Assetto Corsa Rally
Game
4 documents in the library are about Assetto Corsa Rally, from writers such as Digital Bros Group and GameDiscoverCo. Each has a summary and key insights with the page they come from.
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Assetto Corsa Rally sales and key figures
Digital distribution revenue reached Euro 76.3 million, a 50.9% increase driven primarily by PC platform sales, which grew 63.6% to Euro 48.6 million following the launches of Wuchang: Fallen Feathers, Assetto Corsa EVO, and Assetto Corsa Rally.
Digital Bros Group, 2026 · Digital Bros Interim Report: March 31, 2026, p. 24
Digital Bros maintains active development pipelines through subsidiaries, including Assetto Corsa Rally (Early Access launched November 13, 2025) and Directorate: Novitiate via its 75%-owned Chrysalide Jeux et Divertissement Inc.
Digital Bros Group, 2026 · Digital Bros Group Half-Year Condensed Financial Statements: 31 December 2025, p. 7
Documents about Assetto Corsa Rally
Digital Bros Interim Report: March 31, 2026
Interim Report as of March 31st, 2026 (First nine months of Fiscal Year 2025/2026) Via Tortona, 37 - 20144 Milan, Italy Share Capital: Euro 6.024.334,80 of which Euro 5.706.014,80 subscribed Milan Companies House no. 290680-Vol.
- Digital Bros reported consolidated net revenue of Euro 89.3 million for the nine months ending March 31, 2026, representing a 34.4% increase compared to the same period in the previous fiscal year.
- Digital distribution revenue reached Euro 76.3 million, a 50.9% increase driven primarily by PC platform sales, which grew 63.6% to Euro 48.6 million following the launches of Wuchang: Fallen Feathers, Assetto Corsa EVO, and Assetto Corsa Rally.
- The Group achieved a positive net financial position of Euro 4.2 million as of March 31, 2026, marking a significant improvement of Euro 20.8 million compared to the net debt position of Euro 16.6 million reported on June 30, 2025.
Digital Bros Group Half-Year Condensed Financial Statements: 31 December 2025
Half year condensed financial statements (First half of Fiscal Year 2025/2026) Via Tortona, 37 - 20144 Milan, Italy Share Capital: Euro 6.024.334,80 of which Euro 5.706.014,80 subscribed Milan Companies House no. 290680-Vol.
- Digital Bros achieved a positive net financial position of Euro 4.3 million as of December 31, 2025, an improvement of Euro 20.9 million compared to the Euro 16.6 million net debt reported on June 30, 2025.
- The Group wrote off its entire remaining carrying amount in Starbreeze AB, recognizing a Euro 5.7 million loss to reflect its share of Starbreeze's losses, though it retains a 19.11% stake in the company.
- Cost of sales rose to Euro 4.3 million, with royalty expenses increasing to 60.1% of total revenue compared to 28.4% in the prior year, primarily due to lower-than-expected revenue from 505 Go! titles failing to meet contractual minimums.
November 2025's Top New Steam Games Revealed
This document provides an analysis of the top-performing new PC and console games released in November 2025, with a particular focus on Steam sales data.
- Call of Duty: Black Ops 7 is underperforming significantly, with sales metrics showing a decline of more than 50% compared to its predecessor.
- The shooter genre is experiencing intense competition, as titles like ARC Raiders and Battlefield 6 draw player counts away from established franchises.
- November 2025 saw a cooling market trend characterized by a lack of high-volume breakout hits compared to the performance levels seen in October.
Digital Bros Q1 FY2025-2026 Results
Digital Bros Group reported a sharp turnaround in the first quarter of fiscal 2025-2026 (July 1 to September 30, 2025), with consolidated revenue more than doubling to Euro 45.5 million from Euro 21.5 million a year earlier.
- Digital Bros reported Q1 FY2025-2026 revenue of Euro 45.5 million, more than doubling the Euro 21.5 million recorded in the same period last year.
- Profitability shifted significantly with EBITDA reaching Euro 21.9 million (48.3% margin) and EBIT turning positive at Euro 13.2 million, compared to a negative Euro 1.4 million in the prior year.
- The Premium Games segment generated 95% of total revenue, with 72% of that segment driven by co-owned intellectual properties and long-term publishing agreements.
Companies behind it
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