plan (100 million yen)
*YoY indicates percent change from the previous year.
©2026 Capcom and Legendary. All Rights Reserved.26/3 YoY 27/3 Plan YoY Difference
Net sales 76 25% 76 -1% -0
Character 63 19% 65 3% 2
eSports/Media 12 50% 11 -8% -1
Operating profit 36 47% 35 -4% -1
Character 43 16% 44 2% 1
eSports/Media -6 – -9 – -3
Operating margin 47.6% – 46.1% – –
Mid – to Long – Term Growth Strategies
Capcom is a creator of entertainment
culture that aims to develop software
content that excites and stimulates the
senses.
To be a company that
captivates people around the world with
our best -in -class immersive content
1
画像許可取り要
画像候補です
(マク)
1
Management
Philosophy
Vision
Capcom Group Management Philosophy and Vision
160 181
228
345
429
508
570
657
752
830
109 125
159
249
325
367
433
484
545
580
0
100
200
300
400
500
600
700
800
18/3 19/3 20/3 21/3 22/3 23/3 24/3 25/3 26/3 27/3
Operating Profit
Net Profit
(Plan)
(FY)
(100 million yen)
Group Management Goals 2
2
• Stable release of new titles and growth in catalog sales
• Further advance IP strategy and strengthen global sales 10% annual OP growth
Growth Outlook 3
• Expand fan base with multi -faceted IP use
• Grow Consumer titles sales through marketing initiatives Sales Strategy
IP Strategy
Medium Term
Synergies with CS
Growth driver
Source of long -term
sales
Growth driver
Vital for sales
expansion
Profit
Time
Character, Media, eSports, Mobile
Consumer New
Consumer Catalog
Arcade Operations, Amusement Equipments
CS New Titles
CS Catalog Titles Peripheral IP
development
Real experiences
【 Character, Media, eSports, Mobile 】
Build these businesses to grow brands
【 Consumer Sub -segment 】
Bolstering new title pipeline and digital sales
Strengthening global expansion of catalog titles
【 Arcade Operations, Amusement Equipments 】
Link with CS, steady earnings
Long Term
3
*Consumer (CS): A business that plans, develops, and sells home and PC video game software.
Mobile
2.985
billion
Global game player
population
3.5 billion
Console
645 million
*Total of segments exceeds total of overall market due to overlap between segments
PC Online
935 million
1.5 billion
Target Users
45 48 50 51
42 45 49 52
108 113 118 123
196 208 218 227
0
50
100
150
200
250
2025 2026 (E) 2027 (E) 2028 (E)
(billion USD )
$227 Set to break Market growth
Market Overview 4
4
Anticipate long -term market growth with an estimated target user base of 1.5 billion
Mobile Content
Game apps for mobile devices PC Online
Video games for PC
Console
Video games for dedicated home
video game consoles
• Estimated 1.5 billion PC and Console users
• Significant growth potential including
emerging markets
*1USD = 159 JPY *(E): Estimate, Source :Newzoo Global Games Market Report, February 2026.
(Approx. ¥36 trillion *)
(Year)
billion
Business Model to Support Future Growth 5
5
A Flywheel -Driven Business Model for Continuous IP Value Expansion
• Grow Consumer titles sales through marketing initiatives
• Expand fan base with multi -faceted IP use
Sales Strategy – Series Development of Leading Brands 6
201 million units
Resident Evil series Monster Hunter series
Released: February 2026 Released: February 2025 Released: June 2023
Cumulative Series Unit Sales:
6
Street Fighter series
Latest Title
Resident Evil Requiem Monster Hunter Wilds
127 million units
Street Fighter 6
59 million units
Latest Title Latest Title
Cumulative Series Unit Sales: Cumulative Series Unit Sales:
・Mega Man series 44 million units ・Dragon’s Dogma series 14 million units
・Devil May Cry series 38 million units ・Marvel vs. Capcom series 13 million units
・Dead Rising series 19 million units ・Onimusha series 9.1 million units
・Ace Attorney series 14 million units ・Okami series 4.8 million units
2,440 2,530 2,550
3,010 3,260
4,170
4,589
5,187
5,907
6,500
1,290 1,530
2,055 2,315 2,460
3,730
4,135
4,672
5,493
6,200
45.1%
56.1%
71.4% 68.1%
73.6% 70.3%
79.1% 76.1%
83.7% 81.5%
0%
10%
20%
30%
40%
50%
60%
70%
80%
0
1,000
2,000
3,000
4,000
5,000
6,000
7,000
18/3 19/3 20/3 21/3 22/3 23/3 24/3 25/3 26/3 27/3
Unit sales
Digital unit sales
Catalog sales ratio
Unit sales(10k units )
Sales Strategy – Digital Sales 6
7
Expand sales volume with data -driven marketing initiatives
Aim for annual sales of 100 million units in the long term
(Plan)
10,000
(FY)
Catalog ratio(%)
Sales Strategy – Global Sales Expansion (1) 6
8
Consumer Video Games
No. of Countries/Region by Unit Sales Volume
244 Countries / Regions Sales Areas
• Steadily grow sales volume in each area
• Advance sales growth strategy by enhancing
data analysis of each country/region
Accelerate global sales growth via PC platform support and
enhanced marketing Key Annual Unit Sales 22/3 26/3
1,000,000 + 5 8
100,000 + 19 36
1,000 + 68 72
100 + 48 49
Under 100 79 79
Total 219 244
Sales Strategy – Global Sales Expansion (2) 6
9
Continue focus on sales expansion in established markets as well as countries with
anticipated economic growth
(10 thousand units )
Area Unit Sales
Ongoing
Unit Sales
Expansion
*Figures for “Unit sales by area” are approximate and have been rounded. As such, percentage growth and totals may not match the displayed figures or annual totals. *YoY indicates percent change from the previous year.Unit sales by area Share YoY Share YoY Share YoY Share YoY Share YoY Difference 5- year
growth
1,170 35.9% 9.3% 1,260 30.2% 7.7% 1,390 30.3% 10.8% 1,545 29.8% 10.6% 1,728 29.3% 11.8% 558 47.7%
389 11.9% 9.0% 770 18.5% 98.8% 910 19.8% 17.8% 1,120 21.6% 23.0% 1,349 22.8% 20.4% 960 246.8%
780 23.9% 10.9% 800 19.2% 2.6% 950 20.7% 18.2% 964 18.6% 1.4% 1,340 22.7% 39.0% 560 71.8%
550 16.9% -4.3% 820 19.7% 49.1% 779 17.0% -5.0% 838 16.2% 7.7% 593 10.0% -29.2% 43 7.8%
280 8.6% 21.9% 420 10.1% 50.0% 445 9.7% 4.5% 503 9.7% 13.1% 695 11.8% 38.2% 415 148.2%
25 0.8% 36.8% 34 0.8% 33.0% 40 0.9% 20.1% 141 2.7% 241.9% 94 1.6% -33.3% 69 276.0%
48 1.5% 37.3% 60 1.4% 29.9% 65 1.4% 9.0% 76 1.5% 9.9% 96 1.6% 26.3% 48 100.0%
5 0.2% 9.2% 6 0.1% 22.3% 8 0.2% 33.9% 8 0.2% -1.2% 12 0.2% 50.0% 7 140.0%
YoY YoY YoY YoY YoY YoY
8.3% 27.9% 10.1% 13.0% 13.9% 81.2%
3,260 4,170 4,589 5,187 5,907 2,647
22/3 23/3 24/3 25/3 26/3 22/3 → 26/3
N. America
Asia
Europe
Japan
Cen./S. America
M. East
Oceania
Africa
Total unit sales
IP Strategy – Enhance Awareness via Multiple Usage Strategy
10
Increased Awareness &
Brand Value
Media eSports Game Licensing
Amusement Equipments Arcade Operations
Games
mean
Global User
Base Growth
Popular
game
content
(IP)
7
Grow awareness of IP through diversified touchpoints to
build worldwide fan base
IP Strategy – Maximize Value via Single Content Multiple Usage
11
7
Growth of non -Consumer businesses contribute to increasing game unit sales
Net sales of each businesses & game unit sales trend9 3 5 8 12 11
34 39 36
53 63 65 57
78
90
156
177
209
124
156
193
227
256
293
3,260
4,170
4,589
5,187
5,907
6,500
0
1,000
2,000
3,000
4,000
5,000
6,000
7,000
0
50
100
150
200
250
300
350
22/3 23/3 24/3 25/3 26/3 27/3
eSports/Media Character Amusement Equipments Arcade Operations game unit sales
(FY) (plan)
10,000
(10 thousand units) (100 million yen)
Sales & IP Strategy – Long -Term Sales of High -Quality Titles 8
12
Maximize unit sales via long -term contributions with flywheel that
merges sales strategy and IP strategy
Long term
contribution
as catalog
titles
(*1) Includes sales of Monster Hunter World: Iceborne Master Edition*Sales numbers rounded down to 10 thousand units.
(10 thousand units )17/3 18/3 19/3 20/3 21/3 22/3 23/3 24/3 25/3 26/3 Cummulative
unit sales
Resident Evil 7 biohazard 350 160 120 100 150 180 120 130 130 260 1,740
Monster Hunter: World (*1) 790 450 450 230 170 140 280 310 110 2,960
Resident Evil 2 420 240 160 140 220 200 140 290 1,830
Devil May Cry 5 210 130 100 90 210 130 120 270 1,290
Monster Hunter World: Iceborne 520 240 140 100 230 260 80 1,600
Resident Evil 3 390 110 190 170 110 340 1,330
Monster Hunter Rise 480 410 370 190 240 150 1,860
Resident Evil Village 610 180 180 150 360 1,490
Monster Hunter Rise: Sunbreak 540 220 210 140 1,130
Resident Evil 4 370 330 270 360 1,360
Street Fighter 6 330 130 200 670
Dragon’s Dogma 2 260 100 50 420
Monster Hunter Wilds 1,010 130 1,140
Resident Evil Requiem 690 690
Ongoing Maximization of IP Value 9
13
Nurturing brands to be the next engine of growth
New IP, sequels,
remakes, ports, etc.
Business Model
Okami
Dragon’s Dogma
Ace Attorney
Onimusha
Mega Man
Devil May Cry
Dead Rising
Leading
Brands
Growth Strategy – World -Class Development Capabilities
14/3 26/3 14
(FY)
2,842 ppl
1,368 ppl
20s
and under
30 s
40 s
50 s
20s
and under
30 s
40 s
50 s • Cross -generational teams enable technology transfer
• Organization -wide support for young talent initiatives
Development Structure
Development Environment
and Capabilities
Number of Developers
(non -consolidated)
Grow
workforce
Expanded talent base provides a deep and robust development organization
Development capabilities strengthened by leveraging expertise across generations
• Centralized development to
maximize capabilities
• Enhanced efficiency via proprietary
game development engine
R&D Building #3 adjacent to Osaka Head Office
Completion scheduled for 2027 (*Illustration)
Knowledge transfer × new value creation
10
Time invested in
true value
creation
Time used in
routine tasks
within
development
process
単純作業
次のゲーム開発
Gen. AI use
ゲーム開発
Time used in
routine tasks
New projects ・Research
・Draft generation
・User analysis
・Interactive manuals
・Error checks
・Meeting notes, etc.
Time invested in
true value
creation
Before After
Decrease time used
in routine tasks
Increase time for
creative work
Growth Strategy – Use of Generative AI
15
10
Generative AI Use Illustration
AI utilized to improve development efficiency and productivity
A tool to streamline routine tasks freeing up time for creative work
Increase
Efficiencies
Workforce Diversity Trends & Engagement Survey Results (non -consolidated, permanent employees)
Human Resources Strategy – Investment in Sustainable Growth 11
16
• Aiming to increase developer workforce by over 100 people annually
• Creating a workplace where diverse talent thrives
Investment in human capital to enhance
sustainable growth
Employee Trends (consolidated, permanent employees)
Ongoing talent
acquisition and
development,
supported by
workplace
enhancements
(*1) Non -consolidated *Stock -based compensation is 1 point = 1 share. *Bonuses recognized on accrual basis. Includes compensatio n for new employees for each year. *YoY indicates percent change from the previous year.
*Partial excerpt from survey items.*The figures for work engagement and employee engagement are our company’s deviation values based on the results of a survey conducted by external agencies. *The percentages indicate the ratio of employees who provided “somewhat applies to me” or more positive response.
(*1) Calculated based on the provisions of the Act on the Promotion of Women’s Active Engagement in Professional Life (Act No . 64 of 2015). (*2) The paternity leave utilization rate is calculated for all employees, including temporary employees.23/3 24/3 25/3 26/3
Ratio of females in core positions 11.9% 13.6% 15.2% 15.7%
Gender wage gap (*1) 85.4% 83.8% 82.8% 81.3%
Paternity leave utilization rate (*2) 45.5% 66.7% 79.7% 79.7%
Ratio of foreign employees 6.7% 6.8% 7.4% 7.9% 24/3 25/3 26/3
Work engagement (proactiveness/positive feelings for job) (deviation value) 54.1 54.7 54.8
・I bring ingenuity to my work 88.3% 89.3% 89.6%
Employee engagement (attachement to my company, etc.) (deviation value) 52.1 53.1 52.8
・I feel an attachement/familiarness with my company 78.1% 79.9% 79.2%
Indicator Avg.
Amt. YoY Amt. YoY Amt. YoY Amt. YoY Amt. YoY YoY
Employees 3,332 4% 3,531 6% 3,766 7% 3,976 6% 4,230 6% 6%
of which, developers 2,460 4% 2,675 9% 2,846 6% 3,011 6% 3,180 6% 6%
(100 million yen )
Net sales 1,259 14% 1,524 21% 1,696 11% 1,953 15% 2,100 8% 14%
Operating profit 508 18% 570 12% 657 15% 752 15% 830 10% 14%
Salary + Bonus (*1) 248 16% 286 15% 317 11% 362 14% 402 11% 13%
(thousand yen )
Annual salary (salary + bonus) per employee (*1) 8,259 15% 8,995 9% 9,433 5% 10,130 7% 10,535 4% 8%
Stock compensation per employee (points) (*1) 193 – 196 1% 196 0% 196 0% 197 1% 0%
Consolidated operating profit per employee 15,249 14% 16,165 6% 17,466 8% 18,937 8% 19,621 4% 8%
Average age (years) (*1) 37.6 1% 37.8 1% 38.0 1% 38.1 0%
27/3 Plan 23/3 24/3 25/3 26/3
Investment in development foundation
and infrastructure, etc.
Introduction of more tightly aligned
profit -sharing bonus system, etc.
Give back via base 30% minimum
dividend payout ratio
Capital Allocation 12
Capital Allocation
Cash allocation balanced across shareholder returns, employee compensation
and business reinvestment
17
Employee
compensation Cash
Cash in Cash out
Return to shareholders
(dividends)
Business reinvestment
Development facilities, M&A, etc.
Supplement: Financial Position Summary,
Major Financial Information Summary
Supplement: Financial Position Summary 1
1
Balance Sheet
Statement of Cashflows
*YoY indicates percent change from the previous year.*Deferred income of approx. ¥9 billion consists primarily of revenue from Resident Evil Requiem that has been deferred until the release of DLC.
(100 million yen)
(100 million yen)22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY Difference
Cash flows from operating activities 469 – 217 – 369 – 676 – 313 – -362
Net income before income taxes 443 – 511 – 592 – 656 – 739 – 82
Decrease (increase) in notes and accounts receivable -trade 172 – -171 – -0 – -79 – 2 – 81
Decrease (increase) in work in progress for game software -67 – -73 – -7 – -101 – -54 – 47
Increase (decrease) in deferred revenue 20 – -37 – -48 – 199 – -116 – -316
Cash flows from investing activities -74 – -76 – -59 – -72 – -558 – -485
Cash flows from financing activities -99 – -224 – -159 – -187 – -260 – -73
Cash and cash equivalents at beginning of year 640 – 956 – 894 – 1,090 – 1,504 – 413
Cash and cash equivalents at end of year 956 – 894 – 1,090 – 1,504 – 1,028 – -475 Assets 22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY Difference
Cash on hand and in banks 1,072 51% 1,021 -5% 1,251 23% 1,667 33% 1,480 -11% -187
Accounts receivable – trade 74 – 249 237% 253 2% 333 31% 332 0% -0
Media Assets – – – – – – – – 99 – 99
Work in progress for game software 311 28% 385 23% 390 1% 492 26% 546 11% 54
Land 52 0% 89 71% 89 0% 100 11% 200 100% 100
Others 362 -42% 428 18% 448 5% 536 20% 734 37% 197
Total assets 1,873 14% 2,173 16% 2,434 12% 3,129 29% 3,393 8% 263
Liabilities
36 -3% 55 54% 43 -22% 56 30% 64 15% 8
Deferred income 89 34% 54 -39% 6 -87% 205 2915% 90 -56% -115
Others 283 -13% 452 60% 433 -4% 604 39% 560 -7% -44
Total liablities 408 -5% 562 38% 483 -14% 866 79% 715 -17% -150
Total net assets 1,464 21% 1,611 10% 1,950 21% 2,263 16% 2,677 18% 414
Total liabilities and net assets 1,873 14% 2,173 16% 2,434 12% 3,129 29% 3,393 8% 263
Notes and accounts payable – trade &
Electronically recorded monetary liabilities
Supplement: Major Financial Information Summary (1) 2
2
Profit and Loss sheet
Sales and Profit by Business Segments
(100 million yen)
*YoY indicates percent change from the previous year.
(100 million yen)
*YoY indicates percent change from the previous year.22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY 27/3 Plan YoY
Net sales 875 16.2% 981 12.1% 1,198 22.1% 1,251 4.4% 1,442 15.3% 1,522 5.5%
Operating profit 453 22.6% 535 18.0% 598 11.8% 651 8.9% 706 8.4% 795 12.6%
Margin 51.8% – 54.5% – 49.9% – 52.1% – 48.9% – 52.2% –
Net sales 124 25.7% 156 25.8% 193 23.9% 227 17.6% 256 12.8% 293 14.2%
Operating profit 6 337.6% 12 88.2% 18 52.2% 24 30.2% 32 31.6% 33 3.1%
Margin 5.3% – 7.9% – 9.7% – 10.7% – 12.5% – 11.3% –
Net sales 57 -18.9% 78 35.7% 90 15.6% 156 73.1% 177 13.9% 209 17.5%
Operating profit 23 -2.5% 34 46.2% 41 19.9% 67 62.8% 100 49.7% 104 3.7%
Margin 40.8% – 44.0% – 45.6% – 42.9% – 56.4% – 49.8% –
Net sales 43 43.4% 43 -0.1% 42 -3.6% 61 45.4% 76 25.2% 76 -0.7%
Operating profit 15 53.7% 14 -5.5% 8 -38.4% 24 181.2% 36 46.7% 35 -4.0%
Margin 34.7% – 32.9% – 21.0% – 40.6% – 47.6% – 46.1% –
Arcade Operations
Amusement
Equipments
Others
Digital Contents 22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY 27/3 Plan YoY
Net sales 1,100 15.5% 1,259 14.4% 1,524 21.0% 1,696 11.3% 1,953 15.2% 2,100 7.5%
Gross profit 613 16.3% 738 20.4% 846 14.7% 987 16.7% 1,102 11.6%
Margin 55.7% – 58.6% – 55.5% – 58.2% – 56.4% –
Sales and G&A expenses 184 1.4% 230 25.0% 275 19.8% 329 19.5% 349 6.0%
Operating profit 429 24.0% 508 18.4% 570 12.3% 657 15.2% 752 14.5% 830 10.2%
Margin 39.0% – 40.3% – 37.5% – 38.8% – 38.5% – 39.5% –
Ordinary profit 443 27.2% 513 15.9% 594 15.7% 656 10.5% 741 12.9% 830 12.0%
Margin 40.3% – 40.8% – 39.0% – 38.7% – 37.9% – 39.5% –
Net profit attributable to owners of the parent 325 30.6% 367 12.9% 433 18.1% 484 11.7% 545 12.7% 580 6.3%
Margin 29.6% – 29.2% – 28.5% – 28.6% – 27.9% – 27.6% –
Supplement: Major Financial Information Summary (2) 2
3
*YoY indicates percent change from the previous year.Promotional Expense (100 million yen)
22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY 27/3 Plan YoY
35 11.4% 52 49.5% 73 39.7% 102 39.2% 94 -8.3% 100 6.0%
Number of Stores (stores)
22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY 27/3 Plan YoY
42 2.4% 45 7.1% 49 8.9% 53 8.2% 61 15.1% 70 14.8%
Capital Expenditure (100 million yen)
22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY 27/3 Plan YoY
37 5.3% 96 154.1% 66 -30.9% 83 24.9% 177 113.1% 205 15.7%
Depreciation (100 million yen)
22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY 27/3 Plan YoY
33 21.3% 34 1.6% 42 22.8% 46 10.8% 52 11.2% 60 15.4%
Number of Employees (people)
22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY 27/3 Plan YoY
3,206 1.7% 3,332 3.9% 3,531 6.0% 3,766 6.7% 3,976 5.6% 4,230 6.4%
Consolidated developers 2,369 3.7% 2,460 3.8% 2,675 8.7% 2,846 6.4% 3,011 5.8% 3,180 5.6%
R&D Investment Cost (100 million yen)
22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY 27/3 Plan YoY
298 17.7% 377 26.3% 430 14.1% 489 13.7% 548 12.1% 629 14.7%
Foreign Exchange Rate (End of March)
22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 YoY 27/3 Plan YoY
122 10.9% 133 9.0% 151 13.5% 149 -1.3% 159 6.7% 140 -11.9%
136 5.4% 145 6.6% 163 12.4% 162 -0.6% 183 13.0% 160 -12.6%
Consolidated
USD/JPY
Euro/JPY
Consolidated
Consolidated
Consolidated
Consolidated
Consolidated
Contact Information 3
4
Capcom IR Website @CapcomIR
@ CapcomIR
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@More_Capcom
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More! Capcom
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