1H26 Financial and Business Highlights
- Revenue of
$40.9 million in 1H26, a decline of 1% from$41.2 million in the six months endedJanuary 31, 2025 (“1H25”) - Segment profit increased 55% year-over-year and Adjusted EBITDA increased 16% year-over-year, demonstrating the flexibility of CTW’s asset-light operating model and disciplined marketing optimization
- Launched seven new games on G123.jp; Crayon Shinchan My Sugoroku Great Strategy has become one of the Company’s largest titles by in-game purchases
- 35 games were live on G123.jp as of
January 31, 2026 , with 6 titles in pre-registration and 20 in backlog - Opened a
New York office to support marketing, partnerships, and user acquisition for international expansion
Comments from
“Gross in-game purchases and revenue each declined by 1% in the first half of fiscal 2026 compared to the first half of fiscal 2025, primarily due to softer-than-expected monetization from new titles, ongoing lifecycle trends in legacy games, and moderated player engagement. While these results fell short of our expectations, the period demonstrated the resilience and adaptability of our operating model.
CTW’s platform is designed to react quickly to changing user behavior and monetization trends. During the period, we identified underperforming titles early and proactively reduced marketing and advertising spend, which preserved profitability and strengthened segment margins. We believe this disciplined, return-focused approach is a key differentiator for CTW.
Looking ahead, we are optimistic about the opportunities in front of us. We have already launched several new titles in the second half, including
We also continue to prioritize international expansion as a major strategic initiative. While
Results for 1H26
Revenue decreased 1% year-over-year to
Segment profit* increased 55% year-over-year to
Net Loss was
Adjusted EBITDA** was
| * | Further clarification and explanation of Segment profits can be found in the Segment Reporting section of the press release and at ctw.inc/investors. |
| ** | Further clarification and explanation of non-GAAP measures and reconciliation to the most comparable GAAP measure can be found in the “U.S. GAAP Reconciliation of Non-GAAP Adjusted Results” section of the press release and at ctw.inc/investors. |
CTW remains focused on improving content performance, expanding internationally, and maintaining disciplined capital allocation as it enters the second half of fiscal 2026.
Earnings Conference Call and Webcast
Management will host an earnings webcast at
The Company has posted a supplemental slide presentation at ctw.inc/investors. Investors are encouraged to review these materials in conjunction with this press release.
About CTW
CTW is a leading global game platform company providing instant access to free-to-play, browser-based games inspired by popular Japanese animation, including So I’m a Spider, So What? Ruler of the Labyrinth, Arifureta: From Commonplace to World’s Strongest – Rebellion Soul, and Queen’s Blade Limit Break. CTW delivers these games through its flagship HTML5 platform, G123.jp. For more information, visit ctw.inc.
Forward Looking Statements
This announcement contains forward-looking statements within the meaning of Section 21E of the
Contacts
Investors:
FNK IR
646-809-2183
investor@ctw.inc
Media:
EFG Media Relations
+44 7580 174672
edwina@efgmediarelations.com
CTW
Key Operating Metrics
The following table includes the Company’s key operating metrics for the six-month periods ending
| | For the Six Months Ended | |||||||
| 2026 | 2025 | |||||||
| Gross in-game purchase amount(1) | $ | 48,603,849 | $ | 49,125,267 | ||||
| Paying daily active users ("PDAUs") | 14,519 | 16,373 | ||||||
| Daily active users ("DAUs") | 236,904 | 247,379 | ||||||
| PDAUs to DAUs ratio | 6.13 | % | 6.62 | % | ||||
| Paying monthly active users (“PMAUs”)(2) | 75,715 | 76,684 | ||||||
| Monthly active users (“MAUs”)(2) | 1,984,354 | 3,269,618 | ||||||
| PMAUs to MAUs ratio | 3.82 | % | 2.35 | % | ||||
| PDAUs to PMAUs ratio | 19.18 | % | 21.35 | % | ||||
| DAUs to MAUs ratio | 11.94 | % | 7.57 | % | ||||
| ARPPDAU | $ | 18.19 | $ | 16.31 | ||||
| ARPDAU | $ | 1.12 | $ | 1.08 | ||||
| ARPPMAU | $ | 106.99 | $ | 106.77 | ||||
| ARPMAU | $ | 4.08 | $ | 2.50 | ||||
| Day 1 retention rate for paying users(3) | 58.23 | % | 60.74 | % | ||||
| Day 7 retention rate for paying users(3) | 35.50 | % | 38.47 | % | ||||
| Day 30 retention rate for paying users(3) | 16.00 | % | 18.47 | % | ||||
| Day 1 retention rate for active users(4) | 6.15 | % | 5.86 | % | ||||
| Day 7 retention rate for active users(4) | 2.59 | % | 2.16 | % | ||||
| Day 30 retention rate for active users(4) | 1.00 | % | 0.85 | % | ||||
| Return on advertisement spend (“ROAS”) | 109.29 | % | 105.80 | % | ||||
| (1 | ) | “Gross in-game purchase amount” means the total in-purchase amounts, or top-ups paid by end-users for games on G123.jp platform. |
| (2 | ) | PMAUs and MAUs for each period represents the average number of PMAUs and MAUs across all the months of the respective period. |
| (3 | ) | Paying user retention rate is calculated by dividing the number of paying users who return to the same game on a specific day (e.g., Day 1, Day 7, or Day 30) and remain active for at least one minute by the number of users who made their first in-game purchase in that game on Day 0. Pay user retention rate is measured on a per-game basis and reflects whether the same paying user returns to the same game following their initial purchase activity. We track paying user retention rates on a per-game basis and monitor user retention for each subsequent day following a user’s initial in-game purchase. For each day in a given period, we calculate the platform-level paying user retention rate as the average of the paying user retention rates across all games on our platform. The overall platform paying user retention rate for the period is then determined by averaging these daily platform retention rates over all days in the respective period. |
| (4 | ) | Active user retention rate is calculated by dividing the number of users who return to the same game on a specific day (e.g., Day 1, Day 7, or Day 30) and remain active for at least one minute by the number of users who played that game for the first time on Day 0 and initiated gameplay by creating a character role on that day. Active user retention rate is measured on a per-game basis and only includes new users to that specific game. We track active user retention rates on a per-game basis and monitor user retention for each subsequent day following a user’s initial in-game purchase. For each day in a given period, we calculate the platform-level active user retention rate as the average of the active user retention rates across all games on our platform. The overall platform paying user retention rate for the period is then determined by averaging these daily platform retention rates over all days in the respective period. |
Glossary of Terms for Key Operating Metrics
| ? | “ARPDAU” are to average daily in-game purchase amount per daily active user during a given period, calculated by dividing the total in-game purchase amount in a given period generated on our G123.jp platform by the average number of daily active users, which is averaged over each day within the respective period, by further dividing the number of days in the respective period; |
| ? | “ARPPDAU” are to average daily in-game purchase amount per paying daily active user during a given period, calculated by dividing the total in-game purchase amount in a given period by the average number of paying daily active users, which is averaged over each day within the respective period, by further dividing the number of days in the respective period; |
| ? | “ARPMAU” are to average daily in-game purchase amount per monthly active user during a given period, calculated by dividing the total in-game purchase amount in a given period generated on our G123.jp platform by the average number of monthly active users, which is averaged over each month by further dividing by the number of months in the respective period; |
| ? | “ARPPMAU” are to average daily in-game purchase amount per paying monthly active user during a given period, calculated by dividing the total in-game purchase amount in a given period by the average number of paying monthly active users, which is averaged over each month by further dividing by the number of month in the respective period; |
| ? | “DAUs” are to daily active users, which is a performance indicator that captures the number of Active Users who accessed our G123.jp platform at least once during a 24-hour period. DAUs for a given period is the average DAUs across all days in the respective period, which is calculated by summing the number of DAUs for each day during the given period and dividing the total by the number of days in the respective period; |
| ? | “MAUs” are to monthly active users, which is a performance indicator that captures the number of Active Users who accessed our G123.jp platform at least once during the preceding 30-day period. MAUs for a given period is the average MAUs across all months in the respective period, which is calculated by summing the number of MAUs for each month during the given period and dividing the total by the number of months in the respective period; |
| ? | “PDAUs” are to paying daily active users, which is a performance indicator that captures the number of users who made at least one in-game purchase, and have spent at least one (1) minute on G123.jp platform during the preceding 24-hour period. PDAUs for a given period is the average PDAUs across all days in the respective period, which is calculated by summing the number of PDAUs for each day during the given period and dividing the total by the number of days in the respective period; |
| ? | “PMAUs” are to paying monthly active users, which is a performance indicator that captures the number of users who made at least one in-game purchase, and have spent at least one (1) minute on G123.jp platform during the preceding 30-day period. PMAUs for a given period is the average PMAUs across all months in the respective period, which is calculated by summing the number of PMAUs for each month during the given period and dividing the total by the number of months in the respective period; |
| ? | “ROAS” are to return on advertisement spending based on created users, calculated by dividing in-game purchase amount generated by created user divided by advertising expenses during the applicable period. Advertising expenses include all expenses recorded under advertising expenses in our financial statements during the applicable period, which consist primarily of paid media costs for online channels and ad placements that are directly attributable to digital marketing efforts aimed at acquiring new users. We exclude from our ROAS calculation the costs not classified as advertising expenses, including (i) compensation for marketing personnel, (ii) travel expenses and event-related costs, and (iii) general overhead, which are not considered advertising expenses under our accounting policies and are separately reported within the broader sales and marketing expenses line item in our financial statements. In-game purchases generated by created users reflect only spending by users acquired during the applicable period and exclude in-game purchases made by existing users. This differs from the gross in-game purchase amounts disclosed elsewhere, which represent total spending by all users on the platform; |
| CTW | ||||||||
| UNAUDITED CONDENSED CONSOLIDATED STATEMENTS OF COMPREHENSIVE (LOSS) INCOME | ||||||||
| (Amounts in | ||||||||
| For the Six Months Ended | ||||||||
| 2026 | 2025 | |||||||
| Revenue | $ | 40,932,347 | $ | 41,213,907 | ||||
| Cost and expenses: | ||||||||
| Cost of revenue | 13,876,078 | 9,942,740 | ||||||
| General & administrative expenses | 5,119,691 | 4,507,982 | ||||||
| Research & development expenses | 1,657,902 | 1,322,913 | ||||||
| Sales and marketing expenses | 22,027,806 | 25,982,034 | ||||||
| Total cost and expenses | 42,681,477 | 41,755,669 | ||||||
| (Loss) income from operations | (1,749,130 | ) | (541,762 | ) | ||||
| Other income | ||||||||
| Interest income, net | 333,453 | 282,507 | ||||||
| Foreign currency transaction gain | 260,296 | 221,056 | ||||||
| Other income | 499,078 | 292,677 | ||||||
| Other income, net | 1,092,827 | 796,240 | ||||||
| (Loss) income before income tax expense | (656,303 | ) | 254,478 | |||||
| Income tax provision (expense) | 504,937 | (384,307 | ) | |||||
| Net (Loss) income | (1,161,240 | ) | 638,785 | |||||
| Other comprehensive income | ||||||||
| Foreign currency translation adjustment | (249,230 | ) | (566,536 | ) | ||||
| Comprehensive (Loss) income | $ | (1,410,470 | ) | $ | 72,249 | |||
| Earnings per share | ||||||||
| Basic and Diluted* | $ | (0.02 | ) | $ | 0.01 | |||
| Weighted average number of ordinary shares | ||||||||
| Basic and Diluted* | 62,321,739 | 60,000,000 | ||||||
| * Retrospectively restated for effect of share reorganization (see Note 13) | ||||||||
| CTW | ||||||||
| CONDENSED CONSOLIDATED BALANCE SHEETS | ||||||||
| (Amounts in | ||||||||
| As of | As of | |||||||
| 2026 | 2025 | |||||||
| ASSETS | (Unaudited) | |||||||
| Current assets: | ||||||||
| Cash and cash equivalent | $ | 19,497,920 | $ | 12,208,630 | ||||
| Restricted cash | 129,741 | 160,620 | ||||||
| Accounts receivable, net | 1,625,129 | 1,410,083 | ||||||
| Deferred offering cost | — | 1,429,523 | ||||||
| Prepaid expenses and other current assets | 2,867,509 | 2,866,243 | ||||||
| Total current assets | 24,120,299 | 18,075,099 | ||||||
| Non-current assets: | ||||||||
| Property, plant and equipment, net | 1,198,179 | 1,098,679 | ||||||
| Prepaid royalties, net | 4,207,499 | 3,499,962 | ||||||
| Investments in films & television programs, net | 432,618 | 576,956 | ||||||
| Advance to game developer, net | 19,937,664 | 14,561,726 | ||||||
| Deferred tax assets, net | 62,968 | 49,067 | ||||||
| Rights-of-use assets, net | 7,415,273 | 6,782,354 | ||||||
| Other noncurrent assets | 4,916,847 | 1,858,413 | ||||||
| Total non-current assets | 38,171,048 | 28,427,157 | ||||||
| TOTAL ASSETS | $ | 62,291,347 | $ | 46,502,256 | ||||
| LIABILITIES AND SHAREHOLDERS’ EQUITY | ||||||||
| Current liabilities: | ||||||||
| Accounts payable | $ | 3,024,289 | $ | 2,377,279 | ||||
| Accrued advertising expenses | 3,916,206 | 475,099 | ||||||
| Tax payable | 462,404 | 293,482 | ||||||
| Lease liabilities - current | 4,343,563 | 2,728,326 | ||||||
| Accrued expenses and other current liabilities | 3,192,831 | 2,549,763 | ||||||
| Total current liabilities | 14,939,293 | 8,423,949 | ||||||
| Non-current liabilities: | ||||||||
| Lease liabilities - noncurrent | 3,142,682 | 4,222,089 | ||||||
| Deferred tax liabilities, net | 6,819,986 | 6,208,161 | ||||||
| Total non-current liabilities | 9,962,668 | 10,430,250 | ||||||
| Total liabilities | 24,901,961 | 18,854,199 | ||||||
| Shareholders’ equity | ||||||||
| Class A ordinary shares, par value | 5,040 | 4,800 | ||||||
| Class B ordinary shares, par value | 1,200 | 1,200 | ||||||
| Additional paid-in capital | 12,023,874 | 872,315 | ||||||
| Statutory reserve | 676,416 | 676,416 | ||||||
| Retained earnings | 30,701,099 | 31,862,339 | ||||||
| Accumulated other comprehensive loss | (6,018,243 | ) | (5,769,013 | ) | ||||
| Total Shareholders’ equity | 37,389,386 | 27,648,057 | ||||||
| TOTAL LIABILITIES AND SHAREHOLDERS’ EQUITY | $ | 62,291,347 | $ | 46,502,256 | ||||
| CTW | ||||||||
| UNAUDITED CONDENSED CONSOLIDATED STATEMENTS OF CASH FLOWS | ||||||||
| (Amounts in | ||||||||
| For the Six Months Ended | ||||||||
| 2026 | 2025 | |||||||
| CASH FLOWS FROM OPERATING ACTIVITIES: | ||||||||
| Net (loss) income | $ | (1,161,240 | ) | $ | 638,785 | |||
| Adjustments to reconcile net income to net cash provided by operating activities: | ||||||||
| Depreciation and amortization | 1,109,775 | 1,323,096 | ||||||
| Impairment of advance to game developers | 750,416 | 1,113,863 | ||||||
| Impairment of prepaid royalties | — | 278,747 | ||||||
| Amortization of right-of-use asset | 1,514,860 | 1,017,089 | ||||||
| Gain from disposal of property, equipment and software | — | (3,211 | ) | |||||
| Foreign currency exchange gain | (139,961 | ) | (65,249 | ) | ||||
| Deferred income tax expenses | 705,348 | (510,750 | ) | |||||
| Share-based compensation | 1,913,692 | — | ||||||
| Changes in operating assets and liabilities: | ||||||||
| Accounts receivable, net | (247,360 | ) | (352,211 | ) | ||||
| Prepaid expenses and other current assets, net | (261,481 | ) | 954,348 | |||||
| Advance to game developers, net | (6,193,386 | ) | (211,492 | ) | ||||
| Prepaid royalties, net | (1,198,137 | ) | (730,946 | ) | ||||
| Other non-current assets | (978,578 | ) | 15,369 | |||||
| Accounts payable | 713,339 | (494,929 | ) | |||||
| Accrued advertising expenses | 3,498,413 | 1,966,414 | ||||||
| Tax payable | 173,365 | (471,055 | ) | |||||
| Accrued expenses and other current liabilities | 1,055,017 | (711,989 | ) | |||||
| Operating lease liabilities | (1,604,380 | ) | (1,134,783 | ) | ||||
| Amount due to related parties | (30,706 | ) | (36,003 | ) | ||||
| Net cash (used in) provided by operating activities | (381,004 | ) | 2,585,143 | |||||
| CASH FLOWS FROM INVESTING ACTIVITIES | ||||||||
| Purchase of property and equipment | (604,817 | ) | (188,774 | ) | ||||
| Proceeds from disposal of property and equipment | — | 27,765 | ||||||
| Investments in films and television programs | (112,494 | ) | (107,648 | ) | ||||
| Investments in software | (2,101,942 | ) | — | |||||
| Advances to third-party loan | — | (410,000 | ) | |||||
| Net cash used in investing activities | (2,819,253 | ) | (678,657 | ) | ||||
| CASH FLOWS FROM FINANCING ACTIVITIES | ||||||||
| Proceeds from shareholder’s contribution | — | 27,848 | ||||||
| Proceeds from issuance of shares - IPO | 10,645,000 | — | ||||||
| Deferred offering cost | — | (667,720 | ) | |||||
| Net cash provided by (used in) financing activities | 10,645,000 | (639,872 | ) | |||||
| Effect of exchange rate changes | (186,332 | ) | (658,886 | ) | ||||
| Net change in cash, cash equivalents and restricted cash | 7,258,411 | 607,728 | ||||||
| Cash, cash equivalents and restricted cash, beginning of the period | 12,369,250 | 14,594,265 | ||||||
| Cash, cash equivalents and restricted cash, end of the period | $ | 19,627,661 | $ | 15,201,993 | ||||
| Cash, cash equivalent and restricted cash, end of the period | $ | 19,627,661 | $ | 15,201,993 | ||||
| Less: restricted cash, end of the period | 129,741 | 129,127 | ||||||
| Cash and cash equivalent, end of the period | $ | 19,497,920 | $ | 15,072,866 | ||||
| SUPPLEMENTAL DISCLOSURE OF CASH FLOW INFORMATION: | ||||||||
| Cash paid for income tax | $ | — | $ | 264,574 | ||||
| Cash paid for operating leases | $ | 1,450,936 | $ | 1,174,328 | ||||
| Supplemental disclosures of non-cash activities: | ||||||||
| Obtaining right-of-use assets in exchange for operating lease liabilities | $ | 2,282,775 | $ | 1,126,466 | ||||
| Offering costs charged against additional paid-in capital | $ | 1,107,209 | $ | — | ||||
CTW
(Amounts in
(unaudited)
Reconciliation to the most directly comparable
| For the Six Months Ended | ||||||||
| 2026 | 2025 | |||||||
| (Unaudited) | (Unaudited) | |||||||
| Net (loss) income | $ | (1,161,240 | ) | $ | 638,785 | |||
| Depreciation & amortization | 1,109,775 | 1,323,096 | ||||||
| Amortization of right-of-use asset | 1,514,860 | 1,017,089 | ||||||
| Interest income, net | (333,453 | ) | (282,507 | ) | ||||
| Income tax provision (benefit) | 504,937 | (384,307 | ) | |||||
| Impairment of advance to game developers | 750,416 | 1,113,863 | ||||||
| Impairment of prepaid royalties | — | 278,747 | ||||||
| Share-based compensation | 1,913,692 | — | ||||||
| Adjusted EBITDA (non-GAAP) | $ | 4,298,987 | $ | 3,704,766 | ||||
CTW has determined to supplement its consolidated financial statements, prepared in accordance with accounting principles generally accepted in
This non-GAAP disclosure has limitations as an analytical tool, should not be viewed as a substitute for Net Earnings (Loss) determined in accordance with
CTW
Segment Reporting
(Amounts in
| For the Six Months Ended | ||||||||
| 2026 | 2025 | |||||||
| (Unaudited) | (Unaudited) | |||||||
| Consolidated in-game purchases | $ | 48,603,849 | $ | 49,125,267 | ||||
| Less: Revenue share with game developers and IP holders | 8,186,251 | 9,453,531 | ||||||
| Transaction fee | 2,245,367 | 2,486,795 | ||||||
| Advertisement expense | 18,760,029 | 24,651,703 | ||||||
| Server cost directly related to hosting the games | 1,400,430 | 894,239 | ||||||
| Segment profits | 18,011,772 | 11,638,999 | ||||||
| Other operating expenses: | ||||||||
| Payroll and related cost | 7,698,199 | 4,025,616 | ||||||
| Share-based compensation cost | 1,913,692 | - | ||||||
| Lease expense | 1,451,104 | 1,101,375 | ||||||
| Depreciation and amortization expense (including prepaid royalties amortization) | 867,889 | 1,339,080 | ||||||
| Impairment expense | 892,534 | 1,392,610 | ||||||
| Recoup of advances made to game developers | 1,549,346 | 1,362,612 | ||||||
| Other cost of sales (1) | 2,325,095 | 805,784 | ||||||
| Other selling and marketing expenses (2) | 1,441,766 | 766,401 | ||||||
| Other general and administrative expenses (3) | 1,621,277 | 1,387,283 | ||||||
| Total other operating expenses | 19,760,902 | 12,180,761 | ||||||
| Loss from operation | (1,749,130 | ) | (541,762 | ) | ||||
| Interest income, net | 333,453 | 282,507 | ||||||
| Foreign Currency Transaction gain | 260,296 | 221,056 | ||||||
| Other income | 499,078 | 292,677 | ||||||
| (Loss) income before income tax | $ | (656,303 | ) | $ | 254,478 | |||
In
An operating segment is a component of the Group that engages in business activities from which it may earn revenues and incur expenses, and is identified on the basis of the internal financial reports that are provided to and regularly reviewed by the Group’s chief operating decision maker (“CODM”) in order to allocate resources and assess performance of the segment.
The management of the Group concludes that it has only one reporting segment. The Group provides game distribution and related services to game developers. The Group’s services have similar economic characteristics with respect to nature and form of the services provided. The Group’s chief operating decision maker has been identified as the Chief Executive Officer, who reviews Consolidated results when making decisions about allocating resources and assessing performance of the Group, rather than by geographic area; hence the Group has only one reporting segment. CODM reviews operation results on the consolidated in-game purchase amount, recoup of advances to game developers and revenue share with game developers and IP holders, advertising expenses, transaction fees, server cost directly related to the host of games, in-house payroll cost directly related to the art and design support services provided. The following table summarizes the operating results reviewed by CODM and reconciliation to net income as reported in the consolidated statement of comprehensive income.
Source: CTW
