Updated Jun 10, 2026 by Enad Global 7
Financial
Published by Enad Global 7
EG7 reported a solid Q2 2025 performance, with net revenue rising 7.4 % year‑over‑year to MSEK 379 and adjusted EBITDA increasing 12.1 % to MSEK 38, maintaining a margin of 9.9 %. Excluding foreign‑exchange effects, revenue growth reached 17 %, and organic growth stood at 6.7 %. The group’s cash position remained healthy, with a net cash balance of MSEK 102.5 after debt and short‑term earnouts. Key drivers included the launch of Palia on PlayStation 5, Xbox Series X/S and PC in May, which achieved 215 k peak daily active users (DAU) and 1.2 m monthly active users (MAU), tripling pre‑release figures, and a 3× increase in average daily revenue. The first DLC for MechWarrior 5: Clans was released, with a second DLC slated for September 2025. Other projects such as Cold Iron and Fireshine continued to progress, while M&A activity remained selective due to market volatility. Geographically the revenue mix was dominated by Daybreak (50 %) and Big Blue Bubble (16 %), with the rest of the group contributing 34 %. Adjusted EBITDA contributions were largely from Big Blue Bubble (66 %) and the rest of the group (27 %). FX fluctuations, particularly USD/SEK and GBP/SEK, impacted revenue but were offset by strong domestic performance. Looking forward, EG7 anticipates a stable quarter with continued growth from Palia releases and MechWarrior DLCs, underpinned by robust cash flows and a lean operating model that supports disciplined M&A pursuits.
E G 7 Q 2 2 0 2 5 INTERIMREPORT Q2 2025 Key Performance Figures NET REVENUE ADJUSTED EBITDA Y-O-Y NET REVENUE GROWTH ADJUSTED EBITDA MARGIN 379 38 7.4 9.9 MSEK MSEK Percent Percent ▪ 7.4% Net Revenue growth y-o-y ▪ Excluding FX impact, Net Revenue growth of 17% ▪ Excluding FX and Palia, organic growth of 6.7% ▪ 12.1% Adjusted EBITDA growth y-o-y ▪ Adjusted EBITDA margin of 9.9% in-line with Q1 2024
E G 7 Q 2 2 0 2 5 INTERIMREPORT Palia Update ▪ Successful release on PlayStation 5, Xbox Series X/S on May 13ᵗʰ ▪ Now available on all console and PC platforms ▪ Elderwood expansion content release ard ▪ Significant increase in performance ▪ Life-to-date,8+mm players ▪ 215k peak DAU , representing more than 3 times pre-release level ▪ 1.2mm peak MAU , representing 3 times pre-release level uture ▪ In July average daily revenue of more than 3 times pre-release 30-day average ▪ An exciting and robust roadmap ▪ Animal husbandry feature coming this fall ▪ Shared, co-op housing plans ▪ Monthly (small), quarterly (medium) and annual (large) update plans going forward ▪ A large and compelling market opportunity ▪ Cozy life sim genre represents a compelling opportunity with a large target audience ▪ An opportunity to establish a leading cozy life sim game in the market differentiated by its larger multiplayer and live online service features he
E G 7 Q 2 2 0 2 5 INTERIMREPORT Additional Updates ▪ Piranha’s MechWarrior game plan ▪ Successfully released the first DLC for MechWarrior 5: Clans in Q2 ▪ Next up is DLC 7 for MechWarrior 5: Mercenaries – Sep 2025 target release ▪ Plans to support both Mercenaries and Clans with on-going DLC releases going forward ▪ Cold Iron project ▪ Project making steady progress ▪ In final stages of development ▪ Subject to on-going progress, aiming to share an official announcement in the near future ▪ M&A growth opportunities ▪ Continuing flow of special situations opportunities in the market ▪ To date, passed on several as the risks outweighed potential upside for most ▪ Current climate is a tale of “haves and have-nots”: ▪ At the top of the market, the big guys are doing very well with established franchises ▪ At the mid to lower end, the market remains quite challenging ▪ Still too much volume / supply combined with a lack of capital availability ▪ Further rationalization expected at the lower end of the market over the near-term ▪ EG7 in a good position with our solid balance sheet to pursue M&A opportunities as the market rationalizes further
> **[Chart page]** This page contains visual data — view in PDF for the best experience. E G 7 Q 2 2 0 2 5 INTERIMREPORT Net Revenue, Adjusted EBITDA and EBIT QUARTERLY LTM (MSEK) 600 513 40% 2 000 1 725 1 673 1 713 1 787 1 813 40% 500 466 455 35% 35% 400 353 379 30% 1 500 30% 300 25% 25% 1 000 25% 200 102 22% 129 74 16% 20% 500 19% 18% 19% 19% 19% 20% 100 33 37 15% 334 295 326 338 342 15% 0 9% -5 -10 10% 10% 0 102 55 10% -100 -26 -148 -38 5% -139 -189 -201 5% -200 2Q24 3Q24 4Q24 1Q25 2Q25 0% -500 2Q24 3Q24 4Q24 1Q25 2Q25 0% Net Revenue Adjusted EBITDA EBIT Adj EBITDA Margin Net Revenue Adjusted EBITDA EBIT Adj EBITDA Margin
> **[Chart page]** This page contains visual data — view in PDF for the best experience. E G 7 Q 2 2 0 2 5 INTERIMREPORT More predictable part of Net Revenue QUARTERLY LTM (MSEK) 600 90% 2500 90% 500 80% 466 513 455 77% 80% 2000 72% 74% 73% 71% 70% 80% 72% 65% 70% 379 70% 1725 1673 1713 1787 1813 70% 400 60% 60% 300 283 353 335 332 319 290 50% 1500 1245 1237 1247 1269 1276 50% 40% 40% 1000 200 30% 30% 100 20% 500 20% 10% 10% 0 0% 0 0% 2Q 24 3Q 24 4Q 24 1Q 25 2Q 25 2Q 24 3Q 24 4Q 24 1Q 25 1Q 25 More predictable Net Revenues Total Net Revenue % of Group Total More predictable Net Revenues Total Net Revenue % of Group Total
> **[Chart page]** This page contains visual data — view in PDF for the best experience. E G 7 Q 2 2 0 2 5 INTERIMREPORTQ 2 NETREVENUECONTRIBUTION Net Revenue and Daybreak 190 50% Big Blue Bubble 61 16% Adjusted EBITDA Mix Rest of the group 128 34% Group total 379 100% Q 2 ADJEBITDACONTRIBUTION Daybreak 2 6% Big Blue Bubble 25 66% Rest of the group 10 27% Group total 37 100% (MSEK) DA YBREAK QUARTERLY BIG BLUE BUBBLE QUARTERLY 250 212 40% 90 75 84 81 80% 200 199 190 190 35% 80 66 70% 167 61% 61 30%70 60% 150 25% 49% 25% 50% 60 49 50% 50% 37 42 41%20% 50 40% 100 16% 33 15%40 30% 13% 25 30 50 7% 52 27 30 10% 20 20% 12 1% 2 5% 10 10% 0 0% 0 0% 2Q24 3Q24 4Q24 1Q25 2Q25 2Q24 3Q24 4Q24 1Q25 2Q25 Net Revenue Adjusted EBITDA Adj EBITDA Margin Net Revenue Adjusted EBITDA Adj EBITDA Margin
The survey, conducted by Aream & Co., gauges executive optimism regarding consumer spending on gaming in 2025 across multiple channels and functional areas. Overall, 49 % of respondents view spending as “more optimistic,” another 49 % see it as unchanged, and only 2 % are less optimistic. When broken down by platform, mobile spending is perceived as more optimistic (49 %) while PC and console views are split between “more” (15–33 %) and “about the same.” In‑app purchases are viewed as more optimistic (80 %) versus in‑app advertising (41 %). Key challenges identified include content saturation and over‑supply, with 33 % citing these as concerns; marketing environment issues affect 49 %, and macro conditions are a worry for 17 %. Despite these, 54 % anticipate more new games in 2025, and 37 % expect higher average budgets. Marketing spend is expected to rise for 48 %, while engineering and game development are seen as more optimistic (71 % and 42 %). The survey also highlights a strong appetite for mergers and acquisitions, with 71 % expecting more M&A activity. Advanced integration across multiple functions is viewed as more optimistic (49 %) but limited implementation remains a concern. The data derive from a global sample of gaming CEOs, reflecting perspectives across mobile, PC, console, and various functional departments. The findings suggest a cautiously optimistic outlook for 2025, tempered by supply‑side pressures and marketing challenges.
• 2024 market size: $188bn (+2.1% YoY) Total gamers in 2024 by region (millions): • Public markets: leading public gaming ETFs up 22- • 36% YTD (vs S&P 500 = 21%) Middle East & Africa Venture funding in Q3‘ 24: $517m across 92 deals 559 (funding +1% QoQ, number of deals -14% QoQ) (16%) • Epic sidesteps Apple in the EU, sues Google Europe (454 3,422m • Discord launches Activities ...
Investment activity within the console and PC gaming sectors throughout 2023 reveals a strategic focus on early-stage developers, artificial intelligence integration, and blockchain-enabled platforms. Venture capital firms and strategic corporate investors prioritized studios capable of delivering high-fidelity experiences or innovative user-generated content tools. Andreessen Horowitz emerged as a leading contributor, deploying $82 million across various rounds, highlighted by a $55 million Series A investment in The Believer Company. This trend underscores a broader industry movement toward backing unproven but high-potential studios during their foundational stages. The funding landscape also highlights the significant role of strategic industry players like KRAFTON and specialized funds such as Makers Fund. KRAFTON’s involvement included a notable $30.7 million post-IPO equity injection into People Can Fly, while Makers Fund distributed $22.5 million across multiple early-stage ventures including Noodle Cat Games and World Makers. These investments suggest a dual interest in established mid-tier developers and lean, agile startups focusing on niche PC markets. Blockchain and Web3 gaming remained a resilient segment for capital allocation, particularly through investors like Merit Circle and Polygon. These firms concentrated on seed-stage rounds for developers such as Farcana, which secured $10 million, and Delabs Games. The data indicates that while the broader market faced economic headwinds, specialized sectors involving AI-driven development and decentralized gaming infrastructure continued to attract tens of millions of dollars in capital. Overall, the 2023 investment cycle was defined by a preference for Series A and Seed rounds, signaling a long-term bet on the next generation of console and PC intellectual property.
Thunderful Group’s interim report for the first quarter of 2024 details a period of significant financial decline and aggressive corporate restructuring. Net revenue fell 27.7 percent to 391.7 MSEK, while the group recorded an operating loss (EBIT) of 184.4 MSEK, a sharp reversal from the 19.2 MSEK profit reported in the same period the previous year. This downturn was driven by a 35.5 percent revenue drop in the Games segment and a 25.7 percent decrease in Distribution, largely due to weaker market demand for Nintendo Switch products and the underperformance of the internal title SteamWorld Build. To address these challenges, the group initiated a restructuring program aimed at annual cost savings of 90–110 MSEK. This process involved a 72.4 MSEK write-down of capitalized development costs following the cancellation or divestment of twelve game projects. Strategic shifts include the divestment of the German publishing subsidiary Headup GmbH and the sale of Nordic Game Supply’s assets to reduce net debt. Despite these pressures, the group successfully extended its Nintendo distribution agreement for the Nordics and Baltics through March 2026 and reported 13.9 percent growth in its Amo Toys division. The report covers the group’s global operations with a focus on European and Nordic markets for the period of January to March 2024. Financial data indicates a strained liquidity position, with cash and credit facilities dropping to 130.9 MSEK from 329.3 MSEK year-over-year. Management secured a bank waiver conditional on asset divestments and maintains that current funds are sufficient for continued operations. The overarching strategy moving forward emphasizes a simplified games portfolio, more rigorous project validation, and a balanced risk profile across internal and external development.