Updated Apr 30, 2026 by Embracer Group
Report
Published by Embracer Group
Embracer Group’s FY 2023/24 ESG Fact Sheet outlines the company’s sustainability framework, titled Smarter Business, which focuses on three core pillars: Great People, Solid Work, and Our Planet. Operating across more than 40 countries with 139 internal studios, the organization aims to integrate ethical governance and long-term value creation into its global operations. The company’s sustainability strategy is supported by 16 group policies and 12 guidelines, with oversight provided by the Audit and Sustainability Committee and an internal Ambassador Group. Key performance indicators for the 2022/23 financial year highlight both progress and areas for development. Within the Great People pillar, the company reported a 26% female representation rate and an employee satisfaction score (eNPS) of +29. To foster leadership diversity, the board has committed to doubling the number of female managing directors and studio heads by 2025. Regarding environmental impact, the company has conducted a comprehensive greenhouse gas inventory, reporting total emissions of 687,102 tCO2e. The firm has aligned its climate strategy with the Paris Agreement, targeting a 45% reduction in carbon emissions by 2030 compared to a 2021/22 baseline. The company utilizes a structured methodology for tracking progress, including annual global employee surveys and standardized sustainability due diligence during acquisitions. Furthermore, the organization actively participates in industry-wide initiatives such as the UN Global Compact, Women in Games, and PlayCreateGreen. By integrating these partnerships with internal training programs on privacy and ethics, the company seeks to manage operational risks while promoting digital well-being and accessibility across its portfolio of over 900 franchises.
ESG FACT SHEET FY 2023/24 Sustainability at Embracer Group ABOUT US Embracer Group is a global group of creative and entrepreneurial businesses in PC/Console, mobile and board games and other related media. The group has an extensive catalog of over 900 owned or controlled franchises. The Group has 139 internal game development studios and is engaging more than 16,500 employees in more than 40 countries. At Embracer Group, sustainability is about acting in line with our values and creating long-term value for shareholders and other stakeholders. THIS IS EMBRACER GROUP GROUP COMPANY HQ GROUP COMPANY HQ GROUP HQ GROUP COMPANY HQ MILWAUKIE, USA MONTRÉAL, CANADA KARLSTAD, SWEDE N STOCKHOLM, SWEDE N SAN MATEO, USA GROUP COMPANY HQ GROUP COMPANY HQ LIVERMORE, USA BERLIN, GERMANY GROUP COMPANY HQ SKÖVDE, SWEDE N GROUP COMPANY HQ VIENNA, AUSTRIA GROUP COMPANY HQ LIMASSOL, CYPRU S GROUP COMPANY HQ FRISCO, USA GROUP COMPANY HQ GROUP COMPANY HQ GROUP COMPANY HQ FORT LAUDERDALE, USA PARIS, FRANCE MUNICH, GERMANY NET SALES ADJUSTED EBIT MARGIN FULL YEAR 2022/23 FULL YEAR 2022/23 SEK 37,665 M 17 % SALES BY OPERATING SEGMENT ADJUSTED EBIT FULL YEAR 2022/23 FULL YEAR 2022/23 Entertainment PC/Console Entertainment PC/Console & Services 14 % Games 36 % & Services 4 % Games 44 % Tabletop Mobile Tabletop Mobile Games 35 % Games 15 % Games 31 % Games 21 %
OUR SUSTAINABILITY WORK UPDATES FROM THE FIRST QUARTER • UN Global Compact Gender Equality Accelerator program enrolled. • S&P Global Assessment submitted. • Internal Corporate Sustainability Reporting Directive (CSRD) readiness project launched. • Summer camps supporting youngsters and girls groups performed. • A webinar series during Accessibility Week in May was shared across the group. • Annual training on Privacy was launched, mandatory for all employees. SUSTAINABILITY STRATEGY We believe in simplicity and focusing on the areas where we can accomplish most positive impact. Across the Group, our sustainability strategy is acting in line with our values to manage risks and to act on opportunities. In our sustainability framework Smarter Business, we have identified three focus areas: Great Peo ple, Solid Work and Our Planet. The focus areas cover the most material topics for our operations and is supported by business ethics and governance. GREAT SOLID OUR PEOPLE WORK PLANET The employees are vital to We want to create great By limiting our own emis our ongoing success. Our games and entertainment. sions and investing in proj ambition is to create even Our ambition is to provide ects supporting the green more diverse and inclusive quality content and support transition, we can minimize workplaces and better o a digital well-being and ac the environmental impact life balance. cessibility for all users of our from the entire Group. Main topics: games and entertainment.
ovide ects supporting the green more diverse and inclusive quality content and support transition, we can minimize workplaces and better o a digital well-being and ac the environmental impact life balance. cessibility for all users of our from the entire Group. Main topics: games and entertainment. Main topics: • Diversity and inclusion in Main topics: • Carbon emission reduction • skillsets and perspectives • Diversity and inclusion in • Raising awareness within the • Employee well-being games and entertainment industry about environmen Career and creative • Digital well-being tal impact • development • Accessibility • Part of the movement for a Community engagement • Player community climate neutral industry engagement • Marketing
GROUP SUSTAINABILITY GOALS Our Board of Directors adopted three Group-wide sustainability goals during 2022/23. Our sustain ability goals provide the direction for our sustainability work. • Double the number of female Managing Directors/Studio Heads by 2025 compared with the base year 2021/22. • Reduce our carbon emissions by 45% by 2030 compared with the base year 2021/22, in line with the Paris Agreement, and set Science-Based Targets during 2022/23. • Every Operative Group to set sustainability goals during 2023/24. Embracer supports Agenda 2030 and its holistic approach to sustainable development that the UN Sustainable Development Goals (SDG) establishes. With regards to our business operations, we have identified six of the goals where we have a great responsibility and possibility to contribute: AND WELL-BEING EDUCATION U EQUALITY ECONOMIC GROWTH IZ CONSUMPTION FOR THE GOALS ANDPRODUCTION G SUSTAINABLEGALS DEVELOPMENT
KEY DATA FOR FINANCIAL YEAR 2022/23 GREAT PEOPLE • Present in more than 40 countries. • Total female representation is 26% (23%), and female managers represent 23% (17%). • Over 50,000 devoting training hours have been reported by companies in the Group. • We measure employee satisfaction through the Employee Net Promoter Score, eNPS 1). This year we received a +29 (+33) score, which qualifies as good by the measurement standard. We do not see any particular risk with this slight decrease and believe it has to do with the fact that we grew in the number of employees and companies during the year. • 85% response rate on our annual Global Employee Survey. EMPLOYEE SURVEY 2022/23 2021/22 2020/21 Average satisfaction rate 80/100 81/100 79/100 Work environment 81/100 82/100 79/100 Collaboration 83/100 82/100 80/100 Engagement 82/100 83/100 82/100 Management culture 2) 73/100 - - 1) The Employee Net Promoter Score, or eNPS, is a globally accepted KPI that we use to measure employee satisfaction and loyalty within Embracer Group as part of our annual employee survey. An eNPS score can range anywhere from –100 to 100. 2) Due to changes in how management culture is evaluated, there is no comparable data with the previous years. SOLID WORK • 50% of our studios have routines for addressing diversity and inclusion in content. • We have over 300 community managers employed across the Group, responsible for ensuring that chats and dialogues follow their community guidelines. • Accessibility is a main topic for us, games can help combat social isolation, build inclusive commu nities, and improve the quality of life for people with disabilities.
unity managers employed across the Group, responsible for ensuring that chats and dialogues follow their community guidelines. • Accessibility is a main topic for us, games can help combat social isolation, build inclusive commu nities, and improve the quality of life for people with disabilities. GAMES PORTFOLIO BY AGE CATEGORY GAMES PORTFOLIO BY GENRE 18+ years 13 % (11 %) 3+ years 25 % (25 %) Strategy 10 % (12 %) Action 31 % (31 %) Sports 9 % (8 %) 16+ years Simulation 19 % (19 %) 7+ years 8 % (8 %) 6 % (8 %) Adventure 13 % (11 %) 12+ years 35 % (37 %) Casual 31 % (30%) PEGI (The Pan European G ame Informatio n) is a European video - game content ratin g system that provides age recommendations folio. and content descriptors.
GungHo Online Entertainment’s FY 2025 financial briefing outlines a strategic pivot from Japan‑centric mobile development toward global expansion, emphasizing action titles on consoles and PCs. The company reports a 64.1 % overseas net‑sales ratio in FY 2025, up from 47.7 % in 2019 and 56.2 % in 2020, reflecting intensified sales in North America and Europe through new releases such as “Let It Die: Inferno” on PlayStation 5, Steam, and Nintendo Switch. The launch of nine global titles in 2025, including the “Ragnarok” series and “Puzzle & Dragons,” is highlighted as a key growth driver, with the latter celebrating its 5 000‑day anniversary and hosting cross‑platform events to boost user activity. Financially, consolidated net sales fell by 1.3 % YoY to ¥125.3 billion, driven mainly by declines in mobile titles and “Ragnarok”‑related revenue under subsidiary Gravity. Operating profit contracted by 9.3 % YoY to ¥276 million, as SG&A expenses rose due to increased advertising spend and personnel costs following the full acquisition of Alim in December 2024. Non‑consolidated results remained flat, but mobile sales slipped and Gravity’s “Ragnarok” titles underperformed, contributing to the consolidated loss. The briefing covers a global geographic scope—North America, Europe, Latin America, and Asia—with a 2025 focus on launching titles in over 150 countries. Methodologically, data derive from consolidated financial statements and quarterly performance metrics, with a clear emphasis on aligning product development with international market demand.
GungHo Online Entertainment’s Vol. 42 report outlines the company’s strategic focus on expanding its two flagship intellectual properties—Puzzle & Dragons and Ragnarok—into global markets while sustaining robust financial performance. The report highlights that Puzzle & Dragons, launched in 2012, has achieved over 63 million downloads worldwide and continues to drive user engagement through frequent events, cross‑media collaborations, and a 13th‑anniversary release in May 2025. The Ragnarok franchise, managed by subsidiary Gravity Co., Ltd., has expanded from its original PC MMORPG roots to mobile and console titles, with recent releases such as Ragnarok X (PC/Android/iOS) and LUNAR Remastered Collection targeting Latin America, Southeast Asia, and other regions. Financially, consolidated net sales rose from ¥125.3 billion in 2022 to ¥103.6 billion in 2024, with operating profit increasing from ¥27.9 billion to ¥17.5 billion over the same period. Overseas sales ratio climbed from 39.3 % in 2022 to 47.7 % in 2024, reflecting successful international penetration. The company maintained a dividend payout ratio above 30 % and executed treasury‑share repurchases totaling ¥9.86 billion in 2024, underscoring a commitment to shareholder value. Methodologically, the report aggregates data from internal analytics on downloads, MAU, and revenue across more than 150 countries in 11 languages. It also references quarterly performance metrics and event‑based user activity to gauge engagement. Overall, the document presents a cohesive narrative of sustained growth through IP expansion, diversified platform presence, and disciplined financial management.
The announcement establishes the global early‑access release date for Moonlighter 2: The Endless Vault on PC as October 23, 2025. Distribution will occur through Steam and the Windows Store, while console releases for Xbox X/S and PlayStation 5 are deferred to a later date. The title is developed by Spanish studio Digital Sun, with 11 bit Studios S.A. acting as publisher. The release schedule reflects a strategic focus on the PC market, leveraging major digital storefronts to maximize initial reach. By postponing console launches, the publisher can concentrate resources on polishing the PC experience and gathering player feedback during early access. The decision aligns with industry trends where developers use early‑access periods to iterate on gameplay, balance mechanics, and build community engagement before broader platform releases. The communication is issued by the Management Board of 11 bit Studios, underscoring corporate governance and regulatory compliance. The statement cites Article 17.1 of MAR – Inside information as the legal basis, indicating that the release date is considered material information for investors. The brief does not provide additional data on sales projections, market analysis, or development milestones, focusing solely on the release timeline and distribution channels.
ANNUAL REPORT AND ACCOUNTS 2025 ANNUAL REPORT AND ACCOUNTS 2025 Frontier is a leading independent developer and CONTENTS publisher of video games for PC and consoles, HEADLINES STRATEGIC REPORT creating immersive and fun gameplay with high See a summary of the headlines for FY25, 01 Headlines production values.