Updated Jun 1, 2026 by G5 Entertainment
Financial
Published by G5 Entertainment
October - December 2024 FINANCIAL KEY RATIOS Oct-Dec Oct-Dec Change Change • Revenue for the period was SEK 279.3 M (316.7), a decrease of 12 percent compared KSEK 2024 2023 % 2024 2023 ...
YEAR-END REPORT 2024 October - December 2024 FINANCIAL KEY RATIOS Oct-Dec Oct-Dec Change Change • Revenue for the period was SEK 279.3 M (316.7), a decrease of 12 percent compared KSEK 2024 2023 % 2024 2023 % to the same period in 2023 in SEK terms. In USD terms revenue decreased 12 Revenue 279,337 316,675 -12% 1,134,529 1,319,921 -14% • percent year-over-year. Commission to distributors¹ -59,110 -70,464 -16% -245,935 -294,850 -17% Gross margin increased to 69.1 percent (67.6 percent), as a larger share of revenue is Royalty to external developers² -27,251 -32,279 -16% -112,497 -132,700 -15% • coming from G5's direct to consumer channel. EBIT for the period was SEK 32.8 M (10.5), an increase of 214%, corresponding to an Gross profit 192,977 213,932 -10% 776,097 892,372 -13% EBIT-margin of 11.8% (3.3). EBIT was positively impacted by revaluations related to Gross margin 69.1% 67.6% 68.4% 67.6% fx, primarily the USD, recorded in other income and expense amounting to SEK 5.9 Operating costs excluding costs for M (14.1). Write-downs impacted the quarter with SEK 2.2 M (0). Adjusting for the user acquisition -113,112 -143,122 -21% -461,085 -534,885 -14% negative impact from other income and expense and write-downs the EBIT margin would be 10.4 (7.8) percent. EBIT excluding costs for user 79,865 70,810 13% 315,012 357,487 -12% • Net result for the period was SEK 33.5 M (8.9), positively impacted by the finance acquisition • net of SEK 2.0 M (-0.2). EBIT margin before costs 29% 22% 28% 27% • Earnings per share for the period, before dilution, was SEK 4.29 (1.12). for user acquisition • Cash flow amounted to SEK 19.0 M (4.3).
et result for the period was SEK 33.5 M (8.9), positively impacted by the finance acquisition • net of SEK 2.0 M (-0.2). EBIT margin before costs 29% 22% 28% 27% • Earnings per share for the period, before dilution, was SEK 4.29 (1.12). for user acquisition • Cash flow amounted to SEK 19.0 M (4.3). Costs for user acquisition³ -47,016 -60,342 -22% -198,235 -246,035 -19% Average Monthly Active Users (MAU) was 4.3 million, a decrease of 11 percent Costs for user acquisition as percentage compared to the same period in 2023. Average Daily Active Users (DAU) was 1.3 of revenue -17% -19% -17% -19% million, a decrease of 12 percent compared to the same period in 2023. Average Monthly Unique Payers (MUP) was 128.2 thousand, a decrease of 16 percent while EBIT 32,849 10,468 214% 116,778 111,452 5% Average Monthly Average Gross Revenue Per Paying User (MAGRPPU) was USD EBIT margin (%) 11.8% 3.3% 10.3% 8.4% 65.7, an increase of 4 percent compared to the same period last year. Earnings per share before dilution 4.29 1.12 282% 15.22 15.84 -4% Full year 2024 Cash flow before financing activities 19,590 16,226 164,009 127,919 • Revenue for the year was SEK 1,134.5 M (1,319.9), a decrease of 14 percent compared Cash and cash equivalents 275,539 182,332 275,539 182,332 • to 2023 in SEK terms. In USD terms revenue decreased 13 percent. Gross margin increased to 68.4 percent (67.6 percent), as larger share of revenue is coming from G5’s direct-to-consumer platform. 1 Variable costs paid to distributors. Main stores have the following fees: Apple App Store, Google Play, Amazon Appstore etc.
n USD terms revenue decreased 13 percent. Gross margin increased to 68.4 percent (67.6 percent), as larger share of revenue is coming from G5’s direct-to-consumer platform. 1 Variable costs paid to distributors. Main stores have the following fees: Apple App Store, Google Play, Amazon Appstore etc. have a fee of 30 percent, Microsoft Store • EBIT for the period was SEK 116.8 M (111.5), an increase of 5%. has 12 percent, G5 Store has single digit percent. • Earnings per share for the year was 15.22 SEK (15.84), a decrease of 4%. 2 Royalties to external developers are costs to third party developers when there is a contractual obligation to pay royalty. • The Board proposes a dividend of 8.0 SEK /share (8.0) equal to approximately 3 User acquisition is a marketing cost for acquiring new users. The costs are fully variable and are spent on advertising campaigns that are targeted at acquiring loyal players. The campaigns can be stopped at a very short notice.
Comment from the CEO: A strong finish to a challenging year The fourth quarter of 2024 marked a pivotal period for G5 Entertainment as we focused on balancing revenue performance with profitability amidst a challenging market environment as well as a mature portfolio of games. Revenue for the quarter amounted to SEK 279.3 M, representing a 12% decrease year-over-year in SEK and USD terms. However, we were pleased to see fourth quarter revenue increase 1% sequentially in USD and over 3% in SEK, our first quarter-to-quarter growth since Q2 2021. Our gross margin increased to 69.1% — a testament to the growing contribution of the G5 Store, which continues to enhance both our revenue mix and profitability. The G5 Store now represents 19% (13) of net revenue after growing 35% yearover-year and 13% quarter-to-quarter in USD terms. G5 Store is our third largest platform and given the trends we would not be surprised if it will become our largest distribution platform in the future. Our EBIT for the quarter grew significantly, reaching SEK 32.8 M compared to SEK 10.5 M in the same period last year, corresponding to an EBIT margin of 11.8% (3.3). This
gest platform and given the trends we would not be surprised if it will become our largest distribution platform in the future. Our EBIT for the quarter grew significantly, reaching SEK 32.8 M compared to SEK 10.5 M in the same period last year, corresponding to an EBIT margin of 11.8% (3.3). This Revenue grew 1% sequentially in USD terms in the fourth quarter. It is the first q-o-q growth since the second quarter in 2021. During the quarter we also saw sequential growth of Sherlock and Jewels of Rome. improvement reflects the resilience of our business model and the operational efficiencies we’ve achieved. Adjusted for foreign exchange effects and write-downs, the EBIT margin stood at 10.4% (7.8), underscoring the strong underlying financial health of the business. During the quarter, we had SEK 4.9 M in extraordinary one-time legal expenses which negatively impacted profitability, which otherwise would have been even stronger at 13.5% unadjusted or 12.2% adjusted for fx and write-downs. The costs incurred are related to an M&A process where we participated on the acquiring side and that has been ongoing during second half of 2024 and into Q1 2025. However, in the end the deal did not materialize.
ave been even stronger at 13.5% unadjusted or 12.2% adjusted for fx and write-downs. The costs incurred are related to an M&A process where we participated on the acquiring side and that has been ongoing during second half of 2024 and into Q1 2025. However, in the end the deal did not materialize. From an audience perspective, Average Monthly Active Users (MAU) and Daily Active Users (DAU) declined by 9% and 10% year-over-year, respectively, while our Average Monthly Unique Payers (MUP) fell by 15%. At the same time, Average Monthly Gross Revenue Per Paying User (MAGRPPU) rose by 6% to USD 65.7, demonstrating the loyalty of our player base and the value of the G5 Store, where player metrics are generally higher. Throughout the quarter, we made significant strides in game development. New features such as mini-events were introduced in Sherlock and Jewels of Rome, leading to sequential revenue growth in Sherlock for the first time in eight quarters. This success reinforces our strategy of enhancing the player experience with meaningful updates.
The interim filing presents the fourth‑quarter 2025 financial results for a midcore‑casual gaming group, emphasizing a record‑setting revenue run and the successful execution of a transformation agenda that includes the integration of the Plarium acquisition and the rollout of a new district structure in early 2026. Revenue reached SEK 3,123 million, reflecting 108 % organic growth year‑on‑year and a 25 % increase on a constant‑currency basis, while adjusted EBITDA rose to SEK 717 million, delivering a 23 % margin that matches the full‑year figure. Unlevered free cash flow amounted to SEK 878 million, with a cash‑conversion rate of 66 % and a leverage ratio of five times EBITDA, underscoring robust liquidity and disciplined capital management. User‑acquisition spending accelerated, representing 38 % of quarterly revenue—up from 37 % in the prior quarter—and grew 76 % on a reported basis, driven by heightened investment in original studios, new casual titles, and the racing franchise. The direct‑to‑consumer channel expanded by 600 basis points to 32 % of total revenue, reflecting a strategic shift toward higher‑margin in‑app purchases. Across the fiscal year, the company posted a 9 % organic revenue increase, with word‑games, racing, and RAID franchises delivering the strongest quarter‑end performance. Operating cash flow for the quarter stood at SEK 840 million, while adjusted net income was SEK 1,390 million, translating to an adjusted EPS of SEK 11.33. The financial outcomes exceed guidance and position the firm to meet its medium‑term outlook, with a pre‑IPO study for PlaySimple concluded and the midcore transformation progressing as planned.
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