Company: DKI
Filing Date: 2025-05-23
Form Type: DRS/A
Source: 0001641172-25-012167
Chunk: 23

Company: DarkIris Inc.
Filing Date: 2025-05-23
Form: DRS/A
Chunk 23
---
      21.94 |   |     | $ |     (25.16 | ) |
| Weighted average ordinary share outstanding |                   |                               |            |   |     |   |            |   |
| Basic and diluted                           |                   |                               |     50,000 |   |     |   |     50,000 |   |

| Balance Sheet Data                              |     | As of         
 September 30, 
 2024          
 US$           |           |     | September 30, 
 2023          
 US$           |            |   |
|:------------------------------------------------|:----|:--------------|----------:|:----|:--------------|-----------:|:--|
| Cash                                            |     | $             |   313,735 |     | $             |     80,864 |   |
| Total current assets                            |     | $             | 2,213,825 |     | $             |    555,950 |   |
| Total non-current assets                        |     | $             |    16,651 |     | $             |     12,261 |   |
| Total assets                                    |     | $             | 2,230,476 |     | $             |    568,211 |   |
| Total current liabilities and total liabilities |     | $             | 1,295,482 |     | $             |  3,421,279 |   |
| Total shareholders’ equity (deficit)            |     | $             |   934,994 |     | $             | (2,853,068 | ) |
| Total liabilities and shareholders’ equity      |     | $             | 2,230,476 |     | $             |    568,211 |   |

| 11 |

<div align='center'>RISK FACTORS</div>

Risks Related to Our Business and Industry

Our new games may not be commercially successful and we may not be able to attract new gameplayers.

We cannot assure you that new games launched by us will be commercially successful. You should not use the success of our existing games as an indication of the future commercial success of any of the games in our pipeline. There are many factors that could adversely affect the popularity of our new games, including our ability to:

| ● | anticipate                                                                                                               
 and adapt to future technological developments, new business models and changed gameplayer preferences and requirements; |
| ● | efficiently                                                                                                              
 operate the games