
KLab
Company developing social games and mobile apps.
Date | Investors | Amount | Round |
---|---|---|---|
investor investor | €0.0 | round | |
N/A | €0.0 | round | |
N/A | $9.3m | Early VC | |
Total Funding | 000k |
JPY | 2018 | 2019 | 2020 | 2021 | 2022 | 2023 | 2024 |
---|---|---|---|---|---|---|---|
Revenues | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
% growth | - | - | 9 % | (30 %) | (29 %) | (37 %) | (22 %) |
EBITDA | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
% EBITDA margin | - | 11 % | 14 % | (2 %) | 2 % | (6 %) | (13 %) |
Profit | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
% profit margin | - | 1 % | 2 % | (15 %) | (3 %) | (17 %) | (34 %) |
EV | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
EV / revenue | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
EV / EBITDA | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
R&D budget | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
Source: Company filings or news article
KLab Inc. is a Japanese publicly traded company specializing in the planning, development, and operation of mobile online games. Originally established on August 1, 2000, as K Laboratory, a research and development arm of CYBIRD, it became an independent entity led by CEO Tetsuya Sanada. Sanada, an entrepreneur since his university days, played a role in the initial design of the i-mode mobile internet service before co-founding CYBIRD and then establishing KLab. The company initially focused on mobile systems and applications before pivoting to the burgeoning social games market in 2009 with the launch of KlabGames.
The firm's business model centers on developing free-to-play mobile games and monetizing through in-game purchases. A core component of its strategy is the utilization of globally recognized intellectual properties (IPs), adapting popular anime and manga series into games. This approach has led to the creation of successful titles such as "Bleach: Brave Souls," "Captain Tsubasa: Dream Team," and "Love Live! School Idol Festival." The success of "Love Live!" in 2013 was a significant milestone, reversing a period of financial loss for the company. KLab operates globally, with an overseas revenue ratio of around 50% and international offices in locations like Shanghai. The company serves a worldwide audience of mobile gamers, distributing its titles through platforms like Apple's App Store and Google's Play Store.
KLab's service portfolio primarily consists of 3D action and simulation games based on existing franchises. For example, "Bleach: Brave Souls" is a 3D action game, while "Captain Tsubasa: Dream Team" is a head-to-head soccer simulation. In addition to developing its own titles, KLab collaborates with international publishers like Electronic Arts and supports overseas game development using Japanese IPs. The company has also explored ventures in casual games, Web3, and the metaverse. Recently, the company has faced financial headwinds, reporting revenue declines and losses, leading to cost-cutting measures. Despite these challenges, KLab continues to focus on developing new major titles and sustaining its existing game portfolio.
Keywords: mobile game development, free-to-play games, IP-based games, anime games, manga games, KLabGames, Tetsuya Sanada, Bleach: Brave Souls, Captain Tsubasa: Dream Team, Love Live! School Idol Festival, online games, Japanese game developer, in-app purchases, game publishing, global gaming market, simulation games, action RPG, entertainment content, digital entertainment, Tokyo Stock Exchange