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Koei Tecmo sales jump 7.8% in 2022 to hit $589m

Throughout the fiscal year, the publisher sold over 9 million game units worldwide

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Games firm Koei Tecmo saw its net sales reach $588.5 million throughout the fiscal year of 2022.

Here's what you need to know for the financial earnings from April 1, 2022, to March 31, 2023:

The Numbers

  • Net sales: $588.5 million (¥78.4 billion), up 7.8% year-on-year
  • Net profit: $231 million (¥30.9 billion), down 12.5% year-on-year
  • Entertainment division sales: $554 million (¥74 billion), up 7.4% year-on-year

Koei Tecmo's Entertainment division is broken down into console, online/mobile, and events and goods sub-segments:

  • Console: $282 million (¥37.5 billion), up 15.7% year-over-year
  • Online/Mobile: $265 million (¥35.3 billion), down 0.5% year-over-year
  • Events and Goods: $8.25 million (¥1.1 billion), up 22.2% year-over-year

The Highlights:

Koei Tecmo sold 9.64 million units globally throughout the fiscal year of 2022, up 18.6% year on year.

Throughout the year, the publisher released titles such as Atelier Ryza 3: Alchemist of the End & the Secret Key, and Fatal Frame: Mask of the Lunar Eclipse. Towards the tail end of the fiscal year, the games firm released Wild Hearts and Wo Long: Fallen Dynasty.

While Koei Tecmo didn't provide sales figures for both, executive vice president Hisashi Koinuma said they were priority titles for the firm's third medium-term management plan. The plan, covering the fiscal years of 2022 to 2024, outline projected sales and priority goals such as a new IP reaching five million copies sold.

In terms of overall game sales, Japan made up 49% of Koei Tecmo's game sales as it pulled in ¥38.4 billion ($288 million). Whereas overseas markets made up 51% with ¥40 billion ($300 million).

Looking ahead, the games firm said that for the fiscal year of 2023, revenue would hit ¥95 billion ($713 million), up 21% year over year.

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Jeffrey Rousseau

Staff Writer

Jeffrey Rousseau joined GamesIndustry.biz in March 2021. Based in Florida, his work focused on the intersectionality of games and media. He enjoys reading, podcasts, staying informed, and learning how people are tackling issues.