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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
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.

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.
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.
FY Sep. 2024 Results
(October 1, 2023 - September 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: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:EIGHTING Co., Ltd.社員数 54名(2024年4月1日現在)
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.)
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...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.

FY9/25 (Q???)[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}
Ok so that leaves[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}
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.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.
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
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