Sega Sammy Statistics 2026: Revenue, Pachinko Market Share, Gaming Revenue And Stock Data

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Sega Sammy Holdings posted ¥487.5 billion ($3.08 billion) in net sales for FY2026 — a 13.7% jump over the prior year — but swung to a ¥5.7 billion net loss after writing down ¥58.8 billion on failed acquisitions. Revenue beat the company’s own forecast by ¥12.5 billion, while the net income target missed by ¥43.2 billion. Here is a full breakdown of the latest Sega Sammy statistics covering revenue, gaming performance, impairment losses, and stock data through May 2026.

Sega Sammy Statistics 2026 — TL;DR

FY2026 net sales reached ¥487.5 billion ($3.08 billion), up 13.7% year-on-year from ¥428.9 billion.

The company recorded a net loss of ¥5.7 billion ($36 million), reversing FY2025’s ¥45 billion profit.

Extraordinary impairment losses totalled ¥58.8 billion ($373 million), with Rovio accounting for ¥31.3 billion and Stakelogic for ¥18.0 billion.

Adjusted EBITDA dropped 73.3% from ¥62.2 billion to ¥16.6 billion.

Sega Sammy announced a ¥20.0 billion share buyback and suspended large-scale M&A activity from Q3 FY2026 onward.

Sega Sammy’s FY2026 results tell a split story. The top line grew at its fastest pace in three years, driven by pachinko machine sales and the first full-year consolidation of Stakelogic. But below the operating line, ¥58.8 billion in write-downs erased all profitability. The company responded by halting acquisition-led growth and redirecting cash toward buybacks and organic development — a clear change in direction compared to the broader gaming industry’s continued dealmaking.

How Much Revenue Did Sega Sammy Generate in FY2026?

Sega Sammy reported full-year FY2026 net sales of ¥487.5 billion ($3.08 billion), up from ¥428.9 billion in FY2025. That 13.7% increase came primarily from pachinko/pachislot machine sales and the Stakelogic acquisition that closed in May 2025. For context, FY2024 net sales were ¥468.9 billion, so FY2026 also exceeded the pre-dip FY2024 level by about 4%.

Operating income dipped slightly to ¥47.1 billion ($298 million) from ¥48.1 billion — a 2.1% decline despite much higher revenue. The gap between revenue growth and operating income tells you where margin pressure came from: acquisition integration costs and underperformance in mobile gaming ate into the gains. This pattern contrasts with companies like Nintendo, which posted 99.3% revenue growth in the same nine-month window on the back of the Switch 2 launch.

MetricFY2026FY2025FY2024YoY Change
Net Sales¥487.5B ($3.08B)¥428.9B ($2.71B)¥468.9B+13.7%
Operating Income¥47.1B ($298M)¥48.1B ($304M)¥57.9B-2.1%
Net Income/(Loss)-¥5.7B (-$36M)¥45.0B ($285M)¥33.1BLoss
Adjusted EBITDA¥16.6B ($105M)¥62.2B ($394M)—-73.3%
Extraordinary Losses¥58.8B ($373M)———

Source: Sega Sammy Holdings FY2026 Consolidated Financial Results (May 12, 2026); focusgn.com

Sega Sammy Quarterly Revenue (FY2026)

Q1 FY2026 (April–June 2025) was rough. Net sales came in at ¥81.0 billion, a 22.65% year-on-year decline with an operating loss of ¥519 million. Limited new game launches and weak Rovio performance dragged results down. The recovery was sharp: Q2 hit ¥120.1 billion (+12.32%) and Q3 reached ¥134.1 billion (+21.21%), fuelled by stronger pachinko sales and holiday-season releases.

Nine-month cumulative net sales reached ¥335.2 billion, up 4.01% year-on-year. The implied Q4 (January–March 2026) generated the remaining ¥152.3 billion — the strongest quarter of the year by a wide margin.

QuarterNet SalesYoY Change
Q1 (Apr–Jun 2025)¥81,026M-22.65%
Q2 (Jul–Sep 2025)¥120,082M+12.32%
Q3 (Oct–Dec 2025)¥134,124M+21.21%
Q4 (Jan–Mar 2026)~¥152,268M—

Source: Sega Sammy IR; Japan IR; r134x7 data tracker

Sega Sammy Gaming Revenue And Software Sales

The Entertainment Contents segment — which covers console games, mobile, and licensing — showed a steady climb through FY2026. Q1 posted ¥67.9 billion, Q2 reached ¥81.3 billion, and Q3 hit ¥93.6 billion. Combined, that’s ¥242.8 billion across nine months. The Sonic IP licensing business achieved sustained growth through FY2026, with two major franchise films on the horizon: Angry Birds Movie 3 (December 2026) and Sonic the Hedgehog 4 (March 2027).

An interesting shift is happening in how Sega sells games. Q3 FY2026 full-game unit sales fell 30.03% year-on-year, but revenue only dropped 18.41% because per-unit pricing rose 16.6%. Sega is selling fewer copies at higher prices — concentrating on premium IP like Like a Dragon, Total War, and Sonic rather than chasing volume. This mirrors industry-wide trends toward digital distribution and premium pricing.

In FY2025, older catalogue titles outsold new releases by nearly 4-to-1: 24.87 million catalogue copies versus 6.57 million new title units. That 33.3% jump in catalogue sales (from 18.66 million in FY2024) offset a 28.8% drop in new release volume — and catalogue sales carry better margins since the development costs are already paid. Other major publishers like Sony have reported similar catalogue-driven profit patterns.

Rovio And Stakelogic Impairment Losses

The ¥58.8 billion ($373 million) in extraordinary losses that wiped out Sega Sammy’s FY2026 profit came from two acquisitions. Rovio Entertainment — the Angry Birds maker that Sega bought for €706 million (~¥110 billion) in April 2023 — accounted for ¥31.3 billion in goodwill and intangible asset impairment. Stakelogic, a Dutch online gambling platform acquired for $141 million in April/May 2025, required a full ¥18.0 billion goodwill write-down.

The Rovio impairment was recognized in Q3 FY2026 (October–December 2025) and directly triggered a guidance revision in February 2026. The full-year net income forecast was slashed from ¥37.5 billion to -¥13.0 billion. The actual result of -¥5.7 billion beat the revised forecast, but the damage to investor confidence was done. Sega Sammy’s M&A strategy over the past three years — aggressive expansion into mobile gaming and online gambling — has cost the company more in write-downs than it generated in returns. Both Microsoft’s Activision Blizzard deal and Tencent’s acquisition spree faced similar integration questions, though on much larger scales.

AcquisitionPurchase PriceImpairment (FY2026)Write-Down %
Rovio (Angry Birds)€706M (~¥110B)¥31.3B~28%
Stakelogic$141M¥18.0B (full)100%
Total—¥49.3B—

Source: Japan IR; Technetbooks; focusgn.com citing Sega Sammy FY2026 results

Sega Sammy Stock Buyback And Strategic Pivot

Alongside the Q3 FY2026 guidance revision, Sega Sammy announced a ¥20.0 billion share buyback programme and suspended large-scale M&A. This is a direct pivot from the acquisition-heavy approach of FY2024–FY2025. The buyback signals that management sees better value in returning cash to shareholders than pursuing further deals, at least for now.

The company employed 8,147 people as of 2025. With FY2027 lined up around organic IP growth — Angry Birds Movie 3 in December 2026 and Sonic the Hedgehog 4 in March 2027 — Sega Sammy is betting its film and licensing pipeline can replace acquisition-driven revenue expansion. How that bet plays out will depend on whether the mobile gaming segment stabilizes and whether premium console releases like the next wave of PlayStation titles continue to favour catalogue-driven revenue models across the industry.

Sega Sammy Statistics: Key Numbers At A Glance

MetricValue
FY2026 Net Sales¥487.5B ($3.08B)
FY2026 Net Loss-¥5.7B (-$36M)
FY2026 Operating Income¥47.1B ($298M)
Extraordinary Losses¥58.8B ($373M)
Rovio Impairment¥31.3B
Stakelogic Impairment¥18.0B
Adjusted EBITDA¥16.6B (-73.3% YoY)
Share Buyback Programme¥20.0B
Employees8,147
Q3 FY2026 Full Game Units8.69M (-30.03% YoY)
FY2025 Catalogue Sales24.87M copies
FY2025 New Title Sales6.57M copies

Source: Sega Sammy Holdings IR; focusgn.com; Japan IR; GamingBolt

FAQ

How much revenue did Sega Sammy generate in FY2026?

Sega Sammy reported ¥487.5 billion ($3.08 billion) in net sales for FY2026 (April 2025–March 2026), a 13.7% increase over FY2025’s ¥428.9 billion.

Why did Sega Sammy report a net loss in FY2026?

Extraordinary impairment losses of ¥58.8 billion on Rovio (¥31.3 billion) and Stakelogic (¥18.0 billion) pushed Sega Sammy to a ¥5.7 billion net loss despite operating income of ¥47.1 billion.

How much did Sega Sammy write down on Rovio?

Sega Sammy recognized ¥31.3 billion in goodwill and intangible asset impairment on Rovio Entertainment (Angry Birds) during Q3 FY2026, roughly 28% of the €706 million acquisition price.

What is Sega Sammy’s share buyback programme?

Sega Sammy announced a ¥20.0 billion share buyback in Q3 FY2026 alongside suspending large-scale M&A, redirecting capital toward shareholders and organic growth.

How many game copies did Sega sell in FY2025?

Sega sold 6.57 million new title copies and 24.87 million catalogue copies in FY2025, totalling over 31 million units. Catalogue sales grew 33.3% year-on-year.

Sources:

https://www.focusgn.com/

https://www.segasammy.co.jp/en/ir/

https://www.gamingbolt.com/

https://technetbooks.com/

Bryan

Bryan is a passionate gaming writer who covers everything from the latest releases to in-depth strategy guides and industry trends. With a sharp eye for detail and a love for immersive gameplay, he creates content that helps players get more out of every game—whether they’re casual gamers or hardcore enthusiasts.