
Rainbow Six Siege
GameBy Ubisoft Montreal · Released Dec 1, 2015
Documents about Rainbow Six Siege
Ubisoft Full-Year 2019-20 Sales and Earnings Figures
Ubisoft’s fiscal year 2019-20 financial results reflect a period of significant transition, characterized by a decline in annual performance compared to the previous year, followed by a strong recovery in the fourth quarter.
Rainbow Six Siege Hits New All-Time Concurrent Peak Players Record on Steam
Rainbow Six Siege achieved a significant milestone in February 2020, reaching a new all-time concurrent player record on the Steam platform.
- Rainbow Six Siege reached a new all-time concurrent player record of 178,419 on Steam as of February 23, 2020.
- The record-breaking player count for Rainbow Six Siege was achieved prior to the release of the 'Operation Void Edge' season, which was active on test servers at the time.
- The Steam concurrent player figures for Rainbow Six Siege do not account for the additional player base accessing the game through the Uplay platform.
Ubisoft Third-Quarter 2019-20 Sales
Ubisoft’s third-quarter 2019-20 sales report outlines the company’s financial performance for the period ending December 31, 2019, while reaffirming its strategic focus on long-term digital transformation and live-service engagement.
Ubisoft Entertainment: Rapport Financier Semestriel 2019-20
Ubisoft experienced a challenging first half of the 2019-20 fiscal year, characterized by a notable decline in financial performance.
- Net bookings for the first half of fiscal year 2019-20 fell 11.4% to €661.1 million, while non-IFRS operating income dropped significantly to €6.9 million from €110.2 million the previous year.
- Underperformance of Ghost Recon Breakpoint and The Division 2, combined with weakening back-catalog sales, forced a downward revision of financial guidance and the delay of major titles to fiscal year 2020-21.
- Operational costs increased due to a workforce expansion to 17,220 employees and higher research and development spending.
Using Vivox’s Voice and Text Chat to Deliver the Best Multiplayer Experience
Vivox provides voice and text chat infrastructure for the global multiplayer gaming industry, focusing on scalability, cross-platform compatibility, and player engagement.
- Players who use voice chat demonstrate higher retention rates by the fifth week and spend twice as much time in-game compared to non-users.
- Vivox supports over 120 million monthly active users and facilitates more than 100 billion minutes of voice communication per month across 190 countries.
- The platform offloads processing from the client to the server to minimize CPU impact and mobile battery drain while maintaining 99.9% uptime.
Ubisoft First-Half 2019-20 Sales and Earnings Figures
Ubisoft’s financial results for the first half of the 2019-20 fiscal year, ending September 30, 2019, reflect a period of transition characterized by a strong back catalog performance despite a decline in overall net bookings.
- Ubisoft’s non-IFRS operating income plummeted to €6.9 million for the first half of fiscal year 2019-20, down from €110.2 million in the prior year, largely due to impairment charges from Ghost Recon Breakpoint.
- Net bookings for the period ending September 30, 2019, totaled €661.1 million, representing an 11.4% decline compared to the same period in the previous fiscal year.
- Digital revenue remains the company's primary driver, accounting for 81.2% of total net bookings and experiencing a 3.5% increase in revenue.
Ubisoft Updates Financial Targets and Release Schedule for 2019-20: Communication of Initial Targets for 2020-21
Ubisoft has significantly revised its financial outlook for the 2019-20 fiscal year, citing disappointing commercial performance from recent AAA releases and a strategic decision to delay several high-profile titles.
- Ubisoft slashed its 2019-20 net bookings target from €2,185 million to €1,450 million and reduced non-IFRS operating income projections from €480 million to a range of €20 million to €50 million.
- The company delayed the releases of Watch_Dogs Legion, Gods & Monsters, and Rainbow Six Quarantine to the 2020-21 fiscal year to allow for additional development time and gameplay refinement.
- Management attributed the financial downturn to the underperformance of Ghost Recon Breakpoint and The Division 2, noting difficulties in maintaining momentum for live-service sequels and a lack of product differentiation.
Ubisoft First-Quarter 2019-20 Financial Results
Ubisoft’s first-quarter financial results for fiscal year 2019-20 demonstrate a period of robust performance that exceeded internal targets, driven primarily by strong player engagement and recurring investment.
- Ubisoft exceeded its Q1 2019-20 net bookings target of €270 million, achieving €314.2 million despite a 17.6% year-over-year decline.
- Player Recurring Investment (PRI), including DLC and season passes, grew by 19.5% to €150.4 million, underscoring a strategic shift toward long-term revenue streams.
- Digital net bookings accounted for 93.1% of total revenue, reflecting the company's heavy reliance on digital distribution channels.
How to win in eSports! | Evil Geniuses eSports Head Coach Aaron "Gotcha" Chung
Evil Geniuses, a premier professional esports organization founded in 1999, maintains a long-standing reputation for competitive excellence across titles such as Dota 2, Call of Duty, Rainbow Six Siege, and Rocket League.
- Evil Geniuses maintains competitive excellence through a rigorous regimen of 35 to 40 hours of weekly team practice, scrimmages, and systematic gameplay analysis.
- Professional esports success is increasingly tied to holistic player development, emphasizing rest, nutrition, and physical well-being to sustain cognitive performance.
- The esports industry is experiencing significant financial growth, with major tournament prize pools for titles like Dota 2 reaching as high as $20 million.
Ubisoft Full-Year 2018-19 Earnings Results
Ubisoft achieved record financial performance for the 2018-19 fiscal year, characterized by significant growth in digital engagement and recurring revenue streams.
- Ubisoft achieved record financial performance in fiscal year 2018-19, with net bookings rising 17.1% to €2,028.6 million and non-IFRS operating income increasing 49% to €446 million.
- Digital net bookings grew 39% to represent 68.8% of total revenue, successfully surpassing the company's 65% target.
- Player Recurring Investment (PRI) from DLC, season passes, and subscriptions rose 33.4%, now accounting for 31.7% of total net bookings.
Ubisoft Third-Quarter 2018-19 Sales
Ubisoft’s third-quarter fiscal 2018-19 sales report highlights a period of resilient performance within a highly competitive market.
- Ubisoft achieved €1,351.9 million in net bookings for the first nine months of fiscal 2018-19, a 13.5% year-over-year increase, while maintaining a full-year target of approximately €2,050 million.
- Digital net bookings grew 33.9% to €897.8 million over the nine-month period, now representing 66.4% of the company's total net bookings.
- Back-catalog net bookings surged 38.6% and Player Recurring Investment (PRI) grew 38.9%, driven by sustained engagement in established titles like Assassin’s Creed Odyssey and Far Cry 5.
Ubisoft FY19 Earnings: First Half
The first half of the 2018-2019 fiscal year reflects a period of robust financial expansion for Ubisoft, characterized by significant growth in digital revenue and strong performance across its core franchises.
- Ubisoft achieved 746 million euros in net bookings for the first half of FY19, representing a 60% year-over-year increase.
- Non-IFRS operating income grew significantly to 110.2 million euros, up from 3.1 million euros in the same period of the previous fiscal year.
- Digital revenue rose 52% to 519 million euros, while recurring player investment increased 49% to 262 million euros.
Companies behind it
As the documents state it.

