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Page 1
Report1 pages

Establishment of the Release Date for the Game Death Howl

The release schedule for the upcoming title “Death Howl” has been formally announced by 11 bit studios S.A. The company, headquartered in Warsaw, confirmed that the PC version—available through Steam and GOG—will launch on 9 December 2025. Production is handled by The Outer Zone studio in Copenhagen, and the announcement follows a prior disclosure issued on 17 January 2025. Console editions for PlayStation 5, Xbox Series X/S, and Nintendo Switch are slated for release in the first quarter of 2026. The announcement is made under Article 17, Section 1 of the Market Abuse Regulation (EU) No 596/2014, ensuring compliance with EU market‑abuse legislation. The communication provides a clear timeline for both digital and console platforms, indicating that the PC release precedes console availability by several months. No additional data on sales projections or market analysis is included, and the scope remains limited to the release dates for the specified platforms without geographic expansion beyond the European market. The statement serves primarily as a regulatory disclosure rather than an analytical report, fulfilling legal obligations for public companies to inform shareholders of material events.

  • 11 bit studios S.A. will release the PC version of 'Death Howl' on Steam and GOG on 9 December 2025.
  • Console versions for PlayStation 5, Xbox Series X/S, and Nintendo Switch are scheduled for release in Q1 2026.
  • Development of the title is being handled by The Outer Zone studio based in Copenhagen.
  • The PC launch precedes the console release by a margin of several months.
  • This announcement serves as a formal regulatory disclosure under Article 17, Section 1 of the EU Market Abuse Regulation (EU) No 596/2014.
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11 bit studios
Page 1
Report1 pages

An Agreement Regarding the Availability of Games in the Game Pass Subscription

The announcement informs shareholders that 11 bit studios S.A. is finalizing a licensing agreement with Microsoft Corporation to make the game “Death Howl” and two other titles from its publishing division available on Microsoft Game Pass. The deal, governed by Article 17(1) of the EU Market Abuse Regulation, will become effective in 2026 and is expected to influence the company’s financial performance for that year. Microsoft has already communicated to users that “Death Howl” will join Game Pass for PC on December 9, 2025, with the Xbox version following upon its console release. The agreement covers both PC and Xbox platforms, expanding 11 bit’s distribution reach within the subscription service. The company’s management board deemed it necessary to disclose this development promptly, citing regulatory obligations and the potential impact on investor expectations. No specific financial figures or detailed terms of the license are disclosed, but the timing and platform scope suggest a strategic partnership aimed at increasing revenue streams through subscription-based access. The report is limited to the Polish market, with implications for European investors, and covers the period up to the end of 2025, outlining anticipated effects in the 2026 fiscal year.

  • 11 bit studios S.A. has finalized a licensing agreement with Microsoft to bring 'Death Howl' and two additional publishing titles to the Game Pass subscription service.
  • The 'Death Howl' PC version is scheduled to launch on Game Pass on December 9, 2025, with the Xbox console version to follow upon its release.
  • The agreement covers both PC and Xbox platforms and is expected to materially influence 11 bit studios' financial performance in the 2026 fiscal year.
  • The deal is officially governed by Article 17(1) of the EU Market Abuse Regulation, necessitating prompt disclosure to shareholders due to its potential impact on investor expectations.
  • While specific financial terms remain undisclosed, the partnership represents a strategic move by 11 bit studios to diversify revenue streams through subscription-based distribution.
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11 bit studios
Page 1
Report1 pages

Conclusion of an Agreement Concerning the Availability of Games within the Game Pass Program

The agreement, finalized on December 2 2025 between 11 bit studios S.A. and Microsoft Corporation, grants Microsoft the right to host the game “Death Howl” and two additional titles from 11 bit’s publishing division on its Game Pass subscription platform. The licensing deal is expected to influence the company’s financial performance in 2026, as noted by the Management Board. The announcement follows a prior report issued on December 2 2025, and it is disclosed under Article 17(1) of Regulation (EU) No 596/2014, which governs market‑abuse disclosures. The agreement’s scope is limited to the specified titles and their availability on Microsoft’s Game Pass service, with no broader geographic or product implications indicated. No further details regarding revenue projections, user reach, or contractual terms are provided in the brief disclosure. The communication is directed at shareholders and market participants to ensure compliance with EU transparency requirements, emphasizing that the licensing arrangement will be reflected in the company’s 2026 financial statements.

  • 11 bit studios S.A. signed an agreement with Microsoft Corporation on December 2, 2025, to include the game 'Death Howl' and two additional publishing titles in the Game Pass subscription service.
  • The licensing deal is expected to impact 11 bit studios' financial performance during the 2026 fiscal year.
  • The agreement is limited strictly to the three specified titles and their availability on the Game Pass platform, with no broader product or geographic scope.
  • The disclosure was issued to comply with Article 17(1) of EU Regulation No 596/2014 regarding market-abuse transparency requirements.
  • No specific financial terms, revenue projections, or user reach metrics were disclosed regarding the licensing arrangement.
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11 bit studios
Page 1
Report21 pages

Results Briefing Materials: Fiscal Year Ending March 2026, First Half

The briefing presents the first‑half financial performance of Marvelous Inc. for the fiscal year ending March 2026, covering April–September 2025. Net sales surged 157.5 % to ¥20,281 million, driven by the launch of three core video‑game titles—“Rune Factory: Guardians of Azuma,” “STORY OF SEASONS: Grand Bazaar,” and “DAEMON X MACHINA TITANIC SCION”—and robust sales of Pokémon‑branded amusement machines. Segment analysis shows Digital Contents Business revenue rising 198.7 % to ¥12,414 million, while Amusement Business increased 136.3 % to ¥5,982 million; Audio & Visual Business declined 84.0 %. Operating profit fell 38.2 % to ¥226 million due to elevated development costs, yet ordinary and net income rose 102.0 % and 234.7 %, respectively, largely from a shift to foreign‑exchange gains.

The company forecasts full‑year net sales of ¥35,000 million (125.2 % of FY2025), operating profit of ¥2,000 million (110.0 % increase), and a dividend uplift to ¥12 million per share, maintaining the initial earnings outlook. Cash flow improved markedly: operating cash inflows rose from a negative ¥786 million to ¥5,822 million, and net cash increased by ¥5,274 million to ¥12,386 million. Asset growth was modest, with total assets rising by ¥1,424 million and net assets slightly declining due to higher liabilities.

Methodologically, figures derive from consolidated financial statements for the semi‑annual period; no survey data are cited. The report covers Japan, North America, Europe, and Asia for game sales, and includes detailed segment‑level performance. The outlook remains unchanged, with emphasis on sustaining momentum from the newly released titles and existing online properties.

  • Marvelous Inc. reported a 157.5% surge in net sales to ¥20,281 million for the first half of fiscal year 2026, driven by the release of three major titles and strong Pokémon-branded amusement machine sales.
  • Operating profit declined 38.2% to ¥226 million due to increased development costs, though net income rose 234.7% primarily due to foreign-exchange gains.
  • The Digital Contents Business segment saw revenue grow 198.7% to ¥12,414 million, while the Amusement Business grew 136.3% to ¥5,982 million, offsetting an 84.0% decline in the Audio & Visual Business.
  • Cash flow improved significantly, with operating cash flow shifting from a negative ¥786 million in the prior period to a positive ¥5,822 million.
  • The company maintained its full-year forecast of ¥35,000 million in net sales and a 110% increase in operating profit to ¥2,000 million.
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Marvelous
Page 1
Report3 pages

2019/20 Annual Sales Report

Nacon reported a 14.4 % increase in annual sales, reaching €129.4 million for the 2019/20 fiscal year, in line with its IPO guidance of €127–133 million. Total revenue rose from €113.1 million in 2018/19, driven largely by a 40.6 % jump in game sales to €70.7 million, while accessory revenue fell 4.8 % to €52.6 million and other categories declined 20.1 %. Digital game sales surged, accounting for 69 % of game revenue versus 41 % the previous year, a trend amplified by lockdown‑induced consumer behaviour. The fourth quarter saw a 15.5 % drop in overall sales, largely due to a product‑base effect on accessories and temporary store closures from the COVID‑19 crisis, though game sales remained robust.

Operating performance improved, with a current operating margin target of 16 % raised above expectations thanks to higher digital margins. Cash reserves stood at €100 million following a successful IPO that raised €109 million in March 2020, ensuring liquidity for the upcoming fiscal year. Nacon maintains its “NACON 2023” plan, targeting €180–200 million in sales and a margin above 20 % for FY 2022/23. The company projects continued momentum in Q1 2020/21, with new game releases and expanded headset distribution through a partnership with Poly (Plantronics Inc.). Operations have largely shifted to telework, and procurement has returned to normal levels. The company’s 16 subsidiaries operate across 100 countries, supporting a workforce of nearly 450 employees.

  • Nacon reported a 14.4% increase in annual sales to €129.4 million for the 2019/20 fiscal year, meeting its IPO guidance range of €127–133 million.
  • Game sales grew by 40.6% to €70.7 million, with digital channels accounting for 69% of that revenue compared to 41% in the previous year.
  • Accessory revenue declined by 4.8% to €52.6 million, contributing to a 15.5% drop in overall Q4 sales due to store closures and product-base effects.
  • The company raised its current operating margin target to 16% due to higher margins from digital game sales.
  • Following a March 2020 IPO that raised €109 million, Nacon holds €100 million in cash reserves to ensure liquidity.
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Nacon
Page 1
Report32 pages

Interim Financial Report: First Half 2020/21

INTERIM FINANCIAL REPORT FOR THE SIX MONTHS ENDED 30 SEPTEMBER 2020 – NACON SIX MONTHS ENDED 30 SEPTEMBER 2020 SIX MONTHS ENDED 30 SEPTEMBER 2020 TABLE OF CONTENTS 2 1. STATEMENT BY THE PERSON RESPONSIBLE 3 2.

  • NACON's net income significantly increased by 46.7% to €9.6 million in the first half of 2020/21, up from €6.5 million in the first half of 2019/20.
  • Recurring operating income for NACON rose by 47.4% to €15.7 million in the first half of 2020/21, compared to €10.7 million in the prior year, driven by increased revenue, reduced external expenses, and controlled personnel costs.
  • Consolidated revenue for NACON grew by 35.9% to €86.6 million in the first half of 2020/21, with gaming accessories revenue more than doubling from €23.6 million to €51.6 million, now representing 60% of total revenue.
  • NACON acquired 100% of Belgian development studio Neopica Srl on October 19, 2020, a studio known for developing around 60 games including Hunting Simulator 1 & 2 and FIA European Truck Racing Championship.
  • NACON's EBITDA reached €30.4 million in the first half of 2020/21, representing 35.1% of revenue, up from €23.5 million (37.0% of revenue) in the first half of 2019/20.
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Nacon
Page 1
Report2 pages

Q1 2020/21 Sales Results: 24.5% Sales Increase Despite a Strong Comparison Basis

Nacon reported a 24.5 % rise in first‑quarter sales for FY 2020/21, reaching €38.0 million against €30.5 million in the same period a year earlier, confirming its annual financial targets. The growth was driven primarily by accessories and digital game sales. Accessories surged 134.9 % to €22.5 million, propelled by the launch of the RIG premium headset line and a new U.S. subsidiary. Digital game sales, which accounted for 80.7 % of total game revenue, offset a decline in new releases; back‑catalogue sales jumped 340 % to €10.8 million, matching the entire previous year’s back‑catalogue volume.

Game sales fell to €14.5 million from €20.0 million due to a strong comparison base of major titles released in the prior fiscal year, but the accelerated digital channel and successful releases such as Hunting Simulator 2 and Pro Cycling Manager/Tour de France 2020 mitigated the impact. Other revenue categories remained flat.

Geographically, Nacon operates through 16 subsidiaries and a distribution network spanning 100 countries, with recent expansion into the United States. The company’s outlook for Q2 and the remainder of FY 2020/21 remains positive, citing upcoming releases (WRC 9, Tennis World Tour 2, Monster Truck Championship), continued digital momentum, and a new partnership with Microsoft for console‑compatible controllers. Nacon projects FY 2020/21 sales between €140–€150 million and a 18 % operating margin, while maintaining its 2023 plan targets of €180–€200 million sales and over 20 % margin for FY 2022/23.

  • Nacon achieved a 24.5% year-over-year sales increase in Q1 2020/21, reaching €38.0 million and confirming its annual revenue target of €140–€150 million.
  • Accessory sales surged 134.9% to €22.5 million, driven by the launch of the RIG premium headset line and the establishment of a new U.S. subsidiary.
  • Back-catalogue digital game sales grew 340% to €10.8 million, matching the total volume of the previous fiscal year and offsetting a decline in new game releases.
  • Total game revenue fell to €14.5 million from €20.0 million due to a strong comparison base from the prior year, though digital channels accounted for 80.7% of this segment.
  • The company maintains its 2023 strategic targets of €180–€200 million in sales and an operating margin exceeding 20%.
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Nacon
Page 1
Report20 pages

Results Briefing Materials: Third Quarter Fiscal Year Ending March 31, 2026

The briefing outlines Daemon Machina’s third‑quarter performance for the fiscal year ending March 2026, highlighting a 140.5 % jump in net sales to ¥29,121 million driven by the launch of three core titles—Rune Factory: Guardians of Azuma, Story of Seasons: Grand Bazaar, and Browser Sangokushi Ten—and robust amusement‑machine sales. Operating profit rose modestly to ¥1,776 million (6.1 % YoY) as high development costs offset gains; ordinary profit and owners’ attributable profit grew faster, largely due to foreign‑exchange gains. Segment analysis shows Digital Contents Business sales at ¥9,985 million (169.2 % YoY) and Amusement Business at ¥7,435 million (125.1 % YoY), while Audio & Visual Business declined by 88.7 %. The company’s balance sheet strengthened, with total assets increasing to ¥35,669 million and net assets rising by ¥1,104 million.

Strategic initiatives include scheduled releases of Rune Factory on PlayStation 5 and Xbox Series X|S in February 2026, a postponed launch of The Thousand Musketeers: Rhodoknight to June 2026, and ongoing promotion of new online titles. The amusement segment continues to expand overseas, with Pokémon‑branded machines generating significant revenue growth.

Full‑year forecasts remain unchanged: net sales projected at ¥35,000 million (125.2 % YoY), operating profit at ¥2,000 million (110 % YoY), and owners’ attributable profit at ¥1,400 million (171 % YoY). Dividend guidance is raised to ¥12 per share. The company acknowledges potential uncertainties that could affect future performance.

  • Daemon Machina reported a 140.5% surge in net sales to ¥29,121 million for Q3 FY2026, driven by the release of three core titles and strong amusement-machine performance.
  • Operating profit grew by 6.1% to ¥1,776 million, as significant development costs partially offset the substantial revenue gains.
  • The Digital Contents segment saw a 169.2% increase in sales to ¥9,985 million, while the Amusement segment grew 125.1% to ¥7,435 million, bolstered by overseas Pokémon-branded machine sales.
  • Full-year forecasts remain unchanged with projected net sales of ¥35,000 million and operating profit of ¥2,000 million, while dividend guidance was increased to ¥12 per share.
  • The Audio & Visual Business experienced a sharp decline of 88.7% during the quarter.
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Marvelous
Page 1
Report2 pages

Q1 2021/22 Sales: 33.7 M€

Nacon reported first‑quarter sales of €33.7 million for the period 1 April to 30 June 2021, a decline of 11.3 % versus the same quarter in 2020‑21. The drop reflects an unfavorable comparison basis, yet back‑catalogue performance remained resilient with €9.2 million in sales compared to €10.8 million during the initial lockdown, and a substantial 340 % lift in back‑catalogue revenue that quarter. Game sales fell 16 % to €12.2 million, while accessories declined 8.8 % to €20.6 million; the accessories segment benefited from a 19 % rise in non‑RIG helmet ranges, notably PlayStation 4 and Xbox® controllers. Mobile and audio sales remained flat at €0.9 million.

The company confirmed its 2021‑22 and 2022‑23 targets, projecting total annual sales of €180–200 million with a current operating income (COI) margin of 20 %. For FY 2022‑23, Nacon aims for €230–260 million in sales and a COI margin above 20 %, supported by four major game launches (Test Drive Unlimited Solar Crown, Steelrising™, The Lord of the Rings™: Gollum™, and Session™). Second‑half growth is expected from additional titles such as Blood Bowl 3®, Rugby22®, Train Life, Hotel Life, Rogue Lords, and Vampire: The Masquerade®‑Swansong. Nacon’s integrated structure—comprising 11 development studios, publishing of AA titles, and premium hardware design—underpins its strategy to leverage synergies across a global distribution network covering 100 countries. The company, listed on Euronext Paris, employs over 600 staff and operates through 16 subsidiaries.

  • Nacon reported Q1 2021/22 sales of €33.7 million, representing an 11.3% decline compared to the same period in the previous fiscal year.
  • The company maintained its financial guidance, targeting €180–200 million in sales for FY 2021-22 and €230–260 million for FY 2022-23, both with a current operating income margin of at least 20%.
  • Segment performance saw game sales fall 16% to €12.2 million and accessories decline 8.8% to €20.6 million, though non-RIG helmet ranges and console controllers grew by 19%.
  • Back-catalogue sales reached €9.2 million, showing resilience despite a difficult comparison against the previous year's lockdown-driven 340% revenue surge.
  • Future growth is anchored by four major upcoming releases: Test Drive Unlimited Solar Crown, Steelrising, The Lord of the Rings: Gollum, and Session.
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Nacon
Page 1
Report2 pages

1st Half 2022/23 Sales

NACON reported first‑half sales of €77.5 million for FY 2022‑23, a 6.2 % increase over the same period in 2021‑22. Quarterly performance showed a strong 25.8 % rise in the first quarter (€42.4 million) followed by a 10.6 % decline in the second quarter (€35.2 million). Game sales dominated revenue, rising 72.3 % to €47.0 million; catalogue (new releases) grew 130 % to €25.4 million, while back‑catalogue sales increased 33 % to €21.6 million. Accessories revenue fell sharply by 34.7 % to €28.6 million, reflecting a high base effect and a global headset market downturn; mobile and audio sales remained flat.

Geographically, the decline in accessories was most pronounced in the United States. The company highlighted upcoming releases—WRC Generations, Blood Bowl 3, Chef Life, Clash, and Transport Fever 2 Console Edition—expected to bolster catalogue sales in the second half. Despite a shortfall against forecasted catalogue targets, NACON anticipates year‑end sales and operating income to rise relative to the prior year due to back‑catalogue strength, though it will miss FY 2022‑23 targets of €250 million in sales and €50 million in operating income.

Looking ahead to FY 2023‑24, NACON expects growth driven by late‑year releases feeding the back catalogue and a diversified publishing slate. The company maintains confidence in its medium‑term prospects, citing synergies from its 16 studios and a global distribution network of 23 subsidiaries.

  • NACON will miss its FY 2022-23 targets of €250 million in sales and €50 million in operating income, despite anticipating year-end growth relative to the prior year.
  • Total first-half sales reached €77.5 million, a 6.2% increase year-over-year, driven by a 72.3% surge in game revenue to €47.0 million.
  • Accessories revenue dropped 34.7% to €28.6 million, primarily due to a global headset market downturn and a high base effect, particularly in the United States.
  • New release catalogue sales grew 130% to €25.4 million, while back-catalogue sales increased 33% to €21.6 million.
  • Quarterly performance was inconsistent, featuring a 25.8% rise in Q1 (€42.4 million) followed by a 10.6% decline in Q2 (€35.2 million).
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Nacon
Page 1
Report2 pages

First Quarter 2024/25 Sales: Confirmation of Full-Year 2024/25 Growth Targets

NACON reported first‑quarter sales of €32.3 million for the 2024/25 financial year, a 9.0 % decline from €35.5 million in the same period of 2023/24 after adjusting for a partial disposal of Gollum. Gaming revenue fell sharply to €17.8 million, with new‑game catalogue sales dropping 69.4 % to €3.8 million due to a high base in the prior year, while back‑catalogue sales rose 17.9 % to €14.0 million, buoyed by titles such as Robocop: Rogue City and Taxi Life. Accessories sales increased 27.5 % to €13.3 million, driven by strong demand for RIG 600 PRO headsets and REVOLUTION 5 PRO controllers in the United States and Australia. Other mobile and audio sales grew 93 % to €1.1 million.

The company projects a rebound in gaming revenue in the second quarter, citing an aggressive release schedule that includes Tiebreak: Official Game of the ATP and WTA, Test Drive Unlimited: Solar Crown, and Greedfall II. The accessories division is expected to remain robust, supported by new premium products under the REVOSIM brand and a growing console installed base. NACON’s capital increase in July 2024 has reinforced its financial position, enabling further investment in the gaming pipeline. The next sales update is slated for 28 October 2024.

NACON operates globally with 23 subsidiaries and a distribution network covering 100 countries, employing over 1,000 staff across 16 development studios and a publishing arm that generated €20.9 million in operating income for 2023/24.

  • NACON reported Q1 2024/25 sales of €32.3 million, representing a 9.0% year-over-year decline after adjusting for the partial disposal of Gollum.
  • Gaming revenue fell to €17.8 million, driven by a 69.4% drop in new-game sales compared to a strong prior-year base, though back-catalogue sales grew 17.9% to €14.0 million.
  • The accessories division performed strongly with a 27.5% revenue increase to €13.3 million, fueled by demand for RIG 600 PRO headsets and REVOLUTION 5 PRO controllers in the U.S. and Australia.
  • Management projects a Q2 revenue rebound supported by an aggressive release schedule featuring Test Drive Unlimited: Solar Crown, Greedfall II, and Tiebreak: Official Game of the ATP and WTA.
  • A July 2024 capital increase has strengthened the company's financial position, allowing for continued investment in its development pipeline across 16 internal studios.
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Nacon
Page 1
Report2 pages

Strong Sales Growth in the Second Quarter of 2024/25: Nacon

Nacon reported a 38.5 % surge in second‑quarter sales, reaching €44.7 million for the July‑September 2024 period and confirming its full‑year growth targets. Total first‑half sales for the fiscal year rose 13.6 % to €77.0 million, driven largely by a 65.4 % increase in gaming revenue (€27.9 million). Within gaming, catalogue sales doubled (+98.5 %) to €14.9 million, propelled by the launch of Test Drive Unlimited: Solar Crown™ and the strong reception of Ravenswatch™, while back‑catalogue sales grew 38.8 % to €13.0 million thanks to recent titles such as Robocop: Rogue City™ and Taxi Life™. Accessories sales expanded 8.7 % to €15.7 million, with headsets and controllers maintaining momentum in the U.S. and Australia.

The company highlighted a robust release schedule for the second half of 2024/25, including new titles across sport, racing, adventure, and simulation genres, as well as several premium accessories such as a REVOSIM steering wheel and a COBRA chair. Nacon’s integrated publishing and peripherals model is positioned to sustain growth and enhance operating income.

Geographically, Nacon operates through 23 subsidiaries with a distribution network covering 100 countries. The financial data are presented under IFRS, and the company’s workforce exceeds 1,000 employees. The press release was issued on 28 October 2024 and follows the company’s 2023/24 sales of €167.7 million and operating income of €20.9 million.

  • Nacon reported a 38.5% surge in second-quarter sales to €44.7 million, bringing total first-half fiscal year sales to €77.0 million, a 13.6% increase.
  • Gaming revenue grew by 65.4% to €27.9 million, driven by a 98.5% increase in catalogue sales following the launches of Test Drive Unlimited: Solar Crown and Ravenswatch.
  • Back-catalogue performance remained strong, growing 38.8% to €13.0 million, supported by the continued success of titles like Robocop: Rogue City and Taxi Life.
  • Accessories revenue rose 8.7% to €15.7 million, with sustained demand for headsets and controllers in the U.S. and Australian markets.
  • The company confirmed its full-year growth targets and plans to bolster second-half performance with new software releases and premium hardware, including the REVOSIM steering wheel and COBRA chair.
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Nacon

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