Extreme Co

Extreme Co Receivables

The Accounts Receivable of Extreme Co (6033.T) as of Oct 25, 2026 is 1.22 B JPY. In the previous year, Accounts Receivable was 1.42 B JPY — a change of -13.83% (lower).

Receivables

1.22 BJPY

YoY

-13.83%

Last updated:

Accounts Receivable of Extreme Co is 2025 1.22 B JPY. Accounts Receivable of Extreme Co was 2024 1.42 B JPY. It decreases by -13.83% lower compared to the previous year.

The Extreme Co Receivables history

  • 3 Years

  • 10 Years

  • 25 Years

  • Max

Receivables
Date
Receivables
Jan 1, 2018
413.13 M JPY
Jan 1, 2019
1.36 B JPY
Jan 1, 2020
1.29 B JPY
Jan 1, 2021
1.03 B JPY
Jan 1, 2022
1.19 B JPY
Jan 1, 2023
1.37 B JPY
Jan 1, 2024
1.42 B JPY
Jan 1, 2025
1.22 B JPY
The Extreme Co Receivables history
YEARReceivablesYoY
1.22 BJPY-13.83%
1.42 BJPY+3.90%
1.37 BJPY+14.86%
1.19 BJPY+14.89%
1.03 BJPY-20.03%
1.29 BJPY-5.10%
1.36 BJPY+230.08%
413.13 MJPY-4.97%
434.72 MJPY+48.59%
292.56 MJPY+48.24%
197.35 MJPY+36.48%
144.60 MJPY—

Access this data via the Eulerpool API

100,000 free requests/mo · no credit card

Extreme Co Stock analysis

What does Extreme Co do? Extreme Co., Ltd. generates revenue through two primary segments: the Solution segment and the Content Property segment. The Solution segment offers technical services via worker dispatching and business contracts, targeting companies requiring IT and technical support. The Content Property segment delivers game services, licensing, and collaborative development, catering to players and partners in the gaming industry. The company serves clients in both segments across Japan, leveraging its expertise in game and digital content development. The firm's revenue streams include technical service contracts from the Solution segment, where it dispatches workers for specialized tasks, and licensing fees from the Content Property segment, where it monetizes game intellectual property. Collaborative development services further enhance revenue by partnering with other entities for game creation. The company's focus on digital content and game development drives its business model, with no mention of additional revenue sources beyond these segments. Extreme Co., Ltd. operates with a workforce of 676 full-time employees based in Toshima, Tokyo-To, supporting its dual-segment strategy. The company's IPO on December 25, 2014, marked its public listing, though the business model does not rely on public market activities for revenue generation. Its services are tailored to meet the needs of clients in technical support and gaming content, ensuring steady income from both segments. Extreme Co is one of the most popular companies on Eulerpool.

Frequently Asked Questions about Extreme Co stock

Accounts Receivable of Extreme Co is 1.22 B JPY in 2025.

Accounts Receivable of Extreme Co changed from 1.42 B JPY to 1.22 B JPY, representing a -13.83% change. The value is lower than the previous year.

On Eulerpool you can find the complete historical development of Accounts Receivable Extreme Co since 2006 – with annual values, charts, and detailed analysis.

Receivables represent money owed to the company by customers for goods or services delivered. High receivables relative to revenue may indicate collection issues.

Accounts Receivable's JPY is a key factor for investors. Changes in this metric can signal improving or deteriorating fundamentals, directly impacting the stock price. On Eulerpool, you can track Accounts Receivable's Extreme Co historically and in real time.

Access this data via the Eulerpool API

100,000 free requests/mo · no credit card

Balance Sheet — Extreme Co

All Key Metrics — Extreme Co