CTW (CTW)
NASDAQ: CTW · Real-Time Price · USD
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Planet MicroCap Las Vegas 2026

Jun 17, 2026

Summary

A global anime-focused gaming platform leverages an asset-light, AI-driven model to deliver strong user engagement and profitability, with rapid global expansion and a growing IP portfolio. Revenue outside Japan is rising, and the platform maintains industry leadership.

Patrick Liu
CFO, CTW

First of all, good afternoon, everybody. My name is Patrick Liu. I'm the CFO of this company, CTW. We are a H5 technology-backed, anime-focused gaming platform originally from Tokyo, Japan. If I may, I think we can just start right now. Here is a very quick snapshot of the company, CTW. I think I briefly mentioned that CTW, we are an H5 technology-backed gaming platform company originally from Tokyo, Japan. To date, we have been operating for over a decade, and we have paid users. We've distributed the game globally through our proprietary platform called G123. Roughly, we have paid users from over 180 countries around the globe, including U.S. A lot of them are actually U.S.-based users today. Regarding a very quick snapshot of the capital structure of the company.

As of now, we actually did complete our IPO in early August of last year. As of now, we have roughly 62.4 million shares outstanding, including roughly 2.4 million shares public float, which is very small even today, but we are doing something around that. We also have close to JPY 20 million cash on hand. We don't really have any funded debts on our balance sheet. Regarding the gaming pipelines, today we have roughly 40 games in operation on the G123 platform. Actually, we just released one game this past Monday. It's also based on a very popular Japanese anime. I think for that game, the Japanese anime is actually going to have one movie coming up this summertime, and also there's a TV series coming up this fall time as well in the U.S.

Beyond the live games, we currently also have roughly 6, 7 games in pre-registration. You're able to see those in the G123 platform. Also we have roughly 20 new games in backlog. Those games, that means we either already signed the IP license agreements with the IP holders, or we are in the negotiation with finalizing those game development contracts. Some of the key KPIs. First half of 2026, we report revenue of JPY 40.9 million, following with over JPY 90 million revenue in fiscal year of 2025. By the way, the company fiscal year-end is actually July 31st. We are about to end this current fiscal year in the next month, basically. Also, one of the numbers I want to highlight is that we have cumulative active users of 290 million, and that number is actually for the fiscal year of 2025.

Basically, for just that one-month period, we have 290 million active users. All right. Here we have some investment highlights that we summarized that we think why people or investors should really pay attention to us. Firstly is our model. Our model is really combined attractive margins with a very low development risk, because most of the time that I can explain this later, that we contract with third-party development companies to develop the game. We don't really have the development risk on our side. Beyond that is the continually increasing interest in Japanese anime. I'm not sure if anybody in this room right now is seeing news or seeing actual anime yourself.

If not, you probably still see some industry news from the entertainment industry overall. They say, like Netflix, they continually report that Japanese anime had continuously made the top 10 of their most-watched either movie or TV series on their platform. We believe there is a great tailwind in this industry right now. Beyond that is really the long-standing relationship between CTW with the IP holders and the development networks. Because as I mentioned earlier, our business model is really we are asset-light. We don't really have any development risk ourselves. These long relationships help us to secure any future pipelines, any future IPs that we really want to work on. Beyond that, we are also leveraging internal AI-driven technologies to improve, including things like marketing efficiency, including localization, including communication with the users. Which helps a lot on operating efficiency and effectiveness.

Also there's multiple vectors for the company's growth in the future, including global expansion. I will talk a little bit more of that in the future slides, so I can show you what we are talking about or what we have as of now regarding revenue split between different geographic locations and what's the opportunities up there. Also beyond that is also we have the strong IP acquisition plan in the pipeline, means that we will continue utilizing the strong relationships with the Japanese IP holders to get more and more IPs in our platform. Also because we are building up the platform, which means it's essentially an ecosystem that we can continually add new features, working with other business partners that have new ventures to generate revenue going forward. Also lastly, historically, we have demonstrated profitability and we continually focus on long-term sustainable growth.

I think that is also something that you will rarely see in a growth phase company like us. All right. Here, this is just one nice slide that we have made for all the participants that if you are curious, okay, you have talked a lot about, oh, you have a G123 platform. What does it actually look like? If you want, you can take your phone and scan the QR code here, and it's going to get you directly to the G123 platform. Right. I will just stop here for a second. After you get onto the G123 platform, you will probably see, oh, there's games. How can I get in the games? All right. If you want to try, I want you guys to also try that.

Just click any title that seems interesting to you, and you will be able to see there's a small Start button on the bottom, and you can just click Start. What that start means is not start to download, it's not start to the registration process, because I believe none of you actually used our platform before, right? What that start is start the game. There's no downloads. There's no registration. User immediately gets access to the games. That's the no-friction user access I'm talking about. That's the very, very unique feature that I believe that only CTW, we are able to offer. All right? How the business model works. How we turn the high quality or premier Japanese IP into those exciting games, right? We first start with IP holders.

In the past decade, we have continually been building up that strong relationships with Japanese anime IP holders. As a platform, we're continually getting real-time user data to see what anime, what IP the users actually care about or are actually most passionate about. From those data, we're going to utilize the data to provide analysis, assessment, and we're going to have a targeting list of which IP we want to get. After we have the targeted IP list, we're going to go reach out to each of those IP holders and get contracts directly with those IP holders. Here on the left side of this slide, you will see those brand names that we already have at least one contract with.

Some of them you may not know, but I can assure you that each individual one of them is a very large Japanese anime IP. You probably know Warner Bros. is there. We work with their Japanese subsidiary. They have some IPs there. Beyond Warner Bros., there's also those other IP holders that is also very large in this industry. All right. Here, to take a deeper dive of the monetization model, how we monetize, how we do revenue share, because seems like there's multiple parties involved in the whole arrangement, right? I think I kind of could explain this a little bit earlier is, we basically, as a platform, we sit in the middle of our ecosystem. On the right side, we connect with IP holders. We get IP license from IP holders for allowing us to use their IP to create games.

Also, we do also work with game development partners who actually do the games or create, develop the games to be distributed through our platform. We pay running royalties for both parties. Roughly, we are paying 0%-12% running royalties to the IP holders. 0% means we do have still a very few games on the platform. Is old games that is not on anime IP. That's why there's a 0% there. Normally, it's between 5%-12%. For the game developer partners, we normally pay roughly 10% of the revenue to the developer partners. Also on the left side of this is we are the platform connecting the end users. The end user actually experience all the games directly on the platform, the G123 that you actually see. All right?

Here, we believe that our business model is really a very repeatable, scalable model. Basically, for each individual game that's going to be launched on our platform, that means we have a very low upfront investment. Roughly, we do pay, right now, I think is anywhere between half million to a little bit over JPY 1 million as advance to the game developer to support their R&D process. That advance is not fully covering their development cost. It's really just a kind of incentive for the game developer to start working with us. Also for those advance, those going to be deducted against future revenue share that we will pay to the game developers after the game is actually launched. Beyond that, we also pay a small amount of prepaid royalties to the IP holders.

From that perspective, it is roughly ranged somewhere between JPY 30 million to JPY 100 million. Today's exchange rate is like JPY 150 to $1, so that JPY 30 million to JPY 100 million will convert it to roughly somewhere between $200,000 to half million, around there, US dollars. After we make the low upfront investment, we're going to wait and work with the IP holders and game developers to actually develop the game. When we have the game, it's launched on the platform. Basically, there's two possible outcomes, right? There could be games that are really performing super well, and if that is the case, what happens on the platform? We have an internal developed AI-backed advertisement management system that will track the performance of each individual game in real time, in seconds.

Immediately, as we know that there's a trend that we see as positive, that means the game is really performing well, we're going to immediately increase the advertisement money or advertisement allocation, and we will maximize user acquisition and maximize monetization. Right? In an ideal world, we hope that every single game that launched on the platform actually works super well. Reality is that never could happen. That's also not just for us, that's happened to all the gaming companies in the world, right? What if a game, for whatever reason, is not performing well, right? A good thing for this company is because we have those AI-backed technology to identify a poor performer in the very early stage of the game, right? Also we have a very low upfront investment, remember that, right?

Basically, we can control the advertisement spending on the poor-performing games, and we can mitigate the losses that could be potentially generated by those poor-performed games. That is the repeatable model that this business is running. Here, beyond just the model, I think I want to show you guys some of the real engagement drivers and the engagement KPIs. This is also for the last six months through January 2026, which is the most recent period we have finished reporting on. Roughly on average, active user spends about over one and a half hours on the platform. Also for the users, average in-game purchases per monthly active user is over $4. For paying monthly active users, that average in-game purchase per month is actually almost $107 per month.

Also, I want to also highlight, you see on the left side, in the middle of that bar chart, there's a magic number. It's 109%, which is called the return on advertisement spent. That is actually our most important KPIs because, as I mentioned earlier, we have very low upfront investment for each individual game. One key driver that assures that our business model actually works is this ROAS, because we do spend a lot of money on advertisement and marketing year-over-year to attract users to come to play the games, to engage with the games. That 109 number, that 109% means that on average for the six-month period ended January of 2026, for each new user we get for that six-month period, they actually pay us $1.46 in the games. To acquire those new users, on average, we only pay $1.34.

Basically, it means over 100% ROAS means we are not sitting there expecting that we are able to recover the advertisement money we already paid upfront and see, oh, maybe we are able to generate a significant revenue to cover the cost. We are actually already covering the cost to acquire those new users. I think that's the most important part of the business. Here again, I think this goes deeper into how we are able to get over 100% return on advertisement spending. A lot of this is actually coming from our internal operating strategy, marketing strategy, along with the support of our AI advertisement management systems. As I mentioned earlier, the internal database we created in years, it has the capability to track every single game's performance in real time, in seconds.

As soon as we are able to identify there's some poor-performing online advertisement, there's some poor-performing games, we are immediately cutting down the spending more money on those online advertisement banners, on those games, and then reallocate the fund for those poor performers to some of the high performers. That is actually the underneath technology or mechanics that assure we are able to get the over 100% ROAS of the platform. All right. I think this goes back to some of the industry favorable trend for the company, for the business. Based on some report from Frost & Sullivan, for period from 2024 to 2028, they're seeing that all mobile gaming market is going to increase with a CAGR of 10% annually from 2024 to 2028. Also, we're also seeing roughly the same growth rate for just the anime H5 games.

That is actually the great industry trends that we are actually benefited from. Also, besides of these things, I think I also mentioned earlier that there's a broader increasing in the demand of Japanese anime content in the Western culture, U.S., Europe, globally. That's also something that we are benefiting from those industry tailwinds right now. Here, this is actually a split-out of revenue or in-game purchase by country of G123 platform. Again, this is on the right side. The number is actually for six months ending January of 2026. You see Japan as a Japanese company, Japanese revenue still dominates. We have roughly 68% of revenue still came from users based in Japan. Beyond of Japan, we also have U.S., we have South Korea, we have Taiwan, Hong Kong, Canada.

Basically, based on the past couple years' experiences, revenue generated from users outside of Japan is continually growing. Right now, you see 32% revenue came from user base out of Japan. Last year it was 28%, and the year before that, I think we are talking about something around 10%-20%. Basically that means the data is actually proving out, yes, there's more demanding of anime-based gaming globally. Here again, this is also based on a Frost & Sullivan report. I think as of now, this appears a little bit outdated, but still I want to show you guys is, based on their analysis and the research, we actually ranked number one anime IP-based H5 platform globally in gross billing in 2023.

In that year, I want to show you that in the year of 2023, we actually have 82% of revenue coming from Japan, that already allow us to dominate this sector. Just to make an estimate, what if we are continually growing globally and getting more and more users outside of Japan? We're going to not just dominate in this sector in 2023, we potentially could also dominate the sector in many years after, right? Because we are continually growing globally. Here, beyond of what we have talked about, globalization, getting more money from users outside of Japan, what we are also going to do to continue the growth, right? Firstly, definitely we are going to continually getting more and more IPs from the IP holders to have more IP-based games on the platform.

We also definitely going to do developer expansion, means as a global NASDAQ-listed company right now, we are also getting more touch with the gaming studios globally, game developers globally, and we want to work with them to get more and more high-quality games from them. Beyond that is always AI-driven technologies. As I mentioned earlier, we already have that AI advertisement platform in place, we definitely will continually invest money into those capabilities, platform tools that we use to enhance the effectiveness and efficiency of the platform, right? Beyond that is global reach, which I talked about, also there's some future capabilities we are thinking about. We are a platform, we want to add more features to the ecosystem. I think we're running out of the time, I'm going to quickly go through the few slides.

This is the engaged user historical data. As I mentioned, for FY 2025, we have accumulated user of 261 million. In regarding of MAU, PMAU, you see through the end of FY 2025, we see a significant increase, some of you may note it. There's apparently a drop in the first half of FY 2026. I want to let you know, this is not like, oh, the market demand is less or something happened in the industry. This is actually our deliberate decision because for the first half of the year 2026, we see some of the new games that we launch in that six months is not performing as we expected. It's not meeting internal targets. We intentionally lower the marketing allocation for those games, which have a direct impact on the MAU.

On the other side, you can see the PMAU is actually stay up there. That means the core users still stay with us no matter what we do with the marketing. This is another way of seeing the long-term growth profile for in-game purchases and revenue. You see last year we generate a little bit over almost JPY 107 million in-game purchase, revenue is JPY 90.4 million. One thing I want to mention why there's a difference between revenue and in-game purchases, that's just accounting. For reporting purposes, for revenue, we're actually taking off the payment we made to the game developers. That's why there's a difference between the JPY 107 number and the JPY 90 million there. Similarly to the first half of FY 2026, you see there's a small drop there, that's mentioned.

This is really a business decision because some of the games we launched in the first half of the year is not picking up as we expected. We lower the marketing expense for those games, which has a direct impact on the top-line revenues. Here is the segment profit, net income, adjusted EBITDA. Yes, for the first half of fiscal year 2026, you see there is a negative JPY 1.2 million net losses, but still from both segment profit side as well as adjusted EBITDA side, we see healthy increase in those sectors. The net loss generated is really just because of one-time stock-based compensation of JPY 1.9 million we paid out in the first half to some of the management team members after the completion of the IPO. Also we do have some IPO-related cost and increasing in human capitals to support the growth of the company.

All right. I think that's the end of the presentation. I know the time is short, but let's still try to see if there's any questions from you guys. Anything make you have some thoughts or interesting ideas? Anything you're not so certain about, or maybe you're just stuck in one of the games on the platform. Anything. Yes?

Speaker 2

What are some of the more notable games you launched lately or are there in your pipeline?

Patrick Liu
CFO, CTW

Glad to have that question. First of all, for the past Monday, we launched a game called "The Apothecary Diaries," which is based on that same title anime, which I said earlier is very, very popular in both U.S. and Japan, in Asia. Beyond of that, I think toward the end of April or early May, we launched another game.

It's called "Highschool of the Dead: Day 0," which is also based on very, very popular Japanese anime and is also receiving a lot of the U.S. users appreciation of that game. All right. Okay. Thank you. Thank you, guys.