ENVALITH
株式会社エディア logo

EDIA CO.,LTD.

3935Standard MarketInformation & Communication

株式会社エディア logo
EDIA CO.,LTD.3935

Entertainment Services Business (Single Segment)

Sole segment of a comprehensive entertainment company centered on IP and publishing

PeriodCurrentPreviousChange
Net sales (cumulative Q1 of FY2027, ending February 2027)¥1,119 million¥1,201 million (cumulative Q1 of FY2026, ended February 2026)
Operating profit (cumulative Q1 of FY2027, ending February 2027)¥87 million¥168 million (cumulative Q1 of FY2026, ended February 2026)
Operating margin (cumulative Q1 of FY2027, ending February 2027)7.8%14.0% (cumulative Q1 of FY2026, ended February 2026)
Ordinary profit (cumulative Q1 of FY2027, ending February 2027)¥86 million¥148 million (cumulative Q1 of FY2026, ended February 2026)
Quarterly net profit attributable to owners of parent (cumulative Q1 of FY2027, ending February 2027)¥77 million¥128 million (cumulative Q1 of FY2026, ended February 2026)
Quarterly net profit per share (cumulative Q1 of FY2027, ending February 2027)¥13.01¥20.76 (cumulative Q1 of FY2026, ended February 2026)
Total assets (end of Q1 of FY2027, ending February 2027)¥2,775 million¥2,786 million (end of FY2026, ended February 2026)
Net assets (end of Q1 of FY2027, ending February 2027)¥1,616 million¥1,616 million (end of FY2026, ended February 2026)
Equity ratio (end of Q1 of FY2027, ending February 2027)58.2%58.0% (end of FY2026, ended February 2026)
Full-year net sales forecast (FY2027, ending February 2027)¥5,300 million¥4,659 million (FY2026 actual, ended February 2026)
Full-year operating profit forecast (FY2027, ending February 2027)¥550 million¥444 million (FY2026 actual, ended February 2026)

Business Details

The Group operates a single segment comprising the IP business (games, online kuji, merchandise, music labels, licensing-out, etc.) and the publishing business (light novels and comics in print/e-book format, and vertical-scroll manga). The core growth strategy centers on the creation and acquisition of entertainment IP and its cross-media deployment, aiming for diversified monetization in domestic and overseas markets. The major customer is MediaDo Co., Ltd., an e-book distributor, which accounted for over 25.5% of net sales in FY2026 (ended February 2026).

Recent Overview

Q1 saw a significant profit decline due to the rebound effect from the prior period's hit title, but the full-year plan is progressing steadily

In the first quarter of FY2027 (ending February 2027) (March to May 2026), net sales were ¥1,119 million (down 6.9% year on year), and operating profit was ¥87 million (down 48.0% year on year). The main cause was the rebound effect from a hit title in the online kuji business in the prior-year first quarter. On the other hand, online kuji and e-books continued to perform steadily. The plan for this fiscal year is weighted toward the second half, and the company explains that first-quarter performance is progressing steadily against the full-year plan. As a subsequent event, the company acquired 215,000 shares of treasury stock (total acquisition value of ¥146,488,400) through market purchases between June 1 and July 14, 2026.

Key Products

platform
Online Kuji Service (Kuji Colle/Marukuji)

The Group operates 'Kuji Colle' as well as 'Marukuji,' targeted at female customers. Following on from the previous fiscal year, the Group actively conducted collaborations with popular IP, driving the Group's business performance. Performance remained solid in the first quarter of FY2027 (ending February 2027) as well, but the year-on-year comparison showed a decrease in both revenue and profit due to the rebound effect from a hit title in the prior-year first quarter.

product
Game Service

The Group sells original IP titles on platforms such as Nintendo Switch and reissues of retro game titles it owns, in addition to licensing out to markets in Asia, Europe, and the United States. This continues to contribute steadily to the Group's earnings.

service
Publishing Business (E-books/Print Books)

Both light novels and comics have steadily accumulated in title count, with e-books maintaining strong sales. The e-book market continued its solid growth, reaching ¥581.5 billion in 2025 (up 102.7% year on year), and this market expansion serves as a tailwind.

service
Animation Business

The animation industry market expanded 114.8% year on year in 2024, with particularly notable growth in overseas markets. Through investments in production committees, the Group promotes the animation adaptation and cross-media development of its owned IP, aiming to maximize IP value.

service
Music Label & Merchandise Service

The Group operates a music label and sells merchandise leveraging its owned entertainment IP. As part of its IP cross-media strategy, this contributes to expanding fan touchpoints and diversifying revenue streams.

Growth Drivers

  • Continued acquisition of popular IP and growth of titles targeted at women in the online kuji service (Marukuji/Kuji Colle)
  • Accumulation of titles and maintenance of sales in the publishing business, backed by solid growth in the e-book market (market size of ¥581.5 billion in 2025, up 102.7% year on year)
  • Continued launch of original titles for Nintendo Switch and ongoing licensing-out of retro games to markets in Europe, the United States, and Asia
  • Expanding overseas demand for IP driven by the growing global popularity of Japanese animation and manga (animation industry market up 114.8% year on year in 2024)
  • Strengthening cross-media deployment of IP through production committee investments in the animation business
  • Accumulation of earnings in the second half, under a second-half-weighted performance structure, toward achieving full-year net sales of ¥5,300 million and operating profit of ¥550 million

Risks

  • Dependence on hit titles in the online kuji business and the risk of rebound effects (the rebound from the prior-year first quarter hit title materialized in the current first quarter)
  • Intensifying competition in the game market and a rising trend in the cost of developing high-quality games
  • Intensifying competition to secure titles due to an increase in new entrants competing in the e-book market
  • Dependence on sales from a specific customer (MediaDo Co., Ltd.), which accounted for over 25.5% of net sales in FY2026 (ended February 2026)
  • Uncertainty regarding achievement of full-year results due to a second-half-weighted performance structure
  • Investment recovery risk associated with new entry into the animation business (production committee investments)
  • Risks of an uncertain economic outlook due to prolonged geopolitical risk, price increases, and supply constraints
  • Financial impact from treasury stock acquisition (up to 330,000 shares, ¥200 million)

Last updated: May 25, 2026