Updated Jun 1, 2026 by Don't Nod
Financial
Published by Don't Nod
APPENDIX - Simplified cas PRESS RELEASE new narrative video game based on a major IP Paris, October 28, 2025 - DON'T NOD, an independent video game publisher and studio, presents its 2025 half-year results, showing a clear improvement driven by sustained revenue growth, the solid progress of its operational transformation, and the signing of a development agreement with Netflix.
APPENDIX - Simplified cas PRESS RELEASE 2025 half-year results | Revenue multiplied by 3.8 to €7.0 million | | --- | | Performance plan: first tangible savings on operating expenses | | Operating EBITDA at break-even (excluding non-recurring items related to the adaptation plan) | | Net loss reduced by half | | Post-closing: signing of a development agreement with Netflix for the creation of a new narrative video game based on a major IP | Paris, October 28, 2025 - DON'T NOD, an independent video game publisher and studio, presents its 2025 half-year results, showing a clear improvement driven by sustained revenue growth, the solid progress of its operational transformation, and the signing of a development agreement with Netflix. Oskar Guilbert, CEO of DON’T NOD, commented: "This first half of the year has been characterized by solid revenue growth and the initial effects of our performance plan, whose full benefits will materialize in the second half of the year. The signing of a development agreement with Netflix, is a key milestone for the Group. Finally, we will continue our efforts to secure and develop our intellectual property through co-productions, while also engaging in projects based on external licenses. Together with all our teams, we will continue to preserve and promote our unique identity, based on strong narrative experiences that have been widely acclaimed by critics and effective game mechanics."
APPENDIX - Simplified cas PRESS RELEASE The 2025 half-year results were approved by the Board of Directors at its meeting today¹ . Consolidated figures in €000 H1 2024 H1 2025 Revenues 1,871 7,048 - incl. development 19 460 - incl. sales 1,852 6,589 Capitalized production² 12,710 6,847 Total operating revenues³ 14,581 13,895 Other operating revenues 3 3 Total operating expenses (excl. depreciation, amortization, and prov.) (17,496) (18,874) Tax credits 1,596 2,998 Operating EBITDA (including tax credits)⁴ (1,316) (1,974) Depreciation and amortization (33,308) (19,745) Deferred/exempt tax 153 (144) Operating EBIT (including tax credits)⁵ (34,471) (21,864) Financial income/(expense) 706 (637) Non-recurring income/(expenses) (8,448) 1,681 Amortization of goodwill (157) - Consolidated net income/(loss) (42,370) (20,820) Revenue up sharply to €7.0 million For the first six months of the 2025 financial year, DON'T NOD reported total operating revenue to €13.9 million, down slightly by 5%, compared with the first half of 2024. This change reflects: | A very strong increase in revenue, which rose 3.8-fold, driven by the contribution of Bloom & Rage and its integration into PS+. However, performance remained below expectations, leading to a partial write-down of €13.1 million (with no impact on cash flow); | A decline in capitalized production (-€5.9 million), reflecting the completion of Bloom & Rage's development, the suspension of two projects (P12 and P13) and the non capitalization of Aphelion's development costs, partially offset by the development of P14 project.
with no impact on cash flow); | A decline in capitalized production (-€5.9 million), reflecting the completion of Bloom & Rage's development, the suspension of two projects (P12 and P13) and the non capitalization of Aphelion's development costs, partially offset by the development of P14 project. 1 The results for the first half of 2025 have not been audited or reviewed by the Statutory Auditors. The Half-Year Financial Report will be made available no later than October 31, 2025. 2 Costs incurred on co-produced and self-published games up to release 3 Revenues + capitalized production 4 Operating income + depreciation, amortization and provisions net of reversals + Video game tax credits 5 Operating income + Video game tax credits
APPENDIX - Simplified cas PRESS RELEASE Performance plan: transformation underway and first results visible The performance plan, rolled out since the beginning of the year, is designed to strengthen the Group's competitiveness and profitability in a highly competitive market environment. The reorganization of the Paris studio was completed at the end of August 2025, with estimated operational savings of €3.8 million (excluding the cost of the reorganization plan) for the 2025 financial year, in line with the full-year target of €5 million. Besides, in Canada, a realignment of resources across the project portfolio was initiated at the end of June 2025 following the release of Bloom & Rage, enabling an estimated full year cost reduction of €1.1 million. The expected benefits of these measures will be fully realized from the second half of 2025 onwards. These actions have already led to a 3% reduction in personnel expenses⁶ down to €12.5 million in the first half of 2025. Adjusted for non-recurring expenses related to the reorganization (-€1.7 million), personnel expenses declined 16% year on year. Other operating expenses amounted to €6.4 million in the first half of 2025, compared with €4.6 million in the first half of the previous fiscal year, representing an increase of €1.7 million.
ring expenses related to the reorganization (-€1.7 million), personnel expenses declined 16% year on year. Other operating expenses amounted to €6.4 million in the first half of 2025, compared with €4.6 million in the first half of the previous fiscal year, representing an increase of €1.7 million. This change primarily reflects marketing expenses incurred for the launch of Bloom & Rage (€1.7 million) and €0.3 million in other expenses related to the reorganization, while structural costs began to be streamlined. As a result, operating EBITDA including tax credits (French and Canadian) amounted to -€2.0 million in the first half of 2025, down €0.7 million compared with June 30, 2024. Restated for non-recurring reorganization expenses (€2.0 million), operating EBITDA would have been at break-even, illustrating the recovery trajectory already underway. Depreciation, amortization, and provisions totaled €19.7 million, including €13.1 million non-cash partial impairment of the Bloom & Rage asset. Consequently, operating EBIT including tax credits amounted to -€21.9 million at June 30, 2025, compared with -€34.5 million a year earlier. Non-recurring income amounted to €1.7 million in the first half of 2025 (vs. -€8.5 million at June 30, 2024), including a partial reversal of the restructuring provision recorded at December 31, 2024 (approximately 80% of the provision). The Group's net loss amounted to -€20.8 million at June 30, 2025, compared with -€42.4 million for the first half of the previous financial year.
llion at June 30, 2024), including a partial reversal of the restructuring provision recorded at December 31, 2024 (approximately 80% of the provision). The Group's net loss amounted to -€20.8 million at June 30, 2025, compared with -€42.4 million for the first half of the previous financial year. 6 Average full-time equivalent for the group. 279 people as of June 30, 2025, vs. 316 as of June 30, 2024.
PCF Group S.A., operating under the People Can Fly brand, has entered into a significant development and publishing agreement with Microsoft Corporation to produce a new AAA video game currently titled Project Maverick. This partnership, formalized on June 13, 2023, establishes a work-for-hire framework where the studio develops the title using intellectual property owned by Microsoft. The agreement aligns with the studio’s updated corporate strategy to pursue high-value collaborative opportunities with major industry publishers alongside its own internal projects. The financial scope of the project is substantial, with Microsoft providing a total production budget ranging between $30 million and $50 million. Funding is structured around a milestone-based payment system, where the publisher provides capital as the studio completes specific stages of development outlined in a detailed product appendix. This arrangement ensures that the entirety of the production costs is covered by the publisher, mitigating financial risk for the developer while securing a high-budget project for its production pipeline. The scope of this agreement covers the full development cycle of the game, though specific release windows or geographic target markets are not disclosed. The terms of the contract are described as standard for the industry, containing no unusual conditions or deviations from typical AAA publishing agreements. By securing this contract, People Can Fly reinforces its position as a leading global developer capable of handling large-scale, high-budget productions for major platform holders, leveraging its technical expertise within a secure financial framework provided by one of the industry's largest entities.
The decision to downsize the development team for the Bifrost project was formally adopted on 4 June 2025 by the board of PCF Group S.A., headquartered in Warsaw, invoking the authority granted under Article 17, paragraph 1 of the MAR Regulation. The primary objective of the decision is to align the project’s staffing levels with the company’s strategic shift toward self‑publishing, financed entirely from the Group’s own resources. Implementation of the decision will affect more than fifty employees, who are subject to termination of employment. Remaining staff members have been offered relocation to other ongoing projects within the Group, reflecting an effort to retain talent while consolidating development activities. The action follows an earlier suspension of work on Bifrost reported on 1 June 2025, indicating a continued reassessment of the project’s viability. The scope of the announcement is limited to PCF Group’s internal operations, covering its Warsaw‑based corporate entity and its self‑publishing development model. No external market or geographic data are presented, and the report does not rely on survey methodology; instead, it is based on internal governance procedures and legal compliance requirements. Future updates concerning Bifrost will be communicated through separate current reports in accordance with applicable legal provisions.
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.
Focus Entertainment’s 2021/22 fiscal year marks a definitive strategic pivot from a third-party distributor to an integrated developer-publisher. This transition was fueled by the acquisition of five studios—Streum On, Dotemu, Douze Dixièmes, Leikir, and Deck13—and a rebranding from Focus Home Interactive. The Group’s primary objective is to secure greater control over its intellectual property, targeting a pipeline of 31 games by 2025 and a goal of owning 50% of its IP turnover. Financial results for the period ending March 31, 2022, reflect this heavy investment phase. Turnover reached €142.6 million, a 17% decrease from the pandemic-driven highs of the previous year, while net income fell to approximately €3.0 million. Despite lower earnings, the balance sheet was significantly bolstered through a €70.4 million capital increase and a new €140 million loan facility. Total assets doubled to €251.0 million, driven by a surge in goodwill and intangible assets related to studio acquisitions. Digital sales now dominate the revenue mix at 88%, with the Americas remaining the largest geographic market at 54% of sales. Operational and governance structures were modernized to support this growth. The Group transitioned to a Board of Directors structure, appointing Frank Sagnier as Chairman and Christophe Nobileau as CEO. Simultaneously, the company launched its inaugural Corporate Social Responsibility (CSR) strategy, focusing on player safety, environmental impact, and workplace diversity. Key ESG milestones include a significantly improved Gaïa rating and a 94/100 gender equality index. While the Group faces increased off-balance-sheet commitments of €124.2 million for future content, it maintains a solid net cash position of €62.6 million, positioning it to execute its long-term development roadmap.