Updated Mar 21, 2026 by Games Workshop Group
Report
Published by Games Workshop Group
Games Workshop Group PLC (‘Games Workshop’ or the ‘Group’) announces its half-yearly results for the 26 week period to 27 November 2022. 26 weeks to 26 weeks to 27 November 2022 28 November 2021 Core revenue £212.3m £191.5m Licensing revenue £14.3m £20.1m Revenue ...
GAMES WORKSHOP GROUP PLC 10 January 2023 HALF-YEARLY REPORT Games Workshop Group PLC (‘Games Workshop’ or the ‘Group’) announces its half-yearly results for the 26 week period to 27 November 2022. Highlights: 26 weeks to 26 weeks to 27 November 2022 28 November 2021 Core revenue £212.3m £191.5m Licensing revenue £14.3m £20.1m Revenue £226.6m £211.6m Revenue at constant currency £211.7m £211.6m Core operating profit £70.7m £69.7m Licensing operating profit £12.9m £18.8m Operating profit £83.6m £88.5m Operating profit at constant currency £75.7m £88.5m Profit before taxation £83.6m £88.2m Net increase in cash - pre-dividends paid £68.1m £41.4m Earnings per share 202.4p 217.2p Dividends per share declared in the period 165p 100p Dividends per share paid in the period 165p 115p Kevin Rountree, CEO of Games Workshop, said: “Games Workshop and the Warhammer hobby are in great shape. Another rewarding and successful period for the global team with core sales for the six months of over £200 million for the first time. We will continue to focus on making the best miniatures in the world, sign new licensing contracts with partners to exploit our IP outside of our core business and support our staff. I’m so proud of their considerable hard work and commitment, thank you all.” For further information, please contact: Games Workshop Group PLC [email protected] Kevin Rountree, CEO Rachel Tongue, CFO Investor relations website investor.games-workshop.com General website www.games-workshop.com
proud of their considerable hard work and commitment, thank you all.” For further information, please contact: Games Workshop Group PLC [email protected] Kevin Rountree, CEO Rachel Tongue, CFO Investor relations website investor.games-workshop.com General website www.games-workshop.com See the glossary on page 84 of the 2022 annual report for details on the alternative performance measures.
FIRST HALF HIGHLIGHTS 26 weeks to 27 November 2022 and 28 November 2021: Revenue and operating profit at actual rates Core Licensing Total 2022 2021 2022 2021 2022 2021 £m £m £m £m £m £m Trade 120.9 108.1 - - 120.9 108.1 Retail 48.7 41.9 - - 48.7 41.9 Online 42.7 41.5 - - 42.7 41.5 Licensing - - 14.3 20.1 14.3 20.1 Revenue 212.3 191.5 14.3 20.1 226.6 211.6 Cost of sales (76.0) (60.2) - - (76.0) (60.2) Gross profit 136.3 131.3 14.3 20.1 150.6 151.4 Operating expenses (65.6) (61.6) (1.4) (1.3) (67.0) (62.9) Operating profit 70.7 69.7 12.9 18.8 83.6 88.5 Revenue and operating profit at constant currency Core Licensing Total 2022 2021 2022 2021 2022 2021 £m £m £m £m £m £m Trade 111.8 108.1 - - 111.8 108.1 Retail 46.0 41.9 - - 46.0 41.9 Online 41.3 41.5 - - 41.3 41.5 Licensing - - 12.6 20.1 12.6 20.1 Revenue 199.1 191.5 12.6 20.1 211.7 211.6 Cost of sales (71.4) (60.2) - - (71.4) (60.2) Gross profit 127.7 131.3 12.6 20.1 140.3 151.4 Operating expenses (63.2) (61.6) (1.4) (1.3) (64.6) (62.9) Operating profit 64.5 69.7 11.2 18.8 75.7 88.5 Foreign exchange rates Our currency exposures are the euro and US dollar: euro US dollar 2022 2021 2022 2021 Rate used for the balance sheet at the period end 1.16 1.18 1.21 1.33 Average rate used for earnings 1.17 1.17 1.18 1.37
INTERIM MANAGEMENT REPORT Games Workshop and the Warhammer hobby are in great shape. Strategy The half year feels like a good time to remind everyone what Games Workshop is aiming for and achieving: ● We are committed to the continuous development of our intellectual property (‘IP’) and making the Warhammer hobby and our business ever better. ● We are committed to our core strategy (and it has not changed): to make the best fantasy miniatures in the world, to engage and inspire our customers, and to sell our products globally at a profit. We intend to do this forever. Our decisions are focused on long-term success, not short-term gains. ● We are committed to exploiting our IP outside of our core business, globally through licensing agreements. We measure our long-term success by seeking a high return on investment. In the short term, we measure our success on our ability to grow sales whilst maintaining our core operating profit margins. The way we go about implementing this strategy is to recruit the best staff we can. We look for those with the appropriate attitude and behaviour a given job requires, and for those who are aligned with our principles and who are quality obsessed. Update The global team has delivered another record half year sales performance led by a great recovery in all channels in Australia, Canada and the UK. We have added an additional 119 trade outlets in North America and although our global online sales in constant currency have declined slightly (in line with our forecasts) our core engagement online metrics continue to grow.
led by a great recovery in all channels in Australia, Canada and the UK. We have added an additional 119 trade outlets in North America and although our global online sales in constant currency have declined slightly (in line with our forecasts) our core engagement online metrics continue to grow. We set ourselves a higher sales growth goal, so whilst this is a record number, it isn’t where we wanted to be, particularly in the US, which was flat, at constant currency, against a record year last year. We are working as a senior team to improve our joined up plan in the US. Our current level of global sales is relatively new to us, so we are rapidly changing and learning as we go: managing and forecasting new release products for our broad range, at our highest ever volumes, is a reasonable challenge. We are working even harder on range management processes to ensure our whole offer gets its due attention at all times: as a team we need to scale with a little more nous. Our global projects continue to be delayed - it remains an ongoing challenge to integrate new IT systems when we are still heavily reliant on working with our legacy IT systems. Finishing these projects and upgrading our systems continue to be a key area of focus. We are making some progress but it’s costing us more time and money - we will remain cost conscious. Our operating costs have been managed exceptionally well and are in line with our internal targets but our core gross margin at actual rates is 4.3% down (see below). We continue to face external cost pressures so we are managing the ones in our control appropriately.
will remain cost conscious. Our operating costs have been managed exceptionally well and are in line with our internal targets but our core gross margin at actual rates is 4.3% down (see below). We continue to face external cost pressures so we are managing the ones in our control appropriately. We know that ongoing success is built on our investment in our global team, especially in our design studios: they will always design the best miniatures. During the period that has continued. Our core average return on capital employed, averaged over a 12 month period, has remained in our target range at 112% at November 2022 compared to 118% at May 2022. We are very confident in the Warhammer hobby, and our business model and its resilience.
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.
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.
G5 Entertainment’s 2024 performance reflects a strategic pivot toward operational efficiency and margin expansion within the global mobile gaming sector. Despite a 14% year-over-year revenue decline to SEK 1,135 million, the company achieved a 5% increase in operating profit, reaching SEK 116.8 million. This improvement is attributed to a disciplined focus on its core demographic—women aged 35 and older—and the expansion of its proprietary direct-to-consumer G5 Store, which now accounts for 16.1% of total revenue. By leveraging AI-driven development and a rigorous funnel of five to six soft launches annually, the company aims to sustain its position in the evergreen Hidden Object, Match-3, and Mahjong genres. The company maintains a robust financial foundation, characterized by SEK 276 million in available cash and an equity/asset ratio of 83%. Financial stability is further supported by a conservative approach to capital, with no external debt and a portfolio where the top ten titles generate 98% of intangible asset value. While the business remains sensitive to market volatility, currency fluctuations, and reliance on major third-party distribution platforms, auditors have provided an unqualified opinion on the financial statements, confirming that the valuation of capitalized development costs remains within reasonable parameters. Beyond financial metrics, the organization emphasizes a structured approach to corporate governance and human capital. With a gender-balanced workforce and a commitment to ethical business conduct, G5 integrates comprehensive labor policies and 360-degree performance assessments to drive organizational health. While the company has implemented energy-efficient practices, it currently lacks formal climate mitigation plans and EU taxonomy-aligned sustainability metrics. Moving forward, the board remains focused on balancing organic growth with shareholder returns, as evidenced by the proposed dividend of SEK 8.0 per share and a continued emphasis on performance-based executive remuneration.
Paradox Interactive reported a significant increase in profitability for the third quarter of 2024 despite a broader year-to-date decline in revenue. Quarterly revenues rose 2% to MSEK 434.0, while operating profit surged 67% to MSEK 142.8. This quarterly performance was driven by core titles including Cities: Skylines, Crusader Kings III, Hearts of Iron IV, and Stellaris, alongside the full release of Mechabellum. However, for the first nine months of 2024, revenues decreased by 9% to MSEK 1,491.8, and operating profit fell 39% to MSEK 326.1, largely due to MSEK 208.0 in write-downs related to the cancellation of Life by You and the performance of The Lamplighters League. The strategic focus has shifted toward doubling down on the core Grand Strategy and Management niches while streamlining third-party publishing processes. This transition included the indefinite delay of Prison Architect 2 to ensure product quality. Geographically, the United States remains the dominant market, accounting for approximately 86% of year-to-date revenue. From a platform perspective, PC remains the primary segment, contributing MSEK 1,285.6 of total revenue, with the Steam platform alone representing the vast majority of group sales. Financial stability remains high with a cash balance of MSEK 1,190.4 and an equity/assets ratio of 80%. While the average number of employees decreased from 634 to 584 year-over-year, the company maintains an active pipeline of eight games. The methodology for these findings involves a condensed interim financial report prepared under IAS 34 and reviewed by external auditors, covering the global operations of the Stockholm-based parent company and its five international studios for the period ending September 30, 2024.