WonderPlanet Inc.
4199・Growth Market・Information & Communication
Mobile Game Business (WonderPlanet Inc., single segment)
A single-business company engaged in the planning, development, and operation of Japan-originated mobile casual games
| Period | Current | Previous | Change |
|---|---|---|---|
| Revenue (nine months ended cumulative third quarter, FY2026 ending August 2026) | ¥1,448 million | ¥1,642 million (same period of prior year) | ↓ |
| Operating loss (nine months ended cumulative third quarter, FY2026 ending August 2026) | -¥167 million | -¥174 million (same period of prior year) | ↑ |
| Ordinary loss (nine months ended cumulative third quarter, FY2026 ending August 2026) | -¥183 million | -¥194 million (same period of prior year) | ↑ |
| Net quarterly loss (nine months ended cumulative third quarter, FY2026 ending August 2026) | -¥291 million | -¥208 million (same period of prior year) | ↓ |
| Revenue (full year, FY2025 ending August 2025) | ¥2,317 million | — | — |
| Operating profit/loss (full year, FY2025 ending August 2025) | -¥130 million | — | — |
| Total assets (end of Q3 FY2026 ending August 2026) | ¥1,758 million | ¥1,984 million (end of FY2025 ending August 2025) | ↓ |
| Net assets (end of Q3 FY2026 ending August 2026) | ¥309 million | ¥595 million (end of FY2025 ending August 2025) | ↓ |
| Equity ratio (end of Q3 FY2026 ending August 2026) | 17.3% | 30.0% (end of FY2025 ending August 2025) | ↓ |
| Retained earnings (end of Q3 FY2026 ending August 2026) | -¥1,358 million | -¥1,066 million (end of FY2025 ending August 2025) | ↓ |
| Net loss per share for the quarter (nine months ended cumulative third quarter, FY2026 ending August 2026) | -¥114.52 | -¥81.71 (same period of prior year) | ↓ |
Business Details
Under the mission of "Bringing Fun into Everyday Life Around the World," the company provides mobile games through platforms such as Apple and Google. It operates through two formats: proprietary original titles (e.g., "Crash Fever") and collaborative titles developed jointly with partners (e.g., "HUNTER×HUNTER NEN×SURVIVOR"). The company adopts a freemium model, with user payments and advertising revenue serving as its main revenue sources. It utilizes the Proprietary Development Platform "SEED" to pursue low-cost, short-term, high-quality development. Leveraging influential IP in global markets is positioned as a pillar of its growth strategy.
Recent Overview
Revenue declined and net loss widened; an impairment loss was recorded on Crash Fever operating rights
Revenue for the nine months ended (cumulative third quarter) of FY2026 (ending August 2026) (September 2025 to May 2026) was ¥1,448 million, down 11.8% year-on-year. While "HUNTER×HUNTER NEN×SURVIVOR" contributed fully for the period, the decline in "Crash Fever" revenue and the discontinuation of "Pandland" (service ended in March 2026) were factors behind the revenue decrease. Operating loss was ¥167 million, a slight improvement from the same period of the prior year (¥174 million); however, due to the recognition of an ¥82 million impairment loss on the Crash Fever operating rights as an extraordinary loss, the net quarterly loss widened to ¥291 million. The equity ratio declined to 17.3%. The full-year earnings forecast remains undisclosed due to changes in the competitive environment.
Key Products
Growth Drivers
- New revenue contribution from the global distribution of influential IP titles (such as HUNTER×HUNTER NEN×SURVIVOR)
- Progress in the development of a new influential IP title that commenced in the first quarter cumulative period (described as proceeding smoothly)
- Expanded collaboration with multiple major partners, including Apple Inc., Bandai Namco Entertainment, and Bushiroad
- Improved development efficiency and cost reduction through use of the Proprietary Development Platform "SEED"
- Strengthened overseas expansion in the global mobile game market, valued at approximately ¥12.4 trillion (2024)
Risks
- Declining profitability of existing titles, such as the discontinuation of "Pandland" and revenue decline in "Crash Fever," and the recognition of an impairment loss (¥82 million) on operating rights
- Continued non-disclosure of the full-year earnings forecast due to the difficulty in predicting the performance of new titles
- Weakening financial base due to the decline in equity ratio to 17.3% and the expansion of accumulated losses (retained earnings of -¥1,358 million)
- Risk of deteriorating user acquisition and retention rates due to rapid changes in the competitive environment of the mobile game market
- Cash flow risk due to increased repayment burden on corporate bonds (total ¥340 million) and long-term borrowings (total ¥872 million)
- Continued erosion of net assets due to the widening of the net quarterly loss (up ¥83 million year-on-year)
Last updated: November 26, 2025

