gumi Inc.
3903・Prime Market・Information & Communication
Mobile Online Game Business
gumi's core business developing and operating smartphone-focused native app games
| Period | Current | Previous | Change |
|---|---|---|---|
| Revenue (Full year, FY2026 ending April 2026) | ¥7,006 million | ¥6,454 million (FY2025 ending April 2025) | ↑ |
| Operating loss (Full year, FY2026 ending April 2026) | -¥469 million | -¥119 million (FY2025 ending April 2025) | ↓ |
| Segment assets (period-end) | ¥8,937 million (end of FY2026 ending April 2026) | ¥10,277 million (end of FY2025 ending April 2025) | ↓ |
| Depreciation (Full year, FY2026 ending April 2026) | ¥734 million | ¥52 million (FY2025 ending April 2025) | ↑ |
| Impairment loss (Full year, FY2026 ending April 2026) | ¥606 million | ¥9 million (FY2025 ending April 2025) | ↓ |
Business Details
Develops and operates native app games specialized for smartphones both domestically and internationally. Following structural reforms including early withdrawal from unprofitable titles, transfer of operations to other companies, and the transfer of shares in the consolidated subsidiary Eilim Inc., the company is shifting its strategy toward low-risk development combining strong third-party IP with its own game engine. In FY2026 (ending April 2026), the company began distribution of the new title "JoJo's Bizarre Adventure: Ora Ora Overdrive," achieving revenue growth, but operating loss widened due to increased promotional expenses.
Recent Overview
Revenue grew on new IP title distribution, but loss widened significantly due to increased promotional expenses and impairment recognition
In FY2026 (ending April 2026), revenue increased to ¥7,006 million (up 8.6% year on year), primarily driven by the start of distribution of "JoJo's Bizarre Adventure: Ora Ora Overdrive." On the other hand, due to increased advertising and promotional expenses associated with enhanced promotion before and after the title's distribution, among other factors, the operating loss widened significantly to ¥469 million (compared with a loss of ¥119 million in the prior period). The company also recognized an impairment loss of ¥606 million and depreciation of ¥734 million, and optimizing the cost structure remains an ongoing challenge. Note that from FY2027 (ending April 2027), the segment name is scheduled to be changed to "Neo Media Entertainment Business."
Key Products
Growth Drivers
- Development of new low-cost, high-profit-probability titles by combining strong third-party IP with the company's own game engine
- Creation of multiple revenue sources through IP acquisition via production committee investments and entry into peripheral entertainment businesses
- Establishment of a stable revenue model (cash-engine conversion) through strengthened efforts in contract development
- Continued optimization of the cost structure through early withdrawal from and transfer of operations for unprofitable titles
- Diversification of revenue sources through expansion into casual games and console/Steam content
- Maximizing synergy effects with the SBI Group's Neo Media strategy
Risks
- Rising development and operating costs due to the mobile online game market becoming a red ocean
- Risk of temporarily widening losses due to increased promotional expenses for new titles (materialized in FY2026 ending April 2026)
- Continued downward pressure on revenue due to withdrawal from unprofitable titles, transfer of operations, and subsidiary share transfers
- Risk of revenue concentration with platform operators such as Apple Inc. and Google Inc.
- Risk of delayed response to technological innovation in smartphones and tablet devices
- Risk of impairment of game assets (an impairment loss of ¥606 million was recognized in FY2026 ending April 2026)
Last updated: July 28, 2025

