Florence
GameBy Mountains
6 documents in the library are about Florence, from writers such as PCF Group, European Schoolnet and Game Developers Conference. Each has a summary and key insights with the page they come from.
Connections
The documents about Florence on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
Key figures from the reports
Revenue for 1H 2026 reached 91.3 million PLN, down from 115.3 million PLN in 1H 2025, with the current period's performance driven by the 'Florence' and 'Lima' projects.
PCF Group, 2026 · PCF Group 1H 2026 Financial Results Presentation
A 2026 production agreement with 2K Games for Project Florence serves as a core component of the company's strategy to ensure operational stability over the next 12 months.
PCF Group, 2026 · PCF Group Separate Annual Financial Statements: 2025, p. 79
The company achieved a positive adjusted EBITDA of 1.7 million PLN, supported by ongoing work-for-hire (WFH) projects including Gemini and Florence.
PCF Group · Wyniki Finansowe 3M 2026: PCF Group, p. 12
On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Revenue to date
- $1.7M
- Units sold
- 496K
- Last 12 months
- $136K
- 53K units
- Price
- $5.99
- Positive reviews
- 93%
- of 17K reviews
- Peak players
- 141
- at the same time
- Followers
- 20K
- Average playtime
- 1 h
| Year | Share of the best year | Revenue | Units |
|---|---|---|---|
| 2020 | $404K | 100K | |
| 2021 | $277K | 79K | |
| 2022 | $259K | 78K | |
| 2023 | $270K | 80K | |
| 2024 | $202K | 68K | |
| 2025 | $149K | 50K | |
| 2026 so far | $106K | 40K |
On Steam since Feb 13, 2020 · Developer Mountains · Publisher Annapurna InteractiveSteam store page
Documents about Florence
PCF Group 1H 2026 Financial Results Presentation
The PCF Group 1H 2026 financial results presentation outlines the company’s operational status, portfolio performance, and strategic financial adjustments for the first half of 2026.
- PCF Group reported a net loss of 20.1 million PLN for 1H 2026, significantly impacted by the bankruptcy of its subsidiary Game On and the subsequent full write-off of its goodwill.
- The company is currently managing four active work-for-hire (WFH) projects with 279 full-time equivalent developers, including titles for Microsoft and Krafton.
- The launch of the third-party published title 'Trine 6: Together in Time' has been strategically delayed to March 4, 2027, to allow for additional polish, combat balancing, and the implementation of new puzzle modes.
PCF Group Separate Annual Financial Statements: 2025
PCF Group’s 2025 financial performance reflects a period of significant structural transition and fiscal consolidation.
- PCF Group reported a net loss of 169.99 million PLN in 2025, an improvement from the 228.58 million PLN loss in 2024, despite a sharp decline in total assets from 315.16 million PLN to 153.05 million PLN.
- The company recorded a 126.3 million PLN impairment charge due to the underperformance of the title Lost Rift, necessitating a significant restructuring of its operations.
- To stabilize the business, PCF Group reduced its workforce from 297 to 143 employees and canceled internal projects including Bifrost and Gemini, while exiting the virtual reality segment entirely.
Videojuegos en el Aula: Guía para un Aprendizaje Adecuado
The guide argues that video games, when deliberately selected and scaffolded, can become powerful learning tools across primary, secondary and vocational settings.
- Video games are effective pedagogical tools that improve cognitive functions like memory and problem-solving, with studies such as Parker & Thomsen (2019) linking game mechanics to measurable gains in literacy and clinical ADHD assessment.
- The global games market now encompasses over three billion active players, including 70% of Europeans aged 6–24, providing a massive, accessible platform for cooperative and project-based learning.
- Educational integration is most successful when educators use a continuum from free play to structured activities, utilizing titles like Minecraft and Assassin’s Creed Discovery Tour to support interdisciplinary curricula.
Letting Go: A Florence Postmortem
The development of the mobile title Florence represents a deliberate shift toward prioritizing emotional resonance and authentic character-driven storytelling over traditional gameplay mechanics.
- Florence achieved commercial success in the premium mobile market by prioritizing emotional resonance and character-driven storytelling over traditional gameplay mechanics.
- The game’s revenue was heavily concentrated on iOS, which accounted for 88 percent of total sales, with China serving as the primary market at over 40 percent of total revenue.
- The 22-month development cycle relied on a philosophy of rigorous iteration, which included discarding unsuccessful prototypes to maintain a concise, high-quality experience.
Wyniki Finansowe 3M 2026: PCF Group
The financial results for PCF Group for the first quarter of 2026 highlight a strategic shift toward internalizing publishing capabilities and optimizing operational efficiency.
- PCF Group reported Q1 2026 revenue of 45.6 million PLN, with a net loss of 3.9 million PLN driven by a one-time impairment charge related to the GameOn studio.
- The company achieved a positive adjusted EBITDA of 1.7 million PLN, supported by ongoing work-for-hire (WFH) projects including Gemini and Florence.
- PCF Group is transitioning to a self-publishing model by acquiring Cooldown Games to manage internal IP and third-party contracts for recurring revenue.
Consolidated Quarterly Report for Q1 2026: PCF Group
PCF Group faced significant financial headwinds during the first quarter of 2026, characterized by a substantial net loss and declining revenues.
- PCF Group reported a net loss of 23.29 million PLN for Q1 2026, a significant decline from the 3.86 million PLN loss recorded in Q1 2025.
- Revenue dropped to 45.57 million PLN from 62.99 million PLN year-over-year, driven in part by a 24.9 million PLN impairment charge related to the total write-down of the Game On subsidiary.
- To address declining liquidity—with cash and cash equivalents falling to 16.82 million PLN—the company is initiating a capital increase of approximately 13.91 million PLN through a new share issuance.