ENVALITH
株式会社トーセ logo

TOSE CO., LTD.

4728Standard MarketInformation & Communication

株式会社トーセ logo
TOSE CO., LTD.4728

Business

TOSE CO., LTD. is an independent digital content development company founded in 1979. As an independent developer not affiliated with any particular capital group, it undertakes contract planning, development, and operation of game software for home consoles, smartphones, and arcades, with major game makers such as Atlus, Square Enix, and Bandai Namco Studios as its primary clients. The company has multiple domestic locations (Nagaokakyo, Tokyo, etc.) and an overseas subsidiary in Hangzhou, China, and is organized into two segments: the Game Business (approximately 91% of net sales) and Other Business (non-game areas such as education and entertainment). Consolidated net sales for FY2025 (ending August 2025) were ¥6,636 million. Listed on the Tokyo Stock Exchange Standard Market.

Business Model

The company receives development orders from client game makers and content providers, earning development fees by providing an integrated service spanning planning proposals through development and operation. In addition, Revenue Share (a success-based fee with no associated cost) distributed according to sales of developed titles serves as another source of income. Funding is covered entirely by the company's own capital with no borrowing, and capital expenditure is limited to development equipment, servers, and the like, giving the business an asset-light structure.

Company Strengths

As an independent company not belonging to any specific capital group, the company maintains neutrality that allows it to conduct business simultaneously with major game makers such as Atlus, Square Enix, Bandai Namco Studios, and Takara Tomy. In FY2025 (ending August 2025), the top four clients combined accounted for 65.9% of net sales, and the company maintains a broad client base.

At the end of FY2025 (ending August 2025), the order backlog for the Game Business reached ¥3,406 million (up 386.7% year on year), and the company-wide total reached ¥3,418 million (up 351.0% year on year). Orders received also expanded rapidly to ¥8,351 million (up 216.3% year on year), with the accumulated order backlog underpinning sales in subsequent periods.

The company has clarified its policy of curbing new development for the increasingly competitive smartphone game market and prioritizing development for home game consoles. The Nintendo Switch 2, released in June 2025, recorded its best-ever start, and amid expanding demand for the development of compatible software, multiple projects are progressing actively, including the final stages of existing projects and additional orders received.

ENVALITH's Perspective

Operating profit for the cumulative nine months of FY2026 (ending August 2026) fell sharply to ¥280 million (down 44.8% year on year). The main cause was a temporary suspension of a development project due to a policy change by an overseas client (resumption timing undetermined), which created idle capacity from March onward and left fixed costs such as personnel expenses within manufacturing costs uncovered. To achieve the full-year operating profit forecast of ¥405 million (down 41.3% year on year), the fourth quarter (3 months) alone would need to generate ¥125 million in operating profit, making the early launch of new projects and maximization of utilization the key focus.

The full-year forecast for profit attributable to owners of parent is ¥790 million (up 215.7% year on year), a substantial increase, but this appears to be driven by extraordinary gains (such as the sale of investment real estate) associated with the rebuilding of the new Nagaokakyo office building. Meanwhile, operating profit is forecast at ¥405 million, down 41.3% year on year, indicating that the core business's earning power has declined significantly from the previous fiscal year. Investors should not take the large increase in net profit at face value and instead need to scrutinize underlying earning power excluding extraordinary gains and losses. Note that cumulative net profit for the third quarter of ¥200 million, up 61.0% year on year, also reflects a rebound from extraordinary losses totaling ¥314 million (impairment losses and relocation compensation) recorded in the same period of the previous year.

Gross profit for the cumulative nine months of the third quarter was ¥1,141 million (down 14.2% year on year), a much sharper decline than the slight 0.8% decrease in net sales. This was due to a decline in Revenue Share compared to the same period of the previous year for both home console/PC-related and smartphone-related businesses, compounded by unabsorbed fixed costs resulting from idle capacity. Selling, general and administrative expenses also rose 4.6% year on year to ¥861 million, revealing the rigidity of the cost structure. As an external factor, the penetration trends of the Nintendo Switch 2 and the recovery of development investment in overseas game markets will be important external factors affecting the future order environment.

Growth Strategy

Three pillars: deepening development for home consoles, creating new non-game businesses, and strengthening development capabilities through AI utilization

In response to capacity openings created by the temporary suspension of a large-scale overseas project, the company is promoting early order acquisition and smooth launch of new projects, including small and medium-sized ones, and switching planned outsourced work to internal resource utilization. Multiple major projects are proceeding as planned in their final stages. Capturing demand for software development compatible with Nintendo Switch 2 as it becomes widespread is also a focus area.

The company is promoting market research and business planning across diverse fields, including content production for education, music, entertainment, and local governments. While some sales have been recorded from content production for local governments utilizing 3DCG production technology, cumulative net sales for the third quarter of FY2026 (ending August 2026) were ¥283 million (down 44.1% year on year), impacted by the decline from projects that ended in the previous fiscal year, and the transition to profitability is still underway.

In connection with the rebuilding plan for the Nagaokakyo Tose Building, construction in progress has increased to ¥111 million (¥31 million at the end of the previous fiscal year), indicating that investment is now in full swing. The new office is intended to strengthen the development environment and recruiting capabilities, and is expected to contribute to the expansion of mid- to long-term contract development capacity. The sale of investment real estate associated with the rebuilding is expected to contribute to extraordinary income for the full fiscal year FY2026 (ending August 2026).

The company is incorporating AI utilization know-how cultivated in game development into its development processes to improve productivity and strengthen cost competitiveness. It is also considering applying this technology to non-game domains, an initiative that serves as a foundation for mid- to long-term revenue diversification. At present, no specific quantitative results have been disclosed, and progress assessment remains limited.

Last updated: July 17, 2026