ENVALITH
THECOO株式会社 logo

THECOO Inc.

4255Growth MarketInformation & Communication

THECOO株式会社 logo
THECOO Inc.4255

Business

THECOO, Inc. operates two businesses: the Fan Business Platform Business (its core business), which operates "Fanicon," a fully membership-based, fully paid fan community platform connecting artists, influencers, talents, and other creators ("Icons") with their fans; and the Digital Marketing Business (its founding business), which provides marketing support utilizing influencers. The company released Fanicon in December 2017 and listed on the Tokyo Stock Exchange Mothers market (now Growth) in December 2021. As a platform integrating multiple functions such as live streaming, group chat, e-commerce, and ticketing, it serves a wide range of Icons across genres, including domestic and international artists, athletes, and influencers. As of the end of FY2025 (ending December 2025), the company had approximately 3.8 thousand Icons and approximately 412 thousand paying users (fans).

Business Model

The Fan Business Platform Business has a composite revenue structure combining subscription-type monthly billing (stock revenue), in which all fans become paying members, with flow revenue (scratch lotteries, events, etc.) from the purchase and consumption of in-app points called "Fanipoints." EC (e-commerce) sales commissions and ticket management fees also exist as ancillary revenue. In the Digital Marketing Business, the main revenue source is fees for influencer initiative support paid by advertisers and advertising agencies. A notable feature is the financial structure characterized by a high ratio of advance payments received, resulting in cash-flow-forward financial characteristics.

Company Strengths

Fanicon is a fully paid, closed-type community designed to attract only highly engaged core fans. In FY2025 (ending December 2025), Fan Business Platform Business revenue reached ¥3,769 million (up 18.3% year-on-year), with segment profit surging to ¥295 million (up 413.4% year-on-year). Subscription revenue forms a stable base.

The number of Fanicon communities grew from approximately 3.3 thousand in Q1 to approximately 3.8 thousand in Q4 during FY2025 (ending December 2025), while the number of fans (paying subscribers) expanded from approximately 359 thousand to approximately 412 thousand over the same period. This growth has been supported by the Customer Success team maintaining a low churn rate and the acquisition of large-scale communities through partnerships with partner companies.

Following four consecutive fiscal years of operating losses since FY2021, the company recorded operating profit of ¥197 million and net income of ¥175 million in FY2025 (ending December 2025), turning profitable. Gross profit reached ¥2,229 million (up 21.7% year-on-year), and operating cash flow also improved significantly to ¥549 million (from ¥225 million previously), reflecting a substantial improvement in profitability and cash-generating capacity.

ENVALITH's Perspective

The full-year FY2026 (ending December 2026) earnings forecast calls for net sales of ¥5,480 million and operating profit of ¥300 million. First-quarter results were net sales of ¥1,411 million (25.7% of the full-year forecast) and operating profit of ¥150 million (50.1% of the same), achieving half of the full-year profit forecast in a single quarter, particularly on the profit side. While the unchanged full-year forecast gives a conservative impression, there is room for upside depending on seasonality and progress in icon acquisition, while a risk of profit pressure remains if cost increases become concentrated in the latter half of the year.

Since Fanicon relies on smartphone apps as its primary channel, it faces the risk that changes in the fee policies and review standards of the Apple App Store and Google Play Store will directly affect its earnings. Changes to the platform terms or fee increases by these two companies are external factors beyond the company's control, and represent a structural risk fundamental to the revenue model that requires continued close monitoring.

The Digital Marketing Business's return to profitability reflects only a single quarter of results, and its sustainability needs to be confirmed. In addition, the equity ratio remains low at 18.0%, with net assets of ¥673 million against total assets of ¥3,740 million. While the structure in which advance payments received of ¥1,462 million account for the majority of current liabilities is an inherent characteristic of the business, the high degree of financial leverage remains a point to watch in terms of resilience in the event of external environment deterioration.

Growth Strategy

Driving Fanicon icon and fan count expansion together with ARPU improvement, while advancing monetization of the Digital Marketing Business and global expansion

In addition to ongoing new icon acquisition activities by the dedicated sales team, the company is accelerating the acquisition of major icons through partnerships with partner companies. It is capturing new demand accompanying the expansion of the virtual artist market, including VTubers and 2.5-dimensional IP, maintaining steady growth in the number of communities launched.

In addition to subscription revenue, point-based paid revenue has been growing, functioning as a stable and continuous revenue source. Through measures to promote point purchases utilizing seasonal events and icon-specific events, the company aims to improve consumption per fan (ARPU).

The company continues to implement customer success initiatives, including proposing measures tailored to seasonal and individual events for icons and improving fan experience value. Following the previous fiscal year, the churn rate has remained at a low level, supporting the stability of recurring revenue.

The company is pursuing unit price improvement through a review of projects with an emphasis on profitability, along with expansion of its domestic and international customer base through enhanced marketing and inside sales functions. In the first quarter of FY2026 (ending December 2026), it achieved its first-ever profitability (segment profit of ¥6 million), reflecting progress in revenue diversification.

The company is pursuing global expansion by expanding community launches for overseas icons, including those in Korea. Against the backdrop of the worldwide popularity of Japan-originated content, it aims to capture overseas fans and expand transactions with overseas clients. At present, this remains in an early stage.

Last updated: July 17, 2026