FuRyu
FuRyu Corporation (Japanese: フリュー株式会社, Hepburn: Furyū Kabushiki-gaisha) is a Japanese entertainment company headquartered in Shibuya, Tokyo, specializing in the planning, development, manufacturing, and sales of photo sticker machines, mobile services for young women, amusement prizes, video games, and animation.[1] Established on April 1, 2007, through a full business transfer and management buyout from OMRON Entertainment Co., Ltd., the company operates under the leadership of President Masahito Enomoto, who assumed the role on June 24, 2025.[1][2] With a capital of ¥1,639,210,000 and 537 consolidated employees as of March 31, 2025, FuRyu focuses on delivering "kawaii" (cute) entertainment experiences that enrich people's lives.[1] The company's origins trace back to 1997, when an entertainment division was launched within OMRON Corporation to explore new leisure technologies.[2] This division was spun off in 2003 as OMRON Entertainment Co., Ltd., a wholly owned subsidiary, before achieving full independence in 2007 as FuRyu Corporation.[2] Over the years, FuRyu has expanded its portfolio to include two primary business segments: the SEKAIKAN Business, which leverages character intellectual property (IP) for plush toys, figures, games, and anime production; and the GIRLS Trend Business, centered on photo sticker booths (known as purikura in Japan) and web-based services tailored to young female demographics.[2] Notable recent developments include the establishment of FURYU Pictures Corporation in June 2025 for anime production and initiatives for overseas expansion, particularly in China.[2] FuRyu's products and services emphasize interactive and collectible entertainment, with popular offerings such as high-quality character figures, plush toys, and arcade prizes that appeal to anime and gaming enthusiasts worldwide.[1] The company is publicly traded on the Tokyo Stock Exchange under the ticker 6238 and projects net sales of ¥45.0 billion and operating profit of ¥3.0 billion for fiscal year 2025 (ending March 2026). For the six months ended September 30, 2025, it reported a slight decline in net sales but strong profit growth.[2][3] Through subsidiaries like Olu.Inc. and international arms such as FURYU of America, Inc., FuRyu continues to innovate in digital and physical media, aiming to meet its medium-term vision by March 2028.[1][4]Overview
Corporate profile
FuRyu Corporation (フリュー株式会社), stylized as FURYU, is a Japanese entertainment company specializing in the development and distribution of amusement and digital content. Established as an independent entity on April 1, 2007, through a complete business transfer from OMRON Entertainment Co., Ltd., the company traces its roots to the amusement industry while evolving to blend physical and digital experiences.[1][5] Headquartered at COMS Bldg. 2F, 2-3 Uguisudani-cho, Shibuya-ku, Tokyo 150-0032, Japan, FuRyu employs approximately 537 people on a consolidated basis as of March 31, 2025. The company has been publicly listed on the First Section of the Tokyo Stock Exchange under the ticker symbol 6238 since December 2015, enabling broader investment in its growth within the entertainment sector.[1][5][6] FuRyu's core mission centers on creating innovative entertainment that enriches lives by integrating digital innovations with traditional amusement elements, including photo sticker machines, mobile services targeted at young women, video games, animation, and amusement prizes. This approach stems from its origins in the amusement machine sector, positioning the company as a key player in Japan's interactive entertainment landscape.[1]Business segments
FuRyu Corporation structures its operations around three primary reportable business segments: SEKAIKAN Business, GIRLS Trend Business, and FURYU New Business, which collectively drive its diversification across entertainment media.[7] The SEKAIKAN Business focuses on character merchandising, encompassing the planning, development, manufacturing, and sales of amusement prizes such as plush toys and figures derived from licensed intellectual properties (IPs). This segment leverages copyrights from popular anime, manga, and brands like Sanrio to create cross-media products, including crane game prizes targeted at domestic and international markets in China, the United States, and Europe.[7][1] In fiscal year 2025, it generated net sales of ¥25,338 million, reflecting growth from inbound tourism and overseas expansion.[7] The GIRLS Trend Business centers on the print sticker operations, involving the development, manufacturing, and operation of photo sticker machines, commonly known as purikura, along with related sticker paper and digital services. FuRyu plans and deploys these machines primarily in Japan, targeting young women through innovative models that incorporate beauty-enhancing filters and collaborative features. The segment also includes the "PICTLINK" mobile service, which allows users to access, edit, and share purikura photos digitally, with over 1.37 million registered members as of March 2025.[1][7] Recent launches, such as the EVERFILM and Bloomit models, emphasize high-quality printing and immersive experiences, contributing to net sales of ¥14,818 million in fiscal year 2025 despite a slight decline in play counts.[7] Complementing these, the FURYU New Business handles content and media initiatives, including the planning, development, and sales of home video game software, mobile applications, and animation production. This segment produces in-house titles and multimedia content tied to events and characters, often integrating with broader IP ecosystems. It also manages animation distribution through subsidiaries like FURYU Pictures, focusing on original and licensed series to support merchandise tie-ins.[1] In fiscal year 2025, net sales reached ¥4,148 million, driven by releases like the game REYNATIS and the third season of LAID-BACK CAMP, though it reported an operating loss due to development investments.[7] FuRyu's IP acquisition strategy emphasizes licensing from established anime, manga, and character brands, including Sanrio, to fuel product development across segments and enable seamless integration of digital and physical entertainment.[1] This approach fosters inter-segment synergies, where game and animation IPs from FURYU New Business directly inform merchandise designs in SEKAIKAN and themed experiences in GIRLS Trend purikura machines, creating a unified ecosystem that enhances consumer engagement and revenue streams.[7] For instance, shared character IPs allow for promotional crossovers, such as event-based mobile apps that drive traffic to physical booths and prize machines.[1]History
Origins and early development
FuRyu's origins trace back to April 1997, when OMRON Corporation launched a new entertainment business division within its New Business Development Center, aimed at exploring opportunities in interactive amusements.[5] This initiative marked OMRON's entry into the entertainment sector, leveraging its electronics expertise to develop consumer-facing products beyond its core automation and sensing technologies.[2] In April 1998, the division expanded into the photo sticker machine business, introducing early models that combined photography with customizable printing, which became a staple in Japanese arcades and game centers.[5] By December 2001, it ventured into mobile content development, and in January 2002, entered the amusement prize business, focusing on machines like UFO catchers for arcade prize dispensing, thereby establishing foundational technologies in interactive entertainment hardware.[5] These efforts positioned the division as a key player in Japan's amusement industry, emphasizing user engagement through photo-based and prize-oriented systems. A significant milestone occurred in July 2003, when OMRON consolidated its entertainment operations by establishing OMRON Entertainment Co., Ltd. as a wholly owned subsidiary, allowing for more focused management of these specialized activities separate from OMRON's broader electronics portfolio.[5] This restructuring addressed the challenges of integrating a niche entertainment unit within a larger industrial firm, paving the way for greater operational agility. In April 2007, the subsidiary achieved full independence through a management buyout, rebranding as FuRyu Corporation.[2]Independence and expansion
In April 2007, FuRyu Corporation achieved full independence from its parent company, OMRON Corporation, through a management buyout that transferred all entertainment-related businesses and employees to the newly rebranded entity.[5] This separation marked a pivotal shift from its origins as an OMRON subsidiary established in 1997, allowing FuRyu to operate autonomously and focus on diversified entertainment ventures.[5] Following independence, FuRyu pursued major expansions to broaden its portfolio. In April 2009, the company entered the video game publishing sector, leveraging its entertainment expertise to develop and distribute titles for consoles.[5] This move was complemented by strategic acquisitions to build internal capabilities, such as the April 2012 acquisition of 100% shares in We’ve Inc., a game-related company that was merged into FuRyu in July 2019; the January 2014 investment in Coreedge Inc., a game developer that became a consolidated subsidiary in September 2018, enhancing FuRyu's in-house production resources before its divestment in November 2019; and the April 2021 establishment of a joint venture Olu.Inc. with CODE SHARE Inc., followed by full acquisition of its shares in March 2022.[5] Financial independence was further solidified with an initial public offering on the Tokyo Stock Exchange's First Section in December 2015, and a shift to the Prime Market in April 2022 due to market restructuring.[5] International outreach began in the mid-2010s, initially through partnerships for overseas game distribution, evolving into direct market entry with the establishment of FuRyu of America, Inc. in California in June 2024.[5] By the 2020s, FuRyu expanded its mobile gaming and merchandise segments, capitalizing on digital platforms and character licensing to drive revenue diversification.[1] In recent years up to 2025, FuRyu has intensified its focus on console game development and publishing, aligning with global demand for immersive entertainment experiences.[5] This strategic emphasis has supported operational scaling, with consolidated employee numbers reaching 537 as of March 31, 2025, reflecting robust workforce growth amid business maturation.[1] Additionally, the creation of FuRyu Pictures Corporation via company split in June 2025 underscores ongoing diversification into animation production.[5]Products and services
Video games
FuRyu entered the video game industry as a publisher in 2009, marking its initial foray into console and handheld titles with a focus on anime adaptations and original role-playing games (RPGs).[8] This strategic entry leveraged the company's existing expertise in entertainment content to target niche markets within Japan's gaming sector.[9] The company has since expanded its portfolio across multiple platforms, including the Nintendo Switch, PlayStation 4 and 5, PC via Steam, and mobile devices on iOS and Android.[10] FuRyu's development approach combines in-house production with third-party collaborations, resulting in credits for approximately 38 games between 2009 and 2025.[10][11] In terms of genres, FuRyu emphasizes RPGs, visual novels, and action-adventure titles that prioritize narrative depth, often exploring psychological themes as seen in series like Caligula.[9] This focus aligns with broader business segments, such as merchandise, by creating opportunities for cross-promotional tie-ins.[12] Initially centered on the Japanese domestic market, FuRyu's publishing model has evolved to include increasing localization efforts, partnering with Western distributors to bring select titles to global audiences on platforms like Steam and consoles.[13][14]Amusement equipment and merchandise
FuRyu's involvement in amusement equipment began with photo sticker machines, commonly known as purikura, which have been a core product since the company's entry into the market in 1998.[15] As the current industry leader, FuRyu develops, manufactures, and operates these machines as part of its GIRLS Trend Business, targeting young women with experiences centered on enhancing appearance and social sharing.[16][2] The machines allow users to capture photos, apply digital filters for stylized effects, and print them as stickers, with annual plays reaching approximately 30 million in recent years, reflecting widespread adoption in arcades and entertainment venues across Japan.[2] Current purikura models from FuRyu incorporate advanced features such as touchscreen interfaces for selecting backgrounds, stamps, and beauty enhancements, including options to enlarge eyes, adjust skin tones, and add AR-like overlays for playful transformations.[17][18] Innovations include full-body portrait capabilities and ceiling-mounted cameras to capture group poses, evolving the traditional booth into interactive spaces that encourage collaboration among friends.[19] FuRyu supports a network of installations through sales, rentals, and maintenance services, often franchised to game centers, ensuring reliable operation and updates to align with youth trends.[20][17] In addition to booths, FuRyu's amusement offerings extend to prize-based arcade equipment under its SEKAIKAN Business, where users win merchandise through gameplay. The company produces a range of character goods, including figures, plush toys, and apparel, drawing from in-house intellectual properties and licensed franchises such as Sanrio characters.[2] Notable examples include collaborative plushies pairing Sanrio icons like Kuromi with anime figures from series such as Oshi no Ko, and limited-edition prize figures like Snow Miku crossed with Kuromi, distributed in arcades to capitalize on event-driven demand.[21][22] Merchandise production emphasizes kawaii aesthetics, with annual outputs synchronized to support FuRyu's video game releases and external partnerships, fostering cross-promotional appeal. Limited-edition items, often exclusive to arcades or seasonal events, enhance collectibility and drive engagement in physical entertainment spaces.[2]Notable releases and partnerships
International game publications
FuRyu has pursued international expansion by publishing and localizing several titles for Western markets, primarily through collaborations with established publishers such as NIS America, XSEED Games, and Atlus USA. These efforts focus on narrative-driven role-playing games that explore psychological themes and character development, appealing to global audiences interested in Japanese-style RPGs. Beginning in the late 2010s, FuRyu's titles became available on platforms like Steam and the Nintendo eShop, marking a shift toward digital distribution to reach broader international players. By 2025, the company had released approximately 10-15 games outside Japan, emphasizing quality localization to adapt stories and interfaces for English-speaking regions.[23][9] A prominent example is Trinity Trigger, an action RPG co-developed by FuRyu Corporation and Three Rings Design, which launched internationally in April 2023 for Nintendo Switch, PlayStation 4/5, and PC via XSEED Games in North America and Marvelous Europe in other regions. The game features retro-inspired pixel art and real-time combat in a fantasy world, receiving mixed to positive critical reception with Metacritic scores ranging from 68 to 72 across platforms, praised for its engaging exploration and job system despite some technical critiques.[24][25] The Caligula Effect series represents another key international effort, with the original 2016 Vita title localized and released in North America and Europe by Atlus USA in 2017, followed by The Caligula Effect: Overdose in 2019 for PlayStation 4, Nintendo Switch, and PC through NIS America. These psychological RPGs, set in a virtual world controlled by an AI, delve into themes of escapism and human emotion, with the enhanced Overdose version adding new story routes and characters to enhance global appeal. The sequel, The Caligula Effect 2, arrived in 2021 via NIS America for consoles and later PC, continuing the series' focus on turn-based battles and deep narratives.[26] Monark, a 2022 psychological RPG developed by former Shin Megami Tensei team members at Lancarse and published internationally by NIS America, further exemplifies FuRyu's localization strategy. Released simultaneously worldwide for PlayStation 4/5, Nintendo Switch, and PC, it explores moral dilemmas in a demon-haunted academy through first-person dungeon crawling and personality-based combat, earning attention for its thematic depth akin to Atlus titles.[27] Varlet, a school-life RPG co-developed by FuRyu's Team Noir and Aquria, was released worldwide on August 28, 2025, for PlayStation 5, Nintendo Switch, and PC via Steam and Epic Games Store. It features tactical battle elements and psychological themes in a high school environment facing surreal threats.[28][29]Japan-exclusive titles and collaborations
FuRyu has published numerous video games exclusively for the Japanese market, with over 20 such titles released by 2025, often tailored to local preferences through features like gacha mechanics in mobile adaptations and event-specific tie-ins that align with domestic pop culture trends.[30] These exclusives prioritize content rooted in Japanese intellectual properties, limiting broader localization to maintain authenticity and capitalize on regional fanbases. For instance, mobile titles frequently incorporate anime-inspired narratives and randomized character acquisition systems, fostering ongoing engagement via seasonal events tied to Japanese holidays or media releases.[9] Among notable Japan-only releases, the Doraemon series stands out with adaptations like Doraemon: Nobita no Kiseki no Shima (Nintendo 3DS, 2012), which captures the whimsical adventures of the iconic manga and anime franchise in interactive formats exclusive to domestic audiences.[9] Similarly, the Cardfight!! Vanguard lineup, including Cardfight!! Vanguard G: Stride to Victory!! (Nintendo 3DS, 2016), translates the popular trading card game's strategic battles into digital experiences with Japan-specific card sets and story arcs. Mobile offerings such as Pastel Memories (iOS/Android, 2017), an RPG featuring otaku girl protagonists in a nostalgic Tokyo setting, exemplify anime adaptations that remained untranslated and event-driven.[31] FuRyu's collaborations underscore deep ties to Japanese intellectual properties, including manga-based titles like To Love-Ru Darkness: True Princess (PlayStation Vita, 2015), a harem simulation drawing directly from the romantic comedy series' humor and character dynamics.[32] Co-development partnerships with local studios further enable niche projects, such as the alliance with Aquria and Team Noir for titles like Monark, blending established RPG expertise with FuRyu's publishing prowess to create content attuned to Japanese gaming sensibilities. These efforts often involve licensing from creators like Fujiko F. Fujio for Doraemon or Bushiroad for Vanguard, ensuring seamless integration of beloved elements without international dilution. The cultural impact of these exclusives is evident in their role within Japan's gaming ecosystem, where titles like the Beyblade Burst series gain traction through arcade integrations and live events, driving fan participation at conventions and merchandise pop-ups.[9] By feeding into FuRyu's broader amusement and prize machine cycles, such games amplify pop culture resonance, with in-game events mirroring real-world festivals to sustain community engagement and cross-promote physical goods like figures and apparel.[33] This synergy reinforces FuRyu's position in nurturing domestic youth trends, from mobile gacha rituals to nostalgic console revivals.Corporate affairs
Leadership and organization
FuRyu Corporation is led by President and Representative Director Masahito Enomoto, who assumed the role on June 24, 2025.[2] Enomoto oversees the company's strategic direction across its entertainment segments, including amusement equipment and digital content.[1] The board of directors comprises five members, including internal directors from key operational areas and two external directors for independent oversight.[34] Notable executives include Masaki Tsuchiya, Director and Manager of the Marketing Innovation Division, focusing on creative content strategies; Hitoshi Nishimura, Director and General Manager of the GIRLS Trend Business Headquarters and SEKAIKAN Business Headquarters, handling mobile services and amusement operations; and Ryoko Sada, Director and General Manager of the Corporate Management Headquarters, managing administrative and financial functions.[34] External directors Takako Kotake from Cookpad, Ltd., and Kento Uno from Ironforge LLP provide expertise in technology and venture management.[34] The board is supported by three auditors, two of whom are external, ensuring compliance and risk management.[34] While FuRyu maintains no major standalone subsidiaries, it operates group companies such as FURYU Pictures Corporation for animation production and internal studios dedicated to video game development.[1] FuRyu's organizational structure is divided into specialized headquarters and divisions aligned with its core businesses. The R&D efforts center on amusement equipment, including photo sticker machines and prizes, managed through the SEKAIKAN Business Headquarters.[6] Content creation is handled via the Marketing Innovation Division and GIRLS Trend Business Headquarters, which develop video games and mobile services targeted at young demographics.[34] Sales and distribution are coordinated across these units, with additional support from the Corporate Management Headquarters for operational efficiency.[34] The company employs 537 people on a consolidated basis as of March 31, 2025, with the majority based at its Tokyo head office, alongside smaller offices in Kyoto and Ichinomiya.[1] As a company listed on the Tokyo Stock Exchange Prime Market, FuRyu adheres to Japan's Corporate Governance Code, emphasizing transparent decision-making, board diversity, and shareholder rights through regular disclosures and external audits.[35] The governance framework includes committees for strategic planning, though specific details on IP-focused innovation groups are integrated into divisional operations rather than standalone entities.[36]Financial performance and stock information
FuRyu Corporation has demonstrated steady revenue growth in recent years, with consolidated net sales reaching ¥44.31 billion for the fiscal year ended March 31, 2025 (FY2025), an increase of 3.6% from ¥42.77 billion in FY2024 and up from ¥36.40 billion in FY2023.[37] This expansion has been primarily driven by its core segments, including the GIRLS Trend Business—encompassing purikura photo booths—which accounts for approximately 33% of revenue, the SEKAIKAN Business focused on character IP merchandise, contributing approximately 57%, and the FURYU New Business for video games and animation, at approximately 9%.[38] The company's diversification efforts, such as expanding digital game distributions and merchandise sales, have helped mitigate risks associated with physical amusement installations, particularly amid fluctuating consumer foot traffic, reducing reliance on purikura booths to under 50% of total revenue by FY2025.[39] Profitability has shown fluctuations, with net income attributable to owners of the parent at ¥1.63 billion in FY2025, marking a 35% decline from ¥2.49 billion in FY2024 due to increased development costs in new business areas.[37] Following the COVID-19 pandemic, which impacted physical operations in FY2020 and led to net income of ¥1.88 billion, FuRyu achieved recovery in FY2021 with net income rising to ¥2.54 billion through a strategic shift toward digital content and online merchandise sales.[37] For FY2025, the operating profit margin stood at approximately 3.7%, reflecting ongoing investments in game titles that bolster long-term growth despite short-term pressures.[40]| Fiscal Year | Net Sales (¥ billion) | Net Income (¥ billion) | Key Driver |
|---|---|---|---|
| FY2023 (ended Mar 2023) | 36.40 | 1.44 | Post-pandemic recovery in amusement and content |
| FY2024 (ended Mar 2024) | 42.77 | 2.49 | Growth in merchandise and game releases |
| FY2025 (ended Mar 2025) | 44.31 | 1.63 | Expansion in SEKAIKAN and new business segments |