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CCP

CompanyIceland

16 documents in the library are about CCP, from writers such as PocketGamer.biz, Naavik and SuperJoost. Each has a summary and key insights with the page they come from.

Documents
16
newest 24 Aug 2026
Steam revenue
$4.4M
estimate, its games

Connections

The documents about CCP on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

Key figures from the reports

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue as publisher
$4.4M
4 games
Revenue as developer
$4.4M
5 games
Units sold
1.5M
as publisher or developer
Headquarters
Iceland

CCP’s best-selling games on Steam

GameReleasedShare of the best sellerRevenueUnits
EVE OnlineDeveloper and Publisher2010$3.7M1.4M
EVE: Valkyrie - WarzoneDeveloper and Publisher2017$270K13K
SparcDeveloper and Publisher2017$258K19K
GunjackDeveloper and Publisher2016$140K24K
《星战前夜:晨曦》(EVE Online)Developer2025—21K
EVE VanguardDeveloper and Publisher———

Documents about CCP

Cover of Did Apple really resolve its EU dispute? | Week in Mobile Games podcast
34 min
PocketGamer.biz34 min

Did Apple really resolve its EU dispute? | Week in Mobile Games podcast

Apple’s recent attempt to resolve its regulatory dispute with the European Union regarding the Digital Markets Act remains contentious.

  • Apple has updated its App Store business terms in response to EU Digital Markets Act (DMA) scrutiny, setting commission rates at 26% for standard App Store apps, 20% for those using alternative payment processing, and 15% for apps that link out to external payment methods.
  • Roblox is facing increased pressure from international regulators, including a three-month mandate from Australian authorities to improve child safety measures after reports that adults could still contact minors on the platform.
  • The mobile idle RPG 'Digimon New Century' (referred to as Digimon Up) generated $10 million in player spending across Google Play and the App Store during its first month following its July 15, 2024, launch.
PocketGamer.bizAug 2026
Cover of Why EVE Online’s studio bought itself back for $120m - and partnered with Google DeepMind
35 min
PocketGamer.biz35 min

Why EVE Online’s studio bought itself back for $120m - and partnered with Google DeepMind

CCP Games has entered a strategic period of independence following a $120 million management-led buyback from Pearl Abyss.

  • CCP Games (now rebranded as Fenris) completed a $120 million buyback from Pearl Abyss to regain independence and pursue a distinct, tech-focused portfolio strategy.
  • The studio is collaborating with Google DeepMind to use EVE Online’s complex, player-driven economic and social environment as a training ground for AI agents.
  • Fenris is open-sourcing its proprietary 'Carbon' engine and technology platform to encourage third-party development and long-term ecosystem sustainability.
PocketGamer.bizAug 2026
Cover of The Debrief: May 2026
Article

The Debrief: May 2026

The May 2026 edition of The Debrief serves as a monthly synthesis of significant developments, corporate maneuvers, and cultural trends within the global video game industry.

  • The upcoming Nintendo Switch 2 is facing price increases driven by a global RAM supply shortage, referred to as 'RAMaggedon'.
  • CCP Games has rebranded as Fenris Creations, incorporating technology from Google DeepMind into its operations.
  • Secret Handshake has generated significant industry attention with a new arcade-focused pop-up initiative.
Video Games Industry MemoMay 2026
Cover of Hit Points #373: Serious Hat
Article

Hit Points #373: Serious Hat

This commentary reflects on the current state of the video game industry from the perspective of a consultant balancing professional obligations with critical analysis.

  • Nintendo is increasing the price of the Switch 2 by $50/€50, effective in August, citing changes in market conditions and global economic outlook.
  • Both Microsoft and Sony reported significant declines in hardware sales, yet are focusing on next-gen offerings; Microsoft with 'Project Helix' and Sony increasing investments for its next-generation platform.
  • CCP Games, maker of EVE Online, bought itself back from parent company Pearl Abyss for $120 million (less than half of the 2018 acquisition price of $225 million), rebranding as Fenris Creations and securing investment from Omega Ventures and Google's Deepmind.
Hit PointsMay 2026
Cover of 🚨📢 BREAKING NEWS: Applovin Record Revenue, More Layoffs, EvE online sold back
8 min
Two & a Half Gamers8 min

🚨📢 BREAKING NEWS: Applovin Record Revenue, More Layoffs, EvE online sold back

The gaming industry is currently experiencing a period of significant corporate restructuring, marked by record financial performances for some entities and aggressive downsizing for others.

  • AppLovin reported record Q1 revenue of $1.84 billion, a 25% year-over-year increase, while Unity posted a $347 million loss despite a 17% revenue increase to $508 million.
  • CCP Games is being sold back to its CEO by Pearl Abyss for $120 million, a significant drop from its $425 million valuation in 2018.
  • Supercell acquired Metacore, resulting in a 30% workforce reduction at the studio as part of a strategic shift in the merge-game genre.
Two & a Half GamersMay 2026
Cover of BITKRAFT Summit 2025 Day 3 - EVE: The Longest Game with Hilmar Petursson (CCP)
25 min
BITKRAFT Ventures25 min

BITKRAFT Summit 2025 Day 3 - EVE: The Longest Game with Hilmar Petursson (CCP)

The discussion centers on the evolution of EVE Online and the broader landscape of game development, emphasizing the importance of intuition and player-driven agency over rigid, methodical planning.

  • CCP Games' 22-year success with EVE Online stems from prioritizing player-driven agency over developer intervention, even when a specific decision to allow in-game fraud resulted in the immediate loss of 500 players.
  • The industry's legacy playbooks for distribution and engagement are obsolete due to market saturation and shifting content consumption habits driven by platforms like TikTok.
  • Developers should adopt a 'relearn from basics' strategy, utilizing unorthodox value propositions like permissionless server-side modding to capture attention in a crowded market.
BITKRAFT VenturesMar 2026
Article

No Kings Left in Gaming

The video game industry is currently undergoing a significant structural correction, marking the end of an era where scale and massive production budgets guaranteed market dominance.

  • The gaming industry is undergoing a structural correction as the era of scale-based dominance ends, forcing major publishers to pivot from aggressive expansion toward operational efficiency.
  • Growth for the top ten global publishers has flatlined, with Electronic Arts reporting a 1.3% decline in net revenue to $7.5 billion for fiscal year 2025.
  • Industry giants including Sony and Microsoft are responding to stagnant growth by implementing widespread layoffs and shifting focus toward software-centric ecosystems over proprietary hardware.
SuperJoostJun 2025
Cover of State of the Icelandic Game Industry 2019
Report26 pages

State of the Icelandic Game Industry 2019

The 2019 State of the Icelandic Game Industry report provides a comprehensive overview of the nation’s gaming sector, highlighting its economic significance, growth trajectory, and future potential.

  • The Icelandic game industry is highly export-oriented, with over 95% of its total revenue generated from international markets.
  • As of 2019, the sector consisted of 17 active companies employing 345 people and generating approximately 8.3 billion ISK (61 million USD) in annual revenue.
  • The industry's growth potential by 2030 ranges from a status quo of 9.6 billion ISK in revenue to an optimistic scenario of 72 billion ISK and 1,200 employees.
Icelandic Game IndustryJan 2024
Cover of Our Most Anticipated Web3 Games
71 min
Naavik71 min

Our Most Anticipated Web3 Games

The professional landscape within the gaming industry is undergoing a significant transformation, driven by a shift away from traditional credentials toward public proof of work and niche expertise.

  • Web3 gaming development is shifting away from speculative financial mechanics toward high-quality, playable experiences that integrate blockchain technology unobtrusively.
  • Industry leaders are prioritizing long-term sustainability and multi-disciplinary team building over short-term gains, moving toward a 'play-fi' model that separates core game loops from monetary incentives.
  • Ember Sword, Shrapnel, and the upcoming blockchain title from CCP Games are the primary projects leading the industry's ambition to create immersive, autonomous worlds.
NaavikJun 2023
Cover of Expansions and Partnerships
74 min
Naavik74 min

Expansions and Partnerships

Netflix is aggressively scaling its gaming division, aiming to bolster subscriber retention through a pipeline of 146 titles, including 40 releases scheduled for the current year.

  • Netflix is scaling its gaming division with 146 titles in development, including 40 releases planned for this year, to improve subscriber retention.
  • Immutable and Polygon have partnered to develop ZK-EVM infrastructure, aiming to consolidate Web3 development and challenge established chains like Solana and Avalanche.
  • CCP Games secured $40 million to integrate blockchain into EVE Online, though the project faces significant regulatory hurdles and a long development timeline with no release expected before 2030.
NaavikMar 2023
Article

Is TikTok's Game Over?: Staring Down a Nationwide Ban

The primary focus of this analysis is the potential impact of a United States nationwide ban on TikTok and its parent company, ByteDance, within the interactive entertainment sector.

  • A potential U.S. ban on TikTok would likely have a negligible impact on gaming industry revenue models, as the platform is not considered strategically indispensable to major publishers.
  • Major gaming brands maintain a surprisingly small footprint on TikTok; for example, Activision Blizzard and Electronic Arts each have fewer than 10,000 followers.
  • While high-profile franchises like Fortnite and Xbox have stronger engagement with 9.7 million and 5.6 million followers respectively, these figures remain modest relative to the platform's total scale.
SuperJoostAug 2022
Cover of Keynote: Discovering the Why: Launching New Games & Features in 2022
20 min
PocketGamer.biz20 min

Keynote: Discovering the Why: Launching New Games & Features in 2022

The primary objective of this presentation is to advocate for a player-centric development strategy that prioritizes understanding the underlying motivations—the "why"—behind user behavior.

  • Development teams should shift from surface-level demographic data to a four-step framework that integrates psychological profiling and ethnographic research to identify the 'why' behind player behavior.
  • Voodoo increased day-one retention by 14% in the game Plantopia by identifying and addressing specific underlying player motivations.
  • Tilting Point successfully pivoted the design of Linguinis after research revealed that their target audience preferred collaborative gameplay over the initially planned competitive leaderboards.
PocketGamer.bizJun 2022