Updated Jun 1, 2026 by Everplay Group
Financial · March 26, 2026
Published by Everplay Group
24 March 2026 ("ev everplay group plc Unaudited Final Results for the year ended 31 December 2025 everplay, a leading global independent ("indie") developer and publisher of premium video games, working simulation games and children's edutainment apps is pleased to announce its unaudited final results for the year ended 31 December 2025 ("FY 2025").
RNS Number : 7774X Everplay Group plc 24 March 2026 24 March 2026 ("ev everplay group plc erplay" or the "Group") Unaudited Final Results for the year ended 31 December 2025 everplay, a leading global independent ("indie") developer and publisher of premium video games, working simulation games and children's edutainment apps is pleased to announce its unaudited final results for the year ended 31 December 2025 ("FY 2025"). · Double-digit profit growth and strong margin expansion supported by growth in new release revenues · and successful platform partnerships Continued progress against strategic priorities, including new first-party IP releases, and acquisitions of · IP and back catalogue publishing rights New release line up and strengthened organisation to support FY 2026 outlook and beyond FY 2025 financial highlights Unaudited twelve Audited twelve change months ended months ended 31 December 2025 31 December 2024 Revenue £166.0m £166.6m (0)% Gross Profit £76.3m £69.4m 10% Gross Profit Margin 46.0% 41.6% 4.4pts Adjusted EBITDA1 £48.5m £43.5m 11% Adjusted EBITDA margin 29.2% 26.1% 3.1pts Profit Before Tax £36.6m £25.3m 44% Adjusted Profit Before Tax £48.5m £43.4m 12% Adjusted EPS1 25.7p 24.1p 7% Operating Cash Conversion2 89% 97% (8)pts Cash and cash equivalents £51.9m £62.9m (17)%
rgin 46.0% 41.6% 4.4pts Adjusted EBITDA1 £48.5m £43.5m 11% Adjusted EBITDA margin 29.2% 26.1% 3.1pts Profit Before Tax £36.6m £25.3m 44% Adjusted Profit Before Tax £48.5m £43.4m 12% Adjusted EPS1 25.7p 24.1p 7% Operating Cash Conversion2 89% 97% (8)pts Cash and cash equivalents £51.9m £62.9m (17)% · Revenue flat year on prior year following decision to exit astragon's low margin physical distribution, contributing to a significant increase in gross margin. Excluding physical distribution, Group revenue · increased by 5% · Strong performance from new releases, with revenues up 80% While the back catalogue performance did not match the exceptionally high levels of FY2024, it delivered · double-digit revenue growth on FY 2023, and accounted for 75% of total revenues Year-end cash balance of £51.9m, reflecting solid underlying cash generation, offset by acquisition-related · spend and higher development costs iThe Board has declared a final ordinary dividend of 1.9 pence per share which, including the 1.0 pence nterim dividend, takes the total dividend for FY2025 to 2.9 pence per share (FY 2024: 2.7 pence)
id underlying cash generation, offset by acquisition-related · spend and higher development costs iThe Board has declared a final ordinary dividend of 1.9 pence per share which, including the 1.0 pence nterim dividend, takes the total dividend for FY2025 to 2.9 pence per share (FY 2024: 2.7 pence) FY 2025 operational highlights · 11 new titles released across multiple platforms and genres, most notably Date Everything!, SWORN, · Firefighting Simulator: Ignite and LEGO® Bluey™ · New partnerships entered with Netflix Games, Apple Arcade, Amazon Game Night and Nintendo Switch 2 Acquisition of minority stake in Super Media Group, initiating a strategic partnership with first-person · shooter specialists Bulkhead · Acquisition of the rights and assets of the Hammerwatch franchise and several IPs from Bearded Brothers Secured the long-term publishing rights to seven previously published titles, including Operation: Tango, · Heavenly Bodies and Spiritfall Mikkel Weider appointed as Group Chief Executive Officer, formally joining the Board in January 2026
Divisional highlights · Team17 total sales increased 8%, with 20 million units sold, reaching a record £106 million o Six new games drove a 700%-plus increase in new release revenues, further strengthening the portfolio o Date Everything! launched successfully with over 750k players added since launch · ast o 16 DLCs were released during the year, along with nine existing games on new platforms distragon revenue declined 33% in part following the decision to exit low-margin direct physical game ribution. Excluding physical distribution revenues, astragon revenue decreased by 18% o Two new titles were released during the year (Firefighting Simulator: Ignite, and new first-party IP brand Seafarer: The Ship Sim), along with two existing titles on new platforms and 11 paid DLCs. Although new releases and the back catalogue performed below expectations, by aligning investment in new content, operations and talent around astragon's most popular and scalable franchises, a considerably improved performance is expected for FY 2026 · Storo Acquisition of new simulation IP: Storage Hunter Simulator newyToys produced an outstanding year, with total revenues up 25% to £30.4 million, supported by one app launch and 740 app updates o LEGO® Bluey passed one million downloads in its first month and became the number one Kids iPad app for a while in 117 countries o StoryToys hit 376k active subscribers, with peak monthly active users of 12.9m, reaching 286 million lifetime downloads o Major ne
y one app launch and 740 app updates o LEGO® Bluey passed one million downloads in its first month and became the number one Kids iPad app for a while in 117 countries o StoryToys hit 376k active subscribers, with peak monthly active users of 12.9m, reaching 286 million lifetime downloads o Major new Netflix Games partnership, including release of LEGO® DUPLO® World® Netflix and Barbie Color Creations Netflix, along with three launches on Apple Arcade Greats Outlook · The Group has made a good start to FY 2026 and has an exciting pipeline of at least 15 new games and apps expected to launch during the year. The line-up includes at least five first-party IPs, including the much-anticipated Hell Let Loose: Vietnam (currently with over half a million Wishlists on Steam alone) and Gol f With Y line-up also our Friends 2, as well as major new launches from astragon's established IP portfolio. The collabora on features a varied and high-quality slate of third-party titles, including Wardogs, in · The Boar ti with first-person shooter specialists Bulkhead 2026, asd is conᶠⁱdent that the Group is well-posiᵗⁱoned to deliver another year of proᶠⁱtable growth in FY well as continued growth over the medium to long term, and expects the Group to achieve FY 2026 results in line with current market expectations3. The phasing of costs in H1 associated with larger releases due towards the end of H1 and into H2 is expected to result in a H2 weighting of aEBITDA delivery Mikkel Weider, Group Chief Executive Officer of everplay, commented: "My rst three months at everplay have been hugely exci ng and reinf termᶠⁱ ti orced my confidence in the Group's longpoten al.
eases due towards the end of H1 and into H2 is expected to result in a H2 weighting of aEBITDA delivery Mikkel Weider, Group Chief Executive Officer of everplay, commented: "My rst three months at everplay have been hugely exci ng and reinf termᶠⁱ ti orced my confidence in the Group's longpoten al. FY 2025 again showed the bene t of the Group's por olio strategy. The teams have worked ti fi tf excep onally hard to deliver an impressive double-digit pro t growth, and I thank them all f commᵗⁱ fi or their dedicated itment. "FY 2026 has one of the busiest and highest quality new release line-ups in several years, packed with first-party IP and exciting third-party titles such as Wardogs. Combined with the new partnerships and acquisitions made in the previous year, I am con dent that we are on track f fi or a strong FY 2026." 1 Adjusted EBITDA reflects the EBITDA of the Group, without the impact of acquisition-related costs which vary year on year based on acquisition activity. In addition, it includes the impact of amortisation and impairment of development costs, publishing rights and IP licences, as this reflects the primary costs incurred by the Group in generating revenue.
Thunderful Group underwent a profound structural transformation throughout 2024, shifting its strategic focus toward external publishing and core internal development while divesting its distribution segment and several subsidiaries, including Headup and Jumpship. This transition resulted in a significant decline in financial performance, with annual net revenue falling 23.8% to 292.8 MSEK and Q4 revenue dropping 27.6% to 77.4 MSEK. The fiscal year was defined by a substantial operating loss of 917.3 MSEK, primarily driven by 848 MSEK in depreciation and asset write-downs. These impairments reflect the aggressive cleanup of the balance sheet as the organization streamlined its workforce to 297 employees and moved away from non-core business units. Despite the heavy accounting losses and a deterioration of the adjusted EBITDA margin to -14.1%, the group successfully stabilized its financial position by reducing interest-bearing net debt from 402.1 MSEK to -7.7 MSEK. This improvement in liquidity was largely achieved through a drastic reduction in core working capital and the settlement of liabilities. Furthermore, a comprehensive cost-savings program is expected to generate between 80 and 90 MSEK in annual savings, positioning the company for a return to positive cash flow in the coming year. The outlook for 2025 remains optimistic, supported by a robust release pipeline consisting of twelve ongoing development projects. This portfolio includes eight internally developed titles, such as Reignbreaker and Lost in Random: The Eternal Die. By concentrating resources on a leaner operational model and a high-potential publishing slate, the group aims to recover from the volatility of its restructuring phase and establish a more sustainable, profitable trajectory within the global gaming market.
The financial results for the first half of the fiscal year ending March 2011 reveal a period of transition and strategic realignment following the merger of Koei and Tecmo. During the six months ending September 2010, net sales reached 11,069 million yen, a decline from the 15,264 million yen reported in the previous year. The period saw an operating loss of 1,656 million yen, influenced in part by 510 million yen in goodwill amortization expenses related to the merger and the acquisition of Koei Net Co., Ltd. Despite these short-term losses, the full-year forecast remains optimistic, targeting 34,500 million yen in sales and a return to profitability with a projected 4,000 million yen in operating profit. Geographically, the Japanese market remains the primary revenue driver, accounting for 85.5% of sales in the first half. However, there is a clear strategic shift toward international expansion, with plans to increase overseas sales from 15.8% to 18.1% of total revenue by the end of the fiscal year. North America and Europe are identified as key growth regions. To support this, a Global Marketing Department has been established to integrate overseas market feedback into the early planning stages of game development, ensuring titles are better tailored for international audiences. A significant pillar of the future growth strategy involves aggressive entry into the social and mobile gaming sectors. Successes with titles like Nobunaga’s Ambition for Everyone, which surpassed one million registered users on the Mobage platform, serve as a blueprint for leveraging established intellectual property in rapidly growing digital markets. Moving forward, the focus will shift toward continuous content releases, smartphone implementation, and breaking into global social platforms like Facebook. This digital expansion is paired with a commitment to cost reduction and the maximization of internal IP to stabilize long-term financial performance.
The FY23 financial results show a contraction in revenue to £104.6 million, an 8 % decline from the previous year, driven largely by lower sales of the F1® Manager series. Adjusted EBITDA swung from a £6.7 million profit in FY22 to a £4.6 million loss, while the IFRS operating loss widened to £26.6 million. Non‑cash intangible charges of £28.7 million—primarily the closure of Foundry (£13.7 m) and a £15 million impairment on the F1® Manager franchise—were key contributors to the loss. Cash reserves fell from £38.7 million to £28.3 million, reflecting higher operating expenses and capitalised development costs. The portfolio remains dominated by legacy titles, with 72 % of revenue generated from pre‑FY23 releases such as Jurassic World Evolution 2. New initiatives include the acquisition of Complex Games in November 2022 and the planned launch of Warhammer Age of Sigmar: Realms of Ruin, a real‑time strategy title slated for November 2023. The company has refocused on Creative Management Simulation games, closing Foundry and reallocating resources to two new CMS projects. Leadership reviews aim to improve return on investment. For FY24, market consensus expects revenue of £108 million and an adjusted EBITDA loss of £9 million. The company anticipates that the new RTS release, alongside continued support for existing titles and undisclosed revenue streams, will offset the F1® Manager shortfall. The strategy shift toward core CMS titles and tighter cost management underpins confidence in returning to profitable performance over the medium term.
SEGA SAMMY HOLDINGS INTEGRATED REPORT 2025 SEGA SAMMY HOLDINGS INTEGRATED REPORT 2025 Key Visual from Sonic the Hedgehog 3 movie Group Value Introduction Strengthening of Non-Financial Capital Creativity is Mindset and DNA SEGA SAMMY Group Core Businesses 02 Materiality 56 Creativity is Alway...