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colopl FY9/24. Operating loss 1.2 billion yen. Blockchain BS Cinematic Colopl Universe Enters Phase 2...of Hawking NFT Jewellery!

KR_EP

Member
Scholar
FEEL LIKE A PILOT. BE A LANDING HERO.
E8fc43cVIAE3DZb.jpg

COLOPL (ENG)
3668.T
Midtown East 6F
Akasaka 9-7-2, Minato-ku, Tokyo 107-0052, Japan
Investor Relations (IR)
Financial Year (FY)
Oct. 20XX - Sep. 20XX
Preface: Going forward, I won't be creating separate OPs due to lack of discussion. Someone else is welcome to pick up the baton, or I'll use the Output Strategy thread for anything of interest.

colopl - Entertainment in Real Life. Eighting x Pyramid - To be this good takes MAGES. Real Style too.
Previous Financial Results
(million yen)​
Fiscal Year ended​
Net Sales​
%​
Operating Profit​
%​
September 30, 2024
25.975​
(15.7)​
(-1,208)
September 30, 2023
30.806​
(5.3)​
2.648​
(38.5)​

(1) Summary of Operating Results for the Fiscal Year Ended September 30, 2024
As a result, consolidated results for the fiscal year under review were Net sales of 25,975 million yen (down 15.7% year on year), Operating loss of 1,208 million yen (Operating profit of 2,648 million yen in the previous fiscal year), Ordinary loss of 947 million yen (Ordinary profit of 3,066 million yen in the previous fiscal year), and Loss attributable to owners of the parent of 1,866 million yen (Profit attributable to owners of the parent of 1,746 million yen in the previous fiscal year).

As announced in the “Notice of Partial Correction of Past Fiscal Year Financial Results, etc.” released today, it has been discovered that there were errors in the consolidated financial statements, etc. that the Company had previously released. The figures for the previous consolidated fiscal year (the fiscal year ended September 30, 2023) have been amended.
Memories-Off-Sousou-Not-always-true_2024_08-29-24_003.jpg
a. Entertainment Business
The Entertainment Business is responsible primarily for the development and operation of games for smartphones.
In games for smartphones, new title “FESTIBATTLE” was released. As for existing titles, “DRAGON QUEST WALK (planning and production: SQUARE ENIX CO., LTD., Development: COLOPL, Inc.)” continued to drive consolidated performance. Our original IP titles, “Shironeko Project,” “Quiz RPG: The World of Mystic Wiz” and “Alice Gear Aegis” held anniversary events and collaborative events with popular IPs. Although the Group focused on operating services to increase user engagement, sales of existing titles declined. In addition, some titles were discontinued.

The new blockchain game “Brilliantcrypto” was released and the Initial Exchange Offering (IEO) (Note) of “Brilliantcrypto Token (BRIL)”, a cryptocurrency that can be used in the game, was conducted. The funds raised through the IEO will be gradually recognized in Net sales as BRIL is used in the game, but upfront development and marketing costs and one-time costs associated with the IEO were incurred.

As a result, consolidated Net sales and Operating loss for the fiscal year under review stood at 24,474 million yen (down 18.2% year on year), and 1,302 million yen (Operating profit of 3,320 million yen in the previous fiscal year), respectively. (Note) Initial Exchange Offering (IEO) is a mechanism whereby cryptocurrency exchanges take the initiative in screening projects and conducting public offerings and distribution of cryptocurrency in accordance with Japanese domestic laws and regulations.
(page 2)​

Just do your job colopl!

(4) Future Outlook
Looking ahead to the fiscal year ending September 30, 2025, the Group will continue to keep in mind the need to enhance engagement with users in conjunction with existing titles, while also achieving sustainable growth by developing new titles on a yearly basis. It will also invest actively with a focus on IT-related and entertainment companies in particular.
Due to the fact that the business environment surrounding our group is subject to rapid changes in the short term, it is difficult to calculate appropriate and reasonable figures for the outlook of our group's business performance, and therefore we do not disclose our business forecast.
(page 3)​
2. Quarterly Consolidated Financial Statements and Major Notes (1) Quarterly Consolidated Balance Sheets
(million yen)​
As of September 30, 2023​
As of September 30, 2024​
Long-term borrowings
-​
999*​
(page 6)​

*Kuma the Bear wants to note this is down from 1,333 as of March 31, 2024 & 1,166 million yen as of June 30, 2024. As for where all this honey money is going, its for Project RAIZIN Bitcoin Bullshit.
130502_07.jpg

FY Sep. 2024 Results
(October 1, 2023 - September 30, 2024)​
Company posted an operating loss of 500 million yen in the final quarter (July 1 - September 30, 2024) due to multiple factors, including a delay in the release of new titles, sales decline & end of service for existing ones & upfront costs for Brilliantcrypto. This lead to its [Entertainment Business] reporting a 1.3 billion yen loss for the fiscal year. However the Operating Loss of 1.2 billion yen is due to making an [Operating Profit] of 90 million yen in the [Investment and Development Business] through the selling of shares in Timee Inc., the first time it made a profit in this division (page 3). The chart now includes entries for Blockchain & FESTIBATTLE, which is now included for the first time, having launched on August 30, 2024.

Sales Transition by Release Period
(million yen)​
Q1 FY24
Q2 FY24
Q3 FY24​
Q4 FY24​
FY Sep. 2012 Online Titles
122​
111​
103​
116​
FY Sep. 2013 Online Titles
280​
517​
353​
411​
FY Sep. 2014 Online Titles
875
1,382
709
1,127
FY Sep. 2015 Online Titles
12​
13​
11​
12​
FY Sep. 2016 Online Titles
13​
10​
9​
15​
FY Sep. 2017 Online Titles
102​
118​
111​
107​
FY Sep. 2018 Online Titles
467​
514​
415​
402​
FY Sep. 2019 Online Titles
2,160
2,492
1,950
2,494
FY Sep. 2023 Online Titles
146​
107​
65​
25​
FY Sep. 2024 Online Titles
386
BlockchainGame (Brilliantcrypto)
49
173
Console (In-house Operation・Entrusted Development etc)
485
582
855
540
Others (Overseas・Our IP Operation and Merchandise・XR etc)
928​
897​
912​
768​
Total (Entertainment Business)
5,596
6,747
5,547
6.581
◼ FY2012: Pro Baseball PRIDE
◼ FY2013: Quiz RPG
FY2014: Meow Meow Star Acres, Shironeko Project
◼ FY2015: Tokyo Casino Project
◼ FY2016: Shironeko Tennis
◼ FY2017: Pro Baseball VS
◼ FY2018: Disney TSUMTSUM LAND, Alice Gear Aegis
FY2019: DRAGON QUEST WALK
◼ FY2023: NEKO GOLF, Volzerk, Travel Jimano Nyanko (tentative)
◼ FY2024: FESTIBATTLE

*sales of DRAGON QUEST WALK is record on a net basis (revenue sharing)
(page 46)​
Staff count wide, colopl increased in-house staff QoQ from 705 to 710 but of greater interest is the fall in combined group companies staff from 565 to 525, a reduction of 40. Partial breakdown:
EIGHTING Co., Ltd.
Employees: 276 people (as of the end of September 2024, including part-time workers)

株式会社ピラミッド
Pyramid Co., Ltd.
従業員数 71名 (2024年6月末現在)
Number of employees: 71 (as of the end of June 2024)

株式会社リアルスタイル(英語表記:RealStyle Co., Ltd.)​
社員数 54名(2024年4月1日現在)
Number of employees: 54 (as of April 1, 2024)

株式会社MAGES.(メージス)
Company Profile Computer Says No. 😭
Been quite a few things going on in the background, including the announcement of revised financial results for the past year, new Management Structure & Executive Pay Cuts for the 1Q FY9/25. But the main takeaway for me is that Colopl has been chasing market trends rather than using the success of DRAGON QUEST WALK to invest towards its console/PC & overseas businesses. As we've seen with other small, medium enterprises (SME) in Japan, it only takes one publisher to start closing down live service titles for it to play havoc with the plans of SMEs. That being said, maybe the [Investment and Development Business] will start to bear fruit & one of more of its forthcoming mobile titles will break out. There is also something worth highlighting from page 31 of the fiscal year results:
The pipeline for each games is as shown.

There are 4 smartphone games and 9 console games.*
*contracted development projects are not included in console games pipeline

We plan to release another game in addition to the smartphone game “project Mask” that we have been telling you about so far, during FY 2025.
So we know that project MASK plus 3 other smartphone games in development (these include contracted work, which is mentioned as being a focal point on page 28 with DRAGON QUEST WALK mentioned as being an example of 'Areas where hits are targeted globally in collaboration with IPs.' Translation: licensed based smartphone games in development under contract for other publishers. As for the 9 console games being developed in-house, it can only mean one thing... Project “RAIZIN” is happening bunker.gif - look I want to see major in-house titles, especially from Eighting ok?!? I shall will it into existence. But more likely is these are MAGES. ADVs but let's see how many we can work out based on current announcements, before we speculate wildly on what the rest of 'em could be...
B-Project-Date_06-07-24-768x432.jpg
FY9/25 (Q1)
[NSW/PS4] 五等分の花嫁 ごとぱずストーリー 2nd aka The Quintessential Quintuplets: Gotopazu Story 2nd <ADV> (MAGES.) {2024.10.31}
[NSW/PS4] 彼女、お借りします ~水平線と水着の彼女~ aka Rent-A-Girlfriend: The Horizon and the Girlfriend <ADV> (MAGES.) {2024.11.28}
FY9/25 (Q???)
[NSW/PS4/PS5/Steam] メモリーズオフ 双想 ~Not always true~ aka Memories Off Sousou: Not always true <ADV> (MAGES.) {2025.xx.xx}
[NSW/PS4/Steam] コープスパーティーⅡ Darkness Distortion aka Corpse Party II: Darkness Distortion <ADV> (Team GrisGris/MAGES.) {2025.xx.xx}
Ok so that leaves 4 5 more games, so let's fill in the blanks starting with 'The graphics have been completely redesigned, and some new elements have been added to the story.' (page 33) aka 「STEINS;GATE RE:BOOT」for 2025 (ooh!),「STEINS;GATE ???」(aah!) &「STEINS;GATE 0 Elite」(eww!) but wait that would leave one title unaccounted for...what could it possibly be...of course! How could anyone forget ミステリート~八十神かおるの挑戦!~ aka Mystereet ~Yasogami Kaoru no Chousen!~ aka "Mysterito F: Detectives' Curtain Call" aka the "Mysterito: Kaoru Yagami's Case Files" remake aka the consolation price for suspending development of "Mysterito 2: Farewell Encounter". Were the above true (big Mysterito iF) then it'd mean 1 in-house for console/PC by either Eighting or Pyramid...hope is still Project RAIZIN. Look it's totally going to happen colopl, don't try to deny your 8ing UE5 action RPG fate.

Last but no means least, here's 2/3 responses from the Q&A. Nothing earth shattering, aside from more not-so-BRIL talk but the mention of 'location-based games' in combination with 'globally strong IP' would suggest one or more of 3 unannounced mobile games will be a -- you guessed it, a 'location-based game' for an external publisher, using a 'globally strong IP' for the win!
Q:I would like to ask about the evaluation of “Brilliantcrypto” and the future outlook.
A:As the first step towards achieving its mid- to long-term goals, we have been able to create value for its digital gemstone, and it is evaluating its start as a success. At present, costs are ahead of income, but the fact that the 1.5 billion yen raised through IEO has not yet been transferred to sales due to accounting reasons is also having a significant impact. Contract liability, which are future earnings, are transferred to sales as users play the game.
We plan to further expand globally, including listing the BRIL token in overseas countries, and implement the “Lapidary Workshop” function that is currently under development. We aim to contribute to mid- to long-term business performance by securing contract liability (future earnings) through the sale of BRIL token and accumulating sales through an increase in users.
Q:I would like to ask about your future plans for the console game field, along with market trends.
A:With regard to console game field, we will focus on group companies such as EIGHTING Co., Ltd. and MAGES. Inc. On the other hand, COLOPL, Inc. will continue to develop its business centered on mobile game field. In recent years, competition in both the console game and mobile game markets has intensified due to the shift to multi-platform development. However, we believe that there is still a market for games that make the most of the characteristics of mobile devices, as typified by location-based games. By making the most of the technology that we have cultivated, we aim to create a game experience that is unique to mobile devices, and by combining it with globally strong IP, we aim to create a worldwide hit.
ー Thank you very much ー​
 
Last edited:
While I redraft the colopl Output Strategy before creating a fiscal year summary, I'd like to highlight Year on Year (YoY) changes in staff from across its group companies. Napkin Maths Time!
group-en-1.png

colopl group companies
staff count
525 staff as of the end of September 2024
- 34 from 559 as of the end of September 2023 (page 48)
EIGHTING Co., Ltd.
Employees: 276 people (as of the end of September 2024, including part-time workers)
+ 44 from 232 as of the end of September 2023, including part-time workers.

株式会社ピラミッド
Pyramid Co., Ltd.
従業員数 71名 (2024年6月末現在)
Number of employees: 71 (as of the end of June 2024)
unchanged from 71 (as of October 2023)

株式会社リアルスタイル(英語表記:RealStyle Co., Ltd.
社員数 54名(2024年4月1日現在)
Number of employees: 54 (as of April 1, 2024)

株式会社MAGES.(メージス)
Company Profile Computer Says No. 😭
As of the end of September 2023
559 - 232 = 327 staff at COLOPL NEXT Inc., 360Channel Inc., Brilliantcrypto Inc., MAGES., Ltd, RealStyle Co., Ltd., & Pyramid Inc.
327 - 71 = 256 staff at COLOPL NEXT Inc., 360Channel Inc., Brilliantcrypto Inc., MAGES., Ltd. & RealStyle Co., Ltd.
As of the end of September 2024
525 - 276 = 249 staff at COLOPL NEXT Inc., 360Channel Inc., Brilliantcrypto Inc., MAGES., Ltd, RealStyle Co., Ltd., & Pyramid Inc.
327 - 249 = 78 fewer staff across every colopl group companies other than EIGHTING Co., Ltd., (YoY September 2023 - September 2024).
C7B8F1F42B73E68B360FD925CEA08E25D2B0FD16
YoY decline of 34 yet 44 more staff at Eighting means there has been an overall reduction of 78 staff across the other colopl group companies. Pyramid staff count remained steady at 71 between October 2023 - April 2024. Not sure if these are lay-offs, staff transfers (perhaps a mixture of both) or what this means for the 9 in-house console projects. Yet I think it's notable considering that Eighting is primarily doing contract work for publishers. It is unlikely that all or even the majority of those 276 developers are on the payroll of Bushiroad Games to work on Hunter × Hunter: Nen × Impact. So it can only mean one thing, Project RAIZIN a brand new Bloody Roar Kuru Kuru Kururin is currently in the works. That & Pikmin 5 for Switch 2. It's Bloody Roar happening bunker.gif
I forgot they owned Mages too.
Understandble. Still unsure as to why MAGES. Inc., The Visual Novel Artist formerly known as 5pb Inc., was subject to a management buyout from Kadokawa Corporation parent Dwango by Chiyo St. Inc., (Chiyomaru Studio) in July 2019 only to be acquired by コロプラ (COLOPL) in March 2020 (see below). That's before we even get into the delays multiple (in-house) titles, how much can be attributed to the covid pandemic (remember me.gif) as opposed to project management issues (why not both.gif). Contract work & anime licensed projects don't appear have been as impacted over the past 4-5 years so it could be a case of taking on too much work & for understandable reasons, priority was given to fulfilling contractual obligations.

Particularly when given an opportunity by Nintendo to work on the Famicom Detective Club remakes before working on an entirely new entry this year, internal work can wait. As for what impact the management at COLOPL have been able to have over proceedings, it could be a case that it's only during the past year or so that it's been able to review & restructure MAGES.,.
COLOPL, Inc. (the “Company”) hereby announces that at the meeting of the Board of Directors held today, the Board of Directors resolved to acquire all shares of MAGES., Inc. ("MAGES.") and make it a wholly owned subsidiary as follows.
Acquisition price
(million yen)​
Common stock of the target company​
Advisory fees​
Total​
1,500​
112 (approximately)​
1,612 (approximately)​
In addition to the acquisition cost, contingent consideration (earn-out consideration) of 500 million yen or 1,000 million yen may be incurred depending on the degree of achievement of business results.
CEAC95E86F8521CA69894BF0BDABF4AFC6641037
To put those amounts into 2020 Yen/Dollar context, when Gematsu reported on it at the time, a conversion of 1,612 as being approximately USD $14.92 million. The above report has the three prior years (chart below) but due to the acquisition being announced March 30, 2020 we don't get any results from April 1, 2019 onwards. It would've be interesting to know how it was doing independently from July 2019 onwards (maybe it can be found buried in the Securities Reports) to see if continued to post losses but alas, such is corporate life. To conclude, I believe the current financial year (October 1, 2024 - September 30, 2025) is vital for both COLOPL & its group companies like MAGES., to deliver a swift turn around & restore confidence. Console/PC wise it has a jam packed (in-house) line up & there is plenty for InstallBase smartphone game gacha-ddicts to get hooked on, not least the 'God' Experience of project MASK.
(9) Operating Results and Financial Position of the Company for the Last Three Years
(Million yen)​
Fiscal year ended​
March 31, 2017​
March 31, 2018​
March 31, 2019​
Net assets
405​
556​
1,337​
Total assets
2,813​
2,915​
2,884​
Net sales
5,393
5,597
6,522
Operating income (loss)
331
175
▲98
Ordinary income
328​
171​
897​
Net income
468​
150​
780​
Reminder this is from when MAGES. Inc., was part of Dwango aka Kadokawa Corporation under Naughty Olympic Bribe leadership. It should also be point out that group company results should never be taken at face value but interesting to note all the same. As for why Net assets & Net sales go up YoY while there's an Operating Loss - don't ask me, I just post here ニャン!
A7D3BFA2C03F63C6FA012206A6005751DE0F79BF
 
View attachment 430
COLOPL (ENG)
3668.T
Midtown East 6F
Akasaka 9-7-2, Minato-ku, Tokyo 107-0052, Japan

Preface: Going forward, I won't be creating separate OPs due to lack of discussion. Someone else is welcome to pick up the baton, or I'll use the Output Strategy thread for anything of interest.


colopl - Entertainment in Real Life. Eighting x Pyramid - To be this good takes MAGES. Real Style too.
Previous Financial Results

0c0871b879ae7d86ca915d3c16c47064.jpg

Consolidated Financial Results for the Fiscal Year Ended September 30, 2024
(million yen)​
Fiscal Year ended​
Net Sales​
%​
Operating Profit​
%​
September 30, 2024
25.975​
(15.7)​
(-1,208)
September 30, 2023
30.806​
(5.3)​
2.648​
(38.5)​

(1) Summary of Operating Results for the Fiscal Year Ended September 30, 2024

Memories-Off-Sousou-Not-always-true_2024_08-29-24_003.jpg
a. Entertainment Business

(page 2)​

Just do your job colopl!


(page 3)​
2. Quarterly Consolidated Financial Statements and Major Notes (1) Quarterly Consolidated Balance Sheets
(million yen)​
As of September 30, 2023​
As of September 30, 2024​
Long-term borrowings
-​
999*​
(page 6)​

*Kuma the Bear wants to note this is down from 1,333 as of March 31, 2024 & 1,166 million yen as of June 30, 2024. As for where all this honey money is going, its for Project RAIZIN Bitcoin Bullshit.
130502_07.jpg

FY Sep. 2024 Results
(October 1, 2023 - September 30, 2024)​
Company posted an operating loss of 500 million yen in the final quarter (July 1 - September 30, 2024) due to multiple factors, including a delay in the release of new titles, sales decline & end of service for existing ones & upfront costs for Brilliantcrypto. This lead to its [Entertainment Business] reporting a 1.3 billion yen loss for the fiscal year. However the Operating Loss of 1.2 billion yen is due to making an [Operating Profit] of 90 million yen in the [Investment and Development Business] through the selling of shares in Timee Inc., the first time it made a profit in this division (page 3). The chart now includes entries for Blockchain & FESTIBATTLE, which is now included for the first time, having launched on August 30, 2024.

Sales Transition by Release Period
(million yen)​
Q1 FY24
Q2 FY24
Q3 FY24
Q4 FY24​
FY Sep. 2012 Online Titles
122​
111​
103​
116​
FY Sep. 2013 Online Titles
280​
517​
353​
411​
FY Sep. 2014 Online Titles
875
1,382
709
1,127
FY Sep. 2015 Online Titles
12​
13​
11​
12​
FY Sep. 2016 Online Titles
13​
10​
9​
15​
FY Sep. 2017 Online Titles
102​
118​
111​
107​
FY Sep. 2018 Online Titles
467​
514​
415​
402​
FY Sep. 2019 Online Titles
2,160
2,492
1,950
2,494
FY Sep. 2023 Online Titles
146​
107​
65​
25​
FY Sep. 2024 Online Titles
386​
BlockchainGame (Brilliantcrypto)
49
173
Console (In-house Operation・Entrusted Development etc)
485
582
855
540
Others (Overseas・Our IP Operation and Merchandise・XR etc)
928​
897​
912​
768​
Total (Entertainment Business)
5,596
6,747
5,547
6.581

(page 46)​
Staff count wide, colopl increased in-house staff QoQ from 705 to 710 but of greater interest is the fall in combined group companies staff from 565 to 525, a reduction of 40. Partial breakdown:

Been quite a few things going on in the background, including the announcement of revised financial results for the past year, new Management Structure & Executive Pay Cuts for the 1Q FY9/25. But the main takeaway for me is that Colopl has been chasing market trends rather than using the success of DRAGON QUEST WALK to invest towards its console/PC & overseas businesses. As we've seen with other small, medium enterprises (SME) in Japan, it only takes one publisher to start closing down live service titles for it to play havoc with the plans of SMEs. That being said, maybe the [Investment and Development Business] will start to bear fruit & one of more of its forthcoming mobile titles will break out. There is also something worth highlighting from page 31 of the fiscal year results:

So we know that project MASK plus 3 other smartphone games in development (these include contracted work, which is mentioned as being a focal point on page 28 with DRAGON QUEST WALK mentioned as being an example of 'Areas where hits are targeted globally in collaboration with IPs.' Translation: licensed based smartphone games in development under contract for other publishers. As for the 9 console games being developed in-house, it can only mean one thing... Project “RAIZIN” is happening bunker.gif - look I want to see major in-house titles, especially from Eighting ok?!? I shall will it into existence. But more likely is these are MAGES. ADVs but let's see how many we can work out based on current announcements, before we speculate wildly on what the rest of 'em could be...
B-Project-Date_06-07-24-768x432.jpg
FY9/25 (Q1)

FY9/25 (Q???)

Ok so that leaves 4 5 more games, so let's fill in the blanks starting with 'The graphics have been completely redesigned, and some new elements have been added to the story.' (page 33) aka 「STEINS;GATE RE:BOOT」for 2025 (ooh!),「STEINS;GATE ???」(aah!) &「STEINS;GATE 0 Elite」(eww!) but wait that would leave one title unaccounted for...what could it possibly be...of course! How could anyone forget ミステリート~八十神かおるの挑戦!~ aka Mystereet ~Yasogami Kaoru no Chousen!~ aka "Mysterito F: Detectives' Curtain Call" aka the "Mysterito: Kaoru Yagami's Case Files" remake aka the consolation price for suspending development of "Mysterito 2: Farewell Encounter". Were the above true (big Mysterito iF) then it'd mean 1 in-house for console/PC by either Eighting or Pyramid...hope is still Project RAIZIN. Look it's totally going to happen colopl, don't try to deny your 8ing UE5 action RPG fate.

Last but no means least, here's 2/3 responses from the Q&A. Nothing earth shattering, aside from more not-so-BRIL talk but the mention of 'location-based games' in combination with 'globally strong IP' would suggest one or more of 3 unannounced mobile games will be a -- you guessed it, a 'location-based game' for an external publisher, using a 'globally strong IP' for the win!
Q:I would like to ask about the evaluation of “Brilliantcrypto” and the future outlook.

Q:I would like to ask about your future plans for the console game field, along with market trends.


ー Thank you very much ー​

At this point I think Mystereet remake is vaporware that will get suddenly cancelled like the Occultic;Nine Switch port. And sadly I also see the same future for the announced and never mentioned again remakes of Never7 and Ever17.
 
...y'know maybe it's still possible to generate some heart colopl discussion after all. By discussion I mean, y'all post a brief response & I reply with a Berlin Wall of barely impenetrable text!
At this point I think Mystereet remake is vaporware that will get suddenly cancelled like the Occultic;Nine Switch port. And sadly I also see the same future for the announced and never mentioned again remakes of Never7 and Ever17.
I did not know that. Thanks. I hate it. My scientific research paper into the 9 console titles was for nothing! Or not, as those off the cuff remarks* while ミステリート~八十神かおるの挑戦!~ aka Mystereet... has a website (XBOX Series X/S version!), so it’s all proper official like...the formally unveiled & therefore still totally a thing TV series announced for the STEINS;GATE 10th Anniversary. Please stay in the time loop for its premiere alongside the just in time & not a moment too soon launches of [STEINS;GATE Zero Elite] & [STEINS;GATE ???] the 20th Anniversary. ⚰️
10周年を迎えた『STEINS;GATE』がついに実写化!
有名ハリウッドスタジオ「Skydance Television」による世界配信のTVシリーズ企画進行中!
Now celebrating its 10th anniversary, "STEINS;GATE" is finally being made into a live-action film!
Famous Hollywood studio "Skydance Television" is currently planning a TV series to be distributed worldwide!
続報をお待ちください!
Stay tuned for further updates!​
*As for what @brutaka3 is referring to, I believe it's in reference to comments made in a wide ranging interview with Makoto Asada by Dengeki, here's the relevant passage via Google Translate.

When asked about the future of MAGES., Makoto Asada mentioned titles such as "Corpse Party" and "Ever17" in an interview​
公開日時2023年02月27日(月) 12:00​
――これは個人的にとても期待しているのですが、今後も過去の名作アドベンチャーをリメイクする企画はあるのでしょうか?
--I'm personally very excited about this, but are there any plans to remake any classic adventure games from the past in the future?
たぶんどこにも言っていない話なのですが、『Never7』や『Ever17』などの『infinity』シリーズの移植とリメイクをやりたいというスタッフが社内にいまして、「今の環境下で快適に遊べる形ができるんだったら作ってもいいよ」と伝えました。

そのスタッフが準備を始めて、なおかつ今、昔のリソースなどを引っ掻き回して若干進み始めているという状態ですね。
I don't think I've said this anywhere, but we have staff in the company who want to port and remake games from the "Infinity" series, such as "Never7" and "Ever17," and I told them, "You can make them if you can make them in a way that can be played comfortably in the current environment."

The staff has started preparations, and now they are digging through old resources and making some progress.
――『infinity』シリーズの移植とリメイクはうれしすぎますね!!!!
--The ports and remakes of the "Infinity" series are so exciting!!!
以前『Ever17』をXbox 360でリメイクしたスタッフが携わっているんですけど、そのときに立ち絵を3D変更したものの2Dの方が良かったなどの声が多かったようなので、この辺りはリファインしていくことになると思います。

ただシナリオのアップデートなどは概ね好評ではあったので、今回リメイクするなら、そこをちゃんと踏まえて作り直すようにと伝えてあります。

当時携わっていたスタッフもいるので、そのあたりの心配はないかなと思っています。

正式にお伝えできる日まで少々お待ちください。『infinity』シリーズの移植とリメイクはやる予定です。
The staff involved in this remake are the ones who previously worked on Ever17 for the Xbox 360. Although they changed the character portraits to 3D, there was a lot of feedback that the 2D version was better, so I think they will be refining this area.

However, the updates to the storyline were generally well received, so I told them that if they were to remake it this time, they should take those updates into consideration.

We still have staff who were involved at the time, so I don't think there's anything to worry about in that regard.

Please wait a little while until we can officially announce it. We plan to port and remake the "Infinity" series. 🗡️
――これは相当ファンが喜ぶ発表になりそうですね!
--This is sure to be an announcement that will make fans very happy!
『infinity』シリーズにはそもそも自分は関わってなかったんですけど、すごく昔からずっと好きでいてくださっているユーザーが多いタイトルなので、遊びやすい環境下で出せればなと思っていました。
I wasn't involved with the "Infinity" series to begin with, but since it's a title that has a lot of users who have loved it for a long time, I wanted to release it in an environment where it would be easy to play.
Never7 & Ever17 remake comments reinforce the problem of starting way too many in-house projects, which led to having, to paraphrase our dearly departed co-founder Masaki Sakari a “piled-up backlog of games.” Hey we got Ogre Tale on consoles, let's keep the faith & stay tuned for further updates (I want to believe.gif)! As for the brutal live-streamed ritualistic killing of Occultic;Nine: New World (free update & Switch port), it is currently buried in the haunted & increasingly crowded MAGES. backlog, backlot cemetery just waiting to rise from its Grave. 💀

実は『オカルティック・ナイン』は既に別ハード版を開発中です。
移植版には未回収伏線や謎の一部回収と、肝心の「その後」を描いたトゥルーエンドシナリオなどが追加される予定。
これら新要素の全ては既にご購入頂いた皆さんには無料の追加パッチで対応致します。​

In fact, a version of "Occultic;Nine" for another hardware is already in development.
The ported version will include some of the unresolved plot threads and mysteries, as well as a true ending scenario that depicts what happens afterwards.
All of these new elements will be added as free additional patches for those who have already purchased the game.​
引き続き続報にご期待下さい。
Please look forward to further updates. ⚱️

If you're aware of the Occultic;Nine situation, you'll know the VN as it exists in Japan right now is technically unfinished.
For years MAGES. has promised a DLC/reissue called "Occultic;Nine: New World" that will fix the ending.
As of today, we know New World has been scrapped.​
On stream, Chiyomaru said that if anything is going to happen with Occultic;Nine it would be a Robotics;Notes Elite style remake rather than any patches/DLC to the original release.
Since we have nothing concrete now we can assume no new Oc;9 stuff for the foreseeable future.​

It should be pointed out that MAGES. is not the only studio that announced too many in-house titles over the course of the past, however many years, only to focus on contract work (M2 enters the chat). Ending on a positive note, fan translators Committee of Zero, follow up last months improvement patches with an update on its unofficial localisation of a Japan only title.

In the latest progress report, we stated that the first pass of #ChaosHead Love Chu Chu! was almost done, but now... it's *actually* done!
There's still plenty of work to be done, including translation checking, editing, & port work, but that's step one!​
Be sure you stay tuned! 🧟‍♂️
 
I did not know that. Thanks. I hate it. My scientific research paper into the 9 console titles was for nothing! Or not, as those off the cuff remarks* while ミステリート~八十神かおるの挑戦!~ aka Mystereet... has a website (XBOX Series X/S version!), so it’s all proper official like...the formally unveiled & therefore still totally a thing TV series announced for the STEINS;GATE 10th Anniversary. Please stay in the time loop for its premiere alongside the just in time & not a moment too soon launches of [STEINS;GATE Zero Elite] & [STEINS;GATE ???] the 20th Anniversary. ⚰️
Why does that title have a Series port but not even a PS5 version? (or switch for that matter) That is a weird thing lol

I do hope they get their management in order and stop announcing things way too early
 
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