ENVALITH
株式会社カヤック logo

KAYAC Inc.

3904Growth MarketInformation & Communication

株式会社カヤック logo
KAYAC Inc.3904

Digital Content Business (Single Segment)

An 'Omoshiro Corporation' (fun-focused company) that transitioned from a single-segment structure to a four-segment structure starting FY2026 (ending March 2026)

PeriodCurrentPreviousChange
Consolidated Net Sales (Cumulative 1Q FY2026)¥5,202 million¥4,668 million (1Q FY2025)
Consolidated Operating Profit (Cumulative 1Q FY2026)¥340 million¥249 million (1Q FY2025)
Consolidated Ordinary Profit (Cumulative 1Q FY2026)¥355 million¥188 million (1Q FY2025)
Quarterly Net Profit Attributable to Owners of Parent (Cumulative 1Q FY2026)¥185 million¥413 million (1Q FY2025)
Brand & Marketing Net Sales (1Q FY2026)¥1,791 million¥1,587 million (1Q FY2025)
Brand & Marketing Operating Profit (1Q FY2026)¥217 million¥159 million (1Q FY2025)
Games & Animation Net Sales (1Q FY2026)¥2,494 million¥2,244 million (1Q FY2025)
Games & Animation Operating Profit (1Q FY2026)¥160 million¥172 million (1Q FY2025)
Regional Capitalism Net Sales (1Q FY2026)¥226 million¥277 million (1Q FY2025)
Regional Capitalism Operating Profit (1Q FY2026)¥37 million¥49 million (1Q FY2025)
Other Net Sales (1Q FY2026)¥691 million¥560 million (1Q FY2025)
Smout User Count (end of 1Q FY2026)88,892 usersApprox. 84,000 (reference value as of end of FY2025, ending December 2025)
Smout Paid Region Count (end of 1Q FY2026)997 regions
Full-Year Net Sales Forecast (FY2026, ending December 2026)¥23,000 million¥20,095 million (FY2025, ending December 2025, actual)
Full-Year Operating Profit Forecast (FY2026, ending December 2026)¥1,000 million¥1,071 million (FY2025, ending December 2025, actual)
Equity Ratio (end of 1Q FY2026)44.4%42.5% (end of FY2025, ending December 2025)

Business Details

Kayac Inc. transitioned to a four-segment structure comprising "Brand & Marketing," "Games & Animation," "Regional Capitalism," and "Other" starting from the fiscal year ending December 2026. The company operates advertising and DX contracting, global casual games, a regional human capital platform, and new business incubation across these segments. It has built a system that provides end-to-end support from strategic design through execution and operation by leveraging management assets centered on creators across business lines.

Recent Overview

1Q FY2026 net sales rose 11.4% and operating profit rose 36.5%, showing strong performance, but net profit fell 55.2% due to the absence of the prior year's extraordinary gains

In 1Q FY2026 (January to March 2026), net sales reached ¥5,202 million (up 11.4% year on year), operating profit reached ¥340 million (up 36.5% year on year), and ordinary profit reached ¥355 million (up 88.3% year on year), representing significant improvement at the operating and ordinary profit levels. On the other hand, due to the absence of extraordinary gains of ¥285 million recorded in the same period of the prior year—including a gain of ¥235 million on the sale of shares in an affiliated company—net profit attributable to owners of parent came to only ¥185 million (down 55.2% year on year). The company transitioned to a four-segment structure starting FY2026 (ending March 2026), improving the transparency of information disclosure. The full-year earnings forecast (net sales of ¥23,000 million, operating profit of ¥1,000 million) remains unchanged.

Key Products

service
Brand & Marketing Contracting Business

Includes subsidiaries and businesses handling branded content production, community marketing, influencer initiatives, event production, product development, and DX promotion support. Kayac Bond Inc.'s DX-related contracting business has been performing well. The company also achieved the launch of buzzworthy content, such as the AI Deputy Mayor "Neppu-chan" in Otoineppu Village.

product
Hyper-casual Games

The company expands from hyper-casual games targeting the global market into adjacent genres. As of 1Q FY2026, it has released "Pistol Duel" and "Aqua Form" (hyper-casual) and "Untape" (hybrid casual). A new game business through co-development with a major IP is also underway (approximately ¥300 million in upfront investment is scheduled to be expensed).

platform
Smout

Deployed in approximately 1,200 of the roughly 1,700 municipalities nationwide. As of the end of 1Q FY2026, the number of users stood at 88,892 (full-year target: 130,000), the number of paid regions at 997 (full-year target: 1,184), and the adoption ratio at 11% (full-year target: 20%). Going forward, the company will pursue business expansion into the private sector (B2B) to strengthen its revenue base.

service
Animation Business

Positioned within the Games & Animation segment, the company continues to explore this area as a medium-term growth investment domain. Specific business scale and KPIs have not yet been disclosed.

Growth Drivers

  • Kayac Bond Inc.'s DX-related contracting business within the Brand & Marketing segment has performed well, expanding 1Q net sales by 12.9% year on year to ¥1,791 million and operating profit by 36.8% year on year to ¥217 million
  • The Games & Animation segment posted 1Q net sales up 11.2% year on year to ¥2,494 million. The company maintained its position as the top Japanese company in global app download volume for five consecutive years, with steady new releases of hyper-casual and hybrid casual games
  • The Other segment posted 1Q net sales up 23.3% year on year to ¥691 million, with operating profit turning from a loss (¥19 million) in the prior-year period to a profit (¥18 million)
  • Smout's user count and number of paid regions have expanded steadily, and the company is pursuing business expansion into the private sector (B2B) to strengthen its revenue base
  • A new game business through co-development with a major IP is underway, aiming for future dramatic growth after a development period of nearly two years
  • The transition to a four-segment structure has improved transparency regarding each business's growth phase, profitability characteristics, and resource allocation, enhancing disclosure to investors

Risks

  • In FY2026 (ending December 2026), the company plans to expense upfront investment (approximately ¥300 million) for a co-developed game with a major IP, and expects full-year operating profit of ¥1,000 million, down 6.6% year on year, reflecting an investment phase
  • 1Q operating profit in the Games & Animation segment declined 6.8% year on year to ¥160 million, as expenses related to new game development investment weighed on profitability
  • The Regional Capitalism segment saw 1Q net sales decline 18.6% year on year to ¥226 million and operating profit decline 24.0% year on year, due to seasonal risk stemming from the effects of municipalities' fiscal years
  • Hyper-casual games have a high degree of dependence on ad network operators (such as AppLovin Corp.), posing risk from platform policy changes
  • An investment loss under the equity method of ¥31 million was recorded in 1Q (compared to ¥39 million in the prior-year period), continuing to weigh on ordinary profit
  • Risks to the business environment from weak consumer sentiment, US trade policy, price trends, and fluctuations in financial and capital markets
  • A structurally unfavorable year-on-year comparison at the net profit level due to the absence of extraordinary gains (¥285 million), including gains on the sale of shares in affiliated companies, recorded in the prior-year period

Last updated: March 26, 2026