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Capcom FY2025 Earnings Release

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FY25/3 Earnings Summary
FY26/3 Overview of Strategies and Plans
Capcom Co., Ltd.
(TSE Prime, 9697)

Contents
Forward looking statementsStrategies, 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.
・Major Takeaways P3
・Performance Trends and Plans (Consolidated/Business Segments) P4
1
Part 1: FY25/3 Financial Summary and FY26/3 Plan
Part 2: Mid -to -Long Term Growth Strategies
・Corporate Philosophy and Mid- to-Long Term Vision P12
・Market Overview P13
・Group Management Goals P14
・Growth Outlook P15
Supplement
・Financial Position Summary P26
・Major Financial Information Summary P27

Part 1: FY25/3 Financial Summary andFY26/3 Plan

(100 million yen)
23/3 YoY24/3 YoY25/3 YoY 26/3YoY
Net sales 1,259 14% 1,524 21% 1,696 11% 1,900 12%
Operating income 508 18% 570 12% 657 15% 730 11%
Operating margin 40.3% – 37.5% – 38.8% – 38.4% –
Ordinary income 513 16% 594 16% 656 11% 700 7%
Net income attributable to
owners of the parent 367 13% 433 18% 484 12% 510 5%
*YoY indicates percent change from the previous year.
Results Plan
Major Takeaways 1
FY25/3 Earnings Results
FY26/3 Full -year Plan
3
• Achieved 12 consecutive years of OP growth, 10 consecutive years of over 10% OP growth
• Highest consolidated sales and operating income in Capcom history
• Revenue and profit up across all business segments
• Increased year- end dividend to ¥ 22, full-year dividend totals ¥ 40,dividend payoutratio 34.5 %
• Continue to target over 10% OP growth
• Aim for increased revenue and profit in all business segments
• Dividend forecast :interim ¥20, year- end ¥20, full- year total ¥40

(100 million yen)
21/3YoY22/3YoY23/3 YoY24/3 YoY25/3 YoY26/3 Plan YoY Difference
Net sales 953 17% 1,100 16% 1,259 14% 1,524 21% 1,696 11% 1,900 12% 203
■ Digital Contents 753 26% 875 16% 981 12% 1,198 22% 1,251 4% 1,395 12% 143
■ Arcade Operations 98 -18% 124 26% 156 26% 193 24% 227 18% 254 12% 26
■ Amusement Equipments 70 9% 57 -19% 78 36% 90 16% 156 73% 184 18% 27
■ Other Businesses 30 1% 43 43% 43 0% 42 -4% 61 45% 67 10% 5
Operating income345 52% 429 24% 508 18% 570 12% 657 15% 730 11% 72
■ Digital Contents 370 53% 453 23% 535 18% 598 12% 651 9% 727 12% 75
■ Arcade Operations 1 -88% 6 338% 12 88% 18 52% 24 30% 27 11% 2
■ Amusement Equipments 24 15% 23 -3% 34 46% 41 20% 67 63% 74 10% 6
■ Other Businesses 9 81% 15 54% 14 -6% 8 -38% 24 181% 28 13% 3
-59 – -69 – -87 – -96 – -110 – -126 – -15
Operating margin36.3% – 39.0% – 40.3% – 37.5% -38.8% – 38.4% – –
Ordinary income 348
52% 443 27% 513 16% 594 16% 656 11% 700 7% 43
249 56% 325 31% 367 13% 433 18% 484 12% 510 5% 25
*Adjustments include unallocated corporate operating expenses. The corporate operating expenses, which do not belong to any reportable segment, mainly consist of administrative expenses.
*YoY indicates percent change from the previous year.
Net income attributable
to owners of the parent
Adjustments*
Performance Trends and Plans (Consolidated/Business Segments) 2
4
FY25/3 Results / FY26/3 Plan

(100 million yen)
21/3
YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 Plan YoY Difference
Net Sales 753 26% 875 16% 981 12% 1,198 22% 1,251 4% 1,395 12% 143
■ Consumer breakdown
Package sales208 61% 300 44% 180 -40% 193 7% 180 -7% 177 -2% -3
Digital sales (incl. digital license) 480
13% 533 11% 773 45% 969 25% 1,036 7% 1,191 15% 155
Digital license portion 30 15% 9 -70% 70 678% 73 4% 34 -53% 29 -15% -5
Consumer total 688
24% 833 21% 953 14% 1,162 22% 1,216 5% 1,368 13% 152
Deferred revenue portion -22 – -19 – 38 – 47 – -198 –
■ Mobile Contents 65 48% 42 -35% 28 -33% 35 25% 34 -3% 27 -21% -7
Operating income 370 53% 453 23% 535 18% 598 12% 651 9% 727 12% 75
Operating margin 49.1%
– 51.8% – 54.5% – 49.9% – 52.1% – 52.1% – –
*Digital license indicates income from providing content etc. to online platforms. *Deferred revenue indicates the variance between deferred revenue and reversed revenue stemming
primarily from the release of free downloadable content that typically follows the release of a full game. *YoY indicates percent change from the previous year.
Digital Contents (1) 3
5
Earnings Trend / Plan
FY25/3Results
FY26/3Plan
• Sales and profits up due to contributions from major new title Monster Hunter Wilds
•Strong catalog sales supported full -year earnings (“Catalog” indicates titles that were released in the previous fiscal year or earlier)
• Maximize global earnings by continuing to release new titles and expand catalog sales growth

(thousand units)
Difference
YoY YoYYoYYoYYoY YoY
18.0% 8.3%27.9% 10.1%13.0% 4.1%
ShareYoY ShareYoY ShareYoY ShareYoY ShareYoY ShareYoY
9,600 31.9%31.5% 8,600 26.4%-10.4% 12,400 29.7% 44.2% 9,596 20.9%-22.6% 12,381 23.9% 29.0% 8,000 14.8%-35.4% -4,381
20,500
68.1% 12.6% 24,000 73.6%17.1% 29,300 70.3%22.1% 36,297 79.1%23.9% 39,494 76.1% 8.8% 46,000 85.2%16.5% 6,506
23,150
76.9% 12.7% 24,600 75.5% 6.3% 37,300 89.4%51.6% 41,352 90.1%10.9% 46,729 90.1%13.0% 50,700 93.9% 8.5% 3,971
8,00026.6% -7.5% 10,900 33.4%36.3% 17,75042.6%62.8% 21,60447.1%21.7% 28,21154.4%30.6%
15,150 50.3%27.3% 13,70042.0%-9.6% 19,550 46.9%42.7% 19,74843.0% 1.0%18,517 35.7%-6.2%
6,950 23.1%40.4% 8,000 24.5%15.1% 4,400 10.6%-45.0% 4,541 9.9% 3.2% 5,146 9.9%13.3% 3,300 6.1%-35.9% -1,846
24,350
80.9% 13.5% 27,100 83.1%11.3% 33,500 80.3%23.6% 38,103 83.0%13.7% 43,487 83.8%14.1% 45,500 84.3% 4.6% 2,013
5,750
19.1% 42.0% 5,500 16.9% -4.3% 8,200 19.7%49.1% 7,790 17.0% -5.0% 8,389 16.2% 7.7% 8,500 15.7%1.3% 111
Unit sales by region
Share YoY ShareYoY ShareYoY ShareYoY ShareYoY
10,700 35.5%18.5% 11,700 35.9% 9.3% 12,600 30.2%7.7% 13,900 30.3%10.8% 15,450 29.8%10.6%
3,550 11.8%-18.1% 3,890 11.9% 9.0% 7,700 18.5%98.8% 9,100 19.8%17.8% 11,200 21.6%23.0%
7,050 23.4%13.5% 7,800 23.9%10.9% 8,000 19.2% 2.6% 9,500 20.7%18.2% 9,640 18.6% 1.4%
5,750 19.1%42.0% 5,500 16.9% -4.3% 8,200 19.7%49.1% 7,790 17.0% -5.0% 8,389 16.2% 7.7%
2,300 7.6%39.4% 2,800 8.6%21.9% 4,200 10.1% 50.0% 4,450 9.7%4.5% 5,030 9.7%13.1%
180 0.6%23.6% 250 0.8%36.8% 340 0.8%33.0% 400 0.9%20.1% 1,410 2.7%241.9%
350 1.2% -4.8% 480 1.5%37.3% 600 1.4%29.9% 650 1.4% 9.0% 760 1.5%9.9%
40 0.1%5.9% 50 0.2%9.2% 60 0.1%22.3% 80 0.2%33.9% 80 0.2% -1.2%
*Figures for “Unit sales by region” are approximate and have been rounded. As such, percentage growth versus previous years may not match the displayed figures, and totals for regions may not match annual totals.*YoY indicates percent change from the previous year.
Oceania
Africa
Asia
Europe
Japan
Cen./S. America
M. East
22/3 23/3 24/3 25/3
N. America
Overseas units
Japan units
21/3
Catalog units
Digital Units
PC Units (digital)
Console units (digital)
Physical units
45,893 51,876 54,000 2,124
New units
Total unit sales 30,100 32,600 41,700
24/3 25/3 26/3 Plan
Titles sold /
sales regions 301 /  216 304  /  219 307  /  230 292  /  235 248  /  227
21/3 22/3 23/3
Digital Contents (2) 3
6
Unit sales
• Growth in both new and catalog unit sales
• Unit sales growth across all regions •
Plan total unit sales growth by releasing new titles
and expanding catalog sales
FY25/3 Results FY26/3 Plan

(thousand units)
Title 25/3 Lifetime
Monster Hunter Wilds 10,10810,108
Monster Hunter: World *1 3,18628,510
Resident Evil 4 2,734 9,915
Monster Hunter World: Iceborne 2,60815,209
Monster Hunter Rise 2,44017,175
Monster Hunter Rise: Sunbreak 2,129 9,876
Resident Evil Village 1,50211,305
Resident Evil 2 1,43615,409
Resident Evil 7 biohazard 1,39414,789
Street Fighter 6 1,368 4,674
Devil May Cry 5 *2 1,2319,133
Resident Evil 3 1,1339,905
Dragon’s Dogma 2 1,0783,701
*Figures in the above list reflect totals that include ports to additional platforms following initial title release.*1 Includes sales of Monster Hunter World: Iceborne Master Edition *2 FY25/3 units include Devil May Cry 5 Special Edition
Digital Contents (3) 3
7
Title overview
FY25/3Results
FY26/3Plan
New title Monster Hunter Wilds Catalog title Resident Evil 4
FY25/3 Unit Sales ranking
Street Fighter 6 for
Nintendo Switch 2
• Major new title Monster Hunter Wilds surpassed 10 million units
• Growth in
Monster Hunter /Resident Evil series unit sales
• Plan to grow catalog unit sales of major IPs

Capcom Fighting Collection 2 to release on May 16

Onimusha 2 remaster to release on May 23
• Street Fighter 6 and Kunitsu- Gami: Path of the Goddess for Nintendo
Switch
2 to release on June 5
• Other titles for FY26/3 currently in development

(stores)
21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 Plan YoY Difference
New stores 1 – 2 – 5 – 4 – 5 – 10 -5
Closed stores 0 – 1 – 2 – 0 – 1 – 0 –1
Total 41 3% 42 2% 45 7% 49 9% 53 8% 63 19% 10
*YoY indicates percent change from the previous year.
(100 million yen)
21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 Plan YoY Difference
Net sales 98 -18% 124 26% 156 26% 193 24% 227 18% 254 12% 26
Operating income 1 -88% 6 338% 12 88% 18 52% 24 30% 27 11% 2
Operating margin 1.5% – 5.3% – 7.9% – 9.7% – 10.7% – 10.6% – –
Same store sales 78% – 119% – 120% – 114% – 110% – 105% – –
*YoY indicates percent change from the previous year.
Arcade Operations 4
8
Earnings Trend / Plan
FY25/3 Results
FY26/3Plan Capsule Lab Kobe Nankin-machi
Number of Stores
• Opened total of 5 stores, including Capsule Lab Kobe Nankin-machi
• Same store sales (FY cumulative ): 1 10%
• Plan to open 10 new stores, 63 stores FY total,
due to diversification of store formats

21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 PlanYoY Difference
New titles 3 – 3 – 4 – 3 – 4 – 3 –1
Sales (thousand units) 27.0 35% 26.0 -4% 44.0 69% 31.3 -29% 50.0 60% 43.0 -14% -7.0
*Includes catalog title sales. *YoY indicates percent change from the previous year.
(100 million yen)
21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 Plan YoY Difference
Net sales 70 9% 57 -19% 78 36% 90 16% 156 73% 184 18% 27
Operating income 24 15% 23 -3% 34 46% 41 20% 67 63% 74 10% 6
Operating margin 33.9% – 40.8% – 44.0% – 45.6% – 42.9% – 40.2% – –
*YoY indicates percent change from the previous year.
Amusement Equipments 5
9
Earnings Trend / Plan
FY25/3Results
FY26/3Plan
Smart Slot
Resident Evil 5
Pachislo Sales volume
• 50,000 total units sold by releasing 4 new machines including
Monster Hunter Rise and Resident Evil 5
Monster Hunter Rise 21,000 units; Resident Evil 5 12,000 units;
Onimusha 3 11,000 Units; Street Fighter V 5,500 units
• Plan 43,000 unit sales via release of 3 new machines and catalog sales

Devil May Cry 5 Stylish Tribe to launch in June

(100 million yen)
21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 Plan YoY Difference
Net sales30 1% 43 43% 43 0% 42 -4% 61 45% 67 10% 5
Character 26
0% 34 31% 39 15% 36 -8% 53 47% 58 9% 5
eSports/Media 3
-25% 9 200% 3 -67% 5 67% 8 60% 9 13% 1
Operating income 9
81% 15 54% 14 -6% 8 -38% 24 181% 28 13% 3
Character 17
-6% 22 29% 28 27% 24 -14% 37 54% 39 5% 2
eSports/Media -7
– -7 – -13 – -15 – -12 – -11 – 1
Operating margin 32.4%
– 34.7% – 32.9% – 21.0% – 40.6% – 41.8% – –
*Beginning FY24/ 3 1s t quarter, bus ines s res ults for Media have been incorporated into eSports / Media. This change has been reflected in the bus ines s res ults for previous years .
*YoY indicates percent change from the previous year.
Other Businesses 6
10
Earnings Trend / Plan
The upcoming season’s
Capcom Cup 12 will again be held at Ryogoku Kokugikan Arena
Earnings Trend/Plan
• Continue creating merchandise and carrying out in -game
collaborations with peers
• 14,000 attendees and over 10 million online views during
Capcom Cup 11/Street Fighter League: World Championship
2024 held in March 2024
• Original Anime series
Devil May Cry began streaming
exclusively on Netflix from April 3
Original Anime Series
Devil May Cry

Part 2: Mid-to- Long Term Growth Strategies

Corporate Philosophy and Mid-to-Long Term Vision 1
12
Vision Captivating people around the world with our best -in-class content
Philosophy Creator of entertainment culture through development of highly creative software
contents that excite people, stimulate their senses, and bring smiles to their faces
Building
relationships of
trust with our stakeholders

Mobile
2.847
billion
Global game player
population
3.4 billion
Console
629 million
*Total of segments exceeds total of overall market due to overlap
between segments
PC Online
907 million
1.5 billion
Target Users
42 47 50 52
37 37 39 40
97 101 103 105
177 186 193 198
0
50
100
150
200
250
2024 2025 (E) 2026 (E) 2027 (E)
(billion USD )
$198 Set to break Market growth billion
Market Overview 2
13
Anticipated 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
*E: Estimate, Source:Newzoo Global Games Market Report, February 2025. *1USD =143 JPY
(Approx. ¥28 trillion *)
(Year)

136 160 181
228
345
429
508
570
657
730
88 109 125
159
249
325
367
433
484 510
0
100
200
300
400
500
600
700
800
17/3 18/3 19/3 20/3 21/3 22/3 23/3 24/3 25/3 26/3
Operating Income
Net Income
(FY)
(100 million yen)
Group Management Goals 3
14
•Stable release of new titles and growth in catalog sales
• Further advance the Single Content Multiple Usage strategy
and strengthen global sales
10% annual OP growth
(Plan)

Medium term Long term
Synergies with CS
Growth driver
Source of long -term sales
Growth driver
Vital for sales expansion
Profit
Time
Character, Media, eSports, Mobile
CS New
CS Catalog
Arcade + Pachinko
CS new titles
CS catalog titles
【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 Peripheral IP development
Real experiences
Growth Outlook 4
15
Pursue Consumer growth and synergies with related businesses to strengthen earnings base
Grow global sales with focus on Consumer catalog title expansion
Mid
-term
Long -term

1,940
2,440 2,530 2,550
3,010 3,260
4,170
4,589
5,187 5,400
900
1,290 1,530
2,055 2,315 2,460
3,730
4,135
4,672
5,070
45.4% 45.1%
56.1%
71.4% 68.1%
73.6% 70.3%
79.1% 76.1%
85.2%
0.0%
10.0%
20.0%
30.0%
40.0%
50.0%
60.0%
70.0%
80.0%
90.0%
0
1,000
2,000
3,000
4,000
5,000
6,000
7,000
17/3 18/3 19/3 20/3 21/3 22/3 23/3 24/3 25/3 26/3
Unit sales
Digital unit sales
Catalog sales ratio
Total unit sales
(ten thousand units )
(FY)
Growth Outlook – Consumer Sales Volume Growth 4
16
Expand sales volume by implementing pricing measures based on meticulous data analysis
Achieve annual sales of 100 million units in the long term
(Plan)

Key Annual Unit Sales FY21/3FY25/3
1,000,000 + 4 9
100,000 + 16 30
1,000 + 62 69
100 + 44 51
Under 100 88 68
Total 214 227
Growth Outlook –Global Sales Expansion and Enhancement 4
17
Consumer Video Game
No. of Countries/region by Unit Sales volume
227 Countries / Regions Sales Areas
• Steadily grow sales volume in each area
• Advance sales growth strategy by enhancing
data analysis of each country/region
Global catalog title growth via PC platform support and stronger marketing

(ten thousand units)
17/3 18/319/320/321/322/323/324/325/3 Cummulative
unit sales 26/3 (Plan )
Resident Evil 7 biohazard 350 160120100150180120130130 1,470
Monster Hunter: World * 790 450450230170140280310 2,850
Resident Evil 2 420 240160140220200140 1,540
Monster Hunter World: Iceborne 520 240140100230260 1,520
Resident Evil 3 390 110190170110 990
Monster Hunter Rise 480 410370190240 1,710
Resident Evil Village 610 180180150 1,130
Monster Hunter Rise: Sunbreak 540 220210 980
Resident Evil 4 370 330270 990
Street Fighter 6 330 130 460
Dragon’s Dogma 2 260100 370
Monster Hunter Wilds 1,010 1,010
Continue to
contribute as
catalog titles
Includes sales of Monster Hunter World: Iceborne Master Edition
*Sales numbers rounded down to 10 thousand units. As of March 31, 2025
Growth Outlook – Expanding the Sales Volume of High- Quality Titles 4
18
Implement measures to stably release new titles and increase first year sales
Promote measures to support long -term catalog sales

Growth Outlook–Evolving World -Class Game Development Capabilities
19
RE ENGINE
Development
Environment Development Capabilities
Consolidated development in Japan;
will further increase workspace
Strengthening collaboration between
development teams
Relaying accumulated expertise and
techniques to the next generation
Further evolving proprietary development engine
and laying foundation for talent development
Efficient multi -platform expansion
New building adjacent to the Osaka HQ
(under construction)
Expected completion in 2027
( Illustration )
4
Strengthen communication with users Student game development competition
CAPCOM GAMES COMPETITION
December 2024 – November 2025

Growth Outlook– Maximizing IP value through a multi- faceted approach
20
Increased Awareness /
Brand Value Enhancement
Media eSports Game Licensing
Arcade Equipments Arcade Operations
Games mean
Globally
expanding
customer base
Popular game content
4
Devil May Cry
original anime series streaming worldwide from April on Netflix
Announced mobile title
Monster Hunter Outlanders*
in co -development with Tencent
*Licensed title
Plan to release machines utilizing
popular IP such as Smart Slot
Devil May Cry 5 Stylish Tribe in FY26/3
In addition to arcades, expand merchandise and
capsule toy specialty stores, with plans to open 10 new stores in FY26/3
Capcom Cup 12 Finals to be held again at
Ryogoku Kokugikan Arena

・Dead Rising series 18 million units ・Marvel vs. Capcom series 12 million units
・Ace Attorney series 13 million units ・Onimusha series 9.2 million units
・Dragon’s Dogma series 13 million units ・Okami series 4.6 million units
Growth Outlook – Series Development of Leading Brands
21
170 million units 120 million units
Resident Evil
series
M onster Hunter
series
Street Fighter
series
Mega Man
series
Devil May Cry
series
56 million units
Latest title
• Resident Evil 4
March 2023
43 million units 33 million units
18 million units
13 million units
13 million units
Latest title
• M onster Hunter
Wilds
February 2025 Latest title
• Street Fighter 6
June 2023
Latest title
• Mega Man XDiVE
Offline
September 2023Latest title
• Devil May Cry 5
Special Edition
November 2020
4
12 million units
4.6 million units
8.7 million units

Investment in human capital to
enhance sustainable growth
(thousand yen )
Avg.
Amt. YoY Amt. YoY Amt. YoY Amt. YoY Amt. YoYYoY
Operating income
per employee* 14,463 20% 16,699 16% 17,910 7% 19,558 9% 20,340 4%11%
A n n u a l s a la r y p e r e m p lo y e e(salary + bonus) 7,187 15% 8,259 15% 8,995 9% 9,433 5% 10,029 6%10%
Stock-based compensation
per employee (Points) – – 193 – 196 1% 196 0% 201 2% 1%
Stock-based compensaton is 1 point = 1 share.
Bonuses recognized on accrual basis. Includes compensation for new employees for each year.
YoY indicates percent change from the previous year.
*Consolidated
22/3 23/3 24/3 25/3 26/3 Plan
(100 million yen, people, years )
Avg.
Amt. YoY Amt. YoY Amt. YoY Amt. YoY Amt. YoY YoY
Net sales * 1,100 16% 1,259 14% 1,524 21% 1,696 11% 1,900 12%15%
Operating income * 429 24% 508 18% 570 12% 657 15% 730 11%16%
Salary + Bonus 214 19% 248 16% 286 15% 317 11% 359 13%15%
Avg. number of employees 2,967 3% 3,043 3% 3,187 5% 3,364 6% 3,589 7%5%
Average age 37.3 1% 37.6 1% 37.8 1% 38.0 1% 1%
*Consolidated
22/3 23/3 24/3 25/3 26/3 Plan
Growth Outlook – Investment in Human Capital
to Support Expansion (1)
4
22
•Further investment in human capital to enhance sustainable corporate value
• Aim to increase developer workforce by over 100 people annually
Overall compensation (non -consolidated, permanent employees)
Average annual salary (non- consolidated, permanent employees)

21/3 22/3 23/3 24/3 25/3
Ratio of female employees 21.5% 21.0%21.3%21.2%21.5%
Ratio of females in core positions 8.2% 7.9%11.9% 13.6%15.2%
Gender wage gap* 79.4% 82.9%85.4%83.8%82.8%
Paternity leave utilization rate 21.5% 34.5%45.5%66.7%79.7%
Ratio of foreign employees 6.8% 6.6%6.7%6.8%7.4%
Number of countries of origin 31 33343536
*Calculated based on the provisions of the Act on the Promotion of Women’s Active Engagement in Professional Life (Act No. 64 of 2015).
T h e p a t e r n it y le a v e u t iliz a t io n r a t e is c a lc u la t e d f o r a ll e m p lo y e e s , in c lu d in g t e m p o r a r y e m p lo y e e s .
• Aim to achieve 88% or better ratio in male -to -female wage gap,
85% or better paternity leave ratio by 2029 Promoting diversity and providing
a comfortable working environment
23/3 24/3 25/3
Work engagement (proactiveness/positive feelings for job) (deviation valu e) 54.454.154.7
・I bring ingenuity to my work 88.7%88.3%89.3%
・If needed, I go beyond my assigned responsibilities for work 76.0%76.4%77.0%
・I enjoy myself while doing my current job 70.9%69.6%70.7%
Employee engagement (attachement to my company, etc.) (deviation value) 51.852.153.1
・I feel an attachement/familiarness with my company 77.5%78.1%79.9%
・Being able to work at my company has been good for me 85.6%86.2%87.6%
・Working for my company has been positive for my life 86.2%85.4%87.5%
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.
T he percentages indicate the ratio of employees who provided “somewhat applies to me” or more positive response.
Indicator
Growth Outlook – Investment in Human Capital
to Support Expansion (2)
4
23
Employee Engagement Survey Results (non- consolidated, permanent employees)
Trends related to Workforce Diversity (non-consolidated, permanent employees)

Supplement:Financial Position Summary,
Major Financial Information Summary

(100 million yen)
21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoYDifference
Cash flows from operating activities 146 -469 -217 -369 -676 -306
Net income before income taxes 348 -443 -511 -592 -656 -63
Decrease (increase) in notes and accounts receivable -trade -90 -172 –171 –0–79 –79
Decrease (increase) in work in progress for game software -32 –67 –73 –7 –101 –93
Increase (decrease) in deferred revenue -10 -20 –37 –48 -199 -248
Cash flows from investing activities -42 –74 –76 –59 –72 –13
Cash flows from financing activities -69 –99 –224 –159 –187 –27
Cash and cash equivalents at beginning of year 596-640 -956 -894 -1,090 -196
Cash and cash equivalents at end of year 640 -956 -894 -1,090 -1,504 -413
(100 million yen)
Assets 21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY Difference
Cash on hand and in banks 712 9% 1,072 51% 1,021 -5% 1,251 23% 1,667 33% 415
Notes & accounts receivable – trade 250
57% – – – – – – – – –
Accounts receivable – trade –
– 74 – 249 237% 253 2% 333 31% 79
Work in progress for game software 244 15% 311 28% 385 23% 390 1% 492 26% 101
Others 429 6% 409 -5% 516 26% 538 4% 636 18% 97
Total assets 1,637 14% 1,873 14% 2,173 16% 2,434 12% 3,129 29% 695
Liabilities
37 -37% 36 -3% 55 54% 43 -22% 56 30% 12
Deferred income 66 -13% 89 34% 54 -39% 6 -87% 205 2915% 199
Others 325 8% 283 -13% 452 60% 433 -4% 604 39% 170
Total liablities 429 -2% 408 -5% 562 38% 483 -14% 866 79% 382
Total net assets 1,207 21% 1,464 21% 1,611 10% 1,950 21% 2,263 16% 312
Total liabilities and net assets 1,637 14% 1,873 14% 2,173 16% 2,434 12% 3,129 29% 695
*YoY indicates percent change from the previous year.
Def erred income of approx. \ 20.5 billion consist s primarily of revenue f rom Monster Hunter Wilds that was deferred until the release of DLC.
Notes and accounts payable – trade &Electronically recorded monetary liabilities
Supplement:Financial Position Summary 1
26
Balance Sheet
Statement of Cashflows

(100 million yen)
21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 Plan YoY
Net sales 753 25.6% 875 16.2% 981 12.1% 1,198 22.1% 1,251 4.4% 1,395 11.5%
Operating income 370 53.1% 453 22.6% 535 18.0% 598 11.8% 651 8.9% 727 11.6%
Margin 49.1% – 51.8% – 54.5% – 49.9% – 52.1% – 52.1% –
Net sales 98 -18.4% 124 25.7% 156 25.8% 193 23.9% 227 17.6% 254 11.6%
Operating income 1 -87.7% 6 337.6% 12 88.2% 18 52.2% 24 30.2% 27 11.0%
Margin 1.5% – 5.3% – 7.9% – 9.7% – 10.7% – 10.6% –
Net sales 70 8.5% 57 -18.9% 78 35.7% 90 15.6% 156 73.1% 184 17.9%
Operating income 24 15.4% 23 -2.5% 34 46.2% 41 19.9% 67 62.8% 74 10.4%
Margin 33.9% – 40.8% – 44.0% – 45.6% – 42.9% – 40.2% –
Net sales 30 0.9% 43 43.4% 43 -0.1% 42 -3.6% 61 45.4% 67 9.6%
Operating income 9 81.4% 15 53.7% 14 -5.5% 8 -38.4% 24 181.2% 28 12.7%
Margin 32.4% – 34.7% – 32.9% – 21.0% – 40.6% – 41.8% –
*YoY indicates percent change from the previous year.
Arcade Operations
Amusement
Equipments
Others
Digital Contents
(100 million yen)
21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3 YoY 26/3 Plan YoY
Net sales 953 16.8% 1,100 15.5% 1,259 14.4% 1,524 21.0% 1,696 11.3% 1,900 12.0%
Gross profit 527 28.8% 613 16.3% 738 20.4% 846 14.7% 987 16.7%
Margin 55.3% – 55.7% – 58.6% – 55.5% – 58.2% –
Sales and G&A expenses 181 0.1% 184 1.4% 230 25.0% 275 19.8% 329 19.5%
Operating income 345 51.6% 429 24.0% 508 18.4% 570 12.3% 657 15.2% 730 11.0%
Margin 36.3% – 39.0% – 40.3% – 37.5% – 38.8% – 38.4% –
Ordinary income 348 51.8% 443 27.2% 513 15.9% 594 15.7% 656 10.5% 700 6.6%
Margin 36.6% – 40.3% – 40.8% – 39.0% – 38.7% – 36.8% –
Net income attributable to owners of the parent 249 56.3% 325 30.6% 367 12.9% 433 18.1% 484 11.7% 510 5.3%
Margin 26.1% – 29.6% – 29.2% – 28.5% – 28.6% – 26.8% –
*YoY indicates percent change from the previous year.
Supplement:Major Financial Information (1) 2
27
Profit and Loss sheet
Sales and Profit by Business Segments

Promotional Expense (100 million yen)
21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3YoY26/3 Plan YoY
31 -25.3% 35 11.4% 52 49.5% 73 39.7% 102 39.2% 107 4.0%
Number of Stores (stores)
21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3YoY26/3 Plan YoY
41 2.5% 42 2.4% 45 7.1% 49 8.9% 53 8.2% 63 18.9%
Capital Expenditure (100 million yen)
21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3YoY26/3 Plan YoY
35 53.8% 37 5.3% 96 154.1% 66 -30.9% 83 24.9% 203 144.2%
Depreciation (100 million yen)
21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3YoY26/3 Plan YoY
27 -0.1% 33 21.3% 34 1.6% 42 22.8% 46 10.8% 58 24.1%
Number of Employees (people)
21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3YoY26/3 Plan YoY
3,152 5.5% 3,206 1.7% 3,332 3.9% 3,531 6.0% 3,766 6.7% 4,001 6.2%
Consolidated developers 2,285 6.7% 2,369 3.7% 2,460 3.8% 2,675 8.7% 2,846 6.4% 3,014 5.9%
R&D Investment Cost (100 million yen)
21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3YoY26/3 Plan YoY
253 -1.8% 298 17.7% 377 26.3% 430 14.1% 489 13.7% 583 19.2%
Foreign Exchange Rate (End of March)
21/3 YoY 22/3 YoY 23/3 YoY 24/3 YoY 25/3YoY26/3 Plan YoY
110 1.9% 122 10.9% 133 9.0% 151 13.5% 149 -1.3% 140 -6.0%
129 8.4% 136 5.4% 145 6.6% 163 12.4% 162 -0.6% 150 -7.4%
*YoY indicates percent change from the previous year.
Consolidated
USD/JPY
Euro/JPY
Consolidated
Consolidated
Consolidated
Consolidated
Consolidated
Supplement: Major Financial Information (2) 2
28

Contact Information 3
29
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