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Kodeks Dobrych Praktyk w Sprawie Stosowania Ratingu Gier Wideo: Polska
The Kodeks Dobrych Praktyk w Sprawie Stosowania Ratingu Gier Wideo (Code of Good Practice for Video Game Rating in Poland), established in November 2016 by the Stowarzyszenie Polskie Gry and the Indie Games Polska foundation, serves as a self-regulatory framework for the Polish video game industry. Its primary objective is to protect minors from exposure to inappropriate content by standardizing the information provided to consumers regarding age-appropriate game classifications. The code functions as an industry-wide commitment to transparency, ensuring that producers, publishers, and distributors clearly label games regardless of the platform or distribution method.
The framework establishes five distinct age-based categories—3+, 7+, 12+, 16+, and 18+—which align closely with the established Pan European Game Information (PEGI) system. These categories define acceptable levels of violence, language, sexual content, and fear-inducing elements. By adopting these standards, participating entities agree to provide clear, legible, and accessible age ratings on all digital and physical product packaging. The code emphasizes that responsibility for accurate labeling lies with the producers and publishers, who are required to assess the effectiveness of their rating practices at least every two years.
Enforcement of these standards is managed through an internal Sąd Koleżeński (Peer Court), which oversees compliance and adjudicates potential violations. While the code is a voluntary, industry-led initiative, it is designed to complement existing Polish consumer protection laws and European Union directives regarding the protection of minors in digital environments. By formalizing these ethical and professional norms, the industry aims to foster greater social trust and ensure that consumers, particularly parents, can make informed purchasing decisions. Entities that choose to adopt the code must formally register their commitment, and any false claims of adherence are subject to scrutiny under national regulations concerning unfair market practices.
- The Kodeks Dobrych Praktyk, established in November 2016 by Stowarzyszenie Polskie Gry and Indie Games Polska, serves as the self-regulatory framework for age-appropriate game labeling in Poland.
- The framework utilizes five age-based categories—3+, 7+, 12+, 16+, and 18+—which are aligned with the Pan European Game Information (PEGI) system to standardize content warnings for violence, language, sexual content, and fear.
- Producers and publishers hold the primary responsibility for accurate labeling and are required to assess the effectiveness of their rating practices at least every two years.
- Compliance and potential violations are managed through an internal Peer Court (Sąd Koleżeński), which oversees the industry-led initiative.
- While participation is voluntary, the code complements existing Polish consumer protection laws and EU directives, with false claims of adherence subject to scrutiny under national unfair market practice regulations.
Stowarzyszenie Polskie Gry: Member Overview
The Polish video game industry is represented by two primary organizations established in 2015: Stowarzyszenie Polskie Gry (SPG) and Fundacja Indie Games Polska (IGP). SPG focuses on the country’s largest developers, such as CD Projekt, Techland, and 11 bit studios, aiming to enhance the international competitiveness of the sector through research and development initiatives like the GameINN program. Conversely, IGP serves as the representative body for micro and small independent developers, focusing on promotional activities, industry networking, and professional development through conferences and seminars.
The sector has experienced significant growth, with the value of domestic game production exceeding 1 billion PLN in 2015. This expansion mirrors global trends, where the video game market has reached an estimated value of 99.6 billion USD, rivaling the film industry in both cultural impact and economic contribution. Countries that provide robust institutional support, such as Canada, the United States, and the United Kingdom, have successfully leveraged this industry to foster scientific and infrastructural development, resulting in billions of dollars in annual gross value added.
These organizations collectively advocate for the interests of Polish game developers, particularly regarding legislative changes and the need for a unified voice in national and international forums. By bridging the gap between large-scale commercial studios and independent creators, these entities seek to sustain the momentum of a sector that has become a source of national pride, attracting significant investor interest and earning prestigious global accolades. The collaborative efforts of SPG and IGP are intended to ensure the continued professionalization and strategic growth of the Polish gaming ecosystem.
- The Polish video game industry is supported by two primary organizations established in 2015: Stowarzyszenie Polskie Gry (SPG), representing major studios like CD Projekt, Techland, and 11 bit studios, and Fundacja Indie Games Polska (IGP), which supports micro and small independent developers.
- Domestic game production in Poland exceeded 1 billion PLN in value as of 2015.
- The global video game market has reached an estimated value of 99.6 billion USD, positioning it as a significant economic and cultural rival to the film industry.
- SPG focuses on enhancing international competitiveness through R&D initiatives such as the GameINN program, while IGP prioritizes networking, professional development, and promotional activities.
- Institutional support models from countries like Canada, the US, and the UK serve as benchmarks for Poland to leverage the gaming sector for scientific and infrastructural development.
Rovio Sustainability Report 2025
The Rovio Sustainability Report 2025 outlines the company’s voluntary environmental, social, and governance performance for the fiscal period spanning April 1, 2025, to March 31, 2026. As a subsidiary of SEGA SAMMY Holdings, Rovio utilizes this disclosure to maintain transparency and accountability regarding its sustainability strategy, which is structured around three core pillars: Positive Play, Empowered People, and Protecting our Planet. The report aligns partially with European Sustainability Reporting Standards, though it remains a voluntary exercise for the organization.
Key findings highlight a total carbon footprint of 20,980 tons of CO2e, with Scope 3 emissions accounting for 98.6% of the total. For the first time, the company included downstream emissions from initial game downloads in its accounting, which significantly improved coverage but precluded direct year-over-year comparisons. Operationally, Rovio maintains six global locations with 508 employees, reporting a gender pay gap of 1.4% when adjusted for location, level, and role. The company continues to prioritize industry collaboration, maintaining active memberships in the Playing for the Planet Alliance and the Sustainable Games Alliance to drive collective climate action.
Strategic conclusions emphasize a pragmatic approach to sustainability, acknowledging challenges in formalizing long-term emission reduction plans due to supply chain limitations and evolving market realities. While the company successfully implemented new internal "Rovio Way" principles and improved data tracking for career progression, it faced capacity constraints that delayed the rollout of certain accessibility scorecards and carbon pricing models. Looking ahead, the organization intends to focus on integrating AI sustainability frameworks, enhancing inclusive game design, and embedding its new corporate principles into daily operations to ensure long-term, sustainable growth across its transmedia and mobile gaming portfolio.
- Rovio reported a total carbon footprint of 20,980 tons of CO2e for the fiscal period ending March 31, 2026, with Scope 3 emissions representing 98.6% of that total.
- The company expanded its carbon accounting to include downstream emissions from initial game downloads, a change that improved data coverage but prevented direct year-over-year comparisons.
- Rovio maintains a workforce of 508 employees across six global locations and reports an adjusted gender pay gap of 1.4%.
- The organization is prioritizing industry collaboration through active memberships in the Playing for the Planet Alliance and the Sustainable Games Alliance to address climate action.
- Capacity constraints caused delays in the implementation of planned accessibility scorecards and internal carbon pricing models.
Mobile Matters: The Impact of Mobile Games for Europe
The European mobile games sector functions as a critical pillar of the continent’s digital and creative economy, serving as a primary driver of both technological innovation and employment. By leveraging free-to-play models that democratize access to interactive entertainment, the industry has established a robust economic footprint, contributing €5.89 billion in Gross Value Added and supporting over 63,000 jobs as of 2025. This economic influence extends beyond direct financial output, as the sector fosters essential digital skills and advances developments in artificial intelligence, positioning Europe as a competitive global hub for creative talent.
The industry’s reach spans 32 jurisdictions, with key operational centers concentrated in the United Kingdom, Sweden, and Spain. Projections indicate that revenue within the European Single Market will climb to €6.13 billion by 2028, reflecting sustained growth despite intensifying international competition and rising operational expenditures. Beyond commercial performance, the sector increasingly integrates social impact initiatives, utilizing mobile platforms to facilitate advancements in health research and environmental awareness, thereby embedding the industry into the broader societal fabric.
Analytical assessments of this sector rely on a rigorous methodology that prioritizes tangible operational spending over raw revenue figures to ensure a conservative and accurate evaluation of economic contributions. By measuring direct, indirect, and induced impacts across more than 1,170 validated companies, the data underscores the necessity of a stable regulatory environment. To maintain its current trajectory and global competitiveness, the industry requires balanced digital policies that encourage long-term investment, support infrastructure development, and nurture the specialized talent pool essential for continued innovation in an evolving digital landscape.
- In 2025, the global video games industry generated €167.26 billion, with mobile games accounting for over half of that total at €91.25 billion.
- European mobile games studios contributed an estimated €5.89 billion in Gross Value Added (GVA) and supported 63,340 full-time equivalent jobs in 2025.
- Mobile games are the most common way to experience video games in Europe, with over 300 million players and 61% of monthly active users playing on smartphones or tablets.
- The European mobile games sector is forecast to grow its GVA by 4.8%, reaching €6.17 billion by 2028.
- European mobile games publishers are highly competitive, with 97% of the 320 million European mobile gamers playing free-to-play titles, a model that requires studios to spend 41% of annual expenditure on player acquisition and retention.
Europe and Esports: High Engagement and Even Higher Potential (2020)
The study demonstrates that Europe’s esports audience reached 92 million viewers by the end of 2020, up 7.4 % from 2019, with 33 million classified as “Esports Enthusiasts” and the remaining 59 million as occasional viewers. Revenue projections for the global market hit €973.9 million in 2020 and are expected to rise to €1.6 billion by 2023, with European figures mirroring this upward trend. The research surveyed 10 175 participants aged 18‑45 across ten Western and Northern European countries, using invitation‑only questionnaires administered over one month (29 May–28 June 2020). Respondents were nationally representative of esports viewers in each country.
Key findings reveal that engagement is highest among 21‑25‑year‑olds, with Finland showing the strongest enthusiast proportion (52 % of 18‑20‑year‑olds) versus only 21 % in the UK. COVID‑19 lockdowns increased viewership in markets with stricter restrictions, such as France and Spain, where 62 % of respondents expected continued higher viewership post‑lockdown. Women constitute 32 % of the audience, largely as occasional viewers; however, 60 % of respondents believe female participation is growing. Female spenders are slightly lower than male counterparts (46 % vs 38 %) but show a higher propensity for physical merchandise, whereas men favor digital items like skins and premium passes.
The report also highlights cross‑sport fandom: 64 % of viewers own a favorite sports team, with football and tennis being the most common. Rocket League enjoys significant popularity, especially in the UK (34 % of enthusiasts). Overall, 58 % of enthusiasts spend on esports products, with Spain leading at 62 %. These insights underscore a rapidly expanding, monetizable European esports ecosystem that offers substantial opportunities for brands across both traditional and digital channels.
- Europe's esports audience reached 92 million viewers in 2020, a 7.4% increase from 2019, consisting of 33 million enthusiasts and 59 million occasional viewers.
- Global esports revenue is projected to grow from €973.9 million in 2020 to €1.6 billion by 2023, with European market trends mirroring this expansion.
- Engagement is highest among 21–25-year-olds, with Finland reporting the highest enthusiast proportion at 52% for the 18–20 age bracket, compared to 21% in the UK.
- COVID-19 lockdowns significantly boosted viewership in countries like France and Spain, with 62% of respondents in these regions expecting sustained higher engagement post-lockdown.
- Women represent 32% of the total audience and show a higher propensity for physical merchandise spending, while men favor digital items such as skins and premium passes.
Europe’s Gaming Consolidators: The Magnificent Seven Post-M&A Rush
The analysis examines the surge of M&A activity among European gaming publishers between 2020 and 2024, highlighting a capital deployment of $19 billion across more than 140 deals. Seven leading consolidators—mienn Easybrain Group, Stillfront, Keywords, Multiplay Media, Management Studios, The Label Yippee!, and SoftWare—dominated the market, with mienn Easybrain Group alone executing 78 deals worth $14.1 billion and acquiring studios such as Ashodee, CrazyLabs, and Aspyr. The largest individual acquisitions include Asmodee Group’s $3.145 billion purchase of a target in March 2022 and Plarium MO’s $620 million deal for SoftWare in November 2024.
Revenue growth data reveal that reported year‑over‑year increases were largely driven by inorganic expansion, with average revenue growth rates ranging from 21 % to 66 %. In contrast, organic growth remained modest; only a handful of firms maintained double‑digit positive trajectories without M&A. Adjusted EBITDA minus CAPEX (AEBITDAC) trends show a decline for many PC and console publishers, reflecting high‑budget projects that failed to deliver expected returns.
Share price performance indicates a post‑pandemic correction: most acquirers’ stocks fell 30–70 % from December 2019 levels, and the aggregate market cap of the seven firms peaked at $25.5 billion in April 2021 before stabilizing around $5.4 billion after share issuances financed acquisitions. Valuation multiples peaked during the 2020 bull market (EV/NTM revenue up to 30×) and subsequently contracted as investors shifted focus toward profitable organic growth.
Overall, the report underscores that aggressive inorganic strategies during low‑interest periods did not generate sustainable shareholder value, prompting leadership changes, layoffs, and restructuring initiatives across the sector.
- Between 2020 and 2024, seven major European gaming consolidators deployed $19 billion across over 140 deals, with mienn Easybrain Group accounting for 78 deals totaling $14.1 billion.
- Aggressive inorganic growth strategies failed to deliver sustainable shareholder value, as evidenced by a market cap collapse from a $25.5 billion peak in April 2021 to approximately $5.4 billion.
- Share prices for the primary acquirers corrected significantly, falling 30–70% from December 2019 levels as valuation multiples contracted from highs of 30× EV/NTM revenue.
- Revenue growth was primarily driven by M&A activity, with inorganic expansion rates ranging from 21% to 66%, while organic growth remained modest and rarely reached double digits.
- Financial performance metrics show a decline in AEBITDAC for many PC and console publishers, largely due to high-budget projects failing to meet return expectations.
The Future of Ad Monetization: Insights from Industry Leaders
The panel “The Future of Ad Monetization” presented at Gamesforum Barcelona 2026 focuses on the evolving role of advertising within mobile game economies, arguing that ads are no longer ancillary revenue but integral to core gameplay loops. Experts from PlayPack, GameBiz Consulting, and Nekki highlight that by 2025 ad monetization has become one of the most challenging systems, requiring creative integration and data‑driven adaptivity. PlayPack’s Merge Away example illustrates how hybrid models combining rewarded ads and in‑app purchases can drive profitability, yet misaligned user cohorts can cause revenue drops of up to 30 %. The discussion stresses the necessity of real‑time visibility into ad source performance and the importance of designing ad moments as optional, rewarding side quests rather than punitive blockers.
GameBiz Consulting’s specialist notes that newer formats such as App Open, audio, and immersive ads have yet to achieve widespread adoption due to user experience friction and lower eCPMs. He recommends cautious experimentation, high price floors for intrusive formats, and pairing ads with “no‑ads” purchase offers to mitigate churn. The panel also emphasizes that the future lies in contextual, segmented ad experiences—matching the player’s motivation and session flow—to transform ads from interruptions into meaningful choices.
Nekki’s head of monetization projects that the most valuable in‑game currency will shift from virtual goods to player time, advocating for adaptive ad systems that respect individual player preferences. He foresees LiveOps integration of dynamic, data‑driven ad touchpoints tied to progression events. Overall, the panel concludes that sustainable revenue will stem from a balance of data insight, empathetic design, and adaptive monetization strategies that treat ads as living components of the game ecosystem.
- Hybrid monetization models that combine rewarded ads with in-app purchases are essential for profitability, but misaligned user cohorts can result in revenue losses of up to 30%.
- Ad monetization has evolved into a core gameplay component that requires real-time visibility into source performance and data-driven adaptivity to remain effective.
- Ad moments should be designed as optional, rewarding side quests rather than punitive blockers to maintain player retention and engagement.
- Newer ad formats like App Open, audio, and immersive ads currently face limited adoption due to high user experience friction and lower eCPMs.
- To mitigate churn, developers should pair intrusive ad formats with 'no-ads' purchase offers and implement high price floors for those formats.
The Rise and Reset of Sweden's $19B Gaming Capital Machine
The analysis demonstrates that Sweden’s gaming sector has evolved into a $19 billion capital ecosystem, with 1,100 companies and 202 firms engaging in tracked transactions since 2014. Sweden contributes roughly 20 % of Steam’s projected 2025 gross revenue, and its developers produced five of the platform’s global top‑10 bestsellers in 2024–25. Capital flows have shifted from early‑stage seed rounds to late‑stage growth and acquisition deals, reflecting a maturation of the pipeline. Private investment rebounded in 2024 after a pullback; late‑stage rounds now dominate, with Aonic’s $157 million growth round and Arrowhead’s $80 million investment illustrating investor preference for studios with proven commercial traction. Early‑stage deal counts have normalized from 2021’s peak, indicating a steady but active pipeline.
M&A activity peaked in 2021–22, with ESL’s $1.05 billion sale to Savvy marking the cycle’s apex; subsequent deals have become more selective. Three transactions—King ($5.9 billion), Mojang ($2.5 billion), and ESL ($1.05 billion)—account for 93 % of total M&A value, underscoring the premium paid by global acquirers for Sweden’s IP and engineering talent. Public market activity has shifted from equity‑fueled growth to defensive debt financing; Embracer’s $4.4 billion raised through fixed income and PIPE in 2020–22 exemplifies this trend. Capital concentration is high, with the top ten private rounds comprising over $495 million of an $811 million total.
The data, sourced from InvestGame and market‑cap records through December 2025, cover Sweden’s entire gaming industry—mobile, PC & console, VR/AR, esports, and platforms—from 2014 to the present. Methodology includes tracking VC rounds, public offerings, PIPEs, and M&A transactions across all segments. The findings illustrate a resilient ecosystem that has transitioned from early‑stage bootstrapping to mature, high‑value capital flows driven by proven studios and strategic consolidation.
- Sweden’s gaming sector has matured into a $19 billion ecosystem comprising 1,100 companies, with Swedish developers producing five of Steam’s global top-10 bestsellers in 2024–25.
- Swedish studios contribute approximately 20% of Steam’s projected 2025 gross revenue, cementing the country's status as a dominant global gaming hub.
- M&A activity is highly concentrated, with three major deals—King ($5.9 billion), Mojang ($2.5 billion), and ESL ($1.05 billion)—accounting for 93% of the total transaction value.
- Investment trends have shifted toward late-stage growth, evidenced by significant 2024 capital injections such as Aonic’s $157 million round and Arrowhead’s $80 million investment.
- Capital concentration remains high, as the top ten private funding rounds account for $495 million of the $811 million total tracked investment.
Modern Responsibility Report 2011
MTG’s 2011 corporate responsibility strategy centers on integrating ethical business practices, environmental stewardship, and social engagement across its operations in 39 countries. By aligning its governance with the Global Reporting Initiative framework and securing a position in the FTSE4Good Index, the company demonstrates a commitment to transparency and high-level sustainability standards. The primary objective is to balance commercial success with a robust social mandate, ensuring that broadcasting and production activities contribute positively to the diverse markets in which the company operates.
Operational performance in 2011 was marked by the successful achievement of 14 out of 15 short-term sustainability goals. Environmental efforts proved particularly effective, as the company exceeded its carbon reduction target by achieving a 6% decrease in emissions per employee through enhanced energy efficiency and facility management. Simultaneously, the company prioritized internal governance by updating anti-bribery and corruption policies and ensuring 100% employee participation in regulatory training. Workforce development was further bolstered by the launch of the Modern People career platform and expanded training through the MTG Academy, which aims to address gender representation in management and foster professional growth.
Social impact remains a core pillar of the company’s mission, evidenced by significant charitable contributions and community-focused programming. In 2011, the company donated 146 million SEK in airtime and raised 37 million SEK for health and welfare initiatives. Beyond financial support, the company utilized its media reach to promote social cohesion through projects like the United for Peace football tournament. Furthermore, the organization maintained a strong focus on consumer protection, particularly regarding child safety in digital and traditional media, while increasing accessibility through expanded subtitling services. These combined efforts reflect a comprehensive approach to corporate citizenship that emphasizes both internal compliance and external community development.
- MTG achieved 14 out of 15 short-term sustainability goals in 2011 while maintaining its position in the FTSE4Good Index and aligning with Global Reporting Initiative standards.
- The company exceeded its carbon reduction target by achieving a 6% decrease in emissions per employee through improved energy efficiency and facility management.
- MTG donated 146 million SEK in airtime and raised 37 million SEK for various health and welfare initiatives during the 2011 fiscal year.
- Internal governance was strengthened by updating anti-bribery and corruption policies and achieving 100% employee participation in regulatory training.
- Workforce development efforts included the launch of the Modern People career platform and expanded training via the MTG Academy to improve gender representation in management.
Corporate Responsibility Report 2014
MTG’s 2014 operational strategy centered on the integration of corporate responsibility into its core business model, prioritizing digital data protection, the rights of minors, and the preservation of freedom of expression. By aligning operations with UN Global Compact and OECD guidelines, the company achieved net sales of 16,746 MSEK while maintaining a rigorous ethical framework. This governance structure included the implementation of a new supplier code of conduct, mandatory anti-bribery training, and the introduction of an external whistleblower system, resulting in zero confirmed cases of corruption during the fiscal year.
The company’s commitment to social and environmental stewardship was evidenced by a 33% reduction in energy consumption per employee since 2010 and an improved CDP score of 90B. Beyond internal efficiency, MTG leveraged its media platforms to double donated airtime for social and environmental causes. HR initiatives focused on decentralizing operations to empower local markets, fostering a diverse workforce of 4,111 employees representing 44 nationalities. While the company successfully promoted initiatives like Women in Tech, it acknowledged ongoing challenges regarding gender pay parity and high turnover rates in sales-intensive roles, leading to the restructuring of certain internal development goals.
Operating across diverse geographic regions, MTG maintained strict neutrality and regulatory adherence through robust content rating systems and parental controls. Independent assurance provided by Ethos International confirmed that the company’s performance indicators met the Core level of the Global Reporting Initiative G4 guidelines. While the organization successfully met most targets regarding data protection and environmental impact, auditors recommended the adoption of advanced digital management systems to enhance the accuracy of future human resource data collection, ensuring continued transparency and operational efficiency in subsequent reporting periods.
- MTG achieved net sales of 16,746 MSEK in 2014 while maintaining zero confirmed cases of corruption through the implementation of mandatory anti-bribery training and an external whistleblower system.
- The company reduced energy consumption per employee by 33% since 2010 and achieved a CDP score of 90B, reflecting its commitment to environmental stewardship.
- MTG employed 4,111 people across 44 nationalities, though the company identified ongoing challenges regarding gender pay parity and high turnover rates in sales-intensive roles.
- Operational governance was aligned with UN Global Compact and OECD guidelines, with independent assurance from Ethos International confirming compliance with the Global Reporting Initiative G4 Core level.
- The company prioritized digital safety by implementing robust content rating systems and parental controls to protect minors and preserve freedom of expression.
Annual Report 2012: 11 bit studios S.A.
I. PISMO ZARZĄDU ............................................................................................................. 3 II. WYBRANE JEDNOSTKOWE DANE FINANSOWE ZAWIERAJĄCE PODSTAWOWE POZYCJE ROCZNEGO SPRAWOZDANIA FINANSOWEGO WRAZ Z DANYMI PORÓWNYWALNYMI ................ 4 III. SPRAWOZDANIE FINANSOWE ZA ROK 2012 11 BIT STUDIOS S.A. ........................................ 4 IV. SPRAWOZDANIE ZARZĄDU Z DZIAŁALNOŚCI SPÓŁKI W ROKU 2012....................................
- 11 bit studios S.A. reported a net profit of 1,344,700.33 PLN in 2012, a slight increase from 1,292,777.32 PLN in 2011.
- The company's equity significantly increased from 2,560,977.91 PLN in 2011 to 6,913,931.74 PLN in 2012, primarily due to an increase in share capital and reserve capital.
- Share capital increased from 187,076.10 PLN to 221,719.90 PLN in 2012 through the issuance of Series D and E shares, with nominal values of 0.10 PLN per share.
- Revenue from sales in 2012 totaled 3,346,593.68 PLN, with 95.5% of this revenue coming from foreign sales.
- Operating costs amounted to 3,007,118.43 PLN in 2012, with salaries constituting 59.7% and external services 31.9% of these costs.
Annual Report 2010: 11 bit studios
I. PISMO ZARZĄDU ............................................................................................................. 3 II. WYBRANE JEDNOSTKOWE DANE FINANSOWE ZAWIERAJĄCE PODSTAWOWE POZYCJE ROCZNEGO SPRAWOZDANIA FINANSOWEGO WRAZ Z DANYMI PORÓWNYWALNYMI ................ 4 III. SPRAWOZDANIE FINANSOWE ZA ROK 2010 11 BIT STUDIOS S.A. ........................................ 5 IV. SPRAWOZDANIE ZARZĄDU Z DZIAŁALNOŚCI SPÓŁKI W ROKU 2010....................................
- 11 bit studios S.A. reported a net loss of 231,199.53 PLN for the financial year ending December 31, 2010. This was attributed to lower than projected game production costs for "Anomaly Warzone Earth" and a delay in a planned distribution agreement from Q4 2010 to Q1 2011.
- The company's share capital on December 31, 2010, was 187,076.10 PLN, with a share capital increase from 100,000.00 PLN at the beginning of the period. Total equity stood at 1,268,200.59 PLN.
- 11 bit studios S.A. was founded on December 7, 2009, and its shares (Series A, B, and C) were first listed on the New Connect alternative trading system on January 12, 2011.
- The company signed publishing agreements for "Anomaly Warzone Earth" in early 2011: with Just a Game GmbH for PC and Mac boxed versions worldwide (excluding Poland), and with Licomp Empik Multimedia Sp. z o.o. for PC boxed distribution in Poland.
- "Anomaly Warzone Earth" was released in Poland on May 9, 2011, and in German-speaking countries on May 31, 2011.