Updated Mar 21, 2026 by Pullup Entertainment
Report
Published by Pullup Entertainment
1. FOCUS HOME INTERACTIVE presentation pages 5 to 9 2. Declaration by the person responsible page 11 3. Management Board’s report pages 15 to 33 4. Supervisory Board’s report pages 37 to 41 5.
CONTENTS 1. FOCUS HOME INTERACTIVE presentation pages 5 to 9 2. Declaration by the person responsible page 11 3. Management Board’s report pages 15 to 33 4. Supervisory Board’s report pages 37 to 41 5. Statutory auditors’ report on the consolidated financial statements - Year ended 31 March 2020 pages 45 to 46 6. Consolidated financial statements pages 51 to 71 7. Statutory Auditors’ report on the financial statements - Year ended 31 March 2020 pages 75 to 76 8. Parent company’s financial statements pages 81 to 97 9. Statutory auditors’ special report on regulated agreements - Annual General Meeting held to approve the financial statements for the year ended March 31, 2020 pages 101 to 102
A MESSAGE FROM THE CHAIRMAN OF THE MANAGEMENT BOARD The 2019/20 financial year marked an important step on our road to achieving our 2022 targets. We showed our ability to reach a milestone by significantly increasing our revenue and profitability. This was possible thanks to our investment strategy aimed at improving the quality of our games and the continuous commitment of our teams. In the final part of the year, we also demonstrated our ability to adapt to a major health crisis by successfully implementing work-from-home measures while maintaining our release schedule. The past year clearly validated our Enhance – Evolve – Explore strategy. We “Enhanced” our investments in quality content, “Evolved” by increasing our control over intellectual property and “Explored” by developing our sales model and our content on new platforms. The last financial year was a very energetic year filled with major releases. It began with some historic commercial successes. The worldwide distribution of World War Z achieved significant sales and highlighted our marketing and sales teams’ unrivalled expertise, which also enabled us to break into the Asian market. The release of Greedfall and A Plague Tale: Innocence confirmed our strategy in focusing investments in the quality of our games. These two video games were fervently received by players and critics alike, especially A Plague Tale: Innocence, which earned Focus Home Interactive its first nomination from The Game Awards. We are proud to have established new powerful brands in a highly competitive market.
quality of our games. These two video games were fervently received by players and critics alike, especially A Plague Tale: Innocence, which earned Focus Home Interactive its first nomination from The Game Awards. We are proud to have established new powerful brands in a highly competitive market. The latter half of the year saw the release of The Surge 2; this eagerly awaited sequel garnered outstanding reviews from the press. The year 2019/20 also exhibited our capacity to develop a regular and recurrent income stream by leveraging the exceptional growth in our back catalogue. Our major sales success provided us with a significant growth of 13% in our top line, reaching a record of €143 million. At the same time, we continued to improve our profitability, raising our operating margin two points to 13% from last year’s 11%. All the while, we invested heavily in our future developments and successfully crossed a threshold in video game quality. The result has been an increase of 63% in our net income compared with the year before. In relation to sales development, we are now working with 17 different studios, 11 of which entered into partnership with us only this year. We also expanded our business to new platforms and laid the foundations to launch our first mobile game: Mudrunner. The end of the financial year saw countries lock down due to the COVID-19 pandemic, yet I am very proud of the responsiveness and exceptional efficiency shown by our teams.
this year. We also expanded our business to new platforms and laid the foundations to launch our first mobile game: Mudrunner. The end of the financial year saw countries lock down due to the COVID-19 pandemic, yet I am very proud of the responsiveness and exceptional efficiency shown by our teams. Focus Home Interactive established a work-from-home policy even before it became mandatory because the Group anticipated such restrictions and had prepared to ensure everyone would spend this time efficiently and in safety. While the coronavirus impacted retail sales, the digital strategy adopted by the Group enabled us to quickly reallocate resources to galvanise and maximise online sales and digital communications. Consequently, the Group saw significant boosts in its digital sales during the final quarter. Moreover, the development continued at a very efficient pace and the majority of release dates proved not to be severely affected by the lockdown. In conclusion, 2019/20 was a very successful year and it allowed us to reaffirm our ambition for the coming years. It confirmed our choices in both partner studios and our publication line. Looking toward the future, this year has again bolstered our confidence in attaining our objectives for the next two years. Such confidence is based on our solid pipeline, the incredible commitment shown by our teams and the high quality produced by our game development partners. Next year, we will sustain our largest franchises by releasing sequels or new content to our community of dedicated gamers. There are also nine high-potential games to be launched.
pipeline, the incredible commitment shown by our teams and the high quality produced by our game development partners. Next year, we will sustain our largest franchises by releasing sequels or new content to our community of dedicated gamers. There are also nine high-potential games to be launched. By 2022, we have every intention to have achieved our ambitious targets that are set down in our Enhance – Evolve – Explore strategy.
FOCUS HOME INTERACTIVE | Continuous, steady growth Focus Home Interactive, a French video games publisher, is a leader in its industry. Its expertise lies in identifying, funding, marketing and selling video games. The Group collaborates with French and international studios as well as over one hundred REVENUE retailers and digital distribution platforms. Focus games occupy various video game €142.8m segments and genres, from adventure and simulation to FPS and RPGs, and are available on 2014-2020 €126.0m all game platforms (PC, consoles, mobiles, etc.). 22% CAGR €89.9m €69.2m €75.6m VA YR M P €43.8m This role playing game from the French studio DontNod has captured the minds of the press and gamers around the world, selling over one million copies. Farming 2014 2015 2016 2017/18 2018/19 2019/20 Simulatop OPERATIONAL RESULT The 19th edition of this phenomenal franchise created by the Swiss studio GIANTS Software has sold over two million copies to date. €19.2m 2014-2020 21% CAGR €14.1m SNOW RUNNER €8.9m €9.2m €9.5m Saber’s ambitious sequel to its best-selling series sold over one million copies in under a month. €6.0m 2014 2015 2016 2017/18 2018/19 2019/20 The Group’s first game after its IPO became a symbol of *Change of financial year close in 2018 from 31/12 its catalogue’s rise in quality. The game was developed to 31/03. 2017/18 comprised 15 months by Deck13 and in 2020 became the first studio acquired by Focus.
Ubisoft reported a double-digit increase in net bookings for the third quarter of fiscal year 2025-26, reaching €338 million. This 12% year-on-year growth exceeded internal expectations, primarily driven by strong performance in partnerships and the Assassin’s Creed franchise. For the first nine months of the fiscal year, net bookings totaled €1.11 billion, an 18% increase compared to the previous year. This growth was largely supported by back-catalog sales, which rose 36.2% and accounted for over 93% of total net bookings during the nine-month period. Key performance drivers included the successful launch of Anno 117: Pax Romana, which outpaced its predecessor, and significant engagement growth for Avatar: Frontiers of Pandora following a major third-person perspective update. While the first-person shooter market remained crowded, Tom Clancy’s Rainbow Six Siege performed in line with expectations, showing a recovery in daily active users by early January. Overall player activity remained robust, with approximately 130 million unique active users across PC and consoles during the 2025 calendar year. The company is currently undergoing a major structural transformation into five distinct "Creative Houses" to sharpen focus and accelerate decision-making. This reorganization includes the recent completion of a €1.16 billion investment from Tencent into Vantage Studios, which manages the Assassin’s Creed, Far Cry, and Rainbow Six brands. Additionally, Ubisoft is streamlining its headquarters in France, initiating consultations to reduce headcount by 200 positions. Looking ahead, Ubisoft confirmed its full-year targets, including net bookings of approximately €1.5 billion and a non-IFRS EBIT of around -€1 billion. The fourth-quarter pipeline features the global mobile launches of Rainbow Six Mobile and The Division Resurgence. The group maintains a solid liquidity position, with cash equivalents expected between €1.25 billion and €1.35 billion by March 2026, providing the flexibility to address upcoming debt maturities.
ANNUAL FINANCIAL REPORT AS OF 31 MARCH 2024 1. INTRODUCTION pages 3 to 6 2. DECLARATION BY THE CHIEF EXECUTIVE OFFICER page 7 3. MANAGEMENT REPORT pages 8 to 26 4. REPORT ON CORPORATE GOVERNANCE pages 27 to 38 ON THE CONSOLIDATED FINANCIAL STATEMENTS AS OF 31 MARCH 2024 pages 39 to 40 6.
ANNUAL FINANCIAL REPORT AS OF 31 MARCH 2023 1. INTRODUCTION pages 3 to 7 2. DECLARATION BY THE CHIEF EXECUTIVE OFFICER page 8 3. MANAGEMENT REPORT pages 9 to 24 4. REPORT ON CORPORATE GOVERNANCE pages 25 to 34 5. STATUTORY AUDITORS’ REPORT ON THE CONSOLIDATED FINANCIAL STATEMENTS AS OF 31 MARCH 2023 pages 35 to 37 6.
NACON reported consolidated sales of €124.2 million for the first nine months of fiscal year 2025‑26, a decline of 4.4 % compared with €129.9 million in the same period last year. Total game revenue rose 1.9 % to €25.9 million, driven by a 39.9 % increase in catalogue sales (€13.7 million) from new titles such as *Hell is Us*, *Cricket 26* and *Rennsport*. Back‑catalogue sales fell 21.8 % to €12.2 million, largely due to a high base and market contraction. Accessories revenue dropped 29.1 % to €17.9 million, with the United States market still impacted by customs duties; the decline eased from 66 % in Q2 to 38 % in Q3. Other mobile and audio sales grew modestly by 4.6 %. Quarterly performance varied: Q1 saw a 2.9 % drop, Q2 grew 4.5 %, while Q3 declined 12.8 %. The company attributes the Q3 downturn to weaker accessories sales, despite strong catalogue momentum. NACON’s outlook for 2025‑26 remains conservative; it now expects activity comparable to the previous year, citing continued catalogue releases (e.g., *Styx: Blades of Greed*, *GreedFall The Dying World*) and anticipated accessory sales in Europe, including the Switch 2 and a new RIG R5 PRO HS headset. The company’s 16 studios, AA publishing arm, and peripheral design capabilities underpin its market position across 100 countries through 25 subsidiaries.