Company ProfilePremium

DarkIris Inc.

Company Profile Analysis

Ticker: DKI黑瞳科技

ESOMAR 23 Corporate BadgeISO Certifications Badge
DarkIris Inc. - Company showcase

Year Founded & Workforce

2017

19 Employees

DarkIris Inc. logo

DarkIris Inc. Employee Contacts

We don't hold contact details for this company yet — you can request them.

Request Employee Contacts

DarkIris Inc. Overview

DarkIris is a Hong Kong–based micro-cap mobile game publisher that monetises free-to-play titles, predominantly Three Kingdoms–themed strategy and role-playing games, through in-game purchases sold via third-party storefronts (Apple App Store, Google Play, Taiwan's My1737 and Hong Kong's Let's Play Art Planet). Revenue grew from USD 3.95 million in FY2023 to USD 10.08 million in FY2025, but profitability has been erased by rising platform fees and an USD 8.81 million post-IPO share-based compensation charge. Since February 2026 management has repositioned the company as a "dual-engine" gaming-plus-AI-generated-content (AIGC) enterprise, establishing a Singapore R&D subsidiary, acquiring ten film/TV IP titles, launching a Seedance-powered video generation platform and preparing an AI film production tool (Cine3.AI). The equity story is dominated by small scale, a founder holding over 97% of voting power through super-voting Class B shares, repeated dilutive financings, and Nasdaq listing-compliance pressure.


Company's own description (latest annual report and prospectus)

In its FY2025 Form 20-F and the September 2026 prospectus, DarkIris describes itself as a comprehensive technology enterprise engaged in developing, publishing and operating mobile digital games through various third-party digital storefronts, with activities spanning game design, programming and graphics as well as distribution and operation across multiple platforms. The company says it leverages the creative and technical expertise of Hong Kong's gaming community and the multicultural tastes of players in its markets, with a stated mission of creating a broader array of engaging and immersive mobile game genres for a global audience. It identifies two core product offerings: (1) Games Development — developing, marketing and distributing self-developed mobile games; and (2) Games Publishing and Operation — publishing and operating both self-developed titles and games licensed from third-party developers.

The September 2026 prospectus adds a third line: an AIGC business launched in 2026, framed as part of a "core gaming business + AI digital content" dual-engine strategy, covering script and storyboard generation, virtual character and scene production, short-form video creation and digital content production for film producers, content platforms and brand clients.

Business model and revenue model

DimensionCharacterisationEvidence
Monetisation100% free-to-play with in-game purchases of virtual items (consumable and durable)20-F FY2025; F-1 (Sep 2026): in-game purchases were 100% of revenue in FY2024, FY2025 and H1 FY2026
Product vs. service vs. subscription vs. licensing mixEffectively 100% "service/virtual goods" revenue; no subscription, no out-licensing revenue, no AIGC revenue separately disclosed as of H1 FY202620-F FY2025; H1 FY2026 6-K
Content sourcingMix of self-developed titles (45% of FY2025 revenue; 55% in H1 FY2026) and in-licensed titles (55% FY2025; 45% H1 FY2026)F-1 (Sep 2026)
DistributionOver 99% of revenue derived via publishing channels (Apple App Store, Google Play, My1737, Let's Play Art Planet); over 85% from these named platforms20-F FY2025
Economics of licensed gamesDarkIris retains a pre-determined share of 40%–85% of collections; developers receive the remainder (revenue sharing with developers ran at 10%–20% of licensed-game revenue as recorded in cost of revenue)F-1 (Sep 2026); FY2025 results release
Platform takePlatform handling fees typically 15%–60% of player spend; USD 6.19M in FY2025 (61% of revenue)FY2025 results release
PaymentsMycard, PayPal, WeChat, Alipay20-F FY2025
Licence termsIn-licence agreements generally 2–3 years post-launch; licensors can terminate on 30 days' notice20-F FY2025; F-1 (Sep 2026)

Value chain position

DarkIris sits in the middle of the mobile-game value chain. Upstream, it either develops content in-house (small studio in Hong Kong and, since October 2025, Xiamen) or in-licenses titles from mainland Chinese developers. Downstream, it relies on storefronts and regional distribution platforms that control player acquisition, payments and — critically — a large share of gross bookings. The company performs localisation (language, region-specific costumes and cultural features), live operations, marketing (social media, influencers, live-streaming, SEO, outdoor advertising) and community events. It does not own a distribution platform, payment network or engine technology. The FY2025 numbers illustrate the bargaining imbalance: platform handling fees rose 76% to USD 6.19 million while revenue grew 27%, compressing gross margin from 38.0% to 24.8% (FY2025 results release).

Customer types and end-markets

Under US GAAP, DarkIris's direct "customers" are the publishing channels, while the economic end-users are individual mobile gamers. The company states that substantially all operations are in Hong Kong and a majority of customers are located in Hong Kong; titles are distributed to Hong Kong, Macau and Taiwan, with data-vendor profiles also citing Southeast Asia, North America and the Middle East as target markets (20-F FY2025; vendor profiles). Paying-user metrics for H1 FY2026: 79,608 average monthly paying gamers (up from 70,866) and ARPPU of USD 22.38 (up from USD 20.50) (H1 FY2026 6-K).

The new AIGC line targets social media producers, documentary creators, advertising teams, film/TV producers and enterprise users (video.aideptus.com launch release, 29 May 2026; Cine3.AI update, 30 September 2026).

Independent characterisation

DarkIris is best understood as a regional, platform-dependent, hit-driven mobile game operator focused on a narrow genre niche (Three Kingdoms historical strategy/RPG) for traditional-Chinese-speaking audiences. Its top three games generated 64% of FY2025 gross revenue (20-F FY2025), and its economics are governed by storefront take rates. The AIGC pivot announced in 2026 is, at this stage, an early-stage venture built largely on third-party foundation models (notably ByteDance's Seedance 2.0) rather than proprietary model IP, and had not been broken out as a revenue line in the latest reported period. The company's capital-markets profile — IPO at USD 4.00, a 1-for-16 reverse split nine months later, and a 2026 offering featuring warrants with a "zero exercise price option" that could represent up to ~96% of post-offering shares — places it firmly in the high-risk, high-dilution segment of the US-listed Hong Kong small-cap universe.

Strategy

Stated strategy (themes paraphrased from filings)

The 20-F FY2025 and September 2026 F-1 list four business strategies: (1) expansion of the game portfolio; (2) development and expansion of intellectual property rights; (3) strategic investments and partnerships; and (4) product-line diversification. Claimed competitive strengths are production and creative capability with an international perspective, an experienced game production and publishing team, global reach and market expertise, global infrastructure and player support, and key platform and payment partnerships. The FY2025 results commentary emphasised continued investment in creative game development, user operations and retention, and diversification of marketing and distribution channels, with the aim of gradually unlocking operating leverage.

Since February 2026, the overarching corporate narrative has shifted to a "dual-engine" model: core gaming plus AI digital content, with the AIGC business described as a low-marginal-cost content production capability serving both internal game/film needs and external clients.

Strategic initiatives — last 24 months

DateInitiativeDetail and targetsSource
Nov 2024Acquisition of StellarAdds in-house video marketing capability20-F FY2025
Aug 2025IPO proceeds deploymentStated uses: operations team expansion, product development, working capitalIPO releases
FY2025Post-IPO equity incentive programmeUSD 8.81M SBC to attract/retain talentFY2025 results
FY2025Game development prepayments and IP purchaseUSD 2.70M prepayment for game development; USD 0.70M intangibles20-F FY2025 cash flow
Oct 2025Xiamen development studioNew PRC subsidiary for game development20-F FY2025
Feb 2026AIGC film and video businessProprietary platform Alpha Q2 2026, Beta 1.0 Q3 2026; ~60% production-efficiency gain and 50%–70% post-production cost reduction targeted; 11-member core team; phased project-based commercialisationChairman's Letter
Apr 2026Aether Intelligence (Singapore)Global R&D HQ; MaaS/PaaS commercialisation model; long-term ambition framed around AGI transformation in gaming and filmRelease, 9 Apr 2026
Apr 2026PIPE and IP acquisitionUSD 3.8M PIPE (strategic investor CashGame Global); 10 film/TV IPs for ~USD 800K in equityRelease, 24 Apr 2026
May 2026Capital structure1-for-16 consolidation to meet Nasdaq standards and pursue AIGC expansion and synergistic acquisitionsRelease, 7 May 2026
May 2026video.aideptus.comCommercial launch; English/localised versions planned later in 2026Release, 29 May 2026
Aug 2026Platform suite and vendor qualificationFull-stack AI tools; frame-extraction tool >15% paid conversion; Aether listed as qualified vendor with a leading global social media/tech company; first AI premium film targeted for 2026 releaseRelease, 14 Aug 2026
Sep 2026Cine3.AI global rollout preparationUS subsidiary; Singapore and US recruitment (business development, administration, IP licensing/rights operations, cross-border compliance)Release and F-1, 30 Sep 2026
Sep 2026Quantum Project XHistorical strategy game; open beta testing targeted to begin Q2 2027Release, 30 Sep 2026
Oct 2026~USD 6M unit offeringProceeds for operations team expansion, rewards to existing team members, product development, working capitalF-1; pricing release, 8 Oct 2026

Sustainability/ESG commitments and cost programmes

No sustainability targets, ESG commitments or formal cost-reduction programmes with quantified targets have been publicly disclosed.

Medium-term financial targets / guidance

DarkIris has not issued quantitative revenue, margin or earnings guidance. The only quantified forward targets are operational: AIGC platform milestones (Alpha Q2 2026, Beta 1.0 Q3 2026), efficiency/cost-reduction expectations for AIGC workflows (≈60% efficiency gain; 50%–70% post-production cost reduction), an AI film release in 2026, and Quantum Project X open beta from Q2 2027.

Products & Services

Gaming — self-developed titles

TitleDescription / genreTarget customerLaunchPricing modelNotes / source
Taoyuan Three Kingdoms (桃園三國)Three Kingdoms–themed mobile game; one of top three revenue contributorsTraditional-Chinese-speaking players in HK, Macau, Taiwan—Free-to-play, in-game purchasesDistributed non-exclusively via My1737 (Taiwan) and Let's Play Art Planet (HK) — F-1 (Sep 2026); 20-F FY2025
The Great Story of Wei, Shu and Wu (大話魏蜀吳)Three Kingdoms–themed mobile RPG/strategy; top-three contributorSameFeb 2024Free-to-play, in-game purchases20-F FY2025; F-1 (Sep 2026)
Record of the Divine Serpent in the Ninth Heaven (九霄靈蛇錄)Mobile RPG; still actively played per 20-FSame—Free-to-playVendor profiles list as self-developed — 20-F FY2025; roic.ai
Danmo Three KingdomsSingle-player Three Kingdoms gameSameJan 2026—20-F FY2025
Alchemy and MagicMobile game in development; art production costs of ~USD 0.90M expensed as R&D in FY2025—In development—FY2025 results release
Quantum Project XHistorical strategy game; development aimed at open beta testing beginning Q2 2027—Planned (open beta Q2 2027)—Release, 30 Sep 2026

Gaming — licensed / co-developed titles

TitleDescription / genreLaunchNotes / source
Myth of the Floating Sky (浮空神話)Mobile RPG; top-three contributor—Described as licensed in 20-F FY2025 risk factors; some vendor profiles list it as self-developed — classification conflict flagged
Third CenturyCo-developed with an authorised third-party developerJan 202520-F FY2025
Meow Planet NurturingCasual nurturing gameJun 202520-F FY2025 (developer status not specified)
Rise of the DynastyMobile game (strategy, per title)Sep 202520-F FY2025 (developer status not specified)
Other licensed titlesThe company states it has been licensed to launch and operate 12 mobile games cumulatively; the 20-F variously cites 10 licensed games currently operated and 5 licensed games held as of 30 Sep 2025VariousInternal inconsistency in 20-F FY2025 flagged; individual titles not publicly disclosed

Genre focus. Vendor profiles summarising the filings describe the target genres as action RPGs (ARPGs) and massively multiplayer online games (MMOs), with a pronounced Three Kingdoms historical theme across the core self-developed portfolio.

Monetisation design. Virtual items are classified as consumable (immediate benefits such as temporary power-ups) or durable (long-term enhancements such as premium outfits or permanent upgrades). Items have no monetary value outside the games (F-1, September 2026). Operations include holiday-limited items, loyalty benefits for long-standing players and offline events.

Video marketing services (Stellar)

Hongkong Stellar Wisdom, operational since April 2025, conducts video marketing on social media and video content platforms such as YouTube. No separate revenue or pricing is disclosed; it appears to function primarily as an in-house user-acquisition and content arm (F-1, September 2026).

AIGC products and services (launched 2026)

Product / initiativeDescription and capabilitiesTarget customerStatus / yearPricing modelSource
video.aideptus.com (AIGC video platform)Text-to-video and image-to-video generation integrating ByteDance's Seedance 2.0 model; initial Simplified Chinese interface, English and other localisations expected later in 2026Social media producers, documentary creators, advertising teamsCommercially launched 29 May 2026—Release, 29 May 2026
Proprietary AIGC platform (MaaS/PaaS)Platform to commercialise AIGC technologies for developers, filmmakers and creators; Alpha targeted Q2 2026, Beta 1.0 targeted Q3 2026Developers, filmmakers, creatorsAlpha/Beta targets announced Feb 2026; delivery status not separately confirmed—Chairman's Letter, 17 Feb 2026; release, 9 Apr 2026
Full-stack AI platform suiteText-to-video, drama and film workflows, AIGC marketing, enterprise APIsEnterprises, content producersDescribed Aug 2026—Release, 14 Aug 2026
Game animation frame extraction platformTool for extracting animation frames for game production; reported paid conversion above 15% in first monthGame studios / artistsLaunched by Aug 2026Paid (terms not disclosed)Release, 14 Aug 2026
Cine3.AIAI film/video production platform for professional and enterprise users covering pre-visualisation, scene and character generation, and post-production supportProfessional and enterprise film/video producersPre-launch compliance review, testing and operational preparation as of 30 Sep 2026—Release and F-1, 30 Sep 2026
AI-powered premium filmFirst independently produced AI-powered film, targeted for release later in 2026Audiences / distributorsIn productionNot applicableRelease, 14 Aug 2026
Film/TV IP library10 completed film and television titles acquired from a Hong Kong production company for ~USD 800K (equity-settled), to be enhanced via AI post-production workflowsDistribution / remasteringAcquired 24 Apr 2026Not applicableRelease, 24 Apr 2026
Technical testing and multimodal AI development servicesOpportunity arising from Aether's inclusion in a leading global social media/technology company's qualified vendor directoryLarge technology platformsVendor status obtained by Aug 2026; revenue not disclosed—Release, 14 Aug 2026

The Chairman's Letter (17 February 2026) projected production-efficiency gains of roughly 60% and post-production cost reductions of 50%–70% from the AIGC workflow, and committed to phased, project-based commercialisation designed to protect the core gaming business.

Financial Narrative

Data availability. DarkIris was incorporated as a holding company in May 2024 and listed in August 2025. Audited consolidated financial statements are publicly available for FY2023, FY2024 and FY2025 (20-F FY2025), plus unaudited interim results for H1 FY2026 (six months to 31 March 2026). FY2021 and FY2022 financials are not publicly disclosed; the multi-year tables therefore cover FY2023–FY2025, with H1 data shown separately. Balance-sheet data are disclosed for 30 September 2024 and 2025 only (FY2023 year-end cash is derivable from the cash-flow statement).

Income statement

Source: 20-F FY2025 consolidated statements of operations and cash flows; EBITDA and adjusted EBITDA computed. Management stated that excluding non-recurring equity incentives the company generated operating profit of approximately USD 0.17M in FY2025; arithmetic on reported figures (−8.596 + 8.808) gives ~USD 0.21M — minor discrepancy flagged.

Source: 20-F FY2025; split adjustment computed (×16). The split-adjusted FY2025 figure matches the TTM EPS of −8.32 displayed by Yahoo Finance in July 2026.

Computed from 20-F FY2025 figures. FY2023 growth not computable (FY2022 not disclosed). Revenue CAGR FY2023–FY2025: 59.7% (computed).

Commentary — income statement. Three distinct regimes are visible. FY2023 was a heavy-marketing year: selling expenses of USD 2.73M (69% of revenue) produced an operating loss despite a 61% gross margin, reflecting a self-publishing model with low platform take. FY2024 was the inflection year: revenue doubled on the back of the February–March 2024 launch cohort, selling expenses fell 62% as the company leaned on two third-party digital platforms to promote titles in exchange for a larger revenue share, and the business delivered its only disclosed profit (USD 1.10M net). FY2025 shows the cost of that platform strategy: platform handling fees rose 76% to USD 6.19M (61% of revenue), compressing gross margin by 13 points, while the post-IPO equity incentive programme added an USD 8.81M non-cash charge recorded in selling expenses, producing an USD 8.64M net loss. Underlying (ex-SBC) operating profitability was close to breakeven. The structural lesson is that DarkIris has effectively traded marketing expense for platform take, and gross margin is now the key variable to watch.

Interim results — H1 FY2026 vs H1 FY2025

Source: H1 FY2026 6-K (13 August 2026); F-1 (September 2026). H1 FY2025 operating expenses derived from the stated 718.3% increase. Quarterly data displayed by Google Finance imply H2 FY2025 revenue of ~USD 4.88M, giving TTM revenue to 31 March 2026 of ~USD 10.81M (computed).

Commentary — interim. Revenue growth slowed to 13.9% but was healthier in composition: both paying users and ARPPU rose, and gross margin recovered modestly as self-developed titles (which avoid developer revenue-sharing) rose to 55% of revenue. However, USD 2.13M of "game enhancement costs" drove a net loss, and cash fell to USD 0.47M with working capital of only ~USD 0.4M at 31 March 2026 — a precarious liquidity position that preceded the April 2026 PIPE.

Balance sheet

Source: 20-F FY2025 consolidated balance sheets. FY2023 year-end cash was USD 0.081M (cash-flow statement); other FY2023 balance-sheet items not publicly disclosed. As of 31 March 2026: cash USD 0.47M and working capital ~USD 0.4M (H1 FY2026 6-K).

Commentary — balance sheet. The balance sheet is debt-free but thin. The FY2025 expansion in total assets was funded by IPO proceeds and was largely deployed into a USD 2.7M non-current prepayment for game development and USD 0.70M of purchased intangibles — the counterparties and specific titles for which are not detailed in the sources reviewed. Receivables nearly doubled (DSO rose from ~62 to ~95 days), and contract liabilities (deferred revenue on unconsumed virtual items) doubled. The accumulated deficit reached USD 12.3M. By March 2026 liquidity had fallen to a level that made fresh equity a necessity.

Cash flow

Source: 20-F FY2025 consolidated statements of cash flows; FCF computed. Note that the FY2025 results release headline cites "positive operating cash flow", while the statement shows net cash used in operations of USD 0.46M — the headline is inconsistent with the reported figure (discrepancy flagged).

Commentary — cash flow. Operating cash generation has hovered around breakeven in the best year and has been negative otherwise. Historically the business was funded through large two-way flows with shareholders (advances of USD 5.6M and repayments of USD 5.0M in FY2023 alone), signalling dependence on founder financing before the IPO. Post-IPO, the company has relied on successive equity raises: USD 6.9M IPO (Aug 2025), USD 0.47M capital contribution (Mar 2026), USD 3.8M PIPE (Apr 2026) and an ~USD 6M unit offering (Oct 2026).

Ratios

Computed from 20-F FY2025 figures. Net debt/EBITDA and interest coverage are not meaningful (no debt, no interest expense; net cash position). FY2023 ratios not computable due to missing balance-sheet data.

Commentary — ratios. Return metrics swing violently because of the tiny equity base; FY2024's triple-digit ROE/ROIC reflects USD 1.1M of profit on under USD 1M of equity rather than a durable franchise. The deterioration in the cash conversion cycle (receivables collected from platforms more slowly while payables were paid down) is a quiet but real drain on liquidity.

Unlock Company Financials

Unlock this company profile to view its financial data.

View Subscription Plans

Financial Detail

Revenue stream (USD Mn)

Revenue stream (USD Mn)FY2024FY2025

Licensed third-party games

5.685.94

Self-developed games

2.244.14

Total revenue

7.9210.08

Revenue mix (% of total)

Revenue mix (% of total)FY2024FY2025

Licensed third-party games (% as stated)

7355

Self-developed games (% as stated)

2745

Growth by stream (%)

Growth by stream (%)FY2025

Licensed third-party games YoY growth

4.6

Self-developed games YoY growth

84.8

Driver Details

DriverImpact (USD Mn)Source

Five games launched March 2024 (full-year effect)

+5.04

FY2025 results release

New game launched in 2025

+0.25

FY2025 results release

Decline in six older games

−2.92

FY2025 results release

Net change (approx.)

+2.16

Computed (USD 10.08M − USD 7.92M)

Revenue by Segment (%)

Concentration metric (%)FY2024FY2025

Top three games share of gross revenue

4464

Unlock Company Financials

Unlock this company profile to view its financial data.

View Subscription Plans

Income Statement

Metric (USD Mn)FY2023FY2024FY2025

Revenue

3.9517.92010.079

Cost of revenue

1.5514.9127.576

Gross profit

2.4003.0082.503

Selling expenses

2.7341.0369.304

Research and development expenses

0.0000.0000.900

General and administrative expenses

0.9240.8160.895

Total operating expenses

3.6591.85211.099

Operating income (loss)

-1.2591.156-8.596

Depreciation and amortisation

0.0070.0080.033

EBITDA (operating income + D&A)

-1.2511.165-8.563

Share-based compensation

0.0000.0008.808

Adjusted EBITDA (EBITDA + SBC)

-1.2511.1650.245

Total other income, net

0.0010.0390.030

Pre-tax income (loss)

-1.2581.195-8.566

Income tax expense

0.0000.0980.076

Net income (loss)

-1.2581.097-8.642

Per-share metric (USD)

Per-share metric (USD)FY2023FY2024FY2025

EPS basic, as reported (pre-consolidation)

-0.080.07-0.52

EPS diluted, as reported (pre-consolidation)

-0.080.07-0.52

EPS basic, split-adjusted for 1-for-16 consolidation

-1.281.12-8.32

Dividends per share

000

Weighted average shares, as reported (M)

16.00016.00016.527

Margin and growth metric (%)

Margin and growth metric (%)FY2023FY2024FY2025

Revenue growth YoY

—100.527.3

Gross margin

60.738.024.8

Operating margin

-31.914.6-85.3

EBITDA margin

-31.714.7-85.0

Adjusted EBITDA margin

-31.714.72.4

Net margin

-31.813.8-85.7

Platform handling fees as % of revenue

—44.461.4

Selling expenses as % of revenue

69.213.192.3

Income Statement and Margin Analysis (%)

Metric (six months to 31 Mar)H1 FY2025H1 FY2026Change

Revenue (USD Mn)

5.205.93+13.9%

Gross profit (USD Mn)

1.451.76+20.9%

Gross margin (%)

27.929.6

+1.7 pts

Total operating expenses (USD Mn)

0.453.67+718.3%

of which game enhancement costs (USD Mn)

—2.13—

Net income (loss) (USD Mn)

0.91-1.90

swing to loss

Basic and diluted EPS (USD)

not stated in summary

-1.51—

Average monthly paying gamers

70,86679,608+12.3%

ARPPU (USD)

20.5022.38+9.2%

Cash at period end (USD Mn)

—0.47

vs 1.80 at 30 Sep 2025

Working capital (USD Mn)

—

~0.4

—

“—” = not publicly disclosed.

Unlock Company Financials

Unlock this company profile to view its financial data.

View Subscription Plans

Balance Sheet

Metric (USD Mn, as of 30 Sep)FY2024FY2025

Cash

0.3141.800

Accounts receivable

1.3502.617

Total current assets

2.2144.758

Prepayment for game development (non-current)

0.0002.700

Intangible assets, net

0.0000.679

Goodwill

0.0000.000

Total assets

2.2308.447

Contract liabilities

0.7061.402

Total current liabilities (= total liabilities)

1.2951.664

Short-term debt

0.0000.000

Long-term debt

0.0000.000

Total debt

0.0000.000

Net debt (negative = net cash)

-0.314-1.800

Total shareholders' equity

0.9356.783

Working capital

0.9183.094

Accumulated deficit

-3.706-12.349

Cash Flow

Metric (USD Mn)FY2023FY2024FY2025

Net cash from operating activities

-1.3320.054-0.458

Purchase of property and equipment (capex)

0.0030.0120.005

Free cash flow (OCF − PP&E capex)

-1.3340.042-0.463

Prepayment for game development (investing)

0.0000.0002.700

Purchase of intangible assets

0.0000.0000.704

Free cash flow incl. game prepayments and intangibles

-1.3340.042-3.867

Net cash used in investing activities

0.0030.0123.423

Proceeds from issuance of ordinary shares

0.0000.0005.050

Proceeds from capital contribution

0.4072.7420.570

Advances from shareholders

5.6051.4790.970

Repayments to shareholders

4.9703.9931.222

Net cash from financing activities

1.0420.1995.368

Dividends paid

000

Share buybacks

000

Returns & Leverage Ratios (%) and Financial Ratios (x)

RatioFY2024FY2025

ROE on ending equity (%)

117.3-127.4

ROE on average equity (%)

—-224.0

ROA on ending assets (%)

49.2-102.3

ROIC (NOPAT / (equity − cash)) (%)

170.9-172.5

Current ratio (x)

1.712.86

Debt / equity (x)

0.000.00

Asset turnover on ending assets (x)

3.551.19

Days sales outstanding (days)

6295

Days payables outstanding (days)

152

Cash conversion cycle (days, no inventory)

4793

Geographic Disclosure Details

Geographic disclosureStatusSource

Location of majority of customers

Hong Kong

20-F FY2025

PRC subsidiary share of revenue, profit, assets, net assets (most recent audited year)

Each under 50% (company assertion for CSRC purposes)

F-1 (Sep 2026)

Share Price & Returns

Reference pointPrice (USD, split-adjusted)Source / note

IPO price (Aug 2025)

64.00

USD 4.00 × 16

52-week / all-time high

240.00

USD 15.00 pre-consolidation (Google Finance; Yahoo 52-week range)

Close 30 Jan 2026

5.33

USD 0.333 pre-consolidation (Yahoo)

Close 2 Feb 2026 (post-results spike)

15.20

USD 0.95 pre-consolidation, +185% (Yahoo)

Close 10 Sep 2026

2.47

MarketScreener

Close 29 Sep 2026

2.55

F-1 (Sep 2026)

Last close 8 Oct 2026

1.67

StockTitan

Return metric (%)

Value

Basis

Since IPO

-97.4

1.67 vs 64.00 (computed)

Year-to-date 2026 (to 10 Sep 2026)

-51.2

MarketScreener

Year-to-date 2026 (to 8 Oct 2026, approx.)

-67

Computed from MarketScreener-implied start-of-year price ≈ USD 5.06

1-year

Not computed reliably

Vendor data inconsistent around the consolidation

Valuation Snapshot

MultipleValueBasis

Market capitalisation

USD 3.5M

2,097,587 shares × USD 1.67

Price / TTM sales

0.32x

USD 3.5M / USD 10.81M TTM revenue (computed)

EV / Sales

Not reliably computable

Current cash not disclosed (USD 0.47M at 31 Mar 2026 before USD 3.8M PIPE in Apr 2026)

P/B

~0.52x on 30 Sep 2025 equity of USD 6.78M

likely changed materially

Capital Markets

ItemStatusSource

Sell-side analyst consensus

None; no analyst ratings found

Google Finance

Dividend history and policy

No dividends declared or paid; company may rely on subsidiary distributions; Hong Kong dividends payable only from distributable profits

F-1 (Sep 2026)

Vendor dividend yield anomaly

One aggregator lists a 38.23% dividend yield — erroneous given no dividends paid

americancompanies.com — flagged

Buyback authorisations

None disclosed

—

Credit ratings (Moody's / S&P / Fitch)

Not rated

—

Debt maturity profile

No debt outstanding

20-F FY2025

Transaction by Date

DateTransactionTermsGross proceeds / value

Aug 2025

IPO

1,725,000 Class A at USD 4.00 (USD 64.00 split-adjusted)

USD 6.90M

Mar 2026

Capital contribution

—

USD 0.47M

Apr 2026

PIPE

At USD 0.35 pre-consolidation (USD 5.60 split-adjusted)

USD 3.8M

Apr 2026

Equity-settled IP acquisition

10 film/TV titles

~USD 0.8M

May 2026

1-for-16 consolidation

26,361,114 → ~1,647,570 Class A shares

—

Oct 2026

Best-efforts unit offering

4,166,666 units at USD 1.44; warrants with six-month term and zero exercise price option (~12 shares each); exercise price stated as USD 2.04 in the pricing summary, whereas the F-1 sets it at 170% of the unit price (which would be ~USD 2.45 at USD 1.44) — discrepancy flagged; placement fee 5%

~USD 6.0M

Analyst Conclusions

Management guidance and consensus

Management provides no quantitative financial guidance, and there is no sell-side consensus. Qualitative guidance centres on: continued investment in game development and user operations; Cine3.AI commercialisation following pre-launch review; English/localised versions of video.aideptus.com later in 2026; release of a first AI-powered premium film in 2026; and Quantum Project X open beta from Q2 2027.

Bull case

  1. Core gaming is a real, growing business at near-breakeven underlying economics. Revenue reached USD 10.08M in FY2025 and USD 10.81M TTM, with paying users and ARPPU both rising in H1 FY2026; excluding non-cash SBC, FY2025 operations were roughly breakeven.

  2. Mix shift should restore margins. Self-developed titles rose to ~55% of H1 FY2026 revenue; gross margin already recovered from 27.9% to 29.6% year on year, and further self-developed launches (Quantum Project X, Alchemy and Magic) could continue the trend.

  3. Optionality in AIGC at a tiny valuation. At ~USD 3.5M market capitalisation (~0.3x TTM sales), any tangible revenue from the qualified-vendor relationship, the frame-extraction tool (>15% paid conversion) or Cine3.AI would be large relative to the equity value.

Bear case

  1. Dilution is likely to overwhelm per-share value. The October 2026 warrants' zero exercise price option could, per the F-1, bring offering shares to ~96% of the post-offering share count with no additional cash to the company, effectively transferring value from existing holders.

  2. Platform economics cap profitability. Platform handling fees consumed 61% of FY2025 revenue and over 99% of revenue flows through third-party channels; DarkIris has little leverage to change this.

  3. The AIGC pivot is thin and dependent. It relies on ByteDance's Seedance model, has no disclosed revenue, competes with model owners, and has coincided with repeated capital raises and steep share-price declines (−38% on the day the latest F-1 was filed).

Catalysts and monitorables (next 12 months)

Catalyst / monitorableExpected timingWhy it matters
Closing of ~USD 6M offering and warrant exercisesFrom 9 Oct 2026; warrants expire ~six months after issuance (~Apr 2027)Determines liquidity runway and the scale of dilution
Nasdaq minimum bid complianceOngoingF-1 itself flags renewed deficiency risk post-offering
FY2026 annual results and 20-FBy 31 Jan 2027 (four months after FYE)First full year including AIGC spend; gross margin trajectory; auditor opinion
Cine3.AI launch and US subsidiary activityLate 2026 – 2027First test of AIGC commercial demand
AI premium film releaseTargeted 2026Validation of AI production workflow claims
Disclosure of AIGC revenue as a separate lineFY2026 20-FEvidence of second-engine traction
Quantum Project X open betaFrom Q2 2027Pipeline health of core gaming
Platform fee ratio and self-developed revenue shareEach reportKey driver of gross margin
Further insider activity and Class B voting changesOngoingGovernance alignment

Analyst verdict

DarkIris presents a stark divergence between its operating business and its equity. Operationally, the company has built a modest but genuine mobile-game franchise around Three Kingdoms–themed titles for Hong Kong, Macau and Taiwan, lifting revenue from under USD 4 million in FY2023 to about USD 10–11 million on a trailing basis, with improving paying-user counts, rising ARPPU and an expanding share of higher-margin self-developed content. Stripped of the one-off USD 8.8 million equity-compensation charge, FY2025 was roughly breakeven. That is a respectable outcome for a 20-odd-person studio.

The equity story, however, is dominated by structural negatives that the operating performance cannot offset. Platform take rates now absorb over 60% of revenue and leave little room for profit; the top three titles provide nearly two-thirds of sales; and liquidity fell to under half a million dollars of cash by March 2026. Management's response has been a pivot narrative toward AI-generated content that, on available disclosure, rests on third-party foundation models, an unnamed vendor-directory listing and early-stage tools with no separately reported revenue. Each strategic announcement has been accompanied or followed by equity issuance — a PIPE, an equity-settled IP purchase, a reverse split, and now a best-efforts unit offering whose zero-exercise-price warrants could expand the share count by more than twenty-fold. Meanwhile the founder's voting control has risen to over 97% even as his economic stake shrinks, and the board has become less independent.

On balance, DarkIris should be viewed as a highly speculative, financing-dependent micro-cap in which per-share value creation is unlikely until dilution from the October 2026 offering has fully played out and the company demonstrates either sustained gross-margin recovery in gaming or audited, material AIGC revenue. Key verification points are the FY2026 20-F, the final share count after warrant exercises, and continued Nasdaq compliance. Until then, the risk-reward skews unfavourably for minority shareholders.


*Data-integrity notes: (1) Class B voting rights stated as 20 votes (20-F FY2025) vs 150 votes (F-1 Sep 2026). (2) Management's ex-SBC operating profit (~USD 0.17M) vs computed ~USD 0.21M. (3) Licensed-game counts vary within the 20-F (12 cumulative; 10 currently operated; 5 held at FY-end). (4) Licensed revenue share stated as 55% vs 59% computed from absolute figures. (5) "Myth of the Floating Sky" described as licensed in the 20-F but as self-developed by a vendor profile. (6) FY2025 release headline cites positive operating cash flow while the statement shows USD 0.46M net cash used. (7) Employee count 19 vs 24 across vendors. (8) Warrant exercise price USD 2.04 (pricing summary) vs 170% of USD 1.44 (F-1 formula). (9) Yahoo Finance YTD returns appear not split-adjusted.

Unlock Company Financials

Unlock this company profile to view its financial data.

View Subscription Plans

Executive Leadership

Board of Directors

NameTitleTenure / statusPrior roles, education, ageSource

Hong Zhifang (also styled Zhifang Hong)

Chairman of the Board, Chief Executive Officer, Director; controlling shareholder

Director and CEO since at least the 2025 IPO; signed 20-F FY2025

Not publicly disclosed in sources reviewed (details in 20-F Item 6)

20-F FY2025 certifications; F-1 (Sep 2026)

Xu Jiang

Chief Financial Officer; Director

CFO at least since IPO; appointed director 3 Jul 2026

—

20-F FY2025; 6-K, 6 Jul 2026

Hong Yuanfang

Former Director

Re-appointed at Feb 2026 AGM; resigned 3 Jul 2026

Not publicly disclosed; reported to hold ~974,400 pre-consolidation shares per a March 2026 insider filing summary (MarketScreener)

AGM 6-K; 6-K, 6 Jul 2026

Ng Chee Jiong

Independent Director

Re-appointed Feb 2026 AGM

—

AGM 6-K; 20-F FY2025

Law Chee Hui

Independent Director

Re-appointed Feb 2026 AGM

—

AGM 6-K; 20-F FY2025

Li Feng Lin

Director (independence status not confirmed in sources reviewed)

Re-appointed Feb 2026 AGM

—

AGM 6-K

“—” = not publicly disclosed.

Governance Overview

AttributeDetailSource

Board size

Five directors (post-July 2026: Hong Zhifang, Xu Jiang, Ng Chee Jiong, Law Chee Hui, Li Feng Lin)

AGM 6-K; 6-K Jul 2026

Chair/CEO separation

No — combined in Hong Zhifang

20-F FY2025

Committees

Audit committee and nominating and corporate governance committee referenced; compensation committee composition not detailed in sources reviewed

20-F FY2025; 6-K Jul 2026

Controlled company

Yes; may rely on Nasdaq exemptions from majority-independence and committee requirements, though the company states it does not currently intend to

F-1 (Sep 2026)

AGM support

Each director received over 114.1 million votes in favour (pre-consolidation, reflecting super-voting Class B)

AGM 6-K (StockTitan summary)

Board & Management Changes

DateChangeContext

Feb 2026

Five directors re-appointed at AGM

Routine; Enrome LLP ratified as auditor

3 Jul 2026

Hong Yuanfang resigned as director; CFO Xu Jiang appointed director

Company emphasised board-level financial oversight; reduces the number of non-executive voices on the board

Major Shareholders

HolderHoldingEconomic %Voting %As ofSource

Hong Zhifang (via RongStar Holdings Ltd)

5,449,600 Class B shares (pre-consolidation)

27.0888.13

30 Sep 2025

20-F FY2025

Hong Zhifang (aggregate beneficial)

Not itemised in summary; Class B outstanding 429,886 post-consolidation

20.4997.48

30 Sep 2026

F-1 (Sep 2026)

Hong Zhifang (pro forma, full offering sale and all warrants exercised via zero-price option)

—0.7352.55

Pro forma

F-1 (Sep 2026)

Hong Chun'nan (angel investor since inception)

Participated in USD 3.8M PIPE; stake not disclosed

——

Apr 2026

PIPE release

CashGame Global (Singapore game developer)

Strategic PIPE investor; stake not disclosed

——

Apr 2026

PIPE release

Institutional holders (top 10)

Not publicly disclosed in meaningful size; free float ~1.21M shares (StockTitan)

——

Oct 2026

Data vendors

“—” = not publicly disclosed.

Competitive Landscape

Key Competitors

CompetitorSegment overlapPositioning relative to DarkIrisSource / basis

Shanghai Junmeng Network Technology Co., Ltd. (Junmeng Games)

Mobile game development/publishing

Named by DarkIris as a direct competitor; larger PRC-based operator

20-F FY2025

SPGame Co., Limited

Mobile game publishing (HK/Taiwan/SE Asia)

Named by DarkIris as a direct competitor

20-F FY2025

Tencent Holdings

Mobile games across Greater China

Dominant scale player; sets genre and UA cost benchmarks

Industry context

NetEase, Inc.

Mobile MMO/RPG, historical themes

Major developer/publisher with Chinese-history IP titles

Industry context

Koei Tecmo

Three Kingdoms IP (Romance of the Three Kingdoms, Dynasty Warriors franchises)

Owner of the genre's most recognised commercial franchises; licenses mobile adaptations

Industry context

Gamania Digital Entertainment (Taiwan)

Game publishing in Taiwan/HK

Established regional publisher with platform (Beanfun)

Industry context

IGG Inc.

Mobile strategy games (global)

Larger strategy-game operator

Industry context

XD Inc. (TapTap)

Publishing and distribution in Greater China

Owns a distribution platform — structural advantage over platform-dependent publishers

Industry context

Gravity Co., Ltd. (Nasdaq: GRVY)

Mobile MMORPG publishing in Asia

Nasdaq-listed Asian mobile publisher peer

Industry context

AIGC video peers: Kuaishou (Kling), MiniMax (Hailuo), Shengshu (Vidu), Runway, Pika; ByteDance itself (Seedance/Jimeng)

AI video generation

Model owners with proprietary technology and scale; DarkIris's platform resells/wraps a third-party model

Release, 29 May 2026; industry context

Competitor Detail

MetricDarkIris (FY2025)

Revenue

USD 10.08M

Revenue growth

27.3%

Gross margin

24.8%

Operating margin

−85.3% (≈+2% ex-SBC)

R&D intensity

8.9% of revenue

Company Snapshot

$10.1M

Revenue

19

Employees

$3.5M

Market Cap

2017

Founded

Sheung Wan, Hong Kong

Headquarters

SWOT Analysis

Strengths

  • Proven revenue growth: revenue rose from USD 3.95M (FY2023) to USD 10.08M (FY2025), a 59.7% two-year CAGR (20-F FY2025).
  • Rising self-developed mix: self-developed titles grew from 27% of revenue in FY2024 to 45% in FY2025 and ~55% in H1 FY2026, reducing developer revenue-sharing (F-1, Sep 2026).
  • Improving monetisation: monthly paying gamers rose to 79,608 and ARPPU to USD 22.38 in H1 FY2026, both up year on year (H1 FY2026 6-K).
  • Debt-free balance sheet: zero borrowings at FY2024 and FY2025 year-ends (20-F FY2025).
  • Near-breakeven underlying operations: adjusted EBITDA of ~USD 0.25M in FY2025 once the USD 8.81M non-cash SBC is excluded (computed from 20-F FY2025).
  • Lean overhead: G&A of USD 0.90M in FY2025 (8.9% of revenue) despite IPO-related professional fees (FY2025 results release).

Weaknesses

  • Margin compression from platform fees: gross margin fell from 60.7% (FY2023) to 24.8% (FY2025) as platform handling fees rose to USD 6.19M (FY2025 results release).
  • Platform dependence: over 99% of revenue derived via publishing channels; over 85% from four named platforms (20-F FY2025).
  • Title concentration: top three games produced 64% of FY2025 gross revenue (20-F FY2025).
  • Weak liquidity: cash of USD 0.47M and working capital of ~USD 0.4M at 31 March 2026 (H1 FY2026 6-K).
  • Volatile and largely negative earnings: net losses in two of three disclosed years, including USD 8.64M in FY2025 and USD 1.90M in H1 FY2026 (20-F; H1 6-K).
  • Governance concentration: founder holds 97.48% of voting power with only 20.49% economic interest; combined Chair/CEO; CFO now also a director (F-1, Sep 2026; 6-K Jul 2026).

Opportunities

  • AIGC services: qualified-vendor listing with a leading global social media/technology company opens technical testing and multimodal AI work (release, 14 Aug 2026).
  • AI tool monetisation: game animation frame extraction tool achieved >15% paid conversion in its first month (release, 14 Aug 2026).
  • Content cost reduction: management targets ~60% production-efficiency gains and 50%–70% post-production cost reductions from AIGC workflows, which could also lower internal game-art costs (Chairman's Letter, Feb 2026).
  • IP library leverage: 10 acquired film/TV titles could be remastered/redistributed via AI workflows (release, 24 Apr 2026).
  • Pipeline: Quantum Project X targeted for open beta from Q2 2027; Alchemy and Magic in development (release, 30 Sep 2026; FY2025 results).
  • Geographic expansion: US and Singapore subsidiaries create a base for Cine3.AI and IP licensing outside Greater China (release, 30 Sep 2026).

Threats

  • Extreme dilution: the October 2026 offering's warrants carry a zero exercise price option of ~12 shares per warrant; the F-1 states offering shares could reach ~96.42% of post-offering ordinary shares (F-1, Sep 2026).
  • Nasdaq listing risk: a prior bid-price deficiency (Nov 2025) required a 1-for-16 consolidation; the F-1 itself warns the offering may push the price below the USD 1.00 minimum again (F-1, Sep 2026).
  • Licensor termination: licensing partners can terminate on 30 days' written notice (20-F FY2025).
  • Supplier dependence in AIGC: the commercial video platform depends on ByteDance's Seedance 2.0 model (release, 29 May 2026).
  • PRC regulatory reach: a mainland subsidiary since October 2025 exposes the group to PRC data, licensing and overseas-listing rules; CSRC non-compliance fines of RMB 1M–10M are cited (F-1, Sep 2026).
  • Attention competition: the 20-F explicitly cites short-video platforms (Instagram, Facebook, Douyin) as drawing time away from mobile games (20-F FY2025).

Unlock Company Financials

Unlock this company profile to view its financial data.

View Subscription Plans

Key Developments

DateEventSignificance
Apr 2025Stellar begins video-marketing operations; employees' compensation insurance reinstated F-1; 20-F FY2025Builds in-house marketing; closes a statutory insurance gap
14 May 2025Disposal of Guangzhou Turing 20-F FY2025Pre-IPO simplification
Jun 2025"Meow Planet Nurturing" launched 20-F FY2025Genre diversification beyond Three Kingdoms
29 Jul 2025IPO registration terms set (~USD 6M) StockAnalysisIPO process
7 Aug 2025IPO priced at USD 4.00 (1.5M shares) Pricing releaseListing
8 Aug 2025Trading begins on Nasdaq Loeb releaseListing
11 Aug 2025IPO closes, USD 6.90M gross including over-allotment Closing releaseFirst external equity
Sep 2025"Rise of the Dynasty" launched 20-F FY2025Pipeline
Oct 2025Xiamen subsidiary incorporated 20-F FY2025Adds PRC regulatory exposure
18–21 Nov 2025Nasdaq minimum bid price deficiency notice (closing bid below USD 1.00 from 7 Oct to 17 Nov 2025); 180-day cure to 18 May 2026 Release, 21 Nov 2025Listing risk; precursor to reverse split
Jan 2026"Danmo Three Kingdoms" single-player launch 20-F FY2025Pipeline
30 Jan 2026FY2025 results; 20-F filed FY2025 results releaseRevenue +27.3%, net loss USD 8.64M; stock +185% on next trading day (2 Feb)
4 Feb 2026IPO lock-up expiry roic.ai headlineSupply overhang
Feb 2026AGM approves director slate, auditor, consolidation mechanics AGM 6-KGovernance
17 Feb 2026Chairman's Letter: AIGC film/video strategyStrategic pivot
Mar 2026USD 472,424 capital contribution received H1 FY2026 6-KBridge liquidity
9 Apr 2026Aether Intelligence Singapore R&D HQ announced; stock +142.67% Release, 9 Apr 2026AIGC narrative catalyst
24 Apr 2026USD 3.8M PIPE and USD 800K IP acquisition close; stock +12.5% Release, 24 Apr 2026Liquidity and content assets; dilution
28 Apr 2026Schedule 13D/A and Form 4 filed (insider purchase in PIPE) tldrfiling; MarketScreenerFounder increases stake
7 May 20261-for-16 consolidation announced (effective 11 May); stock −14.3% Release, 7 May 2026Nasdaq compliance
29 May 2026video.aideptus.com commercial launch (Seedance 2.0); stock −7.1% Release, 29 May 2026First AIGC product
3–6 Jul 2026Director Hong Yuanfang resigns; CFO Xu Jiang joins board 6-K, 6 Jul 2026Board change
21 Jul 20266-K filed tldrfiling—
13 Aug 2026H1 FY2026 results: revenue +13.9%, net loss USD 1.90M, cash USD 0.47M H1 FY2026 6-KLiquidity strain evident
14 Aug 2026Strategic/operational update: qualified vendor status, platform suite, AI film Release, 14 Aug 2026AIGC traction claims
4 & 18 Sep 20266-Ks filed StockTitan filing list—
30 Sep 2026Cine3.AI global expansion update; US subsidiary; Quantum Project X timeline; new F-1 filed; stock −38.4% Release and F-1, 30 Sep 2026Offering announced via F-1 at steep discount to market
6 Oct 20266-K filed StockTitan filing list—
8 Oct 2026~USD 6M public offering priced: 4,166,666 units at USD 1.44 (one share + one warrant); warrants exercisable immediately, six-month term, zero exercise price option yielding ~12 shares per warrant; closing expected 9 Oct 2026 Pricing release, 8 Oct 2026Major dilution event

Financial Performance

Explore key financial metrics, segmented revenue, balance sheet health, and performance trends.

Revenue

4 charts
Income Statement: Revenue & Gross Profit: Revenue rose from USD 4 Mn in FY2023 to USD 10.1 Mn in FY2025.
DarkIris Inc. — Income Statement: Revenue & Gross Profit
Series (USD Mn)FY2023FY2024FY2025
Revenue47.910.1
Cost of revenue1.64.97.6
Gross profit2.432.5

Unlock Company Financials

Unlock this company profile to view its financial data.

View Subscription Plans

Unlock Company Contacts

Connect with Key Decision-Makers

Access verified employee contacts and decision-maker information from this company to support your sales, lead generation, and business development efforts.