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Page 1
Report1 pages

Current Report No. 16: Setting Release Date for Moonlighter 2: The Endless Vault

The announcement establishes the global early‑access release date for Moonlighter 2: The Endless Vault on PC as October 23, 2025. Distribution will occur through Steam and the Windows Store, while console releases for Xbox X/S and PlayStation 5 are deferred to a later date. The title is developed by Spanish studio Digital Sun, with 11 bit Studios S.A. acting as publisher.

The release schedule reflects a strategic focus on the PC market, leveraging major digital storefronts to maximize initial reach. By postponing console launches, the publisher can concentrate resources on polishing the PC experience and gathering player feedback during early access. The decision aligns with industry trends where developers use early‑access periods to iterate on gameplay, balance mechanics, and build community engagement before broader platform releases.

The communication is issued by the Management Board of 11 bit Studios, underscoring corporate governance and regulatory compliance. The statement cites Article 17.1 of MAR – Inside information as the legal basis, indicating that the release date is considered material information for investors. The brief does not provide additional data on sales projections, market analysis, or development milestones, focusing solely on the release timeline and distribution channels.

  • Moonlighter 2: The Endless Vault will launch in early access on PC via Steam and the Windows Store on October 23, 2025.
  • Console versions for PlayStation 5 and Xbox Series X/S are deferred to a later date to allow for a focused PC-first release strategy.
  • The development is led by the Spanish studio Digital Sun, with 11 bit Studios S.A. serving as the publisher.
  • The early-access period is intended to facilitate gameplay iteration, mechanical balancing, and community engagement prior to a wider platform rollout.
  • 11 bit Studios issued this announcement as material information under Article 17.1 of the Market Abuse Regulation (MAR) to ensure regulatory compliance.
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11 bit studios
Page 1
Report1 pages

Current Report No. 17/2025: Release Date Change for Moonlighter 2

The release schedule for “Moonlighter 2: The Endless Vault” has been updated. 11 bit studios S.A. announced that the PC version will enter Early Access on November 19, 2025, with distribution through Steam and the Windows Store. The company indicated that console releases for Xbox X/S and PlayStation 5 will occur at a later, unspecified date. This change follows the earlier announcement in Report No. 16/2025 dated August 19, 2025, which set the initial release framework. The update is issued under Article 17.1 of MAR, classifying it as inside information that must be disclosed to the market. The announcement is signed by Przemysław Marszał, President of the Management Board, and Marek Ziemak, a board member. No additional data on sales projections, market impact, or development milestones are provided in the brief communication. The scope is limited to the PC Early Access launch, with no geographic restrictions noted beyond the global availability of digital distribution platforms. The report serves to inform investors and stakeholders of the revised launch timeline, ensuring compliance with regulatory disclosure requirements.

  • 11 bit studios S.A. has scheduled the PC Early Access release of 'Moonlighter 2: The Endless Vault' for November 19, 2025.
  • The PC version will be distributed globally via Steam and the Windows Store.
  • Console releases for Xbox Series X/S and PlayStation 5 have been delayed to an unspecified date following the initial framework established in August 2025.
  • This update constitutes regulated inside information under Article 17.1 of MAR, requiring formal disclosure to investors and stakeholders.
  • The announcement was officially authorized by 11 bit studios board members Przemysław Marszał and Marek Ziemak.
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11 bit studios
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
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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
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Report3 pages

Strong Growth of Profitability: 2019/20 Full Year Results

Nacon reported a robust 2019/20 fiscal year, with sales rising to €129.4 million—an increase of 14.4% from the prior year—and a gross margin expanding to 61.1 % of sales, up 26.7 percentage points largely due to a surge in digital game revenue (48.9 million €). EBITDA climbed 45.0% to €48.4 million, representing 37.4 % of sales, while current operating income surged 80.3% to €22.6 million (17.5 % of sales). After accounting for non‑recurring bonus share expenses and a modest financial loss, net profit reached €15.3 million, up 41.8% and translating to €0.18 per share.

The balance sheet strengthened markedly: shareholders’ equity rose from €67.5 million to €187.6 million, driven by a €103 million capital increase following the March 2020 IPO. Cash stood at €110.9 million, and net debt turned negative at €42.8 million after excluding IFRS‑16 lease liabilities.

Geographically, Nacon operates in 100 countries with a workforce of over 510 employees across eight studios. The company’s outlook for FY 2020/21 projects sales between €140–150 million and a current operating margin near 18%, building on its “NACON 2023” strategy to accelerate growth in both games and accessories. Planned investments target AA‑grade titles, studio acquisitions, 5G cloud gaming, and Game‑as‑a‑Service models, while premium accessory development—highlighted by the RIG™ headset acquisition—aims to broaden market reach. The board reaffirmed financial targets for FY 2022/23, anticipating sales of €180–200 million and a current operating margin above 20%.

  • Nacon achieved a 14.4% increase in annual sales to €129.4 million, with net profit rising 41.8% to €15.3 million.
  • Profitability metrics improved significantly, as EBITDA climbed 45.0% to €48.4 million and current operating income surged 80.3% to €22.6 million.
  • The company’s balance sheet was strengthened by a March 2020 IPO that raised €103 million, resulting in a net cash position of €42.8 million.
  • Gross margin expanded by 26.7 percentage points to 61.1% of sales, driven primarily by a surge in digital game revenue to €48.9 million.
  • Management projects FY 2020/21 sales between €140–150 million with an operating margin near 18%.
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Nacon
Page 1
Report303 pages

Universal Registration Document: 2019/2020

Société anonyme governed by a Board of Directors with share capital of €84,908,919 Registered office: 396/466, Rue de la Voyette, CRT 2, 59273 Fretin, France Registration number: 852 538 461 RCS Lille Métropole UNIVERSAL REGISTRATION DOCUMENT This universal registration document was approved on 7 July by the Autorité des Marchés Financiers (“AMF”) as the competent authority in respect of regulation (EU) 2017/1129.

  • NACON, a video game company, reported significant financial growth, with revenue increasing from €95.568 million in 2017/18 to €129.427 million in 2019/20, and recurring operating income rising from €3.728 million to €22.620 million over the same period.
  • NACON's gross margin improved substantially, from 41.7% in 2017/18 to 61.1% in 2019/20, indicating increased profitability per sale.
  • The company capitalised R&D costs for games, amounting to €30.1 million in 2018/19 and €32.8 million in 2019/20, and benefited from a French video game tax credit (CIJV) of €3.0 million in 2019/20 due to an increase from 20% to 30% of development expenditure.
  • NACON has a broad editorial positioning through recent studio acquisitions, including Cyanide (cycling simulations, RPGs), Kylotonn Racing and RaceWard (racing games), Eko Software (Action/RPG, Hack’n Slash, team sports), and Spiders (RPG and action games).
  • NACON focuses on digital sales due to their elimination of manufacturing and inventory costs, improved publisher margins, and increased visibility through commercial campaigns with platforms like Steam, Epic Store, PlayStation Store, Xbox Live, and Nintendo eShop.
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Nacon
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Report2 pages

FY 2020/21 Sales Results: Nacon

Nacon reported FY 2020/21 sales of €177.9 million, a 37.5 % increase over the previous fiscal year and surpassing the revised target of €160–170 million. Gaming revenue remained flat at €69.1 million, while accessories sales surged to €103.2 million, up 96.1 %. The accessories boom was driven by premium RIG® headsets, licensed controllers, and new Xbox Series X|S accessories launched late in the year. Back‑catalogue game sales tripled to €31 million, contributing high margins and offsetting a slight decline in overall game sales. Digital game sales rose to 75 % of Q4 revenue, up from 70 % the prior year.

Quarterly performance highlighted a strong fourth quarter: €42.6 million in sales, a 68.7 % increase over Q4 2019/20, with gaming and accessories both outperforming. The company’s strategy, outlined during its March 2020 IPO, included acquisitions of Neopica, Passtech Games, and BigAnt Studios, expansion into the U.S. market with RIG® accessories, and a licensing agreement with Microsoft for Xbox Series X|S. These moves are expected to lift sales and operating margins in FY 2022/23 and 2023/24.

Nacon confirmed a 18 % operating income rate for FY 2020/21 and plans to revise its 2023 guidance upward. The company operates globally, with a distribution network in 100 countries and over 510 employees across 17 subsidiaries.

  • Nacon achieved FY 2020/21 sales of €177.9 million, representing a 37.5% year-over-year increase that exceeded the company's revised target of €160–170 million.
  • Accessories sales were the primary growth driver, surging 96.1% to €103.2 million due to the success of RIG® headsets, licensed controllers, and new Xbox Series X|S hardware.
  • Back-catalogue game sales tripled to €31 million, providing high-margin revenue that offset a slight decline in overall gaming segment sales, which remained flat at €69.1 million.
  • Digital distribution continues to grow, accounting for 75% of Q4 revenue compared to 70% in the prior year.
  • The company reported an 18% operating income rate for the fiscal year and plans to revise its 2023 guidance upward based on recent performance.
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Nacon
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Report2 pages

FY 2020/21 Annual Results: Nacon

Nacon reported a robust FY 2020/21 performance, with sales rising 37.4 % to €177.8 million and current operating income increasing 43.8 % to €32.5 million, representing 18.3 % of sales. Gross margin improved to 52.6 % from 61.1 %, while EBITDA grew 24.7 % to €60.3 million (33.9 % of sales). Net profit reached €18.2 million, up 19.6 %, after accounting for a €5.1 million bonus‑share expense, a €1.5 million financial charge and €7.7 million in tax. Operating cash flow surged 146 % to €55.7 million, sufficient to cover CAPEX of €56.4 million and bank repayments, leaving cash and equivalents at €96.7 million.

The company attributes growth to premium accessories, successful U.S. expansion, and a tripling of back‑catalogue sales. Forecasts for FY 2021/22 have been raised to €180–200 million in sales with a 20 % operating margin, driven by digital catalogues and new titles such as RIMS Racing and Blood Bowl 3. For FY 2022/23, sales targets are further increased to €230–260 million, maintaining a margin above 20 %, supported by studio acquisitions and high‑profile releases like The Lord of the Rings.

Nacon, listed on Euronext Paris (ISIN FR0013482791), operates through 18 subsidiaries and a distribution network covering 100 countries, employing over 600 staff. The board has opted to retain earnings for reinvestment rather than distribute a dividend in FY 2020/21.

  • Nacon achieved strong FY 2020/21 growth with sales rising 37.4% to €177.8 million and current operating income increasing 43.8% to €32.5 million.
  • Operating cash flow surged 146% to €55.7 million, supporting a year-end cash position of €96.7 million despite €56.4 million in capital expenditures.
  • The company raised its FY 2021/22 sales guidance to €180–200 million with a 20% operating margin, followed by an increased FY 2022/23 target of €230–260 million.
  • Growth drivers for the fiscal year included strong performance in premium accessories, successful U.S. market expansion, and a tripling of back-catalogue sales.
  • Future revenue growth is anchored by upcoming titles including 'RIMS Racing', 'Blood Bowl 3', and 'The Lord of the Rings', alongside ongoing studio acquisitions.
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Nacon
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Report2 pages

Q3 2020/21 Sales: 48.7 M€, + 20.3%

Nacon reported Q3 2020/21 sales of €48.7 million, a 20.3 % increase over the same period in 2019/20, driven primarily by a surge in gaming accessories and back‑catalogue sales. Accessories grew 58.7 % to €32.5 million, largely due to the RIG® headset line and licensed controller sales, while back‑catalogue revenue jumped 216 % to €6.9 million, reflecting high‑margin older titles. Game sales fell 19.7 % to €13.8 million, with only two new releases (Monster Truck® and Handball 21) and a digital sales share of 74.4 %. Other revenue, mainly mobile and audio, declined 16.3 % to €2.3 million.

Cumulative sales for the first nine months rose 29.9 % to €135.3 million, with accessories contributing a 90.5 % increase and back‑catalogue sales up 24.9 million versus €7.5 million in the prior year. The company projects Q4 growth, citing upcoming releases such as Werewolf® : The Apocalypse – Earthblood and new console versions of Monster Truck®, Tennis World Tour 2, and Hunting Simulator 2. Digital sales, back‑catalogue momentum, and a robust order book for RIG® headphones are expected to sustain the upward trajectory.

Nacon confirms its annual target of €160–170 million in sales with an 18 % operating margin, and it has announced the acquisition of Australian studio Big Ant to strengthen its sports‑game portfolio. No dividend will be paid in 2020/21, as funds are earmarked for studio acquisitions and development. The company maintains a 2023 plan targeting €180–200 million in sales with an operating margin above 20 % for 2022/23.

  • Nacon reported Q3 2020/21 sales of €48.7 million, a 20.3% year-over-year increase, bringing cumulative nine-month sales to €135.3 million.
  • Growth was driven by a 58.7% surge in accessories revenue to €32.5 million and a 216% increase in back-catalogue sales to €6.9 million.
  • New game sales declined 19.7% to €13.8 million during the quarter, reflecting a light release schedule of only two titles.
  • The company confirmed its annual fiscal target of €160–170 million in sales with an 18% operating margin, while maintaining a long-term 2022/23 goal of €180–200 million in sales.
  • Nacon acquired Australian studio Big Ant to bolster its sports-game portfolio and will forgo a dividend payment to prioritize capital for acquisitions and development.
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Nacon
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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

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