Square
SquareSoft was the international brand name of Square, the Japanese video game developer and publisher best known for Final Fantasy and other influential role-playing game franchises.
Last updated October 14, 2026
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Overview
Square was a Japanese video game developer and publisher whose creative and commercial influence was built primarily through role-playing games. Established in 1983 by Masafumi Miyamoto, the company began as a computer-game development operation associated with Den-Yu-Sha and initially produced software for Japanese personal computers. It later shifted its attention toward Nintendo platforms, where it developed a reputation for technically ambitious games and elaborate fantasy narratives. The company’s decisive breakthrough came with Final Fantasy, released in Japan in 1987 for the Nintendo Entertainment System. Despite its title reflecting the studio’s difficult early circumstances, the game became a major success and established a long-running role-playing franchise. Subsequent entries expanded the series through new worlds, characters, battle systems, and production techniques rather than following a single continuous storyline. Final Fantasy became Square’s central creative and commercial property and eventually one of the best-known Japanese game brands internationally. During the 1990s, Square broadened its portfolio with series and standalone projects including SaGa, Mana, Front Mission, Chrono Trigger, Xenogears, Parasite Eve, Vagrant Story, and several fighting, action, and experimental titles. The company also invested heavily in international publishing and localization. Its North American publishing identity was often presented as Squaresoft or Square Soft, helping establish a stronger presence outside Japan. Square’s games were associated with cinematic presentation, orchestral or highly produced music, character-driven storytelling, and systems that combined traditional role-playing mechanics with experimentation. Square also pursued entertainment beyond conventional games. It created Square Pictures and produced the computer-animated film Final Fantasy: The Spirits Within, released in 2001. The project was technologically ambitious and attracted substantial attention, but its commercial performance was insufficient to recover its large production and marketing costs. The resulting financial pressure, together with the increasing cost and risk of major game and film projects, contributed to Square’s decision to combine with rival Japanese publisher Enix. The merger became effective on April 1, 2003, creating Square Enix. Square therefore ceased to operate as an independent company, although its properties, development traditions, studios, and creative legacy continued within the new group. Final Fantasy remained a core Square Enix franchise, while other Square-originated series continued to be developed, published, remastered, or licensed under the Square Enix name. Square is consequently remembered less as a current standalone brand than as the predecessor organization that helped internationalize Japanese role-playing games and shaped the modern commercial identity of Square Enix. SquareSoft was the overseas brand identity used by Square Co., Ltd., a Japanese video game developer and publisher whose work helped define the modern role-playing game. The company originated as a software division of Den-Yu-Sha, an electric power and construction business associated with the Miyamoto family. Masafumi Miyamoto, rather than entering the electricity business, pursued the emerging computer-game market and organized a development team around the idea that successful games required collaboration among programmers, artists, composers, and writers. Square became independent in 1986 after purchasing the original game division from Den-Yu-Sha. The company’s first completed release was The Death Trap, a text adventure for the NEC PC-8801. Early projects were made primarily for Japanese personal computers and often emphasized action gameplay. A licensing agreement with Nintendo shifted Square’s attention to the Family Computer, or Famicom, where the company released ports and original titles such as Thexder and King’s Knight. Several important members of the company’s creative identity joined during this period, including Hironobu Sakaguchi, Hiromichi Tanaka, Akitoshi Kawazu, Koichi Ishii, artist Kazuko Shibuya, programmer Nasir Gebelli, and composer Nobuo Uematsu. After a series of commercial disappointments, Sakaguchi proposed a role-playing game inspired by the success of Enix’s Dragon Quest. The resulting Final Fantasy was released in 1987 and became a major Japanese success, despite its intentionally final-sounding title. Its performance established a durable franchise and gave Square the resources and confidence to expand its development ambitions. Final Fantasy II through Final Fantasy VI followed on Nintendo hardware, while Square also created or published series including SaGa, Mana, Front Mission, Chrono, Hanjuku Hero, and other role-playing and strategy properties. Square’s most consequential strategic decision came in the mid-1990s. The company moved away from Nintendo’s cartridge-based platforms and selected Sony Computer Entertainment’s PlayStation, whose CD-ROM format offered greater storage capacity and lower distribution costs for increasingly cinematic and technically ambitious games. The change ended Square’s close relationship with Nintendo for a period and positioned the company within Sony’s rapidly expanding console ecosystem. Final Fantasy VII, released worldwide in 1997, became a critical and commercial landmark. Its three-dimensional presentation, cinematic storytelling, large-scale production, and international distribution broadened the audience for Japanese role-playing games and helped strengthen the PlayStation’s position outside Japan. During the PlayStation era, Square diversified beyond its principal franchise. It developed or published Parasite Eve, Front Mission, Final Fantasy Tactics, Chocobo titles, Vagrant Story, Threads of Fate, and projects for platforms including the WonderSwan and Windows. The company also assembled a large creative organization whose members later became prominent across the Japanese game industry. Directors, writers, artists, composers, and producers associated with Square included Yoshinori Kitase, Takashi Tokita, Yasumi Matsuno, Tetsuya Nomura, Yusuke Naora, Kazushige Nojima, Yoko Shimomura, Masashi Hamauzu, and others. The brand suffered a major financial setback through the feature film Final Fantasy: The Spirits Within, released in 2001. Its commercial failure placed Square under financial pressure and disrupted merger discussions with Enix. The company nevertheless retained valuable game properties, and the strong performance of Final Fantasy X and Kingdom Hearts helped revive negotiations. On April 1, 2003, Square merged with Enix to form Square Enix. SquareSoft therefore ceased to exist as an independent operating brand, although its franchises, personnel, creative practices, and historical identity continued within Square Enix and its later pub… During the PlayStation era, Square diversified beyond its main series. It developed or published Parasite Eve, Front Mission, Final Fantasy Tactics, the Chocobo series, Vagrant Story, Unlimited Saga, and other titles, while also working with external studios and supporting additional platforms. The company also built a large creative organization whose members later became prominent across the Japanese game industry. Directors, writers, artists, composers, and producers associated with Square include Yoshinori Kitase, Takashi Tokita, Yasumi Matsuno, Tetsuya Nomura, Yusuke Naora, Kazushige Nojima, Yoko Shimomura, Masashi Hamauzu, and others.
History
Square originated in Japan in 1983 when Masafumi Miyamoto established a game-development operation connected with Den-Yu-Sha. Its early work focused on computer software, but the company increasingly pursued the growing console market. The transition was commercially important: console hardware offered a larger consumer base, while cartridge-based platforms encouraged developers to create more substantial, specialized game experiences. Square’s early releases did not immediately make it a leading publisher. The company’s fortunes changed with Final Fantasy, released for the Nintendo Entertainment System in 1987. The role-playing game combined exploration, party-based combat, character development, magic systems, and a large fantasy setting. Its success gave Square the resources and confidence to develop sequels and to treat each numbered installment as a distinct creative production. This approach allowed the franchise to evolve rapidly as hardware improved. In the late 1980s and 1990s, Square expanded its role-playing portfolio. The SaGa series emphasized open-ended progression and experimental structures, while the Mana series combined action-oriented combat with fantasy adventure. Square also collaborated with Enix on Chrono Trigger, a time-travel role-playing game that became one of the most highly regarded titles of the 16-bit era. Other projects, such as Front Mission, Xenogears, Parasite Eve, and Vagrant Story, demonstrated the company’s willingness to explore tactical, science-fiction, horror, action, and more mature narrative themes. The company’s technical ambitions grew with the transition to CD-based and then polygonal consoles. Final Fantasy VII, released in 1997, used 3D graphics, pre-rendered environments, extensive cinematic sequences, and a large production scale. Its release outside Japan was particularly significant because it helped make Japanese role-playing games more visible to a broad Western audience. Square strengthened its overseas publishing and localization activities, commonly using the Squaresoft name in North America. Square also pursued cross-media projects. Square Pictures developed Final Fantasy: The Spirits Within, an early major attempt to create a photorealistic computer-animated feature tied to the Final Fantasy name. The film’s development and marketing required substantial investment. Although it attracted technical and industry attention, its box-office performance was disappointing and the project produced a major financial setback. Square subsequently faced pressure from expensive game development, changing platform economics, and the need to fund increasingly large productions. Enix, another major Japanese role-playing game publisher, represented a complementary business. Whereas Enix was strongly associated with Dragon Quest and an external-development publishing model, Square was known for internal development and Final Fantasy. The companies announced their combination in 2002, and the merger became effective on April 1, 2003. The resulting company, Square Enix, inherited Square’s intellectual property, personnel, development capabilities, and international publishing infrastructure. After the merger, Square no longer existed as a standalone corporate entity. Its most important series continued under Square Enix, and the new group used the Square legacy as one of the foundations of its global portfolio. Square’s historical importance rests on its role in elevating Japanese console role-playing games, refining cinematic game presentation, expanding international localization, and creating franchises that remained commercially relevant long after the original company disappeared. Square began as a software division of Den-Yu-Sha in 1983, when Masafumi Miyamoto established a development operation in Yokohama to explore the growing computer-game market. Miyamoto organized the team differently from many contemporary Japanese studios, seeking collaboration among programmers, graphic artists, writers, and composers. Hironobu Sakaguchi and Hiromichi Tanaka joined as university students, and the group gradually developed a recognizable studio culture. The first completed Square-branded release was The Death Trap, a text adventure for the NEC PC-8801, followed by Will: The Death Trap II. Early games were mainly made for personal computers and often emphasized action. A licensing agreement with Nintendo in 1985 redirected the company toward the Famicom. Square released a port of Thexder and then original projects such as King’s Knight. Akitoshi Kawazu, Koichi Ishii, Kazuko Shibuya, Nasir Gebelli, and Nobuo Uematsu joined during this formative period. Square became independent from Den-Yu-Sha in 1986. The company subsequently experienced financial difficulty after several weak-performing releases, but Sakaguchi persuaded management to approve a role-playing game. Final Fantasy launched in 1987 and exceeded expectations in Japan. Its success supported sequels and enabled Square to build a broad portfolio of role-playing and strategy properties. Final Fantasy II, III, IV, V, and VI established recurring systems, themes, and production methods, while SaGa, Mana, Chrono, Front Mission, and Hanjuku Hero demonstrated that Square was not dependent on a single series. The company expanded its staff and creative leadership throughout the early 1990s. Sakaguchi became increasingly involved in management and was promoted to executive president in 1991. Other important contributors included Yoshinori Kitase, Takashi Tokita, Tetsuya Nomura, Yusuke Naora, Yasumi Matsuno, Kazushige Nojima, and composers including Yoko Shimomura and Masashi Hamauzu. Square also developed Super Mario RPG with Nintendo and pursued projects for handheld and non-Nintendo platforms. A pivotal break occurred in the mid-1990s, when Square selected Sony’s PlayStation for its next mainline Final Fantasy project. The decision reflected the PlayStation’s CD-ROM format and the increasing scale of Square’s productions. Final Fantasy VII, released in 1997, used three-dimensional graphics, extensive full-motion presentation, and a cinematic narrative to reach a large international audience. It became one of the most important releases in the company’s history and strengthened SquareSoft’s recognition outside Japan. The PlayStation period brought further diversification. Square released or supported Parasite Eve, Final Fantasy Tactics, Front Mission, Chocobo, Vagrant Story, Threads of Fate, and other properties, while also working with external studios and supporting additional platforms. The company’s expanding creative workforce later influenced studios such as Monolith Soft and Mistwalker through staff departures and new ventures. Square’s attempt to extend Final Fantasy into feature filmmaking produced Final Fantasy: The Spirits Within in 2001. The film’s commercial failure created significant financial strain and contributed to the interruption of merger talks with Enix. Square later benefited from the performance of Final Fantasy X and Kingdom Hearts, allowing negotiations to resume. Square and Enix merged on April 1, 2003, forming Square Enix. The SquareSoft name consequently became a historical brand associated with Square’s independent era, while its franchises and many of its creators continued under the merged company.
- 2003
Square Enix merger becomes effective
[2]On April 1, Square and Enix combine, ending Square’s independent corporate existence.
- 2002
Square and Enix agree to combine
[2]The publishers announce a merger intended to strengthen their position amid rising development costs and Square’s financial difficulties.
- 2001
Square Pictures releases Final Fantasy: The Spirits Within
[4]Square enters major computer-animated film production, but the feature’s commercial underperformance creates significant financial pressure.
- 1997
Final Fantasy VII expands Square’s global reach
[3]The PlayStation title’s 3D presentation and international release make it a landmark for Square and Japanese role-playing games overseas.
- 1997
Final Fantasy VII becomes an international breakthrough
[1]The game’s global release establishes SquareSoft as a major international video game brand.
- 1996
Square begins its PlayStation transition
[1]The company moves its principal platform strategy from Nintendo hardware toward Sony’s PlayStation.
- 1995
Chrono Trigger is released
[7]Square collaborates with Enix on a highly regarded role-playing game combining time travel, multiple eras, and a notably flexible narrative structure.
- 1995
Square moves its headquarters to Shimomeguro
[1]The company relocates its headquarters within Tokyo during its period of rapid expansion.
- 1991
Final Fantasy IV introduces major narrative and system advances
[6]The fourth numbered entry strengthens Square’s reputation for character-focused storytelling and increasingly sophisticated console role-playing design.
- 1991
Hironobu Sakaguchi becomes executive president
[1]Sakaguchi takes on a more senior corporate role as Square expands beyond its original development structure.
Products and positioning
A premium Japanese game developer and publisher centered on narrative-driven, technically ambitious role-playing games, with a strong emphasis on cinematic presentation, music, character design, and international distribution. A Japanese developer-publisher centered on story-rich, visually ambitious console games, especially role-playing games. Internationally, the SquareSoft identity became strongly associated with Final Fantasy and with the global expansion of Japanese role-playing games during the 1990s.
Role-playing game franchise · 1987
Final Fantasy Tactics
Square’s flagship role-playing franchise, launched in 1987. Its numbered entries generally use separate worlds and casts while revisiting themes, terminology, and mechanical ideas. The series became known for large-scale fantasy and science-fiction settings, cinematic storytelling, elaborate music, party-based combat, and technical experimentation. Final Fantasy VII was especially important to Square’s international profile and later entries became central properties of Square Enix. Square’s defining franchise began in 1987 as a conventional Japanese role-playing game and developed into a global multimedia property. The series became known for recurring themes and mechanics combined with new worlds, characters, and production approaches in each numbered installment. Final Fantasy VII was especially important to SquareSoft’s international profile because of its three-dimensional presentation, cinematic storytelling, and worldwide PlayStation release. Directed by Yasumi Matsuno, Final Fantasy Tactics applied Square’s role-playing expertise to an isometric, grid-based strategy format. It expanded the Final Fantasy universe through a politically complex story and a flexible job system, while also connecting Square’s earlier tactical-game experience with its flagship franchise.
Role-playing game franchise · 1989
SaGa
A role-playing series known for open-ended progression, non-linear exploration, multiple protagonists, and systems that allow characters and abilities to develop in less conventional ways than many contemporaries. It began on Nintendo handheld hardware as the Final Fantasy Legend games in the West and later continued through console and remastered releases associated with Square Enix. The SaGa line originated with Makai Toushi SaGa for the Game Boy in 1989. Led creatively by Akitoshi Kawazu, the series became known for open-ended progression, unusual character development systems, and a willingness to depart from standard role-playing conventions. It gave Square a significant handheld and console role-playing property separate from Final Fantasy.
Action role-playing game franchise · 1991
Mana
An action-oriented fantasy series originating with Final Fantasy Adventure and expanding through Secret of Mana and later entries. The games emphasize real-time combat, colorful worlds, cooperative play in several installments, and a recurring mythology involving the Mana Tree and magical weapons. The series helped diversify Square’s role-playing portfolio beyond turn-based systems. The Mana series began with Seiken Densetsu: Final Fantasy Gaiden for the Game Boy in 1991. Koichi Ishii guided the property, which emphasized real-time combat, exploration, fantasy settings, and cooperative play in selected installments. Outside Japan, the games were marketed primarily under the Mana name and became one of Square’s best-known non-Final Fantasy series.
Role-playing game · 1995
Chrono Trigger
A 1995 role-playing game created by a collaboration involving Square and Enix personnel and prominent creators associated with Final Fantasy and Dragon Quest. Its time-travel structure, multiple eras, combination attacks, and alternative endings made it a distinctive 16-bit production. It was later ported and digitally distributed under Square Enix.
Tactical role-playing game franchise · 1995
Front Mission
A strategy role-playing series centered on customizable combat robots known as Wanzers and politically driven science-fiction conflicts. Its systems combine turn-based tactical battles with equipment management and narrative campaigns. Front Mission expanded Square’s portfolio into a more simulation-oriented form of role-playing and remained associated with the company’s interest in detailed world-building. Front Mission centered on tactical battles involving customizable mechanized units and geopolitical science-fiction narratives. The series began on the Super Famicom and moved to PlayStation during the second installment, illustrating Square’s platform transition and its interest in strategy-focused role-playing games.
Role-playing game · 1998
Xenogears
A 1998 PlayStation role-playing game featuring a science-fiction setting, giant machines, philosophical themes, and a heavily serialized story. It represented Square’s willingness to publish ambitious and unconventional narrative projects. Although the game’s production was constrained in later sections, it developed a lasting cult following and influenced subsequent spiritual successors outside the Square corporate line.
Action role-playing game · 1998
Parasite Eve
A PlayStation-era series combining role-playing progression with survival-horror atmosphere, action combat, and a contemporary urban setting. The original game used a science-fiction biological premise and cinematic presentation to create a darker alternative to Square’s conventional fantasy adventures. Parasite Eve was a PlayStation-era property inspired by Hideaki Sena’s novel. It combined cinematic presentation, science-fiction horror, exploration, and role-playing mechanics, reflecting Square’s effort during the late 1990s to diversify beyond traditional fantasy settings.
Action role-playing game · 2000
Vagrant Story
A 2000 PlayStation title designed around detailed weapon customization, real-time combat, chain attacks, and an intricate political and supernatural narrative. It is often regarded as one of Square’s more experimental late-period role-playing games and is notable for its concentrated setting and demanding systems.
Computer-animated film · 2001
Final Fantasy: The Spirits Within
A 2001 computer-animated feature produced through Square Pictures. It was an ambitious attempt to create a photorealistic animated science-fiction film connected in name and broad themes to Final Fantasy. Its commercial underperformance placed considerable strain on Square and contributed to the strategic conditions preceding the merger with Enix.
Role-playing game franchise · 1995
Chrono
The Chrono property grew from a collaboration involving Hironobu Sakaguchi, Dragon Quest creator Yuji Horii, and Dragon Ball artist Akira Toriyama. Chrono Trigger combined time-travel storytelling with a large ensemble cast and innovative battle presentation, becoming one of Square’s most acclaimed Super Famicom-era productions.
Action role-playing game franchise · 2002
Kingdom Hearts
Kingdom Hearts combined Square’s role-playing and action-game design with characters and settings licensed from Disney. Its commercial success in the early 2000s strengthened Square’s position before the merger with Enix and became one of the principal properties carried into Square Enix.
Brand decisions
2003
Merger with EnixM&ABackground
Square’s financial difficulties following The Spirits Within initially disrupted merger discussions, but the performance of Final Fantasy X and Kingdom Hearts helped restore the basis for negotiations.
Action taken
Square and Enix completed a merger on April 1, 2003.
Aftermath
Square Enix was formed, and SquareSoft ceased operating as an independent corporate brand while its key franchises continued within the combined company.
2002
Square agrees to merge with EnixM&ABackground
Square faced pressure from rising costs for major games and the disappointing commercial outcome of Final Fantasy: The Spirits Within. Combining with Enix offered complementary franchises, publishing capabilities, and greater scale.
Action taken
Square and Enix announced a corporate combination, with the transaction structured to create Square Enix Holdings.
Aftermath
The merger became effective on April 1, 2003. Square ceased to be an independent company, while its franchises and development resources became part of Square Enix.
2001
Square reassesses its film and cross-media strategyOtherBackground
The company invested heavily in computer-animated entertainment through Square Pictures, culminating in Final Fantasy: The Spirits Within.
Action taken
Following the film’s commercial underperformance, Square reduced the independent film operation and concentrated on the corporate and game-business changes that preceded its combination with Enix.
Aftermath
The film became a major factor in accounts of Square’s financial difficulties, although the merger also reflected broader industry pressures and the increasing cost of game development.
1997
Worldwide launch of Final Fantasy VIIProduct launchBackground
Square sought to use the PlayStation’s technical and storage capabilities to produce a substantially more cinematic and visually ambitious role-playing game.
Action taken
The company released Final Fantasy VII internationally as a large-scale three-dimensional role-playing game.
Aftermath
The title achieved major critical and commercial success and helped popularize both Japanese role-playing games and the PlayStation outside Japan.
1996
Move from Nintendo platforms to PlayStationStrategyBackground
Square was preparing increasingly large games and considered Sony’s CD-ROM-based PlayStation more suitable than Nintendo’s continued cartridge format. Production and distribution economics, as well as storage capacity, were central considerations.
Action taken
Square shifted its principal development relationship toward Sony Computer Entertainment and began producing its next major Final Fantasy project for PlayStation.
Aftermath
The decision led to Final Fantasy VII and transformed SquareSoft into a major international console brand, while creating a prolonged break with Nintendo.
Recent events
Kingdom Hearts IV announced for late 2027 release on Switch 2, PS5, Xbox Series, and PC[8]
Reported:
Square announced that Kingdom Hearts IV will launch for the Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam, Epic Games Store, and Xbox on PC in late 2027, with a new trailer revealing a world based on Disney and Pixar's Coco.
Square launches services in Spain[9]
Reported:
Square launched its point-of-sale and payments software and hardware in Spain, offering three POS software products and three payment terminals. The article also says Square planned to roll out Catalan-language support in the coming months.
Square announces corporate name change to Block[10]
Reported:
Square said it was changing its corporate name to Block, with the new name expected to take effect on or about December 10, 2021. The company said its business units would retain their respective brands.
Square launches Square Marketing in Australia[11]
Reported:
Square launched Square Marketing in Australia for its existing customers, offering businesses email marketing campaigns integrated with Square's payments platform.
TikTok announces new TikTok Shopping partners[12]
Reported:
TikTok announced Square, Ecwid and PrestaShop as new partners for TikTok Shopping; Wix, SHOPLINE, OpenCart and BASE were described as coming soon.
Square announces plan to acquire Afterpay[13]
Reported:
Square announced that it was proceeding toward acquiring Afterpay for as much as $29 billion; the article says the acquisition was not yet complete.
Square launches free banking service for merchants[14]
Reported:
Square launched a free banking service for merchants on July 20, combining checking, savings and small-business lending services under the Square Banking offering.
Square launches Square Banking[15]
Reported:
Square launched Square Banking, a business banking product combining checking and savings accounts, debit cards, and loans.
Square acquires Crew[16]
Reported:
Square acquired Crew, a messaging platform for employees and workplaces. The acquisition was announced on 14 July 2021.
Oakland Black Business Fund announces corporate partnerships[17]
Reported:
Oakland Black Business Fund announced corporate partnerships with Clover, Community Bank of the Bay, Fiserv, Square, Target, and Xero. The partners committed to donating to its grant program and offering additional services to its portfolio of Black-owned businesses.
Showing the 10 most recent.
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- 2Square Enixen.wikipedia.org
- 3Final Fantasy VIIen.wikipedia.org
- 4Final Fantasy: The Spirits Withinen.wikipedia.org
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- 6Final Fantasy IV introduces major narrative and system advancesen.wikipedia.org
- 7Chrono Trigger is releaseden.wikipedia.org
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- 9Square在西班牙推出服务thepaypers.com
- 10Square宣布将公司名称更改为Blockcointelegraph.com
- 11Square在澳大利亚推出Square Marketingsmartcompany.com.au
- 12TikTok宣布TikTok Shopping新合作伙伴techcrunch.com
- 13Square宣布计划收购Afterpaytechtimes.com
- 14Square面向商户推出免费银行服务finance.sina.com.cn
- 15Square推出Square Bankingtechcrunch.com
- 16Square 收购 Crewsiliconrepublic.com
- 17Oakland Black Business Fund宣布企业合作关系prnewswire.com
- 18Square宣布面向餐饮经营者推出酒类配送服务nrn.com
- 19摩根大通宣布计划发行加密货币敞口篮子forex.cnfol.com
- 20Square宣布收购Tidal控股权finance.sina.com.cn
- 21Square Financial Services开始运营techcrunch.com
- 22Boss Women Media与Square宣布合作推出Home Hustler项目prnewswire.com
- 23Square 收购 Stitch Labssquareup.com
- 24Square为10亿美元可转换票据发行定价crowdfundinsider.com
- 25TotilPay新增Square账户集成prnewswire.com
- 26Square 宣布收购 Dessacrowdfundinsider.com
- 27Square 调整即时转账费用crowdfundinsider.com
- 28Square完成向DoorDash出售Caviarcrowdfundinsider.com
- 29Square宣布通过Cash App提供碎股投资功能coinspeaker.com
- 30Cash App推出免费股票交易cnbc.com
- 31Square与Domo推出面向Square卖家的分析应用zdnet.com
- 32CartHook与Square宣布合作,为CBD商家提供支付服务prweb.com
- 33Dorsey-led Square rebrands to Block in nod to blockchainthehindu.com
- 34Jack Dorsey's Square Inc. Acquires Majority Ownership in Jay-Z's Streaming Service TIDALblackenterprise.com
- 35Jack Dorsey’s Square Rebrands Itself to Block as Shifts Focus to Blockchain - Coinspeakercoinspeaker.com
- 36Jack Dorsey's Square rebrands to Blockwashingtonexaminer.com
- 37Jack Dorsey's Square rebrands to Block; to expand beyond payments business - BusinessTodaybusinesstoday.in
- 38Square Acquires Jay-Z’s Tidal Music Platform In $297 Million Deal | Face of Malawifaceofmalawi.com
- 39Square acquires Tidaltechcrunch.com
- 40Square Launches Stock Investing On Cash App | Crowdfund Insidercrowdfundinsider.com
- 41Square rebrands as Block as it looks beyond paymentsamericanbanker.com
- 42Square Unveils Deal For Jay-Z's Tidal Music Platformibtimes.com
- 43Square斥资290亿美元收购澳大利亚支付公司Afterpay 腾讯成收益者finance.sina.com.cn
- 44Square斥資290億美元收購Afterpay 最快明年Q1完成news.cnyes.com
- 45Twitter王子擴張支付版圖!Square砸2.97億美元收購串流音樂服務Tidalbnext.com.tw
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