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Cover of People Can Fly 2020 – Omówienie Wyników
Presentation28 pages

People Can Fly 2020 – Omówienie Wyników

This financial and operational analysis details the performance of PCF Group (People Can Fly) for the 2020 fiscal year, a period marked by significant scaling and preparation for major releases.

  • PCF Group achieved significant financial growth in 2020, with revenue rising 23.6% to 103.8 million PLN and net profit increasing over 400% to 24.6 million PLN.
  • Adjusted EBITDA grew by 76.7% to 32.6 million PLN, supported by development work for major partners including Square Enix and Take-Two Interactive.
  • The company is executing a multi-project strategy that includes the action-RPG 'Project Dagger,' which has a projected budget of 40-60 million EUR and allows PCF to retain IP ownership.
PCF GroupApr 2021
Cover of The Game Industry of Poland: 2020
Report144 pages

The Game Industry of Poland: 2020

The Polish game development industry has matured into a significant global powerhouse, characterized by a diverse ecosystem of over 440 studios and a workforce of approximately 9,710 full-time professionals.

  • The Polish game industry has over 440 studios and companies, with 43 of them listed on the Warsaw Stock Exchange (12 on the main floor, 31 on NewConnect).
  • Between 2017 and 2020, over 120 studios closed down while over 160 new ones were established, indicating a high variability in the sector, though the rapid growth observed before 2017 has slowed.
  • 11 bit studios, founded in 2009 by former Metropolis studio members, developed 'This War of Mine' (the first video game on Poland's official school reading list) and 'Frostpunk', and has 140 employees.
Polish Agency for Enterprise DevelopmentJan 2020
Cover of U.K. Road Show Material: February 2017
Presentation15 pages

U.K. Road Show Material: February 2017

The February 2017 investor presentation outlines a mid-term growth strategy for Square Enix, centered on achieving six consecutive years of sales growth through the expansion of its Digital Entertainment segment.

  • Square Enix aims to reach 400 billion JPY in sales by fiscal year 2019, targeting six consecutive years of growth in its Digital Entertainment segment.
  • The company is prioritizing profitability in its high-definition (HD) gaming division while maintaining a stable revenue foundation through MMOs and smart device games.
  • Strategy focuses on three pillars: enhancing digital sales via a new global website, maximizing multi-platform accessibility across consoles, PC, and mobile, and expanding IP into merchandising and publishing.
Square Enix HoldingsMar 2017
Cover of Square Enix Annual Report 2021
Report82 pages

Square Enix Annual Report 2021

Square Enix achieved record financial performance during the fiscal year ending March 31, 2021, demonstrating resilience despite the global disruptions caused by the COVID-19 pandemic.

  • Square Enix achieved record financial results for the fiscal year ending March 31, 2021, with net sales rising 27.6% to ¥332.5 billion and operating income increasing 44.2% to ¥47.2 billion.
  • The company has set medium-term financial targets of ¥400–500 billion in net sales and ¥60–75 billion in operating income, driven by geographic expansion, cloud-based sales, and global talent acquisition.
  • Growth was primarily fueled by the Digital Entertainment, Publication, and Merchandising segments, which successfully accelerated the transition toward digital distribution.
Square Enix
Cover of Global Video Gaming: The State of Play, 2025
Report32 pages

Global Video Gaming: The State of Play, 2025

The global video gaming industry is entering a phase of stabilization and renewed growth, with total revenue projected to reach US$215 billion in 2025, representing a 4.7% increase following a 2.7% decline in 2024.

  • The global video gaming industry is projected to reach $215 billion in revenue in 2025, marking a 4.7% recovery following a 2.7% decline in 2024.
  • Major industry players are shifting from hardware-centric models to software-led growth, exemplified by Microsoft’s pivot toward third-party publishing and the expansion of Game Pass and cloud services.
  • The PC gaming ecosystem, led by Steam, has emerged as a primary driver of industry expansion, offsetting the recalibration occurring within the console market.
Societe Generale Group
Cover of Management Board Report on the Activities of PCF Group Capital Group and PCF Group S.A.: 2020
Report86 pages

Management Board Report on the Activities of PCF Group Capital Group and PCF Group S.A.: 2020

The 2020 Management Board Report for PCF Group S.A. and its subsidiaries details a pivotal year of financial expansion, organizational restructuring, and public market entry.

  • PCF Group's total sales revenue in 2020 reached 103.8 million PLN, a 24% increase from 2019. The "games production for hire" segment accounted for 96% of this revenue (100.0 million PLN), while "copyrights to produced games" (royalties) made up 4% (3.8 million PLN).
  • The Triple-A shooter RPG game "Outriders," a key product in the "games production for hire" segment, launched on April 1, 2021, and received a Metascore of 76/100 based on 21 critic reviews for PC. On its launch weekend, it peaked at over 125,000 concurrent players on Steam.
  • PCF Group is developing "Project Dagger," a game planned for release by the end of 2024, with a publisher budget of 40-60 million EUR for its production. People Can Fly U.S., LLC acquired the intellectual property rights for Project Dagger on July 20, 2020, for a one-time payment of 500,000 USD.
PCF Group
Cover of Annual Consolidated Financial Statement: 2020
Report82 pages

Annual Consolidated Financial Statement: 2020

PCF Group S.A. demonstrated substantial financial growth and operational maturation during the 2020 fiscal year.

  • The company's net cash flow from operating activities significantly increased from 1,898 thousand PLN in 2019 to 15,762 thousand PLN in 2020.
  • Profit before tax saw a substantial rise from 4,852 thousand PLN in 2019 to 26,658 thousand PLN in 2020.
  • Net profit from continuing operations increased from 4,828 thousand PLN in 2019 to 24,579 thousand PLN in 2020, leading to an increase in basic and diluted earnings per share from 0.18 PLN to 0.89 PLN.
PCF Group
Cover of Skonsolidowany Raport Półroczny: H1 2024
Report92 pages

Skonsolidowany Raport Półroczny: H1 2024

The PCF Group S.A. consolidated report for the first half of 2024 outlines a period of financial transition characterized by revenue growth alongside significant operational losses.

  • PCF Group S.A. reported a net loss of (33,289) for H1 2024, significantly worse than the (13,070) loss in H1 2023. The basic loss per share increased from (0.43) PLN in H1 2023 to (0.93) PLN in H1 2024.
  • The company is actively seeking approximately 350 million PLN in new financing for 2025-2026 to maintain its self-publishing operations and continue its strategy of developing and publishing its own games.
  • PCF Group S.A. is preparing detailed five-year financial forecasts (2025-2029) based on economic conditions and a pipeline of new games, including scenarios for various risks and mitigation actions.
PCF Group
Cover of Raport Bieżący Nr 59/2023: Podjęcie Decyzji o Ograniczeniu Zakresu Projektu Dagger
Report1 page

Raport Bieżący Nr 59/2023: Podjęcie Decyzji o Ograniczeniu Zakresu Projektu Dagger

The report announces a temporary reduction in the scope of PCF Group S.A.’s self-publishing project “Project Dagger.”

  • PCF Group S.A. has officially paused plans for a 2025–2026 AAA release of 'Project Dagger' following a creative evaluation and milestone review.
  • A core team of approximately ten developers will remain on Project Dagger to redefine the game’s direction and develop a new pre-production version.
  • The majority of the Project Dagger team will be reallocated to other internal projects, specifically Maverick, Bifrost, and Victoria.
PCF Group