Skip to content
Press The Game

Organizations

Sengoku Co., Ltd.

Sengoku Co., Ltd. was the Fukuoka-based company that operated the professional esports team now known as QT DIG∞, until QTnet absorbed it on 1 April 2026.

Entity profileOfficial website
Sengoku Gaming mark used by the operating company behind the team before its 2025 rebrand to QT DIG∞.
Sengoku Gaming mark used by the operating company behind the team before its 2025 rebrand to QT DIG∞. · Sengoku Gaming logo, Wikimedia Commons, public domain

Commercial snapshot

Incorporated

2019

Registered as 株式会社戦国 on 23 April 2019, after the team had competed as Sengoku Gaming since 2017.[2]

Based in

Fukuoka, Japan

The team's base moved to Fukuoka City in January 2020 after QTnet took a shareholding.[2]

Status

Dissolved — absorbed by QTnet

QTnet was the surviving company in the 1 April 2026 absorption; Sengoku ceased to exist.[1]

Former operations

QT DIG∞ (formerly Sengoku Gaming)

QTnet's esports division took over all Sengoku operations, including the team, on the absorption date.[1]

Ownership before dissolution

QTnet group subsidiary

QTnet acquired shares on 1 January 2020 and made Sengoku a subsidiary.[2]

Current financials

Not applicable

The company has been dissolved, so no current financial disclosure exists.

Work with Press The Game

Bring an opportunity to the table

Looking for media reach, industry insight or the right esports partner? Bring us your brief—we’ll help move it forward.

Find the right connection

Overview

Sengoku Co., Ltd. existed to hold a single competitive asset: the professional esports team that competed as Sengoku Gaming and, from April 2025, as QT DIG∞. QTnet took a shareholding in January 2020 and made the company a subsidiary, so the operating company was already inside the carrier’s group before it was formally absorbed.[2]

The 1 April 2026 absorption removed that intermediate layer. QTnet became the surviving company and its own esports division took over all Sengoku operations, including QT DIG∞, with the stated aim of concentrating management resources and speeding up decisions.[1]

For commercial purposes the practical effect is a change of counterparty rather than a change of team. Contracts, licensing and team assets that previously sat with a dedicated operating company now sit directly with a regional telecommunications carrier.[1]

Related coverage

QT DIG∞ Releases 'TAKE OVER' Theme Song Following VALORANT Challengers Japan Prize
NewsSep 25, 2026

QT DIG∞ Releases 'TAKE OVER' Theme Song Following VALORANT Challengers Japan Prize

QTnet said on Sept. 25 that its esports team QT DIG∞ has a new theme song, 'TAKE OVER', with lyrics by T.N.T, the band led by Yuya Tegoshi that served as the tournament's official cheering supporter. The track began pre-release distribution on Sept. 23 after the club received the right to an original song as a supplementary prize.

Japan’s Sports Festival 2026 Brings Esports to National Training Center
NewsNov 3, 2026

Japan’s Sports Festival 2026 Brings Esports to National Training Center

Six Japanese sports bodies included free, drop-in esports experiences in the Nov. 3 Sports Festival program at Ajinomoto National Training Center East.

Riot Sets Six Regional Qualification Paths for VCT Pacific 2027 Cups
NewsOct 29, 2026

Riot Sets Six Regional Qualification Paths for VCT Pacific 2027 Cups

Riot's VCT Pacific 2027 format gives Korea and Japan three direct Cup places each, Southeast Asia two, and Thailand, Indonesia and Vietnam one each, with the Pacific LCQ awarding the final place.

FIFA and Saudi Esports Federation postpone FIFAe Finals 2026 in Jeddah
NewsOct 18, 2026

FIFA and Saudi Esports Federation postpone FIFAe Finals 2026 in Jeddah

FIFA and the Saudi Esports Federation postponed the FIFAe Finals 2026, originally scheduled for Oct. 16–25 in Jeddah, after reviewing regional developments affecting the event's logistics.

FENNEL and PERSOL CROSS TECHNOLOGY Extend Sponsorship into AI Voice-Chat Analysis
NewsOct 5, 2026

FENNEL and PERSOL CROSS TECHNOLOGY Extend Sponsorship into AI Voice-Chat Analysis

FENNEL and PERSOL CROSS TECHNOLOGY announced an AI initiative to quantify in-game voice communication for coaching and player development, giving their July sponsorship a specific technology-development focus.

11-Year-Old Yuki Kurihara Wins Asian Games Puyo Puyo Gold
NewsSep 26, 2026

11-Year-Old Yuki Kurihara Wins Asian Games Puyo Puyo Gold

Japan's 11-year-old Yuki Kurihara beat South Korea's Kang Dong-shin 10–2 in the Puyo Puyo final at Aichi-Nagoya 2026, becoming the Asian Games' youngest medalist.

ZETA DIVISION Gaming Academy and T1 Esports Academy Agree on Talent-Development Partnership
NewsSep 20, 2026

ZETA DIVISION Gaming Academy and T1 Esports Academy Agree on Talent-Development Partnership

Vantan, GANYMEDE and T1 Esports Academy agreed on Sept. 17 to cooperate on esports talent development, with a first phase focused on localizing T1 methods for Japanese courses and planning a special intensive course for ZETA DIVISION Gaming Academy students.

VCT Pacific’s New Player Cards Spark a Resale Market
FeatureSep 19, 2026

VCT Pacific’s New Player Cards Spark a Resale Market

Bault’s VCT Pacific player cards sell for 9,000 won a pack, while sought-after base and autograph cards have reached hundreds or thousands of baht in fan communities.

After the FIFA–EA Split, Who Wins the World Cup Audience?
AnalysisJun 26, 2026

After the FIFA–EA Split, Who Wins the World Cup Audience?

From WCG and the FIFA Interactive World Cup to FC Pro, FIFAe, eFootball, Rocket League and Football Manager, football esports has split into multiple paths.

How VCT CN Is Building a Distinctly Chinese Touring Model
AnalysisMay 3, 2026

How VCT CN Is Building a Distinctly Chinese Touring Model

From Guangzhou and Hangzhou to Beijing, the tour places competition, publishing, cities, clubs, players, media and fans inside one system.

Related entities

Markets

Cities

Organizations & companies

Clubs