ENVALITH
株式会社カプコン logo

CAPCOM CO., LTD.

9697・Prime Market・Information & Communication

株式会社カプコン logo
CAPCOM CO., LTD.9697

Digital Contents Business

Capcom's core business, responsible for the development and sale of home video games and mobile content, accounting for approximately 73.8% of consolidated net sales.

PeriodCurrentPreviousChange
Net sales¥144,277 million¥125,128 million↑
Segment operating income¥70,618 million¥65,172 million↑
Segment operating margin48.9%52.1%↓
Segment assets¥119,155 million¥101,746 million↑
Units sold (total)59.07 million units51.87 million units↑
Repeat title unit sales49.46 million units39.49 million units↑
Number of countries/regions sold244–↑
Number of titles sold253 titles–—

Business Details

The core segment engaged in the development and sale of home video game software and mobile content. Centered on flagship IPs such as Resident Evil, Monster Hunter, and Street Fighter, the segment sold 253 titles in 244 countries and regions worldwide. It focuses primarily on the ongoing strengthening of digital sales, aiming to maximize revenue through the launch of new titles combined with long-term repeat sales of existing titles. Development and sales operations are led by Capcom Co., Ltd., supported by overseas subsidiaries including CAPCOM U.S.A. and CE EUROPE LTD.

Recent Overview

Net sales rose 15.3% driven by the new title Resident Evil Requiem surpassing 6 million units sold, though the operating margin declined.

In FY2026 (ending March 2026), the Digital Contents Business achieved net sales of ¥144,277 million (up 15.3% year on year) and segment operating income of ¥70,618 million (up 8.4% year on year). Growth was driven by the new title Resident Evil Requiem surpassing 6 million units sold and a substantial expansion in repeat title unit sales to 49.46 million units (up from 39.49 million units in the prior fiscal year). On the other hand, segment operating margin declined from 52.1% to 48.9%, reflecting increased costs associated with the new recognition of video assets (¥9,909 million) and the strengthening of the development workforce. For FY2027 (ending March 2027), the company plans to launch entirely new IPs Pragmata and Onimusha: Way of the Sword.

Key Products

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Resident Evil series

Resident Evil Requiem (Resident Evil, a survival horror franchise), released in February 2026 for PS5, Xbox Series X|S, Nintendo Switch 2, and PC, surpassed 6 million units sold worldwide. Repeat titles such as Resident Evil RE:4 and Resident Evil Village also continued to see sales growth. In November, the latest mobile title, Resident Evil Survival Unit, surpassed 5 million cumulative downloads.

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Monster Hunter series

Cumulative sales of Monster Hunter Wilds, released in February of the prior fiscal year, surpassed 11 million units. The RPG title Monster Hunter Stories 3: The Twin Dragons of Fate, released in March 2026 (Nintendo Switch 2, PS5, Xbox Series X|S, PC), contributed to performance. Past titles Monster Hunter Rise and Monster Hunter Rise: Sunbreak also continued to grow in unit sales.

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Street Fighter 6

Cumulative unit sales surpassed 6 million worldwide, driven by expanding brand recognition and user base through esports collaborations and deployment on new-generation game consoles. For FY2027 (ending March 2027), further brand value enhancement is planned through collaboration with a Hollywood live-action film (scheduled for release in October this year).

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Devil May Cry series

Past titles including Devil May Cry 5 contributed to improved performance through pricing measures and expanded IP recognition tied to the Netflix anime Devil May Cry (streamed worldwide from April 2025), enhancing brand value. A representative case of the one-content, multi-use strategy.

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Mobile content

In November 2025, the latest mobile game in the Resident Evil series, Resident Evil Survival Unit (iOS, Android), was released globally and surpassed 5 million cumulative downloads, contributing to expanded IP recognition and the acquisition of new user segments.

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Digital sales platform support

The company is pursuing a multi-platform strategy centered on PS5, Xbox Series X|S, Nintendo Switch 2, and PC. It is expanding the deployment of past titles for Nintendo Switch 2, aiming to broaden its user base through an aggressive multi-platform strategy. Continued strengthening of digital sales maximizes high-margin repeat sales.

Growth Drivers

  • Expansion of new unit sales through major new titles based on flagship IPs (Resident Evil Requiem surpassing 6 million units, with entirely new IPs Pragmata and Onimusha: Way of the Sword planned for the next fiscal year)
  • Continued long-term, high-margin repeat sales through enhanced digital sales measures (repeat title unit sales of 49.46 million units, up 9.97 million units year on year)
  • Expansion of sales opportunities and broadening of the user base through ports of titles to new-generation game consoles such as Nintendo Switch 2
  • Enhancement of IP brand power and cultivation of latent users through collaboration with esports, visual media (Netflix anime, Hollywood live-action films), and character merchandising businesses
  • Sustained strengthening of the development organization through annual increases of over 100 development staff (3,011 development staff as of the end of FY2026), advancing the long-term goal of 100 million annual unit sales
  • Deepening of global sales through expansion of the sales network to 244 countries and regions and enhanced marketing tailored to regional characteristics

Risks

  • The risk that shifts in launch timing significantly affect performance, given that flagship titles require two or more years to develop
  • A trend of rising game content development costs associated with the emergence of high-performance game consoles (including new recognition of ¥9,909 million in video assets and expanding investment scale)
  • Risk of revenue concentration with Valve Corporation (Steam), which accounted for 31.1% of net sales for the fiscal year under review
  • Foreign exchange risk (a high proportion of global sales exposes profitability to pressure during yen appreciation)
  • Information security risk (requiring continued countermeasures in light of past cyberattack incidents)
  • The risk of rapid business environment change as the spread of generative AI and other technological innovations rapidly increases content delivery channels and device diversification

Amusement Facilities Business

A hands-on experiential business operating directly-managed amusement facilities and merchandise stores that leverage Capcom IP.

PeriodCurrentPreviousChange
Net sales¥25,656 million¥22,750 million↑
Operating income¥3,201 million¥2,432 million↑
Operating margin12.5%10.7%↑
Segment assets¥13,879 million¥12,422 million↑
Depreciation¥1,840 million¥1,621 million↑
Number of stores (period-end)61 stores53 stores↑

Business Details

A business operating directly-managed amusement facilities equipped with game machines, as well as merchandise stores. In addition to existing store formats, the company is actively expanding new formats such as Tsukamoyo (a crane-game specialty store), Capcom Store (a character merchandise retail store), and CAPCOM CONNECT SPACE (an experiential facility). By generating IP synergies with the Digital Contents Business, the segment aims to enhance the drawing power of physical stores both domestically and internationally. As of the end of FY2026 (ending March 2026), the company operated 61 stores.

Recent Overview

Accelerated new-format store openings and the opening of the first overseas directly-managed store drove net sales up 12.8% year on year, with operating income showing a substantial improvement of 31.6% year on year.

In FY2026 (ending March 2026), the company opened 9 stores in total (with 1 closure), expanding the period-end store count to 61 (up from 53 at the end of the prior fiscal year). The company actively expanded new formats, including the experiential facility CAPCOM CONNECT SPACE (Osaka Prefecture, July) and CAPCOMIX Abeno Hoop (Osaka Prefecture, March). In March, the company also opened its first overseas directly-managed store, CAPCOM STORE TAIPEI (Taiwan). Steady operation of existing stores combined with the effects of new-format store openings contributed to net sales of ¥25,656 million (up 12.8% year on year) and operating income of ¥3,201 million (up 31.6% year on year). Operating margin also improved from 10.7% to 12.5%.

Key Products

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Plaza Capcom

Capcom's flagship amusement facility format. The company operates directly-managed stores equipped with game machines throughout Japan, forming a stable revenue base.

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Tsukamoyo

A new-format store specializing in crane games. The company is actively expanding this format, including through renovations of existing stores, aiming to attract new customer segments.

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Capcom Store

A specialty retail store selling merchandise featuring Capcom's popular characters. In FY2026 (ending March 2026), in addition to stores in Sendai and Ikebukuro, the company opened its first overseas directly-managed store in Taiwan (CAPCOM STORE TAIPEI), expanding its presence both domestically and internationally.

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CAPCOM CONNECT SPACE

An experiential facility featuring attractions such as DIVE! CAPCOM. Opened in Osaka Prefecture in July 2025, the facility aims to provide brand experience value through collaboration with the Digital Contents Business.

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CAPCOMIX

A new-format store featuring attractions themed around Capcom's popular characters. CAPCOMIX Abeno Hoop opened in Osaka Prefecture in March 2026.

Growth Drivers

  • Expansion of store count through aggressive openings of new-format stores (Tsukamoyo, Capcom Store, CAPCOM CONNECT SPACE, CAPCOMIX)
  • Advancement of international expansion, spearheaded by the opening of the first overseas directly-managed store (CAPCOM STORE TAIPEI)
  • Enhanced customer-drawing power at physical stores through collaboration with Capcom IP, and synergy effects with the Digital Contents Business
  • Maximization of hands-on experiential value through in-store events, generating synergy effects with other business segments
  • Maintenance of a stable revenue base through the continued steady operation of existing stores

Risks

  • Impact on visitor numbers from changes in consumer behavior (frugality trends and diversification of consumption patterns)
  • Increased fixed-cost burden from rising store-opening costs and expanding depreciation expenses associated with new-format stores
  • Risk of rising operating costs, including labor and utility expenses
  • Intensifying competition for customers with rival amusement facilities
  • Foreign exchange risk and country risk associated with overseas store expansion
  • Risk of impairment of fixed assets (in the event of store closures or business deterioration)

Amusement Equipment Business

A gaming machine segment that leverages the company's own IPs to sell smart pachislot machines, achieving high profitability.

PeriodCurrentPreviousChange
Net sales (full year FY2026, ending March 2026)¥17,780 million¥15,613 million↑
Operating income (full year FY2026, ending March 2026)¥10,033 million¥6,701 million↑
Operating margin (full year FY2026, ending March 2026)56.4%42.9%↑
Segment assets (end of FY2026, ending March 2026)¥12,283 million¥14,140 million↓
Depreciation (full year FY2026, ending March 2026)¥156 million¥145 million↑
Increase in tangible and intangible fixed assets (full year FY2026, ending March 2026)¥71 million¥81 million↓

Business Details

A segment engaged in the development, manufacture, and sale of gaming machines (mainly smart pachislot machines) sold to store operators and other businesses. By continuously launching new machines that leverage the company's own popular IPs such as Resident Evil, Monster Hunter, Devil May Cry, and Onimusha, the segment maintains a high operating margin against the backdrop of the expanding smart pachislot market, making it a significant profit contributor. Even after new machines are launched, high player ratings drive long operational lifespans and repeat sales, boosting revenue.

Recent Overview

The launch of 2 new machines combined with strong repeat sales of prior-fiscal-year machines drove operating margin above 56%.

In FY2026 (ending March 2026), the company launched the smart pachislot machine Devil May Cry 5 Stylish Tribe (11 thousand units), which went into operation in June, and Shin Onimusha 3 (24.5 thousand units), which went into operation in October. In addition, Monster Hunter Rise and Resident Evil 5, which went into operation in the prior fiscal year, continued to see strong repeat sales owing to high player ratings and long operational lifespans. As a result, net sales reached ¥17,780 million (up 13.9% year on year) and operating income reached ¥10,033 million (up 49.7% year on year), a substantial profit increase, with operating margin rising to 56.4%.

Key Products

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Smart pachislot 'Devil May Cry 5 Stylish Tribe'

A new smart pachislot machine that went into operation in June of FY2026 (ending March 2026). Leveraging the company's popular Devil May Cry IP, 11 thousand units were sold, contributing to revenue.

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Smart pachislot 'Shin Onimusha 3'

A new smart pachislot machine that went into operation in October of FY2026 (ending March 2026). Leveraging the company's Onimusha IP, 24.5 thousand units were sold, contributing to revenue.

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Smart pachislot 'Monster Hunter Rise'

A smart pachislot machine that went into operation in November of the prior fiscal year (FY2025, ended March 2025). Owing to high player ratings and a resulting long operational lifespan, repeat sales continued to perform well in FY2026 (ending March 2026) as well.

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Smart pachislot 'Resident Evil 5'

A smart pachislot machine that went into operation in March of the prior fiscal year (FY2025, ended March 2025). Owing to high player ratings and a resulting long operational lifespan, repeat sales continued to perform well in FY2026 (ending March 2026) as well.

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Smart pachislot 'Resident Evil RE:3'

A new smart pachislot machine whose sales began in May 2026, in FY2027 (ending March 2027, the next fiscal year). Including this machine, the company plans to launch 4 machines with total planned unit sales of 53 thousand units in the next fiscal year.

Growth Drivers

  • Continued stable demand from the ongoing spread of the smart pachislot machine market, providing a tailwind for the segment as a whole
  • Expansion of unit sales through the continuous launch of new machines leveraging the company's own popular IPs, including Resident Evil, Monster Hunter, Devil May Cry, and Onimusha
  • Long operational lifespans driven by high player ratings even after new machine launches, boosting revenue through repeat sales (additional orders)
  • Plans to launch 4 machines with total planned unit sales of 53 thousand units in the next fiscal year (FY2027, ending March 2027), suggesting continued revenue contribution through a robust pipeline

Risks

  • The pachislot market is highly susceptible to regulatory trends (such as revisions to gaming machine regulations), and changes in laws and regulations can directly impact unit sales
  • If the market shift toward smart pachislot machines reaches saturation, a lull in demand could occur
  • If market evaluation (operational uptake) of a new machine is weak, repeat sales may not materialize, risking a significant decline in revenue
  • Capital expenditure (¥71 million) and depreciation (¥156 million) are extremely small relative to segment assets (¥12,283 million), creating a risk of dependence on the production capacity of manufacturing subcontractors

Other Business (Character Licensing, Esports, and Visual Media Business)

An IP-monetization segment developing esports, visual media, and character-merchandising businesses that leverage Capcom IP.

PeriodCurrentPreviousChange
Net sales¥7,650 million (FY2026, ending March 2026)¥6,111 million (FY2025, ended March 2025)↑
Operating income¥3,645 million (FY2026, ending March 2026)¥2,484 million (FY2025, ended March 2025)↑
Operating margin47.6% (FY2026, ending March 2026)40.6% (FY2025, ended March 2025)↑
Segment assets¥10,801 million (FY2026, ending March 2026)¥1,922 million (FY2025, ended March 2025)↑
Depreciation¥88 million (FY2026, ending March 2026)¥74 million (FY2025, ended March 2025)↑
Net sales year-on-year change+25.2% (FY2026, ending March 2026)—↑
Operating income year-on-year change+46.7% (FY2026, ending March 2026)—↑

Business Details

This segment is composed mainly of character-merchandising and related businesses not included in the reportable segments (Digital Contents, Amusement Facilities, and Amusement Equipment). Through esports business (CAPCOM Pro Tour, Street Fighter League, etc.), visual media business (Netflix anime streaming, Hollywood live-action films), and character merchandise and event operations, the segment is responsible for enhancing the brand value of flagship IPs and cultivating latent users. Although the segment's sales scale is small, accounting for approximately 3.9% of total company sales in FY2026 (ending March 2026), it is positioned as a key hub of the IP strategy with substantial spillover effects on other segments.

Recent Overview

Net sales grew 25.2% and operating income grew 46.7%, reflecting high growth with expansion across esports, visual media, and character merchandising on all fronts.

In FY2026 (ending March 2026), the Other Business segment achieved net sales of ¥7,650 million (up 25.2% year on year) and operating income of ¥3,645 million (up 46.7% year on year), a substantial increase in both revenue and profit. In esports, the grand finals held at Ryogoku Kokugikan drew a record-high attendance of 20,000 spectators. In visual media, the Netflix anime Devil May Cry was streamed globally, and an October 2026 release date was announced for the Hollywood live-action film. Segment assets increased substantially from ¥1,922 million in the prior fiscal year to ¥10,801 million, reflecting expanded investment in video assets and related areas.

Key Products

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Esports business

CAPCOM Pro Tour 2025 was held across regions worldwide, and the team league competition Street Fighter League was held both domestically and internationally. The grand finals, CAPCOM CUP 12 and Street Fighter League: World Championship 2025, were held at Ryogoku Kokugikan, drawing a record-high attendance of 20,000 spectators.

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Visual media business

The new Netflix anime Devil May Cry was streamed globally starting in April 2025. The company announced an October 2026 release date for a Hollywood live-action film based on the Street Fighter series, co-financed with Legendary Entertainment. These efforts aim to enhance IP brand value and cultivate latent users through screen adaptations.

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Character merchandising business

The company focused on character merchandise related to its popular titles and the operation of various events. The 'Grand Capcom Exhibition: Game Creation That Captivates the World,' which showcased the company's game development processes, was well received, starting in Osaka and touring various locations, as part of efforts to enhance corporate brand value.

Growth Drivers

  • Increased revenue from viewers and sponsors driven by the global expansion of esports tournaments (the grand finals held at Ryogoku Kokugikan achieved a record-high attendance of 20,000 spectators)
  • Increased demand for character licensing and merchandise driven by expanding global recognition of flagship IPs (Street Fighter 6, Resident Evil, Monster Hunter, etc.)
  • Acquisition of new fan segments through the expansion of anime and visual content onto global platforms such as Netflix (worldwide streaming of Devil May Cry)
  • Further enhancement of IP brand value through the Street Fighter Hollywood live-action film (scheduled for release in October 2026)
  • Expansion of collaborations with other industries and maximization of IP revenue opportunities through advancement of the one-content, multi-use strategy
  • Enhancement of corporate brand value and cultivation of latent users through event operations such as the 'Grand Capcom Exhibition'

Risks

  • Although the segment's scale is small at approximately 3-4% of total company sales, limiting the impact of revenue fluctuations in the visual media and esports business on overall company performance, the risk of IP value impairment could spill over into other segments
  • The risk that IP brand value could be impaired depending on the box-office performance of visual media works (such as Hollywood live-action films) or the reception on streaming platforms
  • The risk of declining profitability due to intensifying competition in the esports market and increasing competition to attract viewers and sponsors
  • Foreign exchange risk (license income and video streaming income generated globally are denominated in foreign currencies)
  • High dependence on flagship IPs, with the risk that declining popularity of specific titles could directly impact the segment's overall revenue
  • Investment recovery risk associated with expanding investment in video assets and other areas (segment assets increased approximately 5.6-fold year on year)

Last updated: July 17, 2026