CTW Announces Fiscal Year 2025 Financial Results
CTW (Nasdaq: CTW) reported fiscal year 2025 results for the year ended July 31, 2025, delivering $90.4 million in revenue, a 32% YoY increase and 41% YoY growth in 2H25. Net income was $3.8 million ($0.06/share) and Adjusted EBITDA was $8.0 million (8.8% of revenue). The company launched seven new games in FY25 that generated $32.3 million in revenue and ended FY25 with 29 active games and a 24-game backlog for FY26. Users outside Japan rose to 30% of revenue (from 19%). CTW completed an IPO in August 2025, raising $12.0 million in gross proceeds. Management will host an earnings webcast on Nov 18, 2025 at 8:30 a.m. EST.
CTW (Nasdaq: CTW) ha riportato i risultati dell'anno fiscale 2025 per l'anno chiuso al 31 luglio 2025, registrando 90,4 milioni di dollari di ricavi, aumento YoY del 32% e crescita YoY del 41% nel 2H25. L'utile netto è stato di 3,8 milioni di dollari (0,06 dollari per azione) e l'Adjusted EBITDA è stato di 8,0 milioni di dollari (8,8% dei ricavi). L'azienda ha lanciato sette nuovi giochi in FY25 che hanno generato 32,3 milioni di dollari di ricavi e ha chiuso FY25 con 29 giochi attivi e un backlog di 24 titoli per FY26. Gli utenti fuori dal Giappone sono aumentati al 30% dei ricavi (da 19%). CTW ha completato un'IPO nell', raccogliendo 12,0 milioni di dollari lordi. La direzione terrà una webcast sugli utili il 18 novembre 2025 alle 8:30 EST.
CTW (Nasdaq: CTW) informó los resultados del año fiscal 2025 para el año terminado el 31 de julio de 2025, registrando ingresos de 90,4 millones de dólares, un aumento YoY del 32% y un crecimiento YoY del 41% en el 2H25. El beneficio neto fue de 3,8 millones de dólares (0,06 dólares por acción) y el EBITDA ajustado fue de 8,0 millones de dólares (8,8% de los ingresos). La empresa lanzó siete nuevos juegos en FY25 que generaron 32,3 millones de dólares en ingresos y terminó FY25 con 29 juegos activos y un backlog de 24 juegos para FY26. Los usuarios fuera de Japón aumentaron a 30% de los ingresos (frente al 19%). CTW completó una OPI (IPO) en agosto de 2025, recaudando 12,0 millones de dólares brutos. La dirección organizará una webcast de resultados el 18 de noviembre de 2025 a las 8:30 a.m. EST.
CTW (Nasdaq: CTW)은 2025년 7월 31일로 종료된 회계연도에 대한 2025 회계연도 결과를 발표했습니다. 매출은 9,040만 달러, 전년 대비 32% 증가, 2H25에서 전년 대비 41% 성장을 기록했습니다. 순이익은 380만 달러(주당 0.06달러), 조정 EBITDA는 800만 달러로 매출의 8.8%였으며, FY25에서 7개 신규 게임을 출시해 32,3백만 달러의 매출을 창출했고 FY25를 활성 게임 29개, FY26를 위한 24게임의 백로그로 마감했습니다. 일본 외 지역의 사용자는 매출의 30%로 증가했고(이전 19%), CTW는 2025년 8월에 IPO를 완료해 총 12,0백만 달러의 총수익을 모았습니다. 경영진은 2025년 11월 18일 오전 8:30(EST)에 실적 웹캐스트를 주최할 예정입니다.
CTW (Nasdaq: CTW) a publié les résultats de l'exercice 2025 pour l'année se terminant le 31 juillet 2025, affichant un chiffre d'affaires de 90,4 millions de dollars, une hausse YoY de 32% et une croissance YoY de 41% au 2H25. Le résultat net était de 3,8 millions de dollars (0,06 dollar par action) et l'EBITDA ajusté s'élevait à 8,0 millions de dollars (8,8% du chiffre d'affaires). L'entreprise a lancé sept nouveaux jeux en FY25 qui ont généré 32,3 millions de dollars de revenus et a terminé FY25 avec 29 jeux actifs et un backlog de 24 jeux pour FY26. Les utilisateurs en dehors du Japon sont passés à 30% des revenus (contre 19%). CTW a achevé une IPO en août 2025, levant 12,0 millions de dollars bruts. La direction animera une webcast sur les résultats le 18 novembre 2025 à 8h30 EST.
CTW (Nasdaq: CTW) berichtete über die Ergebnisse des Geschäftsjahres 2025 für das am 31. Juli 2025 abgeschlossene Jahr und verzeichnete 90,4 Mio. USD Umsatz, eine YoY-Steigerung von 32% und ein YoY-Wachstum von 41% im 2H25. Der Nettogewinn betrug 3,8 Mio. USD (0,06 USD je Aktie) und das bereinigte EBITDA lag bei 8,0 Mio. USD (8,8% des Umsatzes). Das Unternehmen brachte im Geschäftsjahr 2025 sieben neue Spiele auf den Markt, die 32,3 Mio. USD an Umsatz generierten, und beendete FY25 mit 29 aktiven Spielen und einem Backlog von 24 Spielen für FY26. Nutzer außerhalb Japans stiegen auf 30% des Umsatzes (von 19%). CTW schloss im August 2025 ein IPO ab und erzielte Bruttoeinnahmen von 12,0 Mio. USD. Die Geschäftsleitung wird am 18. ноября 2025 um 8:30 Uhr EST einen Gewinn-Webcast ausrichten.
CTW (Nasdaq: CTW) أبلغت عن نتائج السنة المالية 2025 للسنة المنتهية في 31 يوليو 2025، محققة 90.4 مليون دولار من الإيرادات، بارتفاع سنوي بنسبة 32% ونمو سنوي بنسبة 41% في النصف الثاني من السنة 2025. كان صافي الدخل 3.8 مليون دولار (0.06 دولار للسهم) وكانت EBITDA المعدلة 8.0 ملايين دولار (8.8% من الإيرادات). أطلقت الشركة سبع ألعاب جديدة في عامها المالي 2025 التي حققت 32.3 مليون دولار من الإيرادات وأنهت السنة المالية 2025 بوجود 29 لعبة نشطة و30؟ فترة انتظار لـFY26. ارتفع عدد المستخدمين خارج اليابان ليصل إلى 30% من الإيرادات (من 19%). أكملت CTW عملية الطرح العام الأولي في أغسطس 2025، محققة 12.0 مليون دولار إجمالاً من العائدات. ستستضيف الإدارة بثاً مباشراً للأرباح في 18 نوفمبر 2025 الساعة 8:30 صباحاً بتوقيت شرق الولايات المتحدة.
- Revenue +32% YoY to $90.4M in FY25
- 2H25 revenue growth accelerated +41% YoY
- Seven new games generated $32.3M in FY25
- Users outside Japan rose to 30% of revenue (from 19%)
- Completed IPO raising $12.0M gross proceeds
- Adjusted EBITDA declined from $12.0M to $8.0M (FY24→FY25)
- Net income fell from $6.0M to $3.8M (FY24→FY25)
- Advertising expense increased to $52.4M (49.0% of revenue) from $37.3M (44.2%)
Insights
Record revenue and sustained adjusted profitability amid heavy investment and successful new-game monetization.
CTW grew revenue to
Key dependencies and risks include elevated user‑acquisition and scaling spend — advertising rose to
Concrete items to watch over the next 6–18 months include execution on the
Management will host an earnings webcast on Tuesday, November 18 at 8:30 a.m. EST
TOKYO, Nov. 17, 2025 (GLOBE NEWSWIRE) -- CTW Cayman (Nasdaq: CTW) (“CTW” or “the Company”), a leading game platform company providing global access to web-based games through its flagship HTML5 platform, G123.jp, reports financial results for the six months (“2H25”) and fiscal year ended July 31, 2025 (“FY25”).
Financial and Business Highlights
- Achieved record revenue of
$90.4 million in FY25, up32% YoY, including41% YoY growth in 2H25 - Delivered net income of
$3.8 million ($0.06 per share) and Adjusted EBITDA of$8.0 million in FY25, while actively advertising to support robust new game launches and scaling global operations for growth - Launched seven new games on G123.jp during FY25, including the popular So I’m a Spider, So What? Ruler of the Labyrinth, bringing total active games to 29, with a robust pipeline slate for FY26 including 24 games in backlog
- Successfully completed Initial Public Offering in August 2025, raising
$12.0 million in gross proceeds
Comments from Ryuichi Sasaki, Founder, CEO, and Chairman of CTW
“We are proud to have built the world’s leading platform that allows gamers to enjoy playing anime-based games without the need to download special apps or be distracted by in-game ads. Our strong fiscal 2025 results are indicative of our creative vision, strategic direction, and steady execution, all bearing fruit on an increasingly larger scale. Yet, I believe that our journey is just getting started as a public company.”
“Revenue of
“In fiscal 2025, we launched seven new games, including hits such as So I’m a Spider, So What? Ruler of the Labyrinth and Arifureta: From Commonplace to World’s Strongest – Rebellion Soul. Together, these seven new games generated
“We have invested considerably over the past year to ensure the scalability of our operations. Investments in R&D and personnel in Shanghai and Taipei, especially to strengthen our AI capabilities, have us well positioned for future growth. We have also made initial investments in North America, a large and relatively untapped market for us, and plan to continue this effort in fiscal 2026. While these recent investments may have masked our full potential profitability in 2025, they have also reinforced the foundation to prepare us for future profitable growth, especially when combined with our pipeline of games and our proven ability to secure valuable licensed IP and efficient user acquisition.”
Fiscal 2025 Results
Revenue increased
Segment profits* increased
Net Income was
Adjusted EBITDA* was
| * | Further clarification and explanation of Segment profits can be found in the Segment Reporting section of the release and at ctw.inc/investors. |
| ** | Further clarification and explanation of non-GAAP measures and reconciliation to the most comparable GAAP measure can be found in the “U.S. GAAP Reconciliation of Non-GAAP Adjusted Results” section of the release and at ctw.inc/investors. |
Earnings Conference Call and Webcast
Management will host an earnings webcast at 8:30am EST on Tuesday, November 18, 2025 to review its financial results and provide a general corporate update. Interested investors can register for the webcast here.
The Company has posted a supplemental slide presentation accompanying this release to its investor relations website at ctw.inc/investors. Investors are encouraged to review these materials in conjunction with this release.
About CTW Cayman
CTW is a leading game platform company providing global access to web-based, free-to-play games inspired by popular Japanese animations, including So I’m a Spider, So What? Ruler of the Labyrinth, Arifureta: From Commonplace to World’s Strongest – Rebellion Soul, and Queen’s Blade Limit Break. CTW delivers these games through its globally-accessible flagship HTML5 platform, G123.jp. According to a Frost & Sullivan Report, CTW was the largest anime IP-based H5 game platform in the world in 2023 in terms of gross billings.
For more information, visit www.ctw.inc or G123.jp.
Forward Looking Statements
This announcement contains forward-looking statements within the meaning of Section 21E of the U.S. Securities Exchange Act of 1934, as amended. These forward-looking statements are made under the “safe harbor” provisions of the U.S. Private Securities Litigation Reform Act of 1995. These statements can be identified by terminology such as “will,” “expects,” “anticipates,” “future,” “intends,” “plans,” “believes,” “estimates,” “potential,” “continue,” “ongoing,” “targets,” “guidance” and similar statements. CTW may also make written or oral forward-looking statements in its periodic reports to the U.S. Securities and Exchange Commission (the “SEC”), in its annual report to shareholders, in press releases and other written materials and in oral statements made by its officers, directors or employees to third parties. Any statements that are not historical facts, including statements about CTW’s beliefs and expectations, are forward-looking statements. Forward-looking statements involve inherent risks and uncertainties. A number of factors could cause actual results to differ materially from those contained in any forward-looking statement, including but not limited to the following: CTW’s growth strategies; its future business development, results of operations and financial condition; its ability to distribute successful and engaging games with high “playability” on its platform; its ability to efficiently attract and retain end-users who come to play and make in-game purchases; its ability to achieve positive return on investment on user acquisition efforts; its ability to establish and maintain relationships with game developers; governmental policies and regulations relating to CTW’s industry; and general economic and business conditions globally and in Japan and assumptions underlying or related to any of the foregoing. Further information regarding these and other risks, uncertainties or factors is included in CTW’s filings with the SEC. All information provided in this press release and in the attachments is as of the date of this press release, and CTW undertakes no obligation to update any forward-looking statement, except as required under applicable law.
Contacts
Matt Chesler, CFA
FNK IR
646-809-2183
investor@ctw.inc
CTW Cayman, Inc.
Key Operating Metrics
The following table includes the Company’s key operating metrics for the years ended July 31, 2025, 2024, and 2023.
| For the Years Ended July 31, | ||||||||||||
| 2025 | 2024 | 2023 | ||||||||||
| Gross in-game purchase amount(1) | $ | 106,994,440 | $ | 84,461,982 | $ | 81,388,946 | ||||||
| Paying daily active users (“PDAUs”)(2) | 17,458 | 16,446 | 13,541 | |||||||||
| Daily active users (“DAUs”)(2) | 264,149 | 197,100 | 189,985 | |||||||||
| PDAUs to DAUs ratio | 6.61 | % | 8.34 | % | 7.13 | % | ||||||
| Paying monthly active users (“PMAUs”)(3) | 88,503 | 62,621 | 47,088 | |||||||||
| Monthly active users (“MAUs”)(3) | 3,378,835 | 2,301,929 | 2,170,678 | |||||||||
| PMAUs to MAUs ratio | 2.62 | % | 2.72 | % | 2.17 | % | ||||||
| PDAUs to PMAUs ratio | 19.73 | % | 26.26 | % | 28.76 | % | ||||||
| DAUs to MAUs ratio | 7.82 | % | 8.56 | % | 8.75 | % | ||||||
| ARPPDAU | $ | 16.79 | $ | 14.07 | $ | 16.47 | ||||||
| ARPDAU | $ | 1.11 | $ | 1.17 | $ | 1.17 | ||||||
| ARPPMAU | $ | 100.74 | $ | 112.4 | $ | 144.04 | ||||||
| ARPMAU | $ | 2.64 | $ | 3.06 | $ | 3.12 | ||||||
| Day 1 retention rate for paying users(4) | 59.6 | % | 62.7 | % | 71.7 | % | ||||||
| Day 7 retention rate for paying users(4) | 37.5 | % | 41 | % | 49 | % | ||||||
| Day 30 retention rate for paying users(4) | 17.1 | % | 21.3 | % | 27.9 | % | ||||||
| Day 1 retention rate for active users(5) | 5.9 | % | 6.2 | % | 5.2 | % | ||||||
| Day 7 retention rate for active users(5) | 2.2 | % | 2.4 | % | 2.1 | % | ||||||
| Day 30 retention rate for active users(5) | 0.8 | % | 0.9 | % | 0.9 | % | ||||||
| Return on advertisement spend (“ROAS”) | 116.4 | % | 99.3 | % | 130.3 | % | ||||||
| (1) | “Gross in-game purchase amount” means the total in-purchase amounts, or top-ups, paid by end-users for games on G123.jp platform. | |
| (2) | PDAUs and DAUs for each period represents the average number of PDAUs and DAUs across all the days of the respective period. | |
| (3) | PMAUs and MAUs for each period represents the average number of PMAUs and MAUs across all the months of the respective period. | |
| (4) | Paying user retention rate is calculated by dividing the number of paying users who return to the same game on a specific day (e.g., Day 1, Day 7, or Day 30) and remain active for at least one minute, by the number of users who made their first in-game purchase in that game on Day 0. Pay user retention rate is measured on a per-game basis and reflects whether the same paying user returns to the same game following their initial purchase activity. We track paying user retention rates on a per-game basis and monitor user retention for each subsequent day following a user’s initial in-game purchase. For each day in a given period, we calculate the platform-level paying user retention rate as the average of the paying user retention rates across all games on our platform. The overall platform paying user retention rate for the period is then determined by averaging these daily platform retention rates over all days in the respective period. | |
| (5) | Active user retention rate is calculated by dividing the number of users who return to the same game on a specific day (e.g., Day 1, Day 7, or Day 30) and remain active for at least one minute, by the number of users who played that game for the first time on Day 0 and initiated gameplay by creating a character role on that day. Active user retention rate is measured on a per-game basis and only includes new users to that specific game. We track active user retention rates on a per-game basis and monitor user retention for each subsequent day following a user’s initial in-game purchase. For each day in a given period, we calculate the platform-level active user retention rate as the average of the active user retention rates across all games on our platform. The overall platform paying user retention rate for the period is then determined by averaging these daily platform retention rates over all days in the respective period. |
Glossary of Terms for Key Operating Metrics
| ● | “ARPDAU” are to average daily in-game purchase amount per daily active user during a given period, calculated by dividing the total in-game purchase amount in a given period generated on our G123.jp platform by the average number of daily active users, which is averaged over each day within the respective period, by further dividing the number of days in the respective period; |
| ● | “ARPPDAU” are to average daily in-game purchase amount per paying daily active user during a given period, calculated by dividing the total in-game purchase amount in a given period by the average number of paying daily active users, which is averaged over each day within the respective period, by further dividing the number of days in the respective period; |
| ● | “ARPMAU” are to average daily in-game purchase amount per monthly active user during a given period, calculated by dividing the total in-game purchase amount in a given period generated on our G123.jp platform by the average number of monthly active users, which is averaged over each month by further dividing by the number of months in the respective period; |
| ● | “ARPPMAU” are to average daily in-game purchase amount per paying monthly active user during a given period, calculated by dividing the total in-game purchase amount in a given period by the average number of paying monthly active users, which is averaged over each month by further dividing by the number of month in the respective period; |
| ● | “DAUs” are to daily active users, which is a performance indicator that captures the number of Active Users who accessed our G123.jp platform at least once during a 24-hour period. DAUs for a given period is the average DAUs across all days in the respective period, which is calculated by summing the number of DAUs for each day during the given period and dividing the total by the number of days in the respective period; |
| ● | “MAUs” are to monthly active users, which is a performance indicator that captures the number of Active Users who accessed our G123.jp platform at least once during the preceding 30-day period. MAUs for a given period is the average MAUs across all months in the respective period, which is calculated by summing the number of MAUs for each month during the given period and dividing the total by the number of months in the respective period; |
| ● | “PDAUs” are to paying daily active users, which is a performance indicator that captures the number of users who made at least one in-game purchase, and have spent at least one (1) minute on G123.jp platform during the preceding 24-hour period. PDAUs for a given period is the average PDAUs across all days in the respective period, which is calculated by summing the number of PDAUs for each day during the given period and dividing the total by the number of days in the respective period; |
| ● | “PMAUs” are to paying monthly active users, which is a performance indicator that captures the number of users who made at least one in-game purchase, and have spent at least one (1) minute on G123.jp platform during the preceding 30-day period. PMAUs for a given period is the average PMAUs across all months in the respective period, which is calculated by summing the number of PMAUs for each month during the given period and dividing the total by the number of months in the respective period; |
| ● | “ROAS” are to return on advertisement spending based on created users, calculated by dividing in-game purchase amount generated by created user divided by advertising expenses during the applicable period. Advertising expenses include all expenses recorded under advertising expenses in our financial statements during the applicable period, which consist primarily of paid media costs for online channels and ad placements that are directly attributable to digital marketing efforts aimed at acquiring new users. We exclude from our ROAS calculation the costs not classified as advertising expenses, including (i) compensation for marketing personnel, (ii) travel expenses, event-related costs, and (iii) general overhead, which are not considered advertising expenses under our accounting policies and are separately reported within the broader sales and marketing expenses line item in our financial statements. In-game purchases generated by created users reflect only spending by users acquired during the applicable period and exclude in-game purchases made by existing users. This differs from the gross in-game purchase amounts disclosed elsewhere, which represent total spending by all users on the platform; |
| CTW Cayman, Inc. Consolidated Statements of Comprehensive Income (Amounts in U.S. dollars, except for number of shares) | ||||||||||||
| For the Years Ended July 31, | ||||||||||||
| 2025 | 2024 | 2023 | ||||||||||
| Revenue | $ | 90,370,793 | $ | 68,424,577 | $ | 62,944,073 | ||||||
| Cost and expenses: | ||||||||||||
| Cost of revenue | 22,040,054 | 16,211,779 | 17,049,167 | |||||||||
| General & administrative expenses | 8,479,853 | 5,177,570 | 4,473,647 | |||||||||
| Research & development expenses | 5,528,733 | 952,440 | 2,913,436 | |||||||||
| Sales and marketing expenses | 55,387,277 | 39,426,506 | 32,919,491 | |||||||||
| Total cost and expenses | 91,435,917 | 61,768,295 | 57,355,741 | |||||||||
| Income (loss) from operation | (1,065,124 | ) | 6,656,282 | 5,588,332 | ||||||||
| Other income (expense) | ||||||||||||
| Interest income, net | 494,358 | 300,985 | 41,035 | |||||||||
| Foreign currency transaction gain (loss) | (287,946 | ) | 784,674 | (566,100 | ) | |||||||
| Other income | 555,012 | 454,286 | 173,291 | |||||||||
| Contingent gain on recovery of previously impaired assets | 4,709,029 | — | — | |||||||||
| Other income (expense), net | 5,470,453 | 1,539,945 | (351,774 | ) | ||||||||
| Income before income tax expense | 4,405,329 | 8,196,227 | 5,236,558 | |||||||||
| Income tax expense | 576,766 | 2,218,588 | 1,838,174 | |||||||||
| Net income | 3,828,563 | 5,977,639 | 3,398,384 | |||||||||
| Other comprehensive income | ||||||||||||
| Foreign currency translation adjustment | (42,427 | ) | (1,021,512 | ) | (1,151,842 | ) | ||||||
| Comprehensive income | $ | 3,786,136 | $ | 4,956,127 | $ | 2,246,542 | ||||||
| Earnings per share | ||||||||||||
| Basic and Diluted* | $ | 0.06 | $ | 0.10 | $ | 0.06 | ||||||
| Weighted average number of ordinary shares | ||||||||||||
| Basic and Diluted* | 60,000,000 | 60,000,000 | 60,000,000 | |||||||||
| * | Retrospectively restated for effect of share reorganization |
| CTW Cayman, Inc. Consolidated Balance Sheets (Amounts in U.S. dollars, except for number of shares) | ||||||||
| As of July 31, | ||||||||
| 2025 | 2024 | |||||||
| ASSETS | ||||||||
| Current assets: | ||||||||
| Cash and cash equivalent | $ | 12,208,630 | $ | 14,461,251 | ||||
| Restricted cash | 160,620 | 133,014 | ||||||
| Accounts receivable, net | 1,410,083 | 1,379,288 | ||||||
| Deferred offering cost | 1,429,523 | — | ||||||
| Prepaid expenses and other current assets | 2,866,243 | 2,184,676 | ||||||
| Total current assets | 18,075,099 | 18,158,229 | ||||||
| Non-current assets: | ||||||||
| Property, plant and equipment, net | 1,098,679 | 935,247 | ||||||
| Prepaid royalties, net | 3,499,962 | 3,660,198 | ||||||
| Investments in films and television programs, net | 576,956 | 800,033 | ||||||
| Advance to game developer, net | 14,561,726 | 14,167,091 | ||||||
| Deferred tax assets, net | 49,067 | 5,946 | ||||||
| Rights-of-use assets, net | 6,782,354 | 4,384,300 | ||||||
| Other noncurrent assets | 1,858,413 | 1,831,463 | ||||||
| Total non-current assets | 28,427,157 | 25,784,278 | ||||||
| TOTAL ASSETS | $ | 46,502,256 | $ | 43,942,507 | ||||
| LIABILITIES AND SHAREHOLDERS' EQUITY | ||||||||
| Current liabilities: | ||||||||
| Accounts payable | $ | 2,377,279 | $ | 3,321,614 | ||||
| Accrued advertising expenses | 475,099 | 3,696,323 | ||||||
| Tax payable | 293,482 | 810,716 | ||||||
| Lease liabilities - current | 2,728,326 | 2,121,666 | ||||||
| Accrued expenses and other current liabilities | 2,549,763 | 2,062,560 | ||||||
| Total current liabilities | 8,423,949 | 12,012,879 | ||||||
| Non-current liabilities: | ||||||||
| Lease liabilities - noncurrent | 4,222,089 | 2,425,578 | ||||||
| Deferred tax liabilities, net | 6,208,161 | 5,664,596 | ||||||
| Total non-current liabilities | 10,430,250 | 8,090,174 | ||||||
| Total liabilities | 18,854,199 | 20,103,053 | ||||||
| Shareholders' equity | ||||||||
| Class A ordinary shares, par value | 4,800 | 4,800 | ||||||
| Class B ordinary shares, par value | 1,200 | 1,200 | ||||||
| Additional paid-in capital | 872,315 | 849,848 | ||||||
| Statutory reserve | 676,416 | 674,156 | ||||||
| Retained earnings | 31,862,339 | 28,036,036 | ||||||
| Accumulated other comprehensive income (loss) | (5,769,013 | ) | (5,726,586 | ) | ||||
| Total Shareholders' equity | 27,648,057 | 23,839,454 | ||||||
| TOTAL LIABILITIES AND SHAREHOLDERS' EQUITY | $ | 46,502,256 | $ | 43,942,507 | ||||
| * | Retrospectively restated for effect of share reorganization; As of July 31, 2025, the Company's authorized share capital consists of 500,000,000 ordinary shares of US |
| CTW Cayman, Inc. Consolidated Statements of Cash Flows (Amounts in U.S. dollars, except for number of shares) | ||||||||||||
| For the Years Ended July 31, | ||||||||||||
| 2025 | 2024 | 2023 | ||||||||||
| CASH FLOWS FROM OPERATING ACTIVITIES: | ||||||||||||
| Net income | $ | 3,828,563 | $ | 5,977,639 | $ | 3,398,384 | ||||||
| Adjustments to reconcile net income to net cash provided by operating activities: | ||||||||||||
| Depreciation and amortization | 2,673,255 | 2,067,706 | 779,368 | |||||||||
| Impairment of advance to game developers | 3,147,411 | 401,451 | 2,457,900 | |||||||||
| Impairment of prepaid royalties | 483,149 | — | 831,624 | |||||||||
| Impairment of investments in films and television programs | — | 46,453 | — | |||||||||
| Amortization of right-of-use asset | 2,455,211 | 1,634,833 | 1,369,188 | |||||||||
| Loss from termination of operating lease agreement | 33,055 | — | — | |||||||||
| (Gain)/Losses from disposal of property, equipment and software | 21,332 | (19,931 | ) | — | ||||||||
| Foreign currency exchange (gain) loss | 450,964 | (742,819 | ) | — | ||||||||
| Deferred income tax expenses | 507,034 | 1,734,765 | 1,811,466 | |||||||||
| Changes in operating assets and liabilities: | ||||||||||||
| Accounts receivable, net | (33,896 | ) | 12,495 | 27,836 | ||||||||
| Prepaid expenses and other current asset, net | (630,207 | ) | (1,536,692 | ) | 2,462,046 | |||||||
| Advance to game developers, net | (3,946,469 | ) | (4,559,682 | ) | (7,565,487 | ) | ||||||
| Prepaid royalties, net | (2,024,883 | ) | (2,105,413 | ) | (1,938,905 | ) | ||||||
| Other non-current assets | (80,476 | ) | 374,397 | (280,676 | ) | |||||||
| Accounts payable | (939,611 | ) | (811,959 | ) | 1,130,431 | |||||||
| Accrued advertising expenses | (2,948,326 | ) | 931,036 | 77,822 | ||||||||
| Tax payable | (518,420 | ) | 149,583 | 253,613 | ||||||||
| Accrued expenses and other current liabilities | 87,188 | (13,896 | ) | (1,002,834 | ) | |||||||
| Operating Lease liabilities | (2,501,114 | ) | (1,898,561 | ) | (1,250,884 | ) | ||||||
| Amount to related parties | 47,615 | (53,758 | ) | (1,741 | ) | |||||||
| Net cash provided by operating activities | 111,375 | 1,587,647 | 2,559,151 | |||||||||
| CASH FLOWS FROM INVESTING ACTIVITIES | ||||||||||||
| Purchase of property and equipment | (584,668 | ) | (710,457 | ) | (134,787 | ) | ||||||
| Proceeds from disposal of property and equipment | 28,109 | 106,374 | 231,514 | |||||||||
| Investments in films and television programs | (258,882 | ) | (569,647 | ) | (581,962 | ) | ||||||
| Purchase of intangible asset | (9,947 | ) | — | — | ||||||||
| Advances to third-party loan | (410,000 | ) | — | — | ||||||||
| Proceeds from due from related parties | 55,351 | — | — | |||||||||
| Net cash used in investing activities | (1,180,037 | ) | (1,173,730 | ) | (485,236 | ) | ||||||
| CASH FLOWS FROM FINANCING ACTIVITIES | ||||||||||||
| Proceeds from shareholder's contribution | 22,202 | — | — | |||||||||
| Deferred offering cost | (1,134,538 | ) | — | — | ||||||||
| Net cash used in financing activities | (1,112,336 | ) | — | — | ||||||||
| Effect of exchange rate changes | (44,017 | ) | (812,504 | ) | (998,138 | ) | ||||||
| Net change in cash, cash equivalents and restricted cash | (2,225,015 | ) | (398,587 | ) | 1,075,777 | |||||||
| Cash, cash equivalents and restricted cash, beginning of the year | 14,594,265 | 14,992,852 | 13,917,075 | |||||||||
| Cash, cash equivalents and cash equivalents, end of the year | $ | 12,369,250 | $ | 14,594,265 | $ | 14,992,852 | ||||||
| Cash, cash equivalent and restricted cash, end of the year | $ | 12,369,250 | $ | 14,594,265 | $ | 14,992,852 | ||||||
| Less: restricted cash, end of the year | 160,620 | 133,014 | 140,682 | |||||||||
| Cash and cash equivalent, end of the year | $ | 12,208,630 | $ | 14,461,251 | $ | 14,852,170 | ||||||
| SUPPLEMENTAL DISCLOSURE OF CASH FLOW INFORMATION: | ||||||||||||
| Cash paid for income tax | $ | $ | 6,928 | $ | 1,924 | |||||||
| Cash paid for operating leases | $ | 2,602,143 | $ | 1,969,440 | $ | 1,314,835 | ||||||
| Supplemental disclosures of non-cash activities: | ||||||||||||
| Obtaining right-of-use assets in exchange for operating lease liabilities | $ | 5,129,642 | $ | 1,685,257 | $ | 30,184 | ||||||
| Derecognition of right-of-use assets and lease liabilities related to terminated lease agreement | $ | 516,625 | $ | — | $ | — | ||||||
CTW Cayman, Inc.
U.S. GAAP Reconciliation of Non-GAAP Adjusted Results
(Amounts in U.S. dollars thousands)
(unaudited)
Reconciliation to the most directly comparable U.S. GAAP measure of the on-GAAP measures included in this press release is as follows. The following table reconciles the Company’s net income (loss) to Adjusted EBITDA:
| (in USD ‘000) | Fiscal 2025 | Fiscal 2024 | Fiscal 2023 | |||||||||||||||||||||||||
| H1 2025 | H2 2025 | FY 2025 | H1 2024 | H2 2024 | FY 2024 | FY 2023 | ||||||||||||||||||||||
| Net income | $ | 639 | $ | 3,190 | $ | 3,829 | $ | 3,971 | $ | 2,006 | $ | 5,978 | $ | 3,398 | ||||||||||||||
| Depreciation and amortization | 1,323 | 1,350 | 2,673 | 899 | 1,168 | 2,068 | 779 | |||||||||||||||||||||
| Amortization of right-of-use asset | 1,017 | 1,438 | 2,455 | 755 | 880 | 1,635 | 1,369 | |||||||||||||||||||||
| Interest income, net | (283 | ) | (212 | ) | (494 | ) | (1 | ) | (300 | ) | (301 | ) | (41 | ) | ||||||||||||||
| Income tax expense | (384 | ) | 961 | 577 | 1,999 | 220 | 2,219 | 1,838 | ||||||||||||||||||||
| Extraordinary Income | — | (4,709 | ) | (4,709 | ) | — | — | — | — | |||||||||||||||||||
| Impairment of advance to game developers | 1,114 | 2,034 | 3,147 | 413 | (11 | ) | 401 | 2,458 | ||||||||||||||||||||
| Impairment of prepaid royalties | 279 | 204 | 483 | — | — | — | 832 | |||||||||||||||||||||
| Adjusted EBITDA (non-GAAP) | $ | 3,705 | $ | 4,256 | $ | 7,961 | $ | 8,037 | $ | 3,962 | $ | 11,999 | $ | 10,634 | ||||||||||||||
CTW Cayman has determined to supplement its consolidated financial statements, prepared in accordance with accounting principles generally accepted in the United States of America (“U.S. GAAP”), presented elsewhere within this report, with non-GAAP adjusted EBITDA, “Earnings Before Interest, Taxes, Depreciation, and Amortization.”
This non-GAAP disclosure has limitations as an analytical tool, should not be viewed as a substitute for Net Earnings (Loss) determined in accordance with U.S. GAAP, should not be considered in isolation or as a substitute for analysis of our results as reported under U.S. GAAP, nor is it necessarily comparable to non-GAAP performance measures that may be presented by other companies. CTW Cayman considers this non-GAAP measure in addition to its results prepared under current accounting standards, but it is not a substitute for, nor superior to, U.S. GAAP measures. This non-GAAP measure is provided to enhance readers’ overall understanding of the Company’s current financial performance and to provide further information for comparative purposes. This supplemental presentation should not be construed as an inference that the Company's future results will be unaffected by similar adjustments to Net Earnings (Loss) determined in accordance with U.S. GAAP. Specifically, CTW Cayman believes the non-GAAP measure provides useful information to management and investors by isolating certain expenses, gains, and losses that may not be indicative of the Company’s core operating results and business outlook. In addition, CTW Cayman believes the non-GAAP measure enhances the comparability of results against prior periods.
| CTW Cayman, Inc. Segment Reporting (Amounts in U.S. dollars) | ||||||||||||
| For the Years Ended July 31, | ||||||||||||
| 2025 | 2024 | 2023 | ||||||||||
| Consolidated in-game purchases | $ | 106,994,440 | $ | 84,461,982 | $ | 81,388,946 | ||||||
| Less: | ||||||||||||
| Revenue share with game developers and IP holders | 15,898,478 | 14,975,047 | 19,263,857 | |||||||||
| Transaction fee | 5,265,054 | 3,812,118 | 3,659,159 | |||||||||
| Advertisement expense | 52,396,511 | 37,309,197 | 31,080,465 | |||||||||
| Server cost directly related to hosting the games | 2,088,553 | 1,319,704 | 2,396,425 | |||||||||
| Segment profits | $ | 31,345,844 | $ | 27,045,916 | $ | 24,989,040 | ||||||
| Reconciliation from segment profits to income before income tax | ||||||||||||
| Segment profits | $ | 31,345,844 | $ | 27,045,916 | $ | 24,989,040 | ||||||
| Less: other operating expenses: | ||||||||||||
| Payroll and related cost | 13,621,485 | 9,756,710 | 10,165,389 | |||||||||
| Lease expense | 2,661,149 | 1,738,249 | 1,446,048 | |||||||||
| Depreciation and amortization expense (including amortization of prepaid royalties) | 2,702,360 | 2,099,728 | 947,512 | |||||||||
| Impairment expense | 3,632,218 | 447,904 | 3,289,524 | |||||||||
| Recoup of advances made to game developers | 3,583,143 | 2,477,840 | 551,774 | |||||||||
| Other cost of sales(1) | 2,087,031 | 1,563,366 | 809,739 | |||||||||
| Other selling and marketing expenses(2) | 1,713,981 | 1,402,889 | 1,307,165 | |||||||||
| Other general and administrative expenses(3) | 2,409,601 | 902,948 | 883,557 | |||||||||
| Total other operating expense | 32,410,968 | 20,389,634 | 19,400,708 | |||||||||
| Income (loss) from operation | (1,065,124 | ) | 6,656,282 | 5,588,332 | ||||||||
| Interest income, net | 494,358 | 300,985 | 41,035 | |||||||||
| Foreign Currency Transaction gain (loss) | (287,946 | ) | 784,674 | (566,100 | ) | |||||||
| Other income | 555,012 | 454,286 | 173,291 | |||||||||
| Extraordinary income | 4,709,029 | — | — | |||||||||
| Income before income tax expense | $ | 4,405,329 | $ | 8,196,227 | $ | 5,236,558 | ||||||
In November 2023, the FASB issued ASU 2023-07, Segment Reporting (Topic 280): Improvements to Reportable Segment Disclosures. The ASU’s amendments “improve reportable segment disclosure requirements, primarily through enhanced disclosures about significant segment expenses”. In addition, the standard introduces new disclosure requirements specifically for entities with a single reportable segment, and it aims to help investors better understand a company’s performance and assess potential future cash flows. The new guidance applies to all public entities subject to segment reporting under ASC 280. This ASU is effective for fiscal years beginning after December 15, 2023, and interim periods within fiscal years beginning after December 15, 2024. Early adoption is permitted. The Group adopted this ASU for the year ended July 31, 2025. The adoption of ASU does not change how segments are identified, aggregated, or measured, it adds incremental disclosure requirements.
An operating segment is a component of the Group that engages in business activities from which it may earn revenues and incur expenses, and is identified on the basis of the internal financial reports that are provided to and regularly reviewed by the Group’s chief operating decision maker (“CODM”) in order to allocate resources and assess performance of the segment.
The management of the Group concludes that it has only one reporting segment. The Group provides game distribution and related services to game developers. The Group’s services have similar economic characteristics with respect to nature and form of the services provided. The Group’s chief operating decision maker has been identified as the Chief Executive Officer, who reviews Consolidated results when making decisions about allocating resources and assessing performance of the Group, rather than by geographic area; hence the Group has only one reporting segment. CODM reviews operation results on the consolidated in-game purchase amount, recoup of advances to game developers and revenue share with game developers and IP holders, advertising expenses, transaction fees, server cost directly related to the host of games, in-house payroll cost directly related to the art and design support services provided. The following table summarizes the operating results reviewed by CODM and reconciliation to net income as reported in the consolidated statement of comprehensive income.