Updated Mar 17, 2026 by 11 bit studios
11 bit studios generated 71.2 million PLN in revenue and 21.7 million PLN in net profit in 2019, supported by the sustained performance of Frostpunk, Moonlighter, and the launch of Children of Morta.
The company significantly strengthened its financial position, ending 2019 with 155.7 million PLN in total assets and nearly 100 million PLN in cash reserves and financial assets.
The publishing division grew to represent 40% of total revenue in 2019, up from 18% in 2018, leading the company to increase its investment cap for third-party projects.
Strategic fiscal management, including the use of IP Box tax relief, reduced the effective tax rate to 13.26% and allowed the company to self-finance its growth without issuing dividends.
The studio transitioned to a multi-project model with 135 employees organized into three teams, targeting a release cycle of one proprietary game every 12 to 18 months.
Internal development is currently focused on three proprietary titles—Project 8, Project 9, and Project 10—alongside the development of a proprietary game engine.
The company maintains a high exposure to currency risk, with 90% of its revenue denominated in USD, though it reported no material impact on liquidity or sales from the onset of the COVID-19 pandemic.
11 bit studios generated 71.2 million PLN in revenue and 21.7 million PLN in net profit in 2019, supported by the sustained performance of Frostpunk, Moonlighter, and the launch of Children of Morta.
The company significantly strengthened its financial position, ending 2019 with 155.7 million PLN in total assets and nearly 100 million PLN in cash reserves and financial assets.
The publishing division grew to represent 40% of total revenue in 2019, up from 18% in 2018, leading the company to increase its investment cap for third-party projects.
Strategic fiscal management, including the use of IP Box tax relief, reduced the effective tax rate to 13.26% and allowed the company to self-finance its growth without issuing dividends.
The studio transitioned to a multi-project model with 135 employees organized into three teams, targeting a release cycle of one proprietary game every 12 to 18 months.
Internal development is currently focused on three proprietary titles—Project 8, Project 9, and Project 10—alongside the development of a proprietary game engine.
The company maintains a high exposure to currency risk, with 90% of its revenue denominated in USD, though it reported no material impact on liquidity or sales from the onset of the COVID-19 pandemic.