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 ended 30 November 2025. 26 weeks ended 26 weeks ended 30 November 2025 1 December 2024 Core revenue £316.1m £269.4m Licensing revenue £16.0m £30.1m Revenue ...
GAMES WORKSHOP GROUP PLC 13 January 2026 HALF-YEARLY REPORT Games Workshop Group PLC (‘Games Workshop’ or the ‘Group’) announces its half-yearly results for the 26 week period ended 30 November 2025. Highlights 26 weeks ended 26 weeks ended 30 November 2025 1 December 2024 Core revenue £316.1m £269.4m Licensing revenue £16.0m £30.1m Revenue £332.1m £299.5m Revenue at constant currency £334.7m £299.5m Core operating profit £126.1m £98.1m Core operating profit at constant currency £127.1m £98.1m Licensing operating profit £14.3m £28.0m Licensing operating profit at constant currency £14.0m £28.0m Operating profit £140.4m £126.1m Profit before taxation £140.8m £126.8m Net increase in cash - pre-dividends paid £112.5m £79.1m Earnings per share 319.9p 288.9p Dividends per share declared and paid in the period 225p 185p Kevin Rountree, CEO of Games Workshop, said: “I’m delighted to report a record half-year performance. A huge thank you to our staff, customers, trade accounts and broader stakeholders for their ongoing support.” For further information, please contact: Games Workshop Group PLC [email protected] Kevin Rountree, CEO Liz Harrison, Group FD Investor relations website investor.games-workshop.com General website www.warhammer.com See the glossary on page 24 for details on the alternative performance measures (APMs) used by the Group. Where appropriate, a reconciliation between an APM and its closest statutory equivalent is provided.
FIRST HALF HIGHLIGHTS 26 weeks ended 30 November 2025 and 1 December 2024: Revenue and operating profit at actual exchange rates Core Licensing Total 2025 2024 2025 2024 2025 2024 £m £m £m £m £m £m Trade 207.4 165.7 - - 207.4 165.7 Retail 64.1 60.8 - - 64.1 60.8 Online 44.6 42.9 - - 44.6 42.9 Licensing - - 16.0 30.1 16.0 30.1 Revenue 316.1 269.4 16.0 30.1 332.1 299.5 Cost of sales (96.6) (87.5) - - (96.6) (87.5) Gross profit 219.5 181.9 16.0 30.1 235.5 212.0 Operating expenses (93.4) (83.8) (1.7) (2.1) (95.1) (85.9) Operating profit 126.1 98.1 14.3 28.0 140.4 126.1 Revenue and operating profit at constant currency Core Licensing Total 2025 2024 2025 2024 2025 2024 £m £m £m £m £m £m Trade 209.0 165.7 - - 209.0 165.7 Retail 64.6 60.8 - - 64.6 60.8 Online 45.4 42.9 - - 45.4 42.9 Licensing - - 15.7 30.1 15.7 30.1 Revenue 319.0 269.4 15.7 30.1 334.7 299.5 Cost of sales (97.5) (87.5) - - (97.5) (87.5) Gross profit 221.5 181.9 15.7 30.1 237.2 212.0 Operating expenses (94.4) (83.8) (1.7) (2.1) (96.1) (85.9) Operating profit 127.1 98.1 14.0 28.0 141.1 126.1 Foreign exchange rates Our main currency exposures are in respect of the euro and US dollars: euro US dollar 2025 2024 2025 2024 Rate used for the balance sheet at the period end 1.14 1.20 1.32 1.27 Average rate used for earnings 1.15 1.19 1.34 1.29
INTERIM MANAGEMENT REPORT Games Workshop and the Warhammer hobby are in great shape. Strategy Core business We have again remained focused on delivering our strategic goal - 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. Licensing Has been as challenging as we thought. We did announce some new licences, more on that below. Our small dedicated team have also remained focused on delivering their strategic goal - driving sustainable cash growth exploiting our intellectual property (‘IP’) with licensees without doing any harm to the core business. Summary Another record performance from the international team. Well done, a huge thank you to you all! We have delivered profitable sales growth in all our core 23 countries and all our three channels. Sales growth was driven by the release every week of new miniatures across the whole breadth of our IP, another successful period for sales of existing products and exciting customer engagement focused on our IP and the multiple ways to engage in the Warhammer hobby. We also continue to expand our own stores geographically (slightly slower than we had planned but I’m sure we will catch up) and our dedicated export team delivered product range support to our distributors in our 58 export countries. All but a few continue to deliver like-for-like growth year after year. We thank them all for their support in helping us supply Warhammer fans with our wonderful range in all corners of the world.
edicated export team delivered product range support to our distributors in our 58 export countries. All but a few continue to deliver like-for-like growth year after year. We thank them all for their support in helping us supply Warhammer fans with our wonderful range in all corners of the world. Our operational plan was delivered exceptionally well, pretty much drama free, but as always not free from its challenges. All tactical problems to solve… life’s never dull. We continued to design and make the best fantasy miniatures in the world, improve our stock forecasting and run our manufacturing and warehousing teams at consistently very high levels versus their key performance indicators. All with a backdrop, in the UK, of building our exciting (we are very proud to manufacture all of our fantasy miniatures in the UK) new Factory 4 - which is only part of the programme of work to improve our performance across all our factories. We are working tirelessly to find efficiencies to mitigate additional costs of doing business internationally. I’m proud to report that I’ve seen really great teamwork across the business on this topic. Tariffs We reported in the 2025 annual report that new tariffs could impact profit before tax by c.£12 million in 2025/26. We have incurred c.£6.0 million in the period reported as a direct consequence of US tariff changes. The impact on our gross margin has been more than offset by efficiencies, price rises of c.3.5% on our miniatures and books, more stable commodity prices and lower stock write offs. Our work is not done - this will remain a key area of focus. More detail can be seen on the gross margin bridge on page 6.
pact on our gross margin has been more than offset by efficiencies, price rises of c.3.5% on our miniatures and books, more stable commodity prices and lower stock write offs. Our work is not done - this will remain a key area of focus. More detail can be seen on the gross margin bridge on page 6. Warehousing capacity We have concluded how we are going to future-proof warehousing capacity with a new facility in the UK (more on that later on page 10). We had great fun signing off on a new capital project to open a Warhammer World format location in North America. We can’t wait to see it open in 2027! I’ll leave it to the team to share updates to our hobbyists through our normal communications. The best way to stay informed is through subscribing, for free, to Warhammer-community.com: the gateway for the news on the Warhammer hobby. Video Games - licensing income In the period reported our licensing partners launched Dawn of War - Definitive Edition and Space Marine - Master Crafted Edition along with announcements of the following upcoming games - Mechanicus 2, Warhammer Survivors, Dawn of War IV, and Total War: Warhammer 40,000.
Media We continue to work on some exciting projects that will bring Warhammer to screens like never before. Our live action endeavour is still in development with our partners: Amazon MGM Studios, Henry Cavill and Vertigo. It is the nature of these things to take several years, and while we wish we could tie down a release the way we can with our core business, the reality is that, as with any licensing deal, delivery is not in our control. We leave it to our partners t o manage their own businesses. After a successful collaboration with Amazon MGM Studios and Blur for Secret Level (a high-end animated anthology show), we are now meeting with writers to determine our next step to continue the momentum gained from that episode. In the meantime, work is almost complete on a standalone Warhammer Age of Sigmar episode. Again, for Prime Video. We will update you further when we have more significant milestones to share. If you’d like to see how our IP looks in digital form, you can watch our brand trailers, Warhammer+ content (requires a value for money subscription) or check out episode five of Secret Level over on Prime Video.
This financial report details Capcom’s consolidated performance for the third quarter of the fiscal year ending March 31, 2026. The findings indicate significant year-on-year growth in both revenue and profit across all business segments, driven primarily by the sustained performance of catalog titles and strong results in the amusement equipment division. Net sales reached 115.3 billion yen, a 30% increase over the previous year, while operating profit rose 75% to 54.3 billion yen. These results place the company on a favorable trajectory to meet its full-year targets of 190 billion yen in net sales and 730 billion yen in operating profit. The Digital Contents segment remains the primary driver of growth, with unit sales reaching a record 9-month high of 34.6 million units. Catalog titles accounted for 96.4% of these sales, underscoring the long-term value of core franchises such as Resident Evil, Monster Hunter, and Street Fighter. Notably, Monster Hunter Wilds surpassed 11 million cumulative units, while Resident Evil 4 and Street Fighter 6 continued to show steady growth. Digital sales now represent 94.1% of total units, with PC platforms alone accounting for over 55% of the volume. Geographically, overseas markets dominate the business, representing nearly 90% of total unit sales. Beyond software, the Arcade Operations and Amusement Equipments segments reported double-digit growth. Arcade sales rose 12% following the opening of new stores and the expansion of specialty formats, while Amusement Equipments saw a 74% surge in net sales due to the strong performance of smart slot titles like Shin Onimusha 3. The company’s strategic outlook remains focused on leveraging its leading brands through upcoming releases such as Resident Evil Requiem and Monster Hunter Stories 3, alongside cross-media expansions including a new Devil May Cry anime and a live-action Street Fighter film.
CD Projekt Group presents its FY 2024 earnings, outlining financial performance, operational milestones and a long‑term growth outlook for the studio and its portfolio. The report emphasizes the commercial impact of The Witcher 4, which captured 53 % of press coverage in the 72 hours after The Game Awards 2024, generating 2 150 articles and becoming the most discussed title among peers such as Elden Ring and Final Fantasy. Development capacity expanded to 411 staff, with 650 developers allocated across The Witcher 4, Orion, Sirius, Hadar, the Witcher Remake and several unannounced projects. Revenue for the year fell 20 % year‑on‑year to PLN 1.23 billion, while cost of sales decreased to PLN 377.9 million, delivering a gross profit of PLN 852.2 million and EBIT of PLN 469.0 million. Net profit reached PLN 481.1 million, reflecting a net‑profit margin of roughly 39 % in 2023 and an expected rise to 47.7 % in 2024, with a target of 58.5 % by
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.
Koei Tecmo experienced a year-on-year decline in financial performance during the first half of the fiscal year ending March 2026, with sales dropping 11.2% and operating profit falling 25.2%. This downturn resulted primarily from a sparse release schedule and lower revenue within the online and mobile segments. However, the company outperformed its internal forecasts due to resilient back-catalog sales and disciplined expense management. Full-year guidance remains unchanged as management anticipates a significant recovery in the second half, driven by a concentrated launch window for major titles such as Dynasty Warriors: Origins. The strategic focus for the remainder of the fiscal year involves a robust pipeline of eleven console and PC titles alongside two mobile releases. By prioritizing high-profile remakes like Romance of the Three Kingdoms 8 and Fatal Frame II, the company seeks to secure stable profit margins while transitioning toward a global, digital-first marketing infrastructure. This shift includes a move toward in-house publishing for large-scale projects and a concerted effort to expand market share in North America, Europe, and emerging regions such as the Middle East and North Africa. Long-term objectives are anchored by the Fourth Medium-Term Management Plan, which targets a cumulative three-year operating income of 100 billion yen. To achieve this, the company is balancing the maintenance of established franchises with the development of new intellectual properties and cross-media expansions into anime and merchandise. Furthermore, corporate governance milestones were met through a treasury share offering that increased the tradable share ratio to 37.3%, ensuring continued compliance with Tokyo Stock Exchange Prime Market listing criteria.