Koei Tecmo Holdings

Company history

Founded
1978
Head office
Yokohama, Japan
Listed
1991 · TSE 3635
Founder
Yoichi Erikawa
Revenue · FYE Mar 2026
$558.9M (¥88bn)
Net profit · FYE Mar 2026
$270.6M (¥43bn)
Koei Tecmo Holdings: long-term performance & turning pointsSales (¥ bn)Net margin (%)

1978From a dye wholesaler to a house of history games

Revenue (¥ bn, bars) · net margin (%, line)
Source: securities reports & corporate yearbooks
  1. 1967Nihon Yacht Co., the future Tecmo, is founded
  2. 1978Yoichi Erikawa founds Koei in Ashikaga, Tochigi
  3. 1981The Battle of Kawanakajima, Koei’s first game
  4. 1983Nobunaga’s Ambition
  5. 1986Tehkan renamed Tecmo; Mighty Bomb Jack
  6. 1996Tecmo’s Dead or Alive
  7. 2008Tecmo’s management crisis; merger agreed with Koei

In July 1978 Yoichi Erikawa set up Koei in Ashikaga, Tochigi — not as a game company but as a wholesaler of dyes and industrial chemicals, started to rebuild a family business that had gone bankrupt the year before. The turn came on his thirtieth birthday, in October 1980, when his wife Keiko Erikawa gave him a Sharp MZ-80C personal computer. He taught himself to program, and in October 1981 released his first title, The Battle of Kawanakajima — a Sengoku-era historical simulation at a time when imported RPGs and adventure games ruled Japan. In its first year the games outsold the dye business threefold.

By March 1983, when Nobunaga’s Ambition shipped, Erikawa had moved the company’s centre of gravity to software and walked out of the dye trade for good. Nobunaga’s Ambition (1983) and Romance of the Three Kingdoms (1985) established the historical-simulation genre and, with it, a base of long-lived proprietary IP no latecomer could easily copy — the warring states and the Three Kingdoms, subjects no one else had built games around. Working under the pen name Kou Shibusawa, Erikawa turned a dye wholesaler into a debt-free games company; none of the wholesaler’s channels or customers carried over. From the same years came the other half of the company’s character — Keiko Erikawa began investing the surplus cash in equities, bringing into the firm the stock-picking she had done privately.

The eventual merger partner, Tecmo, reached games by a wholly separate road. Founded in July 1967 as Nihon Yacht Co., it lived on building maintenance and amusement machines before turning to game development — the arcade Pleiades (1981), then the Famicom’s Mighty Bomb Jack and Tehkan World Cup in 1986, the year it took the Tecmo name. Where Koei owned the niche of historical strategy, Tecmo grew in the mass genres of action and sports, building Dead or Alive, Ninja Gaiden and Monster Rancher across the 1990s and 2000s — a complementary catalogue. But in 2008 Tecmo hit a crisis: in May, Tomonobu Itagaki, lead producer of Dead or Alive and Ninja Gaiden, sued the company and its president over unpaid performance bonuses, seeking $1.4M (¥148m); Tecmo dismissed him that June, its president resigned in August, and a business already slowing was left unable to stay independent.

Read the full history in Japanese →


2009The merger and a decade of record profit

Revenue (¥ bn, bars) · net margin (%, line)
Source: securities reports & corporate yearbooks
FY2010 · unconsolidated
Revenue$393M
Net income$30M
Net margin7.5%
FY2020 · consolidated
Revenue$399M
Net income$143M
Net margin35.9%
  1. 2009Koei and Tecmo merge; Koei Tecmo Holdings formed and listed
  2. 2010Koei and Tecmo merged into Koei Tecmo Games
  3. 2011Gust (Atelier) acquired
  4. 2014English branding unified as KOEI TECMO; Hyrule Warriors
  5. 2016Reorganized into five brand-based studios
  6. 2018Nobunaga’s Ambition series tops 10 million units

On 1 April 2009 Koei and Tecmo combined by share transfer into a joint holding company — Koei Tecmo Holdings (romanized at first as TECMO KOEI HOLDINGS) — both delisting as the holding company listed anew. The exchange ratio, one new share per Koei share against 0.9 per Tecmo share, marked this as a Koei-led combination of near-equals rather than a rescue. Over the next years the group folded its operating units into one: in April 2010 Koei and Tecmo merged into Koei Tecmo Games, and in December 2011 it bought Gust, maker of the Atelier JRPG series, adding a third genre to Koei’s strategy games and Tecmo’s action. In July 2014 it flipped its English branding from TECMO KOEI to KOEI TECMO across every subsidiary, title logo and overseas arm — a naming change that ratified, five years on, that Koei had led the combination on enterprise value, IP count and revenue.

The engine of the record years was a way of selling old IP many times over. Koei Tecmo Games rebuilt its revenue around recycling its long-lived franchises — Nobunaga’s Ambition, Romance of the Three Kingdoms, the Warriors (Musou) line, Dead or Alive, Atelier, Winning Post — across four channels: new boxed releases, downloadable content, mobile versions, and collaboration titles that fit another company’s popular IP to Warriors-style gameplay. Those collaboration titles — Hyrule Warriors (2014), Fire Emblem Warriors (2017) — were lower-risk than building a new IP from scratch: license someone else’s characters, rebuild them in the Warriors idiom, and the economics stayed predictable even after royalties. By the year ended March 2019, overseas shipments ran near two-thirds of packaged units.

The other pillar was money that had nothing to do with games. After the merger, non-operating income — the returns on the group’s large surplus cash, invested in equities and structured bonds under Keiko Erikawa — swelled until, by the year ended March 2019, investment gains of about $77.1M (¥8bn) stood against $111M (¥12bn) of operating profit, the two nearly level. Where a game maker’s single-year results normally swing 20–30% on which titles hit, Koei Tecmo instead posted record ordinary and net profit for eight years running, and a ninth to the merger’s tenth anniversary — carried by steady core profit and investment gains together.

Read the full history in Japanese →


2019Nioh, the ¥160bn portfolio, and the Erikawa handover

Revenue (¥ bn, bars) · net margin (%, line)
Source: securities reports & corporate yearbooks
FY2021 · consolidated
Revenue$550M
Net income$270M
Net margin49%
FY2026 · consolidated
Revenue$559M
Net income$271M
Net margin48.4%
  1. 2017Nioh passes 1 million units worldwide
  2. 2019Atelier Ryza
  3. 2020Koei Tecmo Games HQ moves to Minatomirai, Yokohama
  4. 2022Moves to the TSE Prime Market
  5. 2024Non-operating income overtakes operating profit
  6. 2025Corporate Finance carve-out; Hisashi Koinuma becomes CEO

The 2020s finally brought the company its rare thing — a big new IP. Team NINJA’s Nioh (2017) and Nioh 2 (2020), Sengoku-set action RPGs, succeeded worldwide, passing 8 million copies by 2025 and leading on to Rise of the Ronin (2024). Gust’s Atelier Ryza (2019) became a hit at home and abroad, taking the Atelier series past 5 million. With pandemic stay-home demand behind it, revenue for the year ended March 2021 jumped 41% to $549.3M (¥60bn), and Koei Tecmo went on to two more record years — the year ended March 2023 reached $558M (¥78bn) of revenue and $278.3M (¥39bn) of operating profit. Its medium-term plans set the ambition out plainly: a 10-million-unit title, and a place in the global top ten for operating profit among digital-entertainment companies.

The number that defined the company came in the year ended March 2024: non-operating income reached $235.6M (¥36bn), overtaking the $188.1M (¥29bn) of operating profit the games themselves earned. Investment gains had grown into a profit centre the equal of the core business — the fruit of a portfolio that expanded from about $1.1B (¥120bn) in 2020 to roughly $1.1B (¥160bn) in 2025, held in listed Japanese, U.S. and Hong Kong equities and structured bonds and still steered by Keiko Erikawa. Backed by an equity ratio above 90% and effectively no debt, the structure had no real peer among game companies — but it cut both ways: institutional investors complained they could no longer read the true earning power of the games through returns that swung on markets and on one person’s judgment.

The answer was to split the two apart. In February 2025 the group set up Koei Tecmo Corporate Finance, and that April carved the securities-management rights out of Koei Tecmo Games into it, with Keiko Erikawa as its president — putting the roughly ¥160 billion portfolio in a separate legal entity so the games and the investing could be judged on their own. Then, in June 2025, founder Yoichi Erikawa stepped up from president and CEO to representative chairman and Keiko Erikawa left her own chairmanship, handing the top of the company to Hisashi Koinuma — a Koei lifer who had joined in 1984, run Koei Tecmo Games from 2015 and served as holding-company vice-president from 2018. Erikawa called it a handover fifteen years in the making. Forty-seven years after a dye wholesaler taught itself to make games, the founding couple moved to governing the investment arm while a career developer took the games — completing two shifts at once: from founder rule to institutional management, and from one business into two.

Read the full history in Japanese →


Key decisions — the author’s view

Revenue (¥ bn) · net margin % · around FY2008

The Koei–Tecmo merger — two old houses that turned down Square Enix (2008)

What it means to join as equals

The heart of this merger, one could say, lies in the fact that a Tecmo shaken by internal strife chose to join with a Koei of comparable size as equals, rather than fall under the better-capitalized Square Enix. Had the stronger side simply bought the weaker, control would have been unambiguous, but Tecmo valued instead the “preservation and growth of its brand” and the trust between the two founders. The thin overlap of their catalogues — Koei strong in historical simulation, Tecmo in action and fighting games — also supported the logic of a merger of equals. That the share-transfer ratio came to only a slight difference, one new share per Koei share against 0.9 per Tecmo share, likewise tells that this was a joining, not a rescue.

Sixteen years on, whether the decision was right cannot be measured by scale alone. Unifying the operating companies and the branding took years, and the profit target set just after the merger was met four years late. That unhurried, step-by-step manner of integration suggests it was not an emergency escape from internal strife but the slow building of a long-term foundation, combining over time the complementary IP the two firms brought to the table. That two old houses settled into a single holding company while each kept its own brand became the starting point of the management style Koei Tecmo runs on today — cultivating several flagship IPs in parallel.

Revenue (¥ bn) · net margin % · around FY2024

Growing Keiko Erikawa’s asset management into a profit source to rival the games (2024)

What it means for a game company to also own an investment firm

The heart of this decision, one could say, lies in deliberately carving the investment arm — which had long served to absorb the swings of the core business — out into a separate company and making it visible. Leave the investment gains dissolved into the parent’s accounts and the reported ordinary profit looks flattered for the time being. But what institutional investors wanted was to judge the earning power of the games business itself apart from investment income, and Koei Tecmo answered that demand structurally, by turning the investment function into an independent company. A game-software maker holding a subsidiary devoted purely to investment management has almost no parallel among its peers.

That said, carving out the investment company does not by itself dissolve the underlying dependence on investment income. Even after the split, quarter after quarter there are still results the investment gains push higher, and Koei Tecmo’s management philosophy seems unsettled still — whether to cast the growth of the core business as the lead, or to press its combined strength, the skill of its investing included, as the advantage. How far a record of investing tied to Keiko Erikawa personally — an “investment genius” — can be converted into something a team can reliably repeat has become the next focus of this financial strategy.

Revenue (¥ bn) · net margin % · around FY2025

Handing the presidency to Hisashi Koinuma — the Erikawas’ fifteen-year plan (2025)

The principle of entrusting the company to “the one who earns”

The heart of this handover, one could say, lies in the founding family entrusting management not to its own bloodline but to a homegrown insider who knew the development floor. Yoichi Erikawa’s words — “I’m entrusting it to the one earning the most” — mark a principle at odds with the blood-first succession common to family firms. Yet that the principle was put into practice only after a long, fifteen-year run-up tells at the same time that a merit-based succession cannot be made overnight. The way trust grew out of the work Koinuma showed on the development floor of Kessen suggests a company that has valued proof on the ground over schooling or title.

At the same time, separating operating authority over the core business and governance of the asset management in one stroke was an organizational redesign beyond a mere generational change. Handing the core business to Koinuma, who knows the feel of game development, and moving the investment-adept Keiko Erikawa to a dedicated subsidiary — that division of roles has the logic of concentrating resources where each is strongest. Yet how far the “Erikawa-style management” the founding couple carried in tandem can be handed down in this split form — a president risen from development and a subsidiary devoted to investment — is something the results to come will show.

Each heading links to the full Japanese analysis — background, decision and outcome, with sources.


References & sources

This is a condensed English edition. The full, source-by-source history — with the detailed narrative, financial tables, shareholders and executives — is maintained in Japanese: 日本語版(詳細)— Koei Tecmo Holdings full history in Japanese →

  1. Koei Tecmo Holdings, Ltd. — 有価証券報告書 (annual securities reports) and アニュアルレポート (annual reports).
  2. Koei Tecmo Holdings — earnings briefings (決算説明会), including the 4th Medium-Term Management Plan (2025–2027). FY2025 briefing.
  3. 4Gamer.net — Kou Shibusawa interview, CEDEC 2023 (シブサワ・コウ氏インタビュー), 5 Sep 2023. 4Gamer.net.
  4. Famitsu.com — Hisashi Koinuma president interview (鯉沼久史社長VIPインタビュー), 29 May 2023. Famitsu.com.
  5. ITmedia News — “Koei Tecmo Holdings” to be created in the April 2009 merger (「コーエーテクモホールディングス」誕生 09年4月に経営統合), 18 Nov 2008. ITmedia.
  6. Nihon Keizai Shimbun — “¥120 billion in funds, managed in equities: Koei Tecmo chairman Erikawa” (資金1200億円、株式で運用 コーエーテクモ襟川会長), 10 Feb 2021. Nikkei.

Yen amounts are converted at the average rate of each figure’s own year — not today’s rate; revenue charts are shown in yen. Exchange rates & sources — the full ¥/US$ table →