Appirits Inc.
4174・Standard Market・Information & Communication
Business
Appirits Inc. was founded in 2000 under the corporate philosophy of being "The Internet Company," and operates three segments: the Web Solutions Business, the Digital Talent Development & Staffing Business, and the Online Game Business. In the Web Solutions Business, the company provides one-stop services ranging from planning to maintenance of e-commerce sites and Web systems, capturing DX-related demand. In the Digital Talent Development & Staffing Business, the company hires and trains inexperienced personnel to supply high-quality digital talent to companies and local governments. In the Online Game Business, the company generates stable revenue through a combined model of in-house development, contracted development, and transferred operations. The company listed on the Tokyo Stock Exchange JASDAQ market in 2021 and is currently listed on the TSE Standard Market. With M&A as a pillar of its growth strategy, the company has made four companies wholly owned subsidiaries since 2022.
Business Model
The Web Solutions Business handles clients' Web System Development & Operations (Contract Development) on a one-stop basis, securing stable order intake through a loyalty loop with a repeat-customer ratio of approximately 80%. The Digital Talent Development & Staffing Business recruits and trains inexperienced personnel to improve staffing unit prices. The Online Game Business generates revenue through in-app purchases via the App Store and Google Play (¥1,267 million payable to Apple Inc., ¥676 million payable to Google LLC) combined with a model involving contracted development and operation transfers. By circulating talent and know-how across the three businesses, the company creates cross-business synergies.
Company Strengths
The repeat-customer ratio from the previous fiscal year in the Web Solutions Business has reached approximately 80%. The loyalty loop, which provides one-stop services from planning and requirements definition through maintenance and operations, raises customer switching costs and supports a stable order backlog (¥1,336 million at the end of FY2025 (ending January 2025)).
Since 2022, the company has made four companies—Moving Crew Inc., Y's Inc., Bee2B Inc., and Quail Inc.—wholly owned subsidiaries. By incorporating diverse capabilities such as overseas and regional business development, AWS-specialized infrastructure technology, and IT staffing, the company has progressively strengthened its customer base, technology portfolio, and recruiting capabilities.
The segment profit margin of the Online Game Business was 10.9% (net sales of ¥3,370 million, segment profit of ¥367 million). Costs have been trending downward due to the in-house transition of outsourced operations and improved operational efficiency following the transfer of operations, resulting in a significant improvement in segment profit for FY2025 (ending January 2025), up 93.3% year on year. Billing revenue from Apple Inc. and Google LLC continues to expand steadily.
ENVALITH's Perspective
Performance Trend
Revenue achieved five consecutive years of growth, rising from ¥4,796 million in FY2022 (ended January 2022) to ¥9,955 million in FY2026 (ended January 2026); however, FY2026 fell into deficit with an operating loss of -¥309 million and a net loss of -¥465 million due to the impact of a large unprofitable project. In Q1 FY2027 (ending January 2027) (February–April 2026), revenue was ¥2,499 million (up 0.9% year-on-year) and operating profit was ¥40 million, marking a return to profitability. Cost of sales declined from ¥2,008 million in the same period of the previous year to ¥1,983 million, improving the gross profit margin from 18.9% to 20.6%. While continued IT investment by companies and local governments and rising development unit prices are providing tailwinds to the market environment, the company forecasts a cumulative operating loss of -¥167 million for the first half of the full fiscal year, meaning full-scale normalization of profitability remains a challenge for the second half onward.
Growth Strategy
Normalizing profitability across the three existing businesses while expanding technology and business domains through M&A and equity investments to realize VISION2030
The large-scale unprofitable project that significantly weighed on profitability in the previous consolidated fiscal year was resolved by the end of Q1 of FY2027 (ending January 2027). Through stricter order selection criteria, enhanced PMO functions, and a shift toward large-scale SI projects worth ¥100 million or more, the company aims to increase the proportion of high-value-added projects and improve its profit structure.
In addition to the traditional contract development-centered "Delivery" model, the company is advancing a transformation toward a "Discovery" model that co-creates business growth with clients. It is accelerating new business development centered on "SAKURA STAGE BASE," a value-creation ecosystem where companies, talent, and ideas circulate.
In light of the rise of generative AI and the increasing scale and sophistication of projects, the company is strategically strengthening its mid- to senior-level workforce responsible for requirements definition, design, and architecture, moving away from its traditional junior engineer-centered structure. This is being realized through three pillars: "co-creation and co-learning," "talent development," and "productivity improvement."
The company continues to pursue active M&A targeting development companies, firms in advanced technology fields, and companies with high-quality customer bases that offer strong synergies with its existing businesses. Most recently, in November 2025, it made BUNBU COMPANY LIMITED a subsidiary, continuing execution up to the present, with the aim of maximizing overall group corporate value.
The company is advancing its entry into the Physical AI field, including through its investment in H2L, Inc. By combining its app development capabilities with body-digitization technology, it aims to open up new markets such as AI-based sports coaching and fan-participation experiences. Within the Oshi Culture & Games Business, it is preparing to build a next-generation revenue base under the "Physical AI Solution" initiative.
Last updated: July 17, 2026

