PLAION
CompanyGermany
9 documents in the library are about PLAION, from writers such as Embracer Group, Newzoo and Overwolf. Each has a summary and key insights with the page they come from.
Connections
The documents about PLAION 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.
On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Revenue as publisher
- $5.9M
- 5 games
- Units sold
- 720K
- as publisher or developer
- Headquarters
- Germany
PLAION’s best-selling games on Steam
| Game | Released | Share of the best seller | Revenue | Units |
|---|---|---|---|---|
| Nobody Wants to DiePublisher | 2024 | $4.0M | 280K | |
| Warhammer 40,000: Speed FreeksPublisher | 2024 | $1.5M | 396K | |
| AkimbotPublisher | 2024 | $311K | 31K | |
| Clid the SnailPublisher | 2021 | $58K | 5,970 | |
| The Siege and the SandfoxPublisher | 2025 | $53K | 6,106 |
Documents about PLAION
ESG Fact Sheet: FY 2025/26
The Embracer Group’s FY 2025/26 ESG Fact Sheet outlines the organization’s commitment to integrating sustainability into its core business model, which spans PC, console, and mobile game development across nearly 30 countries.
- Embracer Group reported net sales of SEK 22,370 million with an adjusted EBIT margin of 15% for the 2024/25 fiscal year, excluding divested operations.
- The PC and console gaming segment is the company's primary revenue driver, contributing 47% of total sales and 54% of adjusted EBIT.
- The workforce consists of nearly 6,000 employees, with a gender distribution of 27% women and 73% men.
Gaming as a Culture, Not Only a Channel
The episode of The Leaderboard Insights Podcast focuses on the evolving role of gaming as a cultural touchstone rather than merely an advertising channel.
- Overwolf’s platform currently facilitates authentic brand engagement for a user base exceeding 113 million monthly gamers across major titles.
- Effective gaming marketing requires moving away from treating gamers as a monolithic audience in favor of surgical targeting to improve media spend efficiency.
- For indie developers, Discord join metrics serve as a more reliable pre-launch performance indicator than traditional Steam wishlists.
Video Game News: French Market Overview 2025
The French video game market demonstrated significant resilience and growth in 2025, reaching a total valuation of €5.856 billion.
- The French video game market reached a valuation of €5.856 billion in 2025, marking a 2.9% year-over-year increase.
- Mobile gaming is the primary growth driver, surging 11% and accounting for 94% of its revenue through free-to-play applications.
- The player base expanded to 40.2 million individuals, with adults now representing 88% of the total demographic.
PC & Console Gaming Report 2026
The global PC and console gaming market is undergoing a fundamental transition from a period of rapid, broad-based expansion to a more selective, mature environment.
- PC player base is projected to exceed one billion by 2028, with a CAGR of 2.9% from 2025-2028, while console player growth moderates with a 2.2% CAGR in the same period.
- Almost two-thirds of console revenues (PlayStation and Xbox) go to the top 20 games, whereas on PC, over half of revenue comes from games ranked 21+.
- PC is the only platform effectively monetizing Free-to-Play (F2P) games, with revenue holding stable despite falling playtime in the west; on console, F2P revenue is dropping faster than engagement.
Sustainability at Embracer Group: FY 2025/26 ESG Fact Sheet
Embracer Group’s sustainability strategy for the 2025/26 fiscal year centers on integrating environmental, social, and governance (ESG) principles into its core business model to drive long-term value for stakeholders.
- Embracer Group operates 55 internal studios with nearly 6,500 employees across 30 countries, utilizing a double materiality framework to assess both environmental/social impact and financial sustainability risks.
- The company reported net sales of SEK 22,370 million for the 2024/25 fiscal year, with PC and console games accounting for 47% of total revenue and an adjusted EBIT margin of 15%.
- The workforce is geographically concentrated with 64% of employees in Europe and 31% in North America, while maintaining a gender distribution of 27% women and 73% men.
Sustainability at Embracer Group: FY 2025/26 ESG Fact Sheet
The Embracer Group’s FY 2025/26 ESG Fact Sheet outlines the organization’s commitment to integrating sustainability into its core business model, which spans PC, console, and mobile gaming, as well as media and retail operations.
- Embracer Group achieved a score of 41 in the 2025 S&P Global Corporate Sustainability Assessment, significantly outperforming the industry peer average of 26.
- The organization maintains a workforce of nearly 7,000 employees across 69 internal studios, with a geographic distribution of 64% in Europe, 31% in North America, and 5% in other regions.
- Internal governance is supported by 17 group policies, featuring high compliance implementation rates of 99% for codes of conduct and 96% for anti-corruption measures.
Battlefield 6 Reclaims No.1: EA Dominates the European Charts
Electronic Arts (EA) currently dominates the European video game market, with Battlefield 6 reclaiming the number one position in both unit sales and revenue for the week ending October 26, 2025.
- Electronic Arts dominates the European market for the week ending October 26, 2025, holding the top two spots in unit sales with Battlefield 6 and EA Sports FC 26.
- Battlefield 6 reclaimed the No. 1 position in European unit sales despite experiencing a 55% week-on-week decline in sales volume.
- Pokémon Legends: Z-A dropped to No. 3 in the charts following an 84% week-on-week decline in physical unit sales.
Embracer Group Interim Report: Q4 FY 22/23
Embracer Group experienced a period of significant financial volatility during the fourth quarter of the 2022/2023 fiscal year, characterized by substantial annual growth tempered by a major downward revision to future earnings guidance.
- Embracer Group lowered its FY 2023/2024 adjusted EBIT guidance to SEK 7,000–9,000 million following the collapse of a $2 billion strategic partnership and the delay of several high-profile titles.
- Full-year net sales for FY 22/23 surged 121% to SEK 37,655 million, while adjusted EBIT grew 43% to SEK 6,366 million.
- The company reduced future earnout obligations by SEK 3,088 million, improving financial flexibility and maintaining debt covenant compliance despite a 14% year-over-year decline in Q4 adjusted EBIT.
Embracer Group Interim Report: Q2 July–September 2025
Embracer Group AB reports a Q2 (July–September 2025) performance that fell short of expectations, with net sales declining 19% year-over-year to SEK 3,850 million and adjusted EBIT slipping to SEK 109 million.
- Embracer Group reported a 19% year-over-year decline in net sales to SEK 3,850 million and an adjusted EBIT of SEK 109 million for Q2 2025.
- The PC/Console segment underperformed with a 13% sales drop and negative EBIT, while the Mobile Games segment grew 17% with a 25% organic lift from the PLAION portfolio.
- Free cash flow improved significantly to SEK 1,292 million compared to a negative SEK 524 million in the prior year, with net cash reaching SEK 11.9 billion as of September 30, 2025.