MY.GAMES
CompanyNetherlands
12 documents in the library are about MY.GAMES, from writers such as Game World Observer, PocketGamer.biz and GameDev Reports. Each has a summary and key insights with the page they come from.
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Key figures from the reports
MY.GAMES' Steam version of War Robots has generated over $50 million in revenue since its April 2018 release, maintaining a peak daily active user count of approximately 24,000.
GameDev Reports, 2026 · Games and Numbers: October 7 — October 20, 2026
Local studios such as MY.GAMES and Ludus have successfully leveraged cross-platform development, with individual titles generating revenue exceeding $2 million.
InvestGame, 2026 · Video Games Ecosystem Report: Cyprus 2025, p. 4
Parent company VK is currently pivoting its strategy to focus on its domestic VK Play service, following the sale of its MY.GAMES division for approximately $642 million in October 2022.
The Esports Advocate, 2022 · Nikkolai Petrossian Leaves CEO Role at ESforce
As of 2021, MY.GAMES maintained a portfolio of over 150 titles, with free-to-play mobile games-as-a-service accounting for more than 70% of total revenue.
PocketGamer.biz, 2021 · Shared Values: What it Means to Have a Strategic Investment Partner on Board, p. 5
MY.GAMES reported Q1 2021 revenue of approximately $147 million (₽11 billion), representing a 42.2% year-over-year increase and accounting for 39% of parent company Mail.ru Group’s total revenue.
Game World Observer, 2021 · MY.GAMES Q1 2021 Financial Results
On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Revenue as publisher
- $253K
- 10 games
- Revenue as developer
- $390K
- 8 games
- Units sold
- 11.5M
- as publisher or developer
- Headquarters
- Netherlands
MY.GAMES’s best-selling games on Steam
| Game | Released | Share of the best seller | Revenue | Units |
|---|---|---|---|---|
| War Robots: FrontiersDeveloper and Publisher | 2022 | $227K | 149K | |
| Blast Brigade vs. the Evil Legion of Dr. CreadDeveloper | 2021 | $137K | 11K | |
| VR InvadersDeveloper and Publisher | 2016 | $26K | 2,250 | |
| Warface: ClutchDeveloper and Publisher | 2014 | — | 10.5M | |
| War RobotsDeveloper and Publisher | 2018 | — | 617K | |
| HAWKEDDeveloper and Publisher | 2023 | — | 116K | |
| Global CityPublisher | 2021 | — | 43K | |
| Allods OnlinePublisher | 2016 | — | 26K | |
| Revelation OnlinePublisher | 2018 | — | 23K | |
| War Robots VR: The SkirmishDeveloper and Publisher | 2017 | — | 38K |
Documents about MY.GAMES
Games and Numbers: October 7 — October 20, 2026
This bi-weekly industry update provides a summary of key performance milestones for various PC, console, and mobile titles between October 7 and October 20, 2026.
- EA Sports FC 27 is the top-grossing premium release of 2026, generating $714.1 million in revenue and selling 7.9 million copies, with over half of sales occurring during the early access period.
- Remedy Entertainment’s Control Resonant sold 1 million copies in three weeks, becoming the studio's fastest-selling title and requiring 3–4 million units to fully recoup development costs.
- Indie fishing simulator How to Fish by Dazed Games reached 10 million copies sold in less than two months following its August 20, 2026, launch.
Games and Numbers: September 22 – October 6, 2026
This bi-weekly industry update provides a snapshot of performance milestones achieved by various titles across the PC, console, and mobile gaming sectors between September 22 and October 6, 2026.
- The Witcher 3: Wild Hunt remaster achieved a new all-time peak of 137,724 concurrent players on Steam, with a daily audience across all platforms reaching 2.38 million users.
- The tactical shooter Wardogs sold over 3 million copies in its first 16 days of Early Access, reaching its first million within 24 hours of its September 10 launch.
- The Metro series surpassed 50 million total copies sold over its 16-year history, prompting a free next-gen update for Redux titles scheduled for late October 2026.
Video Games Ecosystem Report: Cyprus 2025
The report outlines a rapidly expanding video-games ecosystem in Cyprus, projecting market revenue to surge from $1.2 billion in 2023 to $6.7 billion by 2025, with a compound annual growth rate of 5.96% through 2030.
- Cyprus's video game market revenue is projected to grow from $1.2 billion in 2023 to $6.7 billion by 2025, with a compound annual growth rate of 5.96% through 2030.
- The local ecosystem has expanded to over 600 companies, including 282 startups as of July 2025, with 39 funded, 15 in Series A rounds, and one unicorn.
- Mobile gaming remains the dominant segment, led by major players such as Playrix, Easybrain, and Outfit7, while PC and console development is represented by firms like Wargaming and Digital Vortex Entertainment.
Branding for Top Line Growth: MY.GAMES Journey by CEO Elena Grigorian
The gaming industry faces a persistent challenge where the cost of acquiring paying users (CPPU) steadily rises while the revenue per paying user (RPPU) struggles to keep pace, creating an inevitable intersection that threatens long-term profitability.
- MY.GAMES is shifting from performance-based marketing to branding campaigns to counter the industry-wide trend of rising costs per paying user (CPPU) outpacing revenue per paying user (RPPU).
- A branding campaign targeting a broad audience increased downloads and marketing efficiency but failed to generate significant revenue because the casual audience could not navigate the game's complex onboarding and monetization.
- A second, more targeted branding campaign focused on demographics with a higher propensity for spending resulted in improved retention rates and higher revenue compared to the initial broad-reach attempt.
MY.GAMES’ Elena Grigorian On Smart Strategies To Stay Afloat During This Industry Downturn
The gaming industry currently faces significant volatility, necessitating a shift toward operational agility and diversified business models to ensure long-term stability.
- Companies can mitigate the risks of a hit-driven market by adopting a grid-based organizational structure that balances centralized marketing expertise with decentralized studio-level execution.
- Operational resilience is supported by a hybrid, remote-first workforce model capable of managing a diverse portfolio of over 80 titles across mobile, PC, and console platforms.
- Diversifying business models through a combination of internal development, third-party licensing, and strategic investments allows firms to maintain marketing and operational scale during economic downturns.
MY.GAMES’ Anton Gorodetsky On Brokering Mutually Beneficial Business Relationships
The global gaming landscape requires a sophisticated balance between centralized strategy and localized execution.
- The gaming industry is experiencing a significant capital market contraction, with 2023 deal values falling substantially below 2021 levels, necessitating a shift toward internal marketing ecosystems and proprietary analytics.
- Strategic influencer partnerships can drive measurable growth, as evidenced by the collaboration between Rush Royale and Jake Paul, which resulted in a 20% increase in daily active users and reached 6 million monthly active users.
- Modern game lifecycle optimization should prioritize brand loyalty and the long-term expansion of existing intellectual properties over aggressive, short-term user acquisition strategies.
War Robots Tops $750 Million in Lifetime Revenue
The mobile mech shooter War Robots has surpassed $750 million in lifetime revenue since its initial launch in April 2014.
- The mobile mech shooter War Robots has surpassed $750 million in lifetime revenue since its April 2014 launch.
- The game added over 30 million new players in the year leading up to April 2023, marking a 40% year-over-year growth rate.
- War Robots currently holds a total registered user base of over 200 million, including a core group of 6 million players active for at least two years.
Nikkolai Petrossian Leaves CEO Role at ESforce
Nikkolai Petrossian has departed his position as CEO of ESforce Holding, a prominent Russian esports operator, after serving in various leadership capacities for over four years.
- Nikkolai Petrossian has stepped down as CEO of ESforce Holding after serving in multiple leadership roles, including media director, for over four years.
- ESforce is transitioning to a management committee structure to ensure closer operational integration with its parent company, VK Play.
- ESforce is a major regional esports operator that owns assets including the CYBERSPORT.RU media outlet, the RUHUB content studio, the EPICENTER tournament brand, and the Yota Arena.
VK to Potentially Sell Its Gaming Subsidiary MY.GAMES
The gaming industry landscape surrounding MY.GAMES underwent a significant transformation between 2022 and 2025, marked by a shift in ownership and corporate strategy.
- In September 2022, VK sold its gaming subsidiary MY.GAMES to an undisclosed buyer for $642 million, following earlier reports of pressure from international sanctions.
- MY.GAMES, which is now headquartered in Amsterdam, previously accounted for approximately one-third of VK’s total annual revenue, reporting $528 million in 2021.
- The CRPG Pathfinder: Kingmaker has surpassed 2 million copies sold globally, a milestone reached roughly six and a half years after its initial release.
Shared Values: What it Means to Have a Strategic Investment Partner on Board
MY.GAMES Venture Capital (MGVC) functions as a strategic investment arm within the broader MY.GAMES ecosystem, focusing on fostering growth for independent game development studios.
- Strategic partnerships that combine creative independence with centralized infrastructure allow studios to scale more efficiently than fully independent operations.
- MY.GAMES Venture Capital (MGVC) utilizes proprietary tools like MyUA to provide high-accuracy ROI predictions and granular performance metrics for user acquisition.
- The efficacy of the MGVC model is evidenced by the title War Robots, which saw a fourfold revenue increase within one year following the application of the firm's marketing and live-operations expertise.
MY.GAMES Q1 2021 Financial Results
The first quarter of 2021 financial results for MY.GAMES demonstrate significant growth and a strong international presence for the Russian gaming brand.
- MY.GAMES reported Q1 2021 revenue of approximately $147 million (₽11 billion), representing a 42.2% year-over-year increase and accounting for 39% of parent company Mail.ru Group’s total revenue.
- Mobile games served as the primary revenue driver, contributing 78% of the company's total quarterly earnings.
- International markets are critical to the company's performance, with 79% of revenue generated outside of Russia and the CIS, led by the US, Germany, and the UK.
MY.GAMES Revenue 2020: Mobile Games Performance
The Russian publisher MY.GAMES demonstrated significant financial growth in 2020, reporting total revenue of $562 million, a 30% increase compared to the previous year.
- In 2020, MY.GAMES generated $562 million in total revenue, marking a 30% year-over-year increase and accounting for 38% of Mail.ru Group’s consolidated revenue.
- Mobile gaming was the primary growth driver for MY.GAMES in 2020, contributing 73% of total revenue, with 90% of earnings derived from the company's own intellectual properties.
- MY.GAMES maintains a strong international presence, with 75% of its 2020 earnings originating from markets outside of Russia, specifically the US, Germany, and Japan.