ENVALITH
株式会社エクストリーム logo

EXTREME CO.,LTD.

6033Growth MarketServices

株式会社エクストリーム logo
EXTREME CO.,LTD.6033

Business

Extreme Co., Ltd. is a digital creative company established in 2005 and listed on the TSE Growth Market. Its core business is the Digital Talent Business, in which creators and IT engineers are hired as regular employees and dispatched on-site to client companies. It also operates the Contract Development Business, which handles take-home development such as smartphone apps, cloud, and CRM, and the Content Property Business, which utilizes game IPs such as the approximately 100 titles under the Mecyaiah brand and Momoiro Taisen Pairon for licensing and game sales. The company has five consolidated subsidiaries (EXLABO & Consulting, EXTREME VIETNAM, Dragami Games, S.A.S, and Sakata S.A.S.), with games, web services, and corporate DX as its main customer base.

Business Model

In the Digital Talent Business, regular-employee creators and engineers are stationed on-site at client companies, generating revenue as the product of the number of active projects (10,339 in FY2026 (ending March 2026)) and the utilization unit price (¥709 thousand in the same period). In the Contract Development Business, the company offers comprehensive proposals across four categories—new development, maintenance and operations, and Lab-type Development—while leveraging its Vietnam offshore base to secure cost competitiveness. In the Content Property Business, the company earns royalty income from licensing game IP and game sales revenue from Game Development & Sales by Dragami Games.

Company Strengths

Unlike registered-type staffing, the company employs all engineers as regular employees, and as a company guarantees their skills and character through internal training, education, and the technical exchange facility "Co-CORE." Utilization rate is maintained at 100% except under special circumstances, enabling the company to provide stable solutions to clients.

Leveraging technical capabilities built for the game and entertainment industry since its founding, the company has actively expanded into non-entertainment areas such as web services, corporate DX, and UI/UX. As a result, the revenue ratio between entertainment-related clients and other clients has reversed, building a client base with reduced dependence on economic sentiment risk.

As of the end of FY2026 (ending March 2026), the balance of cash and deposits plus highly liquid investment securities (such as high-rated foreign bonds) was approximately ¥6,104 million. Net assets stood at ¥7,235 million and liabilities at ¥2,206 million, reflecting high financial soundness and a financial base capable of responding flexibly to M&A and new investments.

ENVALITH's Perspective

In FY2026 (ending March 2026), revenue increased 4.1% year on year to ¥11,796 million, but operating profit fell 5.1% year on year to ¥1,440 million, reversing the prior trend. While the Digital Talent Business (segment profit up 21.9%) drove growth, a sharp decline in the Content Property Business (revenue down 36.9%, segment profit down 31.3%) and an increase in SG&A expenses (from ¥2,019 million in the prior period to ¥2,142 million in the current period) squeezed profits. The forecast for FY2027 (ending March 2027) calls for revenue of ¥13,000 million (+10.2%) against operating profit of ¥1,300 million (-9.7%), anticipating a further profit decline, making recovery of profitability a key challenge.

The Content Property Business saw a sharp drop in revenue in FY2026 (ending March 2026) to ¥926 million (down significantly from ¥1,467 million in the prior period), acting as a drag on overall company operating profit. Licensing revenue from game titles is subject to the popularity cycles of IP and the sales performance of licensees, making it low in predictability. The forecast for FY2027 (ending March 2027) incorporates sales plans for in-house titles scheduled for release in the current fiscal year, but game software sales are heavily dependent on external factors related to market conditions (such as competing titles and platform fees), requiring careful assessment of the likelihood that the earnings forecast will be achieved.

Cash flow from operating activities in FY2026 (ending March 2026) fell sharply to ¥823 million from ¥1,532 million in the prior period. Despite an increase in profit before income taxes (from ¥1,604 million to ¥1,669 million), the main cause was an increase in corporate tax payments from ¥441 million to ¥584 million. An increase in trade receivables (-¥137 million) and a decrease in accounts payable (-¥125 million) also contributed to the cash outflow. Fixed assets increased due to the addition of ¥600 million in long-term deposits and ¥317 million in insurance reserve funds, requiring ongoing verification of the rationality of this investment policy from the perspective of asset efficiency.

Growth Strategy

Aiming for revenue exceeding ¥10 billion and an operating margin of 20% through expansion of the digital talent platform, higher profitability in contract development, and global IP expansion

Continuously expand the number of active projects through reasonable cumulative forecasting based on department-by-department hiring plans and projected turnover rates. In FY2026 (ending March 2026), the company achieved 10,339 projects (up 958 projects year-on-year). In addition to IT companies and web service providers, the company will promote expansion into non-entertainment industries (corporate DX, UI/UX, etc.).

Against a backdrop of increased corporate investment in digital initiatives, the company aims to increase orders and expand project scale, while pursuing improved profitability through more efficient use of development resources. It will strengthen the accumulation of recurring revenue from maintenance, operations, and Lab-type Development. In FY2026 (ending March 2026), segment profit was ¥870 million (down 4.8% year-on-year), a slight decline.

The company will incorporate the sales plan for its own title scheduled for release by subsidiary Dragami Games in FY2027 (ending March 2026) to drive a recovery in game sales revenue. It will also continue expanding licensing partners both domestically and overseas by leveraging owned IP such as the "Mesaiya" brand. In FY2026 (ending March 2026), revenue fell sharply to ¥926 million (down 36.9% year-on-year), making recovery an urgent priority.

Under a policy of paying dividends based on either 20% of net income attributable to owners of the parent or 5% of shareholders' equity, whichever is the standard, the company paid ¥62 per share in FY2026 (ending March 2026), a significant increase from ¥42 in the previous fiscal year, and forecasts a further increase to ¥68 per share in FY2027 (ending March 2026). The dividend payout ratio is expected to rise from 28.2% (FY2026, ending March 2026) to 39.6% (FY2027 forecast, ending March 2026).

Last updated: July 19, 2026