Excluded from today's screen — already covered in the last 7 days.
| Company | Researched on |
|---|---|
| TOHO CO LTD (9602) | 2026-04-29 |
| NINTENDO CO LTD (7974) | 2026-05-01 |
| GMO INTERNET INC (4784) | 2026-04-30 |
| SONY GROUP CORPORATION (6758) | 2026-05-02 |
| ZOZO INC (3092) | 2026-05-03 |
| BANDAI NAMCO HOLDINGS INC (7832) | 2026-05-04 |
| Company | Opportunity | Core moat damage | Rationale |
|---|---|---|---|
| AIR WATER INC (4088) | 3 | 6 | Installed-base gas moats remain, but procurement credibility, financial flexibility, and especially the M&A integration engine are meaningfully impaired; payoff stays concave until clean remediation is proven. |
| FUJITSU (6702) | 5 | 4 | Japan services switching costs and scale look intact, but the UK Horizon overhang creates open-ended liability and reputational risk that caps asymmetry despite a resilient domestic core. |
| MITSUBISHI MOTOR CORP (7211) | 2 | 7 | ASEAN scale and dealer economics are being structurally weakened by BEV-led competition, policy shifts, and underutilization; downside is self-reinforcing and upside needs several external breaks. |
| ASAHI GROUP HLDGS (2502) | 4 | 4 | Brand power is largely intact, but Japan distribution and shelf/tap access have been disrupted by the cyberattack, with uncertain share recapture costs and delayed disclosure keeping the setup concave. |
| TOKYO METRO CO LTD (9023) | 6 | 1 | The core monopoly network is undamaged and renewal capex is moat-preserving; downside is bounded, but upside is mostly gradual and regulated rather than sharply convex. |
| WEST JAPAN RAILWAY CO (9021) | 5 | 1 | Exclusive rail corridors and station ecosystems remain intact, yet structural cost inflation and limited fare flexibility make earnings recovery slower and more linear than truly asymmetric. |
| M3 INC (2413) | 6 | 3 | The Japan physician platform moat appears intact and under-monetized, but repeated weakness in low-moat adjacencies and capital allocation drift keep the group-level payoff only mildly attractive. |
| ANGES INC (4563) | 1 | 10 | The key evidence and regulatory moat around Collategene has been broken by failed reproducibility, recall, and partner loss; financing and credibility loops make the downside open-ended. |
| V-CUBE INC (3681) | 1 | 9 | The only meaningful moat in domestic Event DX is structurally compromised by going-concern risk, delisting, and impaired trust, while Telecube's moat is effectively gone. |
| SUBARU CORPORATION (7270) | 5 | 2 | Brand loyalty and dealer reach remain intact, and localization could unlock margin recovery, but tariffs and EV/compliance disadvantages can still compound before the repair is visible. |
| SEKISUI CHEMICAL CO (4204) | 4 | 4 | Core materials and housing moats are intact, but diagnostics shows structural weakness and the higher fixed-cost base makes near-term downside more likely than a clean snapback. |
| TOKYU CORP (9005) | 6 | 1 | Rail corridor control and Shibuya scarcity remain fully intact, with hard-asset backing and recurring cash flows limiting downside, though value realization is delayed by cost inflation and long project timelines. |
| KOEI TECMO HOLDINGS CO LTD (3635) Selected | 7 | 2 | IP, development capability, and partnership assets remain intact; current pressure is mainly slate timing, mobile weakness, and cost absorption, while hit-driven operating leverage still offers the best convex upside in the set without obvious balance-sheet stress. |
| REVOLUTION CO LTD (8894) | 1 | 8 | Trust, network effects, and funding credibility in the crowdfunding platform have been materially damaged by suspension and control failures, creating non-linear downside and slow rebuild dynamics. |
| AGORA HOSPITALITY GROUP CO LTD (9704) | 2 | 6 | The moat was modest to begin with, and leverage, weak cash conversion, and portfolio shrinkage create a fragile, concave setup with little durable competitive protection. |
Why this company was selected: 3635 offers the best risk-adjusted asymmetry across the group: core moat damage is low, problems are mostly cyclical or execution-timed rather than structural, and successful title cadence can re-expand earnings non-linearly on a fixed-cost base. Compared with the safer rail names, upside is more convex; compared with M3, Fujitsu, Subaru, and Asahi, it carries fewer regulatory, liability, or trust-destruction tail risks.
Koei Tecmo is a Japanese video-game publisher and developer built around long-lived franchises such as Nobunaga’s Ambition, Romance of the Three Kingdoms, Warriors, Atelier, and Nioh. It is economically a content company with a small side business in amusement facilities and real estate, plus an unusually large financial-asset portfolio at the holding-company level.
The latest clean official annual base is FY2025, the year ended March 2025. More recent data comes from the company’s April 27, 2026 full-year earnings release for the year ended March 2026. That release is official company disclosure, but it is still unaudited; the annual securities report was scheduled for June 19, 2026. Current share price and market capitalization below are market-data estimates from early May 2026.
| Metric | Value | What it means |
|---|---|---|
| Market cap | About ¥520bn | Market-data estimate at roughly ¥1,550/share |
| Net cash / (net debt) | Clearly net cash; about ¥113bn of net cash-like assets | Cash equivalents plus marketable securities, with no evident year-end debt; broader net financial assets after all liabilities were about ¥176bn in the FY2026 preliminary balance sheet |
| Net income (TTM) | ¥42.8bn | FY2026 preliminary full-year result, unaudited |
| P/E | About 12x TTM; about 16x on FY2027 guidance | The TTM number flatters quality because FY2026 included unusually strong non-operating portfolio gains |
| Revenue CAGR | About 8% | FY2021 to FY2026 preliminary |
| Net income CAGR | About 8% | FY2021 to FY2026 preliminary; EPS growth is flatter because share count rose after the September 2025 treasury-share disposal |
What actually drove growth was concrete, not abstract. First, the console/PC slate got much stronger: in the year ended March 2026, console/PC revenue rose from ¥39.5bn to ¥46.9bn and unit sales rose from 7.6m to 14.1m. Second, Koei Tecmo keeps monetizing IP in layers: sequels, downloadable content, collaborations, and royalties. That makes the revenue base more resilient than a pure one-shot boxed-game model.
Owner earnings sanity check, using the FY2026 preliminary full year: net income was ¥42.8bn. Subtract estimated sustaining capex of roughly ¥2-3bn, then subtract a working-capital build of roughly ¥5-6bn, and rough owner earnings come out around ¥35bn. I do not use the full FY2026 physical capex number because that year included a large office and property step-up; for a software-IP business, sustaining capex is much closer to depreciation than to one-off expansion spend. On today’s market cap, that is an owner-earnings yield of roughly 6.5-7%.
That is meaningfully lower than the headline P/E implies. The reason is simple: FY2026 bottom-line benefited from volatile securities-related gains, while receivables also consumed cash. For capital efficiency, the record remains strong: ROE has mostly sat around 19-23% in recent years, and the latest audited ROIC was about 19%. Incremental capital inside the entertainment business has earned high returns; at the group level, however, not all capital is being reinvested into high-return game projects because a large part sits in cash and securities. This is a good business, but not a pure compounder.
The economics are very concentrated. Despite the holding-company label, Koei Tecmo is overwhelmingly a game publisher.
| FY2026 preliminary segment data | Revenue | Operating profit | Comment |
|---|---|---|---|
| Entertainment | ¥82.5bn | ¥36.6bn | About 93% of sales and essentially all operating profit |
| Amusement | ¥4.8bn | ¥0.8bn | Small support business |
| Real estate | ¥1.3bn | ¥0.3bn | Stable but immaterial to the thesis |
| Other | ¥0.4bn | (¥0.6bn) | Includes venture-capital type activity |
| Total | ¥88.4bn | ¥37.2bn | FY2026 preliminary, unaudited |
Within entertainment, the mix in the year ended March 2026 was roughly ¥46.9bn from console/PC and ¥34.3bn from online/mobile, with the balance from events, goods, and related IP activity. About 70% of console/PC unit sales were overseas. That matters: this is not just a domestic nostalgia publisher. It has genuine export reach, even if its strongest brands remain more niche than the biggest global franchises.
Profits actually come from three places. First, owned series generate repeat monetization across sequels, remasters, add-ons, and back-catalog digital sales. Second, collaborations and IP licensing add a high-margin layer on top of internally developed titles. Third, the balance sheet itself contributes to reported bottom-line through interest, securities income, and portfolio turnover. That third bucket is important because ordinary profit is materially higher than operating profit; in FY2026 preliminary results, the gap was about ¥19.8bn.
Why has this been a good business? Mainly because of low capital intensity, a deep back catalogue, and specialized IP that can be extended across formats and collaborations. The moat is not switching costs. Players do not have to stay. The moat is time: decades of genre know-how, franchise familiarity, and partner relationships that are hard to recreate quickly. That moat is real, but it is narrower than the broad mass-market moats of the strongest global publishers.
Requested section 2 — why the stock is near a 52-week low.
In plain terms, the stock has been hit by both share-supply pressure and forward-earnings skepticism. Recent market prices around ¥1,500-1,600 put it roughly 35-40% below the prior 12-month high near ¥2,545 and close to the low end of the range.
The first hit came in September 2025. Koei Tecmo disposed of treasury shares and combined that with a secondary offering to satisfy Tokyo Stock Exchange Prime Market free-float requirements and raise growth capital. This was not distress financing, but it still increased effective share supply, removed scarcity value, and created an overhang. Free float rose from 29.9% at March 2025 to above 37% after the transaction.
The second hit was operational. The first half of the year ended March 2026 was weak: sales fell 11.4% year on year to ¥35.2bn and operating profit fell 23.1% to ¥10.7bn as releases were back-end loaded and online/mobile was softer. The company recovered strongly in the fourth quarter and finished FY2026 with record sales, ordinary profit, and net profit. But the April 2026 outlook for FY2027 then told investors to look through that recovery: revenue up only 1.8%, operating profit down 13.9%, net profit down 27.6%, and the dividend down from ¥66 to ¥48.
So the market is worrying about four things at once: the September 2025 supply event, the hit-driven nature of the release slate, rising labor and development costs, and the fact that a meaningful part of recent bottom-line strength came from the securities portfolio rather than purely from games.
Requested section 3 — what the market is currently pricing in.
(a) One-time / cyclical / sentiment-driven factors
(b) Medium-term business headwinds
(c) Potential long-term structural threats
Requested section 4 — reality check vs. market narrative.
| Concern | What the narrative says | Reality check with multi-year data | Verdict |
|---|---|---|---|
| Core business is stalling | The pipeline is weakening and the franchises are aging out. | Revenue was ¥72.8bn in FY2022, ¥78.4bn in FY2023, ¥84.6bn in FY2024, ¥83.2bn in audited FY2025, and ¥88.4bn in FY2026 preliminary. Entertainment revenue rose from ¥78.1bn to ¥82.5bn in the latest year, while console/PC revenue rose from ¥39.5bn to ¥46.9bn. | Not consistent with a broken core. |
| Margins are being crushed by cost inflation | More people and bigger projects will permanently impair economics. | Employment costs rose from ¥24.5bn to ¥26.8bn in FY2026, and headcount rose from 2,531 to 2,684 to 2,835 over the last three years. Yet operating margin moved from 33.7% in FY2024 to 38.6% in FY2025 and 42.0% in FY2026 preliminary. | Costs are real, but current evidence still shows elite economics. |
| Dilution damaged per-share value and balance-sheet quality | The Prime-market fix signaled weakness. | Treasury shares fell from 20.2m to 2.0m after the disposal, so the per-share effect is real. But cash equivalents rose from ¥22.6bn to ¥59.3bn, net assets rose from ¥189.4bn to ¥272.5bn, and EPS still increased from ¥119.14 to ¥131.77. | The transaction hurt optics and scarcity, not solvency. |
| Profits are mostly financial engineering | Reported earnings are not trustworthy. | This concern is partly right. The ordinary-profit minus operating-profit gap was ¥17.9bn in FY2025 and ¥19.8bn in FY2026 preliminary. But operating profit itself still rose from ¥32.1bn to ¥37.2bn. | Profit quality deserves a discount; the core operating engine still improved. |
| Online/mobile weakness means the recurring layer is breaking | The stickier part of the model is eroding. | Online/mobile revenue did fall from ¥37.6bn to ¥34.3bn, but cumulative downloads still rose from 165.8m to 171.4m. Total entertainment revenue still grew because console/PC more than offset the softness. | Headwind, yes. Structural collapse, no. |
Requested section 5 — structural vs. non-structural diagnosis.
| Structural concern | Damaged mechanism | Reversible within 3 years? | Classification |
|---|---|---|---|
| Failure to create more globally scaled IP beyond existing niches | The franchise-creation engine and long-term growth ceiling | Only partly. Big-title development cycles are multi-year, and brand creation cannot be repaired on demand. | Real structural but survivable. It limits upside more than it threatens the current franchise base. |
| Dependence on platform owners and external IP partners | Distribution economics and bargaining power | No, not fully. This is industry structure, not a temporary setback. | Real structural but survivable. It reduces autonomy, but collaborations are also one of Koei Tecmo’s strengths. |
| Volatile bottom-line from treasury and securities gains | Earnings quality and valuation confidence, not player demand | Yes. This can be repaired immediately by cleaner analysis and more conservative valuation. | Not truly structural. It does not damage the core value-creation mechanism. |
| Softness in online/mobile | The recurring-revenue layer | Probably yes. New launches, licensing, and mix shifts can repair it within a normal product cycle. | Not truly structural. It is a real headwind, but current evidence does not show moat erosion. |
The diagnosis is mostly TIME, not ESSENCE. What has been damaged is near-term confidence in the earnings base and the per-share story, not the company’s ability to monetize its existing IP catalogue. The real essence risk is narrower: Koei Tecmo still has to prove it can create more globally scaled franchises rather than merely run an excellent niche franchise portfolio.
Requested section 6 — time-as-a-moat test.
This is why the moat is real but moderate. It is a time-and-IP moat, not a switching-cost moat.
Requested section 7 — moat & mispricing score: 6/10. The market is directionally right to discount FY2026’s unusually strong non-operating gains and to remain skeptical of a hit-driven publisher with a higher cost base. Where it goes too far is in treating the core operating business as if it is rolling over, when operating profit, console/PC revenue, and balance-sheet strength all improved meaningfully into FY2026. The mispricing exists, but it is modest, not dramatic.
I value Koei Tecmo on operating owner earnings plus net financial assets, not on headline net income. That matters because capitalizing FY2026’s portfolio-assisted earnings at a business multiple would overstate intrinsic value. In the framework below, net financial assets are based on the FY2026 preliminary balance sheet and are haircuted by case to avoid treating every yen of securities value as pristine excess cash.
| Case | Operating owner earnings base | Required equity yield | Implied operating value | Net financial assets adjustment | Equity value | Value per share | Vs. current ~¥1,550 |
|---|---|---|---|---|---|---|---|
| Bear | ¥23bn | 8.5% | ¥271bn | ¥160bn | ¥431bn | ~¥1,290 | ~17% downside |
| Base | ¥27.5bn | 7.0% | ¥393bn | ¥170bn | ¥563bn | ~¥1,685 | ~9% upside |
| Bull | ¥30bn | 6.0% | ¥500bn | ¥180bn | ¥680bn | ~¥2,035 | ~31% upside |
Per-share values use roughly 334.1m current shares outstanding excluding treasury shares; small option dilution is ignored. This is an intrinsic value estimate, not a price target.
On today’s roughly ¥520bn equity value, the stock implies about a 6.5-7% consolidated owner-earnings yield on my rough FY2026 owner-earnings estimate of about ¥35bn. More revealingly, after crediting the balance sheet for roughly ¥176bn of net financial assets from the FY2026 preliminary balance sheet, the market is valuing the operating business at only about ¥340bn. Against normalized operating owner earnings of roughly ¥27-28bn, that implies an 8% yield on the core business. I think that is a bit too high for a debt-free, high-margin IP owner. My base case asks for closer to a 7% yield, which gets me to roughly ¥563bn of equity value, or about ¥1,685/share.
So the market is not missing a hidden giant. It is undercrediting a resilient niche franchise house with a fortress balance sheet by roughly ¥40bn of equity value, or about ¥130/share, in a base case. That is enough to matter, but not enough to call this a clear-cut bargain.
| Item | Value | Type | Comment |
|---|---|---|---|
| Latest clean annual base | FY2025 ended Mar. 2025 | Audited annual data | Revenue ¥83.2bn, operating profit ¥32.1bn, net income ¥37.6bn |
| More recent full-year data | FY2026 ended Mar. 2026 | Official company disclosure, unaudited | Released Apr. 27, 2026. Revenue ¥88.4bn, operating profit ¥37.2bn, net income ¥42.8bn. Securities report scheduled Jun. 19, 2026 |
| Current market value | About ¥520bn; about ¥1,550/share | Market-data estimate | Used only for current valuation; vendor prints vary by timing |
| Net cash-like assets | About ¥113bn | Derived from FY2026 preliminary balance sheet | Cash equivalents plus marketable securities, less no evident year-end debt |
| Broader net financial assets | About ¥176bn | Derived from FY2026 preliminary balance sheet | Cash, securities, and investment securities less total liabilities; used in SOTP valuation with haircuts |
| FY2027 outlook | Revenue ¥90bn, operating profit ¥32bn, net income ¥31bn, DPS ¥48 | Company guidance / management update | This is what the stock is currently trading against, not just FY2026 |
| Owner earnings | About ¥35bn | My estimate | FY2026 preliminary net income less estimated sustaining capex and working-capital build |
| Operating owner earnings used in valuation | ¥23bn / ¥27.5bn / ¥30bn | My estimates | Used to avoid capitalizing volatile securities-related gains as if they were core operating earnings |
| Final diagnosis | Mostly TIME, not ESSENCE | Judgment | The current damage is to sentiment, timing, and earnings quality perception; the live structural risk is the ceiling on global IP creation, not the survival of the current franchise base |
The bottom line is straightforward. Koei Tecmo is a high-quality, asset-rich niche publisher with better core economics than the stock price implies, but the stock is not absurdly cheap once you haircut portfolio-assisted earnings and acknowledge the limits of the moat. I see it as fair to slightly undervalued, with the case resting more on resilience and balance-sheet strength than on explosive growth.
CoffeeAnd — 52-week low lens