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Pragmata Pushes Capcom Q1 Revenue Up 55% to ¥70.4 Billion

Pragmata drives Capcom to ¥70.4 billion Q1 revenue, up 55%, with 23.8 million game copies sold and 93.3% digital share. Full-year target stands at ¥210 billion.

Patch notes

  • Capcom Q1 FY revenue hit ¥70.4 billion ($430M), up 55% year-on-year.

  • Operating profit rose 67% to ¥41 billion; net profit up 69% to ¥29.1 billion.

  • Quarterly game sales reached 23.8 million copies, up 68.1%, with 93.3% digital.

  • Pragmata topped the quarter with 2.5 million copies sold.

  • Full-year revenue target remains ¥210 billion ($1.33B), which would be a company record.

Capcom posted net revenue of ¥70.4 billion ($430 million) for the quarter ended June 30, 2026, a 55% year-on-year increase driven by the successful launch of Pragmata, the company said in its quarterly report.

Operating profit rose 67% to ¥41 billion ($250 million), while net profit climbed 69% to ¥29.1 billion ($178 million). The quarter covered April 1 through June 30, 2026, the first of Capcom's current fiscal year, and the company reported growth across all key metrics.

How much did Capcom sell?

Capcom moved 23.8 million game copies during the quarter, up 68.1% from the same period a year earlier. Digital versions accounted for 93.3% of those sales — a figure that continues to define the company's catalog economics, where older titles sell steadily without manufacturing or retail costs.

The platform split leans heavily toward PC: 60.4% of copies sold were PC titles, with consoles accounting for another 32.9%. Japan represented just 9.2% of unit sales; Capcom did not break down the remaining markets individually.

What carried the quarter?

Pragmata led the quarter with 2.5 million copies sold and is the title Capcom credits for the revenue and profit surge. Behind it, the Resident Evil back catalog did the heavy lifting:

  • Resident Evil 4 Remake — 2.43 million copies in the quarter (16.04 million lifetime)
  • Resident Evil 2 Remake — 1.42 million (19.75 million lifetime)
  • Devil May Cry 5 — 1.29 million (14.24 million lifetime)
  • Resident Evil 3 Remake — 1.15 million (14.52 million lifetime)
  • Resident Evil Requiem — 1.14 million (8.06 million lifetime)

Rounding out the top ten: Resident Evil 7 biohazard sold 1.01 million copies in the quarter (18.41 million lifetime), Resident Evil Village moved 930,000 (15.86 million), Monster Hunter: World added 780,000 (30.45 million — still the company's best-selling title), and Resident Evil 6 sold 710,000 (17.6 million lifetime).

What changes for the business?

Eight of the ten best-sellers are catalog titles released years ago, several of them remakes. That mix validates Capcom's long-tail strategy: new releases such as Pragmata and Resident Evil Requiem create the growth spike, while the Resident Evil franchise keeps generating predictable unit volume quarter after quarter across PC and console.

The 93.3% digital share and the 60.4% PC weighting also matter operationally. Higher digital penetration improves gross margin per unit, and the PC-heavy split gives Capcom a direct relationship with a large share of its customers through Steam — relevant for any future pricing, monetization, or direct-promotion decisions.

Can Capcom hit its full-year target?

For the full fiscal year, Capcom maintains its forecast of ¥210 billion ($1.33 billion) in revenue. If achieved, it would set a new company record. Reaching it now looks less dependent on further surprises: one quarter is already done at 55% growth, and the holiday quarter's catalog sales remain a reliable contributor.

Watch whether Capcom revises that ¥210 billion target upward when it reports Q2 results — with Pragmata's momentum and a catalog that sold 23.8 million copies in a single quarter, an upgrade is the obvious market signal to monitor.

via capcom.co.jp (Original)

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Priya Raman

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Market editor covering media and advertising at Game Dev Wire.

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