Ateam Holdings Co., Ltd.
3662・Prime Market・Information & Communication
Entertainment
In-house developed Entertainment Business deploying smart device game apps globally
| Period | Current | Previous | Change |
|---|---|---|---|
| Net sales (Q3 FY2026 (ending July 2026) cumulative) | ¥2,803 million | ¥3,059 million (same period of prior year) | ↓ |
| Segment profit (Q3 FY2026 (ending July 2026) cumulative) | ¥242 million | ¥340 million (same period of prior year) | ↓ |
| Net sales (full year FY2025 (ending July 2025)) | ¥4,199 million | — | ↓ |
| Segment profit (full year FY2025 (ending July 2025)) | ¥518 million | — | — |
| Net sales (Interim FY2026 (ending July 2026)) | ¥1,900 million | — | ↓ |
| Segment profit (Interim FY2026 (ending July 2026)) | ¥194 million | — | ↓ |
Business Details
Under the theme of "realizing connections between people," the company provides smart device game apps to users worldwide via distribution platforms such as the App Store and Google Play, offered on a basic free-to-play basis, with in-game item purchases as the primary revenue source. As a medium- to long-term policy, the segment targets not only mobile games but the entire global digital game distribution market, including PC games and home video game digital distribution, and is promoting the establishment of a stable revenue base through collaboration with global IP and Collaborative Game Projects with Other Companies.
Recent Overview
Ongoing decline in revenue across game apps overall, combined with termination of collaborative projects, resulted in a significant decline in profit year on year
In the cumulative nine months of Q3 FY2026 (ending July 2026) (August 2025 to April 2026), net sales were ¥2,803 million (down 8.4% year on year) and segment profit was ¥242 million (down 28.9% year on year). The downward trend in revenue continued across game apps overall, and some collaborative projects ended due to external factors, becoming a factor in the decline in profit. On the other hand, efficient operation of existing titles and cost control were implemented, maintaining profitability.
Key Products
Growth Drivers
- Establishment of a stable revenue base through expansion of the proportion of Collaborative Game Projects with Other Companies
- Improved profitability through efficient operation of existing titles and cost control
- Expansion into the mobile, PC, and home video game digital distribution markets through collaboration with global IP
- Continued expansion of the global mobile game market (App Store and Google Play revenue)
Risks
- Continued decline in revenue across game apps overall (down 8.4% year on year in the cumulative nine months of Q3 FY2026 (ending July 2026))
- Intensifying competition due to full-scale entry by many domestic and overseas game makers
- Risk of termination of collaborative projects due to external factors (actually occurred in the cumulative nine months of Q3 FY2026 (ending July 2026))
- Risk of delayed response to changes in user needs and technological evolution in the global market
- Risk of revenue impact from changes in platform policies of Apple Inc. and Google LLC
Last updated: October 28, 2025

