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Capcom Begins FY 2027 Strongly with Pragmata and Solid Resident Evil Performance

Pragmata and Resident Evil Requiem.
Image: Pragmata and Resident Evil Requiem (Credit: Capcom)

Capcom has posted strong Q1 results, with net sales and profit climbing sharply on the back of Pragmata and its ever-reliable Resident Evil catalogue.


Here's the full breakdown from Capcom's Q1 FY2027 (April–June 2026) report:


Consolidated Financial Results (Q1, 100 million yen)

Metric

Q1 26/6

YoY

Full-Year Plan (27/3)

Plan YoY

Net sales

704

+55%

2,100

+8%

Operating profit

410

+67%

830

+10%

Operating margin

58.3%

—

39.5%

—

Ordinary profit

414

+81%

830

+12%

Net profit (attributable to owners)

291

+69%

580

+6%


What drove the growth?

The Digital Earnings segment did most of the heavy lifting this quarter. It brought in ¥54.6 billion ($333 million) in net sales, an 83% year-on-year increase, along with ¥37.5 billion ($228.7 million) in operating profit, up 87.5%.


  • Total unit sales: 23.81 million units, up 68.1% YoY (a record quarterly high for catalog sales)

  • New units: 2.55 million (up 222.8% YoY), driven by PRAGMATA

  • Catalog units: 21.26 million (up 59.1% YoY), driven by the Resident Evil series, especially Resident Evil Requiem

  • Digital units made up 93.3% of total sales; overseas units made up 90.8%


Best-Selling Titles This Quarter (Unit Sales Ranking, 10k units)

Title

Release

Q1 (26/6) sales

Lifetime sales

PRAGMATA

Apr 2026

2.51 million

2.51 million

Resident Evil 4

Mar 2023

2.43 million

16.04 million

Resident Evil 2

Jan 2019

1.42 million

19.75 million

Devil May Cry 5

Mar 2019

1.29 million

14.24 million

Resident Evil 3

Apr 2020

1.15 million

14.52 million

Resident Evil Requiem

Feb 2026

1.14 million

8.06 million

Resident Evil 7 biohazard

Jan 2017

1.01 million

18.41 million

Resident Evil Village

May 2021

0.93 million

15.86 million

Monster Hunter: World

Jan 2018

0.78 million

30.45 million

Resident Evil 6

Oct 2012

0.71 million

17.60 million


Notable: PRAGMATA (all-new IP) sold over 2.5 million units in its debut quarter, and Resident Evil Requiem cumulative sales passed 8 million.


Lifetime Sales by Franchise (Cumulative Series Unit Sales)

Franchise

Cumulative units

Resident Evil

213 million

Monster Hunter

131 million

Street Fighter

60 million

Mega Man

45 million

Devil May Cry

41 million

Dead Rising

19 million

Ace Attorney

15 million

Dragon's Dogma

14 million

Marvel vs. Capcom

13 million

Onimusha

9.2 million

Okami

4.8 million


Other Segments

Arcade Operations

  • Net sales: Â¥67 (100M yen), +21% YoY; operating profit Â¥8, -5% YoY

  • Opened Chara Cap/Capsule Lab Hanyu (Saitama), bringing total stores to 62

  • Same-store sales up 115% YoY


Amusement Equipments

  • Net sales: Â¥70 (100M yen), -9% YoY; operating profit Â¥40, -18% YoY

  • Released Biohazard RE:3 slot machine in May, selling 17,000 units (vs. prior-year Q1's 10,900 new + 9,200 repeat units)

  • Plans to release one new machine per quarter using popular IPs


Other Businesses

  • Net sales: Â¥19 (100M yen), -15% YoY; operating profit Â¥12, -8% YoY

  • Character business (merchandise/collabs) contributed to IP awareness

  • Street Fighter 6 competitions held globally via CAPCOM Pro Tour 2026 starting in May

  • Devil May Cry Season 2 anime streaming worldwide on Netflix


What's Next

  • Onimusha: Way of the Sword — demo released this quarter; full launch scheduled for September 4

  • Live-action Street Fighter movie — scheduled for release on October 16

  • Continued strategy to grow catalog unit sales through core franchises (Resident Evil, Monster Hunter, Street Fighter, Devil May Cry)

  • Full-year targets remain unchanged: Â¥2,100 net sales and Â¥830 operating profit for FY ending March 2027


Given how well Pragmata has performed, talk of a sequel is already picking up. As per reports by Bloomberg, Capcom's head of finance, accounting, IT, and the PR and IR division, Yoshikazu Shimauchi, said the game exceeded internal expectations. He credited the strong marketing push and the game's distinctive protagonist, Diana, for helping it connect with players.

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