The company plans, develops and manages mobile online games. It earns 80% of sales from 3 games. Overseas sales ratio is 35%.
This article briefly summarizes the points of the stock investment into the company. Please have a read of other public materials for details of the business.
Investment View
The attractions of the company’s business are a) capabilities of long-term management of big hit games, b) proven strength in the growing overseas markets, and c) revenue stream from several hit games. Although its business performance fluctuates significantly in the short term, the company is thought to run on a structure that generates more stable cash flow vis-a-vis its peers in the same online game industry over the long term. In fact, in the seven years since 2014, the company has consistently earned good operating cash flow. It should also be noted that during the same period, BPS has grown well at a CAGR of +10%.
With online game stock investment one can aim for impressively high returns if any new game makes a big hit, but the risk is also high. Various investment strategies are conceivable to build long positions in active funds. One of the easiest ways to do this is to pick up multiple stocks of different profiles and valuations to diversify risk, and patiently keep the position for some years to capture the opportunities for high investment returns. Being one of the good candidates that fit this approach, KLab is worth a look. The company aims to achieve operating profit of 10 billion yen in FY2023 with some new games. This is five times the OP of FY2020. It is encouraging for shareholders that the company maintains that new games will continue to be released after FY2022 and that business performance will improve sharply by FY2023.
Setting a market cap cut-off at 10 billion yen in consideration of liquidity, there are only 15 investable stocks left in the online game sector if mixi (2121) is not included. So, there are not so many choices. Baillie Gifford, an excellent stock picker from Scotland, owns four of these in bulky volume.
Risks pertaining to any Japanese online game stock include difficulty in predicting business performance, saturation of the domestic market, deteriorating earnings without any hits, unpredictability of successful games, and intensifying competition amongst domestic and foreign online game makers as the market has become virtually borderless. Investors should value the shares cautiously.
Total Shareholder Return
1M
3M
6M
YTF
1Y
3Y
5Y
10Y
IPO (Sep 2011)
3656
-5.8
-13.6
-25.4
-31.6
-34.8
-13.1
-1.5
1.1
1.1
TOPIX
0.5
0.3
-0.6
6.3
21.2
6.0
10.4
13.3
13.3
Returns over 1 years are annualised Made by Omega Investment by various materials
Period
Revenue (mn, yen)
EBIT (mn, yen)
EPS (yen)
PER (X)
PBR (X)
ROE (%)
12/17
26,778
4,633
84
20.2
5.3
24.9
12/18
32,674
4,995
69
12.4
2.1
17.8
12/19
31,110
1,674
10
25.8
2.0
2.5
12/20
33,952
2,149
20
38.3
2.1
4.6
Business
The company plans, develops and manages the operation of mobile online games. Online games are split into mobiles, PC, and consoles that require dedicated terminals. KLab’s main market is mobiles such as smartphones in particular. The game is basically free, and in-app purchases are the company’s source of revenue. The company is characterised by the fact that it earns about 80% of sales by 3 games, which is different from other game makers that tend to rely on a single game. With a high overseas sales proportion of 35%, the company ranks fourth in this regard in the internet contents gaming sector. Its IP subject is the IP of other companies, which is different from the likes of GungHo Online Entertainment (TYO3765), which runs on its own IP. The company’s IP subjects are mostly popular Japanese manga and animation.
The market capitalization of the internet contents game sector, which consists of 32 stocks, is 3 trillion yen. It is valued at a simple average PBR of 3.18 times, with KLab stock being the 11th cheapest. By market cap, it is the 11th biggest though comprising just 0.8% of the whole sector. NEXON (TYO3659: market cap 1,91 trillion yen) has an outstandingly large market cap and accounts for 64% of the sector. DeNA (TYO2432: 254 bn yen), GungHo Online Entertainment (217 bn yen), GREE (TYO3632: 162 bn yen) and colopl (TYO3668: 107 bn yen) are in the second group that account for 25%. The remaining 27 companies with a market cap of less than 100 billion yen account for 12% of the sector. If mixi (TYO2121: 1.95 trillion yen), which is classified as a net content consumer stock, is counted in, the sector will have a market cap of 4.96 trillion yen with 33 stocks. The PBR of 15 online game stocks with a market capitalization of 10 billion yen or more has been sharply down in the last 7 to 8 years, with the only exception of NEXON, and KLab is no excep
Price, Ratios
2015
2016
2017
2018
2019
2020
2021
5YrAvg(%)
Price Change
-38.5
-17.2
169.6
-53.6
-1.9
10.1
-29.9
21.4
vs TOPIX (%)
-48.5
-15.4
149.9
-35.8
-17.1
5.2
-34.9
17.4
Div Yield (%)
0.0
0.0
0.0
0.0
0.0
0.0
0.0
0.0
2/2016
2/2017
2/2018
2/2019
2/2020
2/2021
5Yr CAGR(%)
Sales (Y-mn)
20,913
19,600
26,778
32,674
31,110
33,952
10.2
EBITDA
2,626
1,899
5,297
6,083
3,579
4,071
9.2
EBIT
2,198
1,275
4,633
4,995
1,674
2,149
-4.0
Net Inc
700
-814
3,127
2,570
384
757
1.8
EPS (Dil) (Y)
18.9
-22.3
81.3
66.6
10.0
19.9
1.1
Divs PS (Y)
0.00
0.00
0.00
0.00
0.00
0.00
–
Shs Out (Dil)
37
37
38
39
38
39
0.8
BPS
26,960
149
338
388
407
431
9.8
Cash&ST Inv (Y-mn)
4,852
4,661
6,695
4,749
8,298
8,618
12.2
Assets
12,633
12,134
18,610
19,245
23,719
23,567
13.3
Working Capital
5,747
4,915
5,735
4,922
8,650
7,825
6.4
LT Debt
31
1
5
106
1,303
1,004
99.9
Net OP CF
1,228
1,553
5,073
3,796
1,785
4,172
27.7
Capex
-1,283
-1,125
-2,227
-3,491
-2,223
-945
–
FCF
1,156
1,460
4,898
3,594
1,785
4,172
29.3
2/2016
2/2017
2/2018
2/2019
2/2020
2/2021
5Yr Avg(%)
Gross Margin %
32.1
26.5
35.7
32.3
22.6
20.6
27.5
EBITDA Margin %
12.6
9.7
19.8
18.6
11.5
12.0
14.3
EBIT Margin %
10.5
6.5
17.3
15.3
5.4
6.3
10.2
Net Margin %
3.3
-4.2
11.7
7.9
1.2
2.3
3.8
ROA %
5.5
-6.6
20.3
13.6
1.8
3.2
6.5
ROE %
7.4
-8.3
28.8
19.0
2.6
4.8
9.3
Asset Turnover
1.6
1.6
1.7
1.7
1.4
1.4
1.6
Assets/Equity
1.3
1.3
1.5
1.3
1.5
1.4
1.4
Current Ratio
3.1
2.6
2.0
2.1
2.7
2.3
2.3
Quick Ratio
3.1
2.6
2.0
2.1
2.7
2.3
2.3
Bull
•The structure that earns 80% of sales with 3 games stablises the business performance. Most of the peers in the industry are dependent on one big hit game, and at these companies, sales decline significantly as revenue from the big hit name deteriorates. GungHo and mixi hinge on one game that generates ca 60% of their total revenues.
KLab analyses that the winning online game companies meet either of the followings. (1) The big hit games have been driving profits for many years, (2) the portfolio is composed of multiple hits, and (3) overseas profits are earned. KLab meets (2) and (3). Regarding (1), the management is looking at big hit releases in FY2022 and FY2023, aiming for a significant increase in profits. As of August 2021, in the pipeline of the company are three new developments and three development support models. Beside these, there are candidates for projects, which are two for new development and six for development support models.
Albeit to some extent, the company appears to be able to lessen earnings deterioration of the existing games and sustain a profit stream over the long-term. Specifically, measures are taken to maintain the retention rate of players and increase revenue per player through timely introduction of campaigns and in-game items. Currently, three games, “Captain Tsubasa : Dream Team” , “BLEACH Brave Souls” and “Love Live! School Idol Festival ALL STARS” earn 80% of sales, and four games inclusive of these generate most of the company’s revenue.
The overseas market is expected to grow, and the company, which is already successful overseas, should have a good chance to grow further. Good at converting and operating IPs of Japanese manga and animation, which have gained popularity overseas, KLab should be able to take advantage of its strength to a full extent. A little less than 50% of the global market is mobile online games, which Newzoo, an international game industry intelligence, expects to grow at an annual rate of 10% by 2023. In every country in the world, smartphones and line speeds with sufficient specifications to enjoy online games are in place. As mentioned above 35% of KLab’s sales are overseas. The US and China are 9% and 6%, respectively.
The company’s business plan is solid and is felt to be secure although no notable innovations are indicated. The main strategy is to increase profits by stable operation of existing games, and to increase sales and profits by releasing new games. In addition, it plans to create growth by developing casual games and expanding development support for overseas game development. While these new measures look unlikely to deliver large returns, they should add to stable income whilst reducing the overall business risk of a game developer. Thus, it is positive for long-term cash flow. WACC should decrease as business risk is reduced; it will be positive for the valuation of the stock. The management aims for sales of 50 billion yen and operating profit of 10 billion yen in FY2023.
Cost is under good control. Cost control is attributable to good control of fixed costs. While moving forward the new game development, the company has been able to keep labor costs, personnel expenses and outsourcing fees almost flat throughout the past few years.
Sensible cash flow recycling is in place. Investment since FY2014 totaled 20 billion yen against the total operating CF of 19.9 billion yen, meaning that all the CF has been reinvested in the business. ROE during the same period averaged a nice 11%. It is positive that all the reinvestment in the high-risk core business is covered by the CF created by the company itself. This should strike shareholders, who look to gain large returns eventually, as reasonable, although the company has not paid any dividend since the IPO. As a result, the equity ratio rose to 71% in FY2020, and 90% of KLab’s invested capital is shareholders’ equity, which is expensive. Currently, the company is in the process of share buyback to the tune of 500 million yen by the end of CY2021. This is not huge, but it is regarded as a sensible financial strategy to try and lessen the inflation of the cost of capital and is rated well.
Three of the eight board members are independent external directors. The ratio of 38% is relatively high. If this is reflection of the management’s inclination to incorporate the opinions of minority shareholders, it is rated well. As per the shareholding, the insider ratio is low at 15%. Most of them are the stakes of founding chairman Tetsuya Sanada, who owns 10.5%. Mr. Sanada returned the representative right in March 2019, and the presidency was handed over to Mr. Morita, the current president.
Bear
The PBR of 15 internet contents gaming stocks with a market cap of 10 billion yen or more has fallen sharply in the last 7 to 8 years, with NEXON being the only exception. KLab is no exception. This suggests to us that largely investors’ positive expectations for the sector have been detached. Perhaps the backdrop to this is the concern over the disappearing domestic market growth due to the saturation of smartphone diffusion and the intensifying competition as a result of activating cross border trades in the world, where game makers can make money by distributing games directly overseas. Already, in the sales rankings of games around the world, domestic games and overseas games are competing for rankings in almost every country.
Deterioration of the existing games. The number of players of the same online game tends to decrease year by year. Accordingly, revenue shrinks down. In addition, players are very changeable. Current sales of the company are running weak due to the sluggish existing games.
Possibility of saturation of the domestic online game market. According to a survey by JOGA (Japan Online Game Association), the size of the domestic online game market in 2019 increased by a slight 3% from the previous year. The market for smart devices accounts for more than 90% of the whole market. In recent years, the diminishing market growth has become so visible that the market is thought to have saturated. Presumably, the diffusion of smartphones has slowed down the growth of the number of game players, and the direct distribution from abroad such as China has had significant impact. Japanese market may well suffer structural difficulties.
The company looks not keen on spending money on creating blockbuster games. CF is not that big compared to major companies and the management does not seem to have an idea of leverage. Rather the company wants to stick with a business style that runs multiple games of decent popularity for a long time. Overall the company is solid and does have a risk-taking nature, however, it would not venture to go far to take a huge risk.
The company is not keen on developing its own original games. The company specialises in developing games using other companies’ IPs. However, the profit margin is lower than that of the original game because the company must pay about 20% of the sales as copyright royalties. There is no track record of KLab that proves its planning and development capabilities of original games.
CBA-1205 (humanised anti-DLK-1 monoclonal antibody) completed the first half of the Phase I clinical trial, and moving to the second half of the Phase I trial. CBA-1535 (humanised anti-5T4 and anti-CD3 multispecificity antibody) is being tested in Japan. In January 2021, a licence agreement with Shanghai Henlius Biotech, Inc. for LIV-2008 (humanised anti-TROP-2 monoclonal antibody), granting development, manufacturing and marketing rights in China, Taiwan, Hong Kong and Macau. The drug discovery support business saw sales rise thanks to orders from domestic pharmaceutical companies. 12/2021 BPS halved yoy.
4978 ReproCELL
Fine modality focusing on iPS cells, which could lead to interesting growth in regenerative therapy market. Aims at positive profitability by FY3/2024 by growing clinical iPS cell and clinical testing. The company’s iPS cells are compliant with regulations in Japan, the US and Europe, and are able to be used globally. The management estimates that stemchymal for spinocerebellar degeneration alone could generate revenue of 19 billion yen. The pipeline is short on items.
4598 Delta-Fly
Cancer and leukemia markets attractive but competitive. A unique new drug creation by “module technology’, which utilises off-patent ingredients of existing drugs. Hence, faster development at lower risk. In return it makes the company biased towards small molecule medicines. Management’s best case revenue estimate is 225bn if all major programs make success. Three products may enter Phase 3 by 3/2024.
4588 Oncolys
Telomelysin (OBP-301) for cancer is driving the pipeline growth with clinical trials for various therapies moving forward. However, In October 2021, Chugai terminated the Telomelysin licence agreement, so the company will take over clinical trials from Chugai. Phase 2 of the clinical trial for monotherapy with radiation, a therapy for oesophageal cancer, is most advanced. The company expects to file for approval in FY2024. Clinical trials for gastric and head and neck cancer are in Phase 2. OBP-2011 for COVID looks interesting.
4587 Peptidream
The business makes money and the underlying earnings tend is positive thanks to steady royalty and milestone payments. Delivers reasonably high RoE. 5-year BPS CAGR of ca 14% is highly rated. Extensive pre-clinical lists though few are getting into clinical trials. Acquisition of a radiopharmaceutical business will add 33 products and 3 Phase 3 trials to the pipeline. Modality can be more diverse. Management believes that sales of 50 billion yen in the next three to six years is within reach. The risk of equity dilution is low as funding will be mainly through borrowing.
4584 Kidswell
Growing cash flow thanks to steady biosimilar commercialisation. Following the launch of the third biosimilar in Dec 2021, the fourth will come on stream by FY2025. SHED(Stem cell from Human Exfoliated Deciduous teeth) could become interesting in the regenerative therapy market, but the drug will not be developed for quite some time. The pipeline is short on items.
4583 Chiome
Multiple antibody generation technologies, including the proprietary ADLib system, bode for interesting future. Well-managed drug development support business. The management is mainly targeting milestone payments, but it is unclear when and how much revenue will be obtained. BPS has been declining over seven years.
4576 D.Western
Development is focused on glaucoma, which has a large global market. The development of the glaucoma treatment H-1337 is underway, following Granatec, which has already been launched. The company expects Phase 3 trial of H1337 to start in 2024 or later. Interesting exploration on AI drug discovery. Products include ophthalmic solution and agents for anti-platelet and anti-glaucoma. Drug pipeline is slightly short of items.
4571 NanoCarrier
Sensible strategy to focus on early monetisation of late-stage clinical trials products. Keen on industry alliance and M&A. Focus on the nucleic acid drug is interesting, but success is a long way off. Fairly extensive drug pipeline thanks to strategic move such as the acquisition of AccuRna in CY2020.
4565 Sosei
A lot of backlog contracts. Cash flow generative thanks to robust revenue streams. 5-year BPS growth of ca 11% is rated well. A unique GPCR-focused drug discovery platform drives the business. An extensive list of preclinical trials and basic research. Remains acquisitive even after 2015 purchase of Heptares. Keen on more alliances. Interested to add late-stage clinical trials to the drug pipeline. Finance ability and plenty of options on how to reallocate cash.
4978 ReproCELL
Revenue growing well thanks to drug research support business. iPS cells continues to attract attention as a key player in the spread of human cell experimentation. Stemchymal is in Phase 2 clinical trials and is being administered to subjects as planned. R&D moves are quiet, but the progress is felt to be positive.
4598 Delta-Fly
Quiet pipeline development. However, the medium-term outlook is positive as development continues to point to three products moving to Phase 3 trials in the next 24 months. The pipeline remains slightly short of items.
4588 Oncolys
Uncertainty in pipeline development due to Chugai’s licence termination. The company explains this is not because of safety and effectiveness. Although the company takes over the development, how to raise R&D costs is another major issue. OBP-2011 for COVID looks interesting. 51% yoy recovery in BPS thanks to finance.
4587 Peptidream
Acquiring a radiphamaceutical business from Fuji Film. Fine momentum of the underlying earnings. Very good cash flow generation in 12/2021. A 14% yoy rise in 12/2021 BPS. Drug pipeline ceased to grow in number yoy though the quality remains to be felt positive.
4584 Kidswell
The third biosimilar (GBS-007) launch in Dec 2021. Progress of regenerative medicine development, which included a couple of development contracts for designer cell and the start of manufacturing at MCB (Master Cell Bank).
4576 D.Western
Royalty of DW-1002 (internal border peeling) is growing. The drug was launched in Canada. DW-5LBT (post-herpetic neuralgia) received Completion of Review Report (CRL) from FDA. Filed for manufacturing and marketing approval in Japan for K-232 (combination drug of ripasudil hydrochloride hydrate and brimonidine tartrate).
4571 NanoCarrier
ENT103 (ear antimicrobials) achieved primary endpoints in Phase 3 clinical trials and is scheduled to be filed for marketing authorisation around spring 2022. The drug may be launched in about 18 months.
4565 Sosei
Robust revenue stream. Achieved major partnership with Neurocrine in Dec 2021 and received an upfront payment of 1 million dollars. Timely finance strengthened cash position.