← Back to 52-Week Low Lens

CAPCOM CO LTD

Companies not considered today (recently researched)

Excluded from today's screen — already covered in the last 7 days.

CompanyResearched on
TOKYO METRO CO LTD (9023)2026-06-05
DAIICHI SANKYO COMPANY LIMITED (4568)2026-06-06
SKYLARK HOLDINGS CO LTD (3197)2026-06-07
EUGLENA CO LTD (2931)2026-06-08
NTT INC (9432)2026-06-09
JFE HOLDINGS INC (5411)2026-06-10

Companies considered by the decision LLM

CompanyOpportunityCore moat damageRationale
ONCOTHERAPY SCIENCE INC (4564) Smart Money26No established moat exists today; burn, falling license income, and patent-time decay make the equity more dilution-driven than catalyst-driven.
SOLASIA PHARMA K K (4597)18China pricing compression and partner instability directly impair the economics of its narrow licensing moat; upside is mostly timing recovery, not durable improvement.
METAPLANET INC (3350)19Its core advantage was premium-to-NAV financing, and that engine now looks structurally broken; shareholders face bitcoin volatility, discount persistence, and dilution.
HEALIOS KK (4593)37Stroke failure and manufacturing-partner loss materially weakened moat formation; ARDS still offers optionality, but the path is capital-heavy and multi-step.
CAICA DIGITAL INC (2315)25There was little moat to begin with, and governance scars plus weak differentiation reduce the odds of a clean rerating.
WISE HOLDINGS CO LTD (5955)62The underlying distribution/customer-stickiness moat appears intact, and recent pressure may be margin timing rather than structural damage; upside needs confirmation.
GMO INTERNET INC (4784)63Core internet infrastructure remains durable and recurring, but GPU capex risk and parent-related share overhang keep the setup only moderately asymmetric.
MODALIS THERAPEUTICS CORP (4883)26The science is not disproven, but patent-life erosion and price-adjusted dilution make per-share outcomes increasingly path-dependent and less convex.
CAPCOM CO LTD (9697) Selected92Franchise IP, engine/process advantages, and catalog economics remain intact; the reset appears driven by expectations and cost timing rather than moat erosion.
S CRYPTO ENERGY INC (5721)16No real moat is present, and dilution plus crypto-linked volatility structurally reduce the chance of building one; upside depends on exogenous markets.
EISAI CO LTD (4523)55Leqembi IP remains valuable, but reimbursement friction and Lenvima erosion narrow the economic moat; upside is meaningful but gated by several operational and policy steps.
SYSTEMSOFT CORPORATION (7527)27Scale, customer embeddedness, and credibility have all weakened from a smaller base; recovery requires rebuilding a moat, not merely waiting for timing normalization.
REMIXPOINT INC (3825)25There is little proven moat, and the mix of crypto exposure, energy retail volatility, and early-stage storage creates compounding downside without clear protection.
ABC CO LTD (8783)16No established moat is visible, while warrant-heavy financing and negative cash generation cap upside and preserve substantial dilution risk.
MEDINET CO LTD (2370)37Process know-how still exists, but underutilization and counterparty fragility are actively eroding its narrow relationship moat; upside is too financing-dependent.

Why this company was selected: 9697 offers the best risk-adjusted asymmetry in this set: the moat is still strong and visible, the recent disappointment looks largely time-based rather than structural, and the company does not rely on fragile financing or speculative moat formation to earn a rerating.

Company Overview

Capcom is a Japanese game publisher and IP owner best known for Resident Evil, Monster Hunter, and Street Fighter. It is not a speculative turnaround. It is a profitable, net-cash, franchise-driven publisher whose stock has derated because investors stopped treating it as execution-proof. The latest clean filed annual base in the structured annual dataset is FY2025. More recent FY2026 full-year numbers were officially announced on May 13, 2026, and audited financial statements were circulated for the June 18, 2026 AGM, but the FY2026 securities report was scheduled for filing on June 16, 2026 and was not yet in the structured annual filing dataset at the time of this analysis. I therefore use FY2025 as the latest filed annual base, FY2026 full-year company results as the latest official operating update, and June 10, 2026 market data for the stock.

Core metricValueStatus
Market capitalization~¥1.19 trillionMarket data, June 10 2026
Net cash~¥98 billionFY2026 full-year results announcement, after lease liabilities
Net income, TTM¥54.6 billionFY2026 full-year results announcement
Current P/E~21.9xCurrent price versus FY2026 EPS of ¥130.5
Normalized P/E~22-24xMy estimate on normalized earnings
Revenue CAGR~15.7% over FY2020-FY2025Audited annual data
Net income CAGR~24.9% over FY2020-FY2025; ~14% over FY2022-FY2025Audited annual data
ROE / ROICROE ~23%-24%; conservative ROIC comfortably above 25%Mainly audited annual data

Growth. Capcom’s growth has been driven by two things, not ten. First, it has built a digital catalog machine: old titles keep selling for years at high incremental margins. Second, it has maintained a disciplined cadence of premium flagship releases and remakes using a small number of globally recognized IP. Company updates show total game unit sales rose from 51.87 million in FY2025 to 59.07 million in FY2026, while catalog units rose from 39.49 million to 49.46 million. That is the core flywheel.

Owner earnings sanity check. If you take FY2026 literally, the bridge is: net income of ¥54.6 billion, less sustaining capex of roughly ¥6 billion, less working-capital drag of roughly ¥16 billion, mainly deferred-revenue unwind and higher game work-in-progress, which gives only about ¥33 billion of owner earnings. That looks much worse than the P/E. The reason is timing, not obvious economic damage. A more usable normalized owner-earnings range is roughly ¥45-50 billion, implying an owner-earnings yield of about 3.8%-4.2% at today’s market cap. So yes, owner earnings are meaningfully weaker than headline P/E suggests, but mostly because Capcom’s revenue and working capital swing around title launches and DLC deferrals.

Capital efficiency. This remains a high-return business. Audited ROE has stayed around 23%-24% for four years. Incremental capital also still looks productive: from FY2021 to FY2025, audited R&D roughly doubled from ¥25.4 billion to ¥49.5 billion, employee count rose from 3,152 to 3,766, and operating profit still rose from ¥34.6 billion to ¥65.8 billion. That is not what a weakening franchise looks like.

How the Company Makes Money

The segment labels overstate diversification. Economically, Capcom is a Digital Contents company with some adjacent monetization businesses. The essence is selling console and PC games, then re-selling the same IP over a very long period through digital storefronts, remakes, ports, DLC, licensing, mobile tie-ins, and esports.

FY2025 audited segmentRevenueOperating profitWhat it means
Digital Contents¥125.1 billion¥65.2 billionThe real business: premium games, catalog, DLC, mobile, digital licenses
Arcade Operations¥22.8 billion¥2.4 billionUseful cash generator and brand outlet, but not the moat
Amusement Equipments¥15.6 billion¥6.7 billionPachislot and related equipment; profitable, but more cyclical

That FY2025 segment table makes the point: Digital Contents was 73.8% of revenue and effectively funded the whole group. If Digital Contents weakens, the investment case weakens. If Arcade or pachislot weaken, the thesis is dented but not broken.

Where do profits actually come from? Mostly from three things: premium new releases, high-margin digital catalog sales, and recycling successful IP across formats. In the FY2026 company update, Digital Contents sales reached ¥144.2 billion and operating profit ¥70.6 billion. Consumer digital sales rose from ¥103.6 billion in FY2025 to ¥125.6 billion in FY2026, while package sales fell from ¥18.0 billion to ¥16.2 billion. This is exactly the mix shift you want.

Why has this been a good business? Not because players are locked in. There are basically no switching costs in the normal software sense. The moat is different: brand memory, development craft, sequels and remakes with proven demand, an internal engine and toolchain, and a deep catalog whose digital marginal cost is close to zero. Capcom has made itself less hit-driven than most publishers by building a catalog machine. It has not made itself non-hit-driven.

A final quality point matters: Capcom still appears to earn high returns on incremental capital. Digital Contents operating profit rose from ¥37.0 billion in FY2021 to ¥65.2 billion in FY2025, while digital segment capex stayed modest. That is the signature of a strong IP owner rather than a capital-hungry studio treadmill.

Why the Stock Fell

The stock has fallen from a 52-week high of about ¥5,015 to roughly ¥2,850, essentially sitting on the 52-week floor of around ¥2,800. In plain terms, the market has gone from viewing Capcom as a premium compounding IP machine to viewing it as a good but more fragile hit-driven publisher.

The key break came after the July 2025 quarter. Capcom’s Q1 FY2026 report showed that Monster Hunter Wilds, despite an enormous launch, sold only about 477,000 units in the April-June quarter, and management itself described sales as soft. Investors read that as evidence that the company’s most important franchise had weaker long-tail retention than expected, partly because of PC performance complaints and post-launch engagement issues. The stock then kept derating because once a premium multiple is broken, later good results no longer get full credit. That is why even record FY2026 profits, an April 2026 upward revision, and strong post-period product updates did not restore the old peak valuation.

What the Market Is Assuming

Below, FY2025 figures are audited annual data. FY2026 figures are the May 2026 full-year company results announcement. The market appears to be pricing the following:

ConcernReality check versus the narrativeRead-through
The overall engine is brokenRevenue rose from ¥152.4 billion in FY2024 to ¥169.6 billion in FY2025 and ¥195.4 billion in FY2026. Net income rose from ¥43.4 billion to ¥48.5 billion to ¥54.6 billion.The company-level engine is still growing.
Catalog sales have lost their powerCatalog unit sales rose from 39.49 million in FY2025 to 49.46 million in FY2026. Consumer digital sales rose from ¥103.6 billion to ¥125.6 billion. Digital units reached 93% of volume in FY2026.This is the opposite of a broken catalog flywheel.
Costs are crushing margins and returnsAudited R&D rose from ¥25.4 billion in FY2021 to ¥49.5 billion in FY2025, yet operating margin stayed around 37.5%-38.8% in FY2024-FY2026 and ROE stayed around 23%-24%.Cost inflation is real, but current evidence does not show economic impairment.
Cash flow deterioration means balance-sheet stressOperating cash flow moved from ¥36.9 billion in FY2024 to ¥67.6 billion in FY2025 and down to ¥31.4 billion in FY2026, but equity ratio improved to 78.8% and net cash remained around ¥100 billion.Cash conversion is volatile, not fragile.
Capcom cannot create new IP anymorePost-period company updates matter here: PRAGMATA, a new IP launched in April 2026, passed 2 million units in 16 days.New IP capability still exists. One success does not erase concentration risk, but it disproves creative exhaustion.
Steam and PC dependence are imaginaryLatest disclosed customer concentration shows Valve at 21.5% of sales in FY2024 and 31.1% in FY2025. PC accounted for 54.5% of digital unit sales in FY2026 versus about 33% in FY2022.This risk is real and rising.

Temporary or Structural?

The central diagnosis is TIME, not ESSENCE. Capcom’s value-creation mechanism is still the same and still functioning: invest in a narrow set of elite action IP, monetize new releases globally, and then harvest a long digital tail. What has been damaged is investor confidence in the smoothness of that engine, not the existence of the engine itself.

Structural concernDamaged mechanismDoes it damage core value creation?Reversible within 3 years?Classification
Monster Hunter Wilds launch-quality and retention wobbleLong-tail sell-through on one flagship titleNo. One title’s tail weakened, but company-wide catalog and other franchises still grew.Yes. Patches, DLC, pricing, and the next release cycle can repair much of it.(c) Not truly structural
Franchise concentration in Monster Hunter, Resident Evil, and Street FighterDiversification of earnings and release slatePartly. This is a real structural feature of the business.Partly. New IP and broader cadence can reduce dependence, but not eliminate it fast.(b) Real structural but survivable
Steam / PC platform dependenceDistribution bargaining power and platform economicsNot yet, but it increases future take-rate and discovery risk.Only partly. Multi-platform helps, but PC gravity is clearly increasing.(b) Real structural but survivable
AAA cost inflation and talent arms raceDevelopment ROI and release cadenceNot on present evidence. Margins and returns are still high.Yes, if Capcom’s tools, hiring, and production discipline continue to work.(c) Not truly structural

Time-as-a-moat test.

Rebuild horizon with ~¥1.19tn of cashCould you realistically rebuild a comparable business?What still blocks you
2 yearsNoCapcom itself says major game development cycles take more than two years. You would have no proven IP, no catalog, no community, no sequel trust, and no release muscle.
5 yearsStill unlikelyYou could buy studios and technology, but not recreate Resident Evil, Monster Hunter, Street Fighter, their fan trust, or Capcom’s remake-and-sequel craftsmanship.
10 yearsYou could build a good publisher, but probably not Capcom’s equivalentWhat remains hard to copy is time: decades of brand equity, internal development culture, engine know-how, catalog data, and global digital monetization of old hits.

Is the Market Wrong? By How Much?

Moat & mispricing score: 7/10. The market is getting the essence question too negative. The evidence still shows a strong catalog flywheel, elite margins, high returns on capital, and a fortress balance sheet. What the market is not wrong about is that Capcom remains exposed to hit risk and is more concentrated than a true platform company. So this is not a panic bargain. It is a high-quality franchise business that looks fair to moderately cheap after a sentiment-driven derating.

This valuation is FY2026-results-announcement-based, cross-checked against FY2025 audited segment economics and June 10, 2026 market data. I do not value Capcom on literal FY2026 owner earnings because deferred-revenue and work-in-progress timing made that number unusually harsh. I value it on normalized earnings and then add net cash.

CaseNormalized earnings baseRequired equity yieldNet cash adjustmentImplied equity valueImplied value per shareUpside / downside vs ~¥2,850
Bear¥48 billion5.25%+¥98 billion~¥1.01 trillion~¥2,420~-15%
Base¥55 billion4.50%+¥98 billion~¥1.32 trillion~¥3,150~+11%
Bull¥60 billion4.00%+¥98 billion~¥1.60 trillion~¥3,820~+34%

In yen terms, the current market cap of about ¥1.19 trillion implies roughly a 4.6% earnings yield on FY2026 reported net income. On my normalized owner-earnings range, the implied yield is lower, about 3.8%-4.2%, because FY2026 cash conversion was noisy. My base case effectively asks for about a 4.5% normalized earnings yield. That is why I see a gap, but not a canyon. The market is wrong mainly in treating one franchise wobble as structural proof that Capcom’s moat is eroding. It is not wrong to demand a discount for concentration and platform dependence.

Intrinsic value range, not a price target: roughly ¥1.01-¥1.60 trillion of equity value, or about ¥2,420-¥3,820 per share, with a base case near ¥1.32 trillion or ¥3,150 per share.

Key Facts, Estimates, and Judgments

One mechanical point matters: Capcom’s large treasury position makes some third-party market-cap figures inconsistent. I use roughly 418.3 million effective shares outstanding, which aligns with the FY2026 EPS denominator and current market convention, not the gross issued-share figure of 533.0 million.

ItemValue / statementCategoryComment
Latest filed annual baseFY2025 revenue ¥169.6bn, operating profit ¥65.8bn, net income ¥48.5bnAudited annual dataLatest clean filed annual base in the structured annual dataset
More recent official updateFY2026 revenue ¥195.4bn, operating profit ¥75.3bn, net income ¥54.6bn, cash equivalents ¥102.8bnCompany guidance or management updateFull-year results announcement of May 13, 2026; more current than FY2025 but not yet in the structured annual filing dataset
Next-year outlookFY2027 guidance: revenue ¥210bn, operating profit ¥83bn, net income ¥58bn, DPS ¥46Company guidance or management updateManagement forecast, not fact
Current stock valueShare price ~¥2,850; market cap ~¥1.19tnMarket-data estimateJune 10, 2026 market data
Net cash~¥98bnYour own estimateCash equivalents less lease liabilities; borrowings are effectively gone
Literal FY2026 owner earnings~¥33bnYour own estimateDepressed by deferred-revenue unwind and game-WIP build
Normalized earnings / owner earnings~¥55bn normalized earnings; ~¥45-50bn normalized owner earningsYour own estimateUsed for valuation because one-year cash conversion is too noisy
Post-period operating updatePRAGMATA exceeded 2m units in 16 days after April 2026 launchCompany guidance or management updateImportant evidence that new-IP capability still exists
Main structural risksFranchise concentration and rising Steam / PC dependenceJudgmentThese are real, but currently survivable
Bottom-line diagnosisMostly TIME, not ESSENCEJudgmentThe moat is intact; the stock is interesting, but not obviously cheap enough to ignore the hit risk

CoffeeAnd — 52-week low lens