| USGOV-NATIONAL-SCIENCE-FOUNDATION |
USGOV-NATIONAL-SCIENCE-FOUNDATION |
95%
|
USAspending awards from National Science Foundation: $3,896,532 across 3 awards. 49100423F0114 TASK ORDER# 4 - CUSTOMER SERVICE AND EXPERIENCE DESIGN ASSESSMENT; 49100424C0036 STRATEGIC MANAGEMENT & … |
| DEVELOPER-OF-QUEEN-S-BLADE-LIMIT-BREAK-AND-STRIK |
DEVELOPER-OF-QUEEN-S-BLADE-LIMIT-BREAK-AND-STRIK |
92%
|
The developer of Queen's Blade Limit Break and Strike the Blood Daybreak was our fourth-largest customer, contributing 10.9% and 1.7% of our total revenues from these two titles, respectively, or 12.… |
| DEVELOPER-OF-SO-I-M-A-SPIDER-SO-WHAT-RULER-OF-TH |
DEVELOPER-OF-SO-I-M-A-SPIDER-SO-WHAT-RULER-OF-TH |
92%
|
The developer of So I'm a Spider, So What? Ruler of the Labyrinth was our second-largest customer for the year ended July 31, 2025, contributing 15.8% of our total revenues with this title. |
| VIVID-ARMY |
VIVID-ARMY |
92%
|
For the years ended July 31, 2025, 2024 and 2023, Vivid Army accounted for 30.1%, 40.3%, and 58.2% of our revenues, respectively. |
| USGOV-DEPARTMENT-OF-HEALTH-AND-HUMAN-SERVICES |
USGOV-DEPARTMENT-OF-HEALTH-AND-HUMAN-SERVICES |
90%
|
USAspending awards from Department of Health and Human Services: $1,043,143 across 1 awards. 75P00124F80099 DOCUMENT ROUTING TOOL | Qwen corrected direction: Explicit government contract awards from … |
| USGOV-DEPARTMENT-OF-LABOR |
USGOV-DEPARTMENT-OF-LABOR |
90%
|
USAspending awards from Department of Labor: $1,171,219 across 1 awards. 1605C525F00025 PARTNERSHIP ON EMPLOYMENT AND ACCESSIBLE TECHNOLOGY (PEAT) INITIATIVE. | Qwen corrected direction: Explicit gov… |
| LIABILITIES-THE-GROUP |
LIABILITIES-THE-GROUP |
85%
|
ovided and the Group does not provide any incentive to game developers for services provided. As part of the online gaming distribution services, the Group collects the in-game purchase amount from e… |
| PAYPAL-THE-GROUP |
PAYPAL-THE-GROUP |
85%
|
ovided and the Group does not provide any incentive to game developers for services provided. As part of the online gaming distribution services, the Group collects the in-game purchase amount from e… |
| AZI |
Autozi Internet Technology (Global) Ltd. |
72%
|
of game titles and continued international expansion. 53 Advertising and promotion expenses increased by approximately US$15.4 million, or 41.0%, representing the majority of the overall increase, an… |
| AZI |
Autozi Internet Technology (Global) Ltd. |
72%
|
Reciprocal relationship from AZI graph: Reciprocal relationship from CTW graph: of game titles and continued international expansion. 53 Advertising and promotion expenses increased by approximately … |
| TRSG |
Tungray Technologies Inc. |
72%
|
Reciprocal relationship from TRSG graph: Reciprocal relationship from CTW graph: Reciprocal relationship from TRSG graph: Reciprocal relationship from CTW graph: of game titles and continued internat… |
| TRSG |
Tungray Technologies Inc. |
72%
|
of game titles and continued international expansion. 53 Advertising and promotion expenses increased by approximately US$15.4 million, or 41.0%, representing the majority of the overall increase, an… |
| BLADE-LIMITED |
BLADE-LIMITED |
62%
|
rations, or costly subscriptions, allowing players to immediately dive into immersive, seamless, and ad-free experiences on any device. Whether on mobile devices or PCs, we provide a streamlined expe… |
| KADOKAWA-CORPORATION |
KADOKAWA-CORPORATION |
62%
|
n-win monetization model that benefits game developer partners, end-users and the platform alike. Our platform allows players to immerse themselves in a wide variety of games inspired by popular anim… |
| QUEENS-BLADE-LIMITED |
QUEENS-BLADE-LIMITED |
62%
|
ontributed 30.1%, 40.3% and 58.2% of our net revenue for the fiscal years ended July 31, 2025, 2024 and 2023, respectively, and Queens Blade Limited Break contributed 10.9%, 19.6% and 30.9% of our ne… |
| SINGAPORE-THE-GROUP |
SINGAPORE-THE-GROUP |
62%
|
July 31, 2025 and 2024, majority of the Group’s assets were located in Japan and Singapore. The Group’s revenue was ultimately generated from end-users in-game purchases. Revenue generated from end u… |
| WARNER-BROS-JAPAN-LLC |
WARNER-BROS-JAPAN-LLC |
62%
|
n-win monetization model that benefits game developer partners, end-users and the platform alike. Our platform allows players to immerse themselves in a wide variety of games inspired by popular anim… |