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Page 1
Report4 pages

FY2024 Annual Data Appendix

The FY2024 Annual Data Appendix presents a comprehensive financial and operational snapshot of Koei Tecmo’s performance across fiscal years 2022–2025, with detailed quarterly and full‑year figures for sales, cost of sales, gross profit, SG&A, operating profit, ordinary profit, and net profit. Sales peaked in FY22 Q4 at ¥28,978 million before declining to ¥17,590 million in FY23 Q4 and rebounding to ¥23,448 million in FY24 Q4. Gross profit margins fell from 62% in FY22 Q1 to 25% in FY24 Q4, reflecting rising cost of sales and SG&A. Operating profit followed a similar trend, with FY24 Q4 at ¥8,178 million versus ¥16,139 million in FY22 Q4. Net profit swung from ¥17,458 million in FY22 Q4 to a loss of ¥171 million in FY24 Q3, before recovering to ¥9,509 million in FY24 Q4. Return on equity rose from 20.7% in FY22 to 22.1% in FY24, while the weighted average cost of capital increased from 2.6% to 3.0%.

Segment analysis shows the Entertainment division dominates revenue, contributing ¥73,917 million in FY24 and accounting for 94% of total sales. Amusement and real‑estate segments remain small, each under ¥5 billion annually. Geographic revenue distribution highlights Japan as the largest market (¥38,437 million FY24), followed by Asia excluding Japan (¥25,010 million) and North America (¥11,609 million). Overseas sales consistently exceed 40% of total revenue, peaking at 55.4% in FY24 Q4.

Cost breakdowns reveal SG&A expenses rising from ¥3,626 million in FY22 Q1 to ¥8,301 million in FY24 Q3, driven largely by advertising and other variable costs. Employment costs increased modestly from ¥5,110 million to ¥6,500 million over the period. Capital expenditures remained modest, with FY24 cumulative investment at ¥1,967 million.

Headcount grew from 2,413 employees in FY22 Q1 to 2,736 by FY24 Q4, a 9% YoY increase. Digital sales dominate the Entertainment segment, with digital download and DLC revenue accounting for over 60% of total entertainment sales in FY24. New title launches remain steady, with 2,370 units sold in FY24.

The appendix also outlines the FY24 title line‑up, featuring high‑profile releases such as “Romance of the Three Kingdoms 8 Remake” and “Fairy Tail 2,” targeting global markets across console, PC, and mobile platforms. These releases are positioned to support the company’s strategy of expanding digital and overseas sales while maintaining strong domestic performance.

  • Koei Tecmo's Entertainment division remains the primary revenue driver, contributing ¥73,917 million in FY24 and accounting for 94% of total company sales.
  • Gross profit margins experienced a significant contraction, falling from 62% in FY22 Q1 to 25% in FY24 Q4 due to rising costs of sales and SG&A expenses.
  • Overseas markets are increasingly critical to the company's performance, with international revenue reaching 55.4% of total sales in FY24 Q4.
  • Digital revenue, including downloads and DLC, now accounts for over 60% of total entertainment sales, underscoring the company's shift toward digital-first distribution.
  • Operating profit in FY24 Q4 reached ¥8,178 million, a decline from the ¥16,139 million peak recorded in FY22 Q4.
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Koei Tecmo
Page 1
Report6 pages

FY2025 1st Quarter Data Appendix: Koei Tecmo

Koei Tecmo’s FY2025 first‑quarter financial appendix presents consolidated performance for the fiscal year 2024, with comparative data through FY2023 and projections to FY2025. Sales rose from ¥18.7 billion in Q1 2024 to ¥21.4 billion in Q1 2025, driven by a 20% increase in the Entertainment segment and a 30% rise in the Amusement division. Gross profit improved to ¥15.3 billion, reflecting a higher gross margin of 82% versus 78% in the prior year. Operating profit climbed to ¥11.7 billion, with SG&A costs rising modestly to ¥3.6 billion as marketing spend increased in the online and mobile sectors.

Segment analysis shows Entertainment sales of ¥17.8 billion, Amusement ¥0.6 billion, Real Estate ¥0.3 billion, and Other ¥0.08 billion in Q1 2024, with Entertainment maintaining the largest share at 95%. Regional revenue distribution highlights Japan as the leading market (¥9.1 billion, 49% of total), followed by North America (¥2.7 billion) and Asia excluding Japan (¥6.0 billion). Overseas sales accounted for 51% of total revenue, up from 46% in the previous year.

Capital expenditures totaled ¥789 million for FY2024, with real estate and equipment investments of ¥526 million and ¥263 million respectively. Depreciation expense reached ¥1.6 billion, consistent with prior periods.

The appendix also details major series performance, noting that “Dynasty Warriors” and “Nobunaga’s Ambition” collectively exceed 30 million units sold, while online/mobile titles such as “DEAD OR ALIVE Xtreme Venus Vacation” and “Romance of the Three Kingdoms: Hadou” have sustained multi‑year service periods. Overall, Koei Tecmo demonstrates steady growth across core entertainment offerings, with strategic emphasis on digital and mobile platforms to sustain revenue momentum.

  • Koei Tecmo reported Q1 2025 sales of ¥21.4 billion, a significant increase from ¥18.7 billion in Q1 2024, driven by 20% growth in the Entertainment segment and 30% growth in the Amusement division.
  • Operating profit reached ¥11.7 billion, supported by an improved gross margin of 82%, up from 78% in the previous year.
  • Overseas markets now account for 51% of total revenue, surpassing domestic Japan revenue (49%) for the first time compared to 46% in the prior year.
  • The Entertainment segment remains the company's primary revenue driver, contributing 95% of total sales, with core franchises like 'Dynasty Warriors' and 'Nobunaga’s Ambition' maintaining a cumulative lifetime sales volume exceeding 30 million units.
  • Strategic investment is shifting toward online and mobile platforms, evidenced by increased SG&A spending on marketing and the sustained performance of long-running titles like 'DEAD OR ALIVE Xtreme Venus Vacation' and 'Romance of the Three Kingdoms: Hadou'.
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Koei Tecmo
Page 1
Report6 pages

Financial Highlights: 2nd Quarter FY2025

The financial highlights cover the first half of fiscal year 2025 for Koei Tecmo Holdings, a Tokyo‑listed video game and entertainment company. The six‑month period ending September 30 shows net sales of ¥31,268 million, down 11.2% YoY, while operating profit fell 25.2% to ¥7,964 million and ordinary profit declined 15.3% to ¥17,795 million. Comprehensive income surged 256.4%, driven largely by gains on investment securities and derivatives, reaching ¥46,411 million versus a 44.2% loss of ¥13,021 million in the prior year’s half.

Profitability metrics reveal a decline in gross margin from ¥20,593 million to ¥17,238 million and operating margin from 30.6% to 25.4%. Net income attributable to the parent fell 15.7% to ¥13,465 million, with basic earnings per share decreasing from ¥50.58 to ¥42.61. Total assets increased 49% to ¥314,239 million, largely due to a rise in investment securities and cash balances. Net assets grew 31% to ¥248,726 million, with the equity‑to‑asset ratio improving from 89.9% to 78.9%.

The report notes no significant consolidation changes, accounting policy shifts, or restatements. Treasury shares were reduced from 20.25 million to 2.01 million during the period, reflecting a public offering and secondary issuance. Dividend policy remains unchanged, with no cash dividends declared for the first half of FY 2025. The company’s financial position is strengthened by higher liquidity and a solid equity base, but operating performance has weakened relative to the previous year.

  • Koei Tecmo Holdings experienced a decline in core operating performance for the first half of FY2025, with net sales falling 11.2% YoY to ¥31,268 million and operating profit dropping 25.2% to ¥7,964 million.
  • Comprehensive income surged 256.4% to ¥46,411 million, primarily driven by significant gains from investment securities and derivatives compared to a loss in the same period last year.
  • Profitability margins tightened during the six-month period ending September 30, with the operating margin decreasing from 30.6% to 25.4% and net income attributable to the parent falling 15.7% to ¥13,465 million.
  • Total assets grew by 49% to ¥314,239 million, supported by increased cash balances and a rise in investment securities, while the equity-to-asset ratio shifted to 78.9%.
  • Basic earnings per share declined from ¥50.58 to ¥42.61, reflecting the overall contraction in net income.
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Koei Tecmo
Page 1
Report8 pages

Consolidated Financial Data: FY2025 3rd Quarter

The consolidated financial data for FY2025 third quarter presents a mixed performance across the company’s core segments. Total sales reached ¥30,580 million in Q3 FY25, a 5.4% increase from the same period in FY24 but still below the ¥28,978 million recorded in Q3 FY22. Gross profit improved to ¥22,547 million, up 0.6% YoY, while operating profit fell to ¥17,044 million, a 15.5% decline driven by higher SG&A and cost of sales in the entertainment segment. Net profit for Q3 FY25 stood at ¥12,467 million, a 6.4% YoY increase, supported by a positive non‑operating profit of ¥3,737 million. Profitability ratios show operating margin at 56% and ROE rising to 22.1%, reflecting efficient capital use.

Geographically, Japan remains the largest market with ¥19,438 million in Q3 FY25, followed by North America at ¥3,630 million and Europe at ¥1,949 million. Overseas sales accounted for 51.0% of total revenue in FY25, up from 46.2% in FY24, indicating a strategic shift toward international expansion. The entertainment segment dominated sales at ¥29,284 million (95% of total), with console/PC and online/mobile channels contributing 60.5% and 71.2% of digital sales respectively.

Headcount increased from 2,384 to 2,531 employees by year‑end FY25, a 6.7% rise aligned with new product launches and expanded online services. Capital expenditures for FY25 totaled ¥1,967 million, primarily in real estate and equipment, while depreciation expenses reached ¥1,776 million. The data suggest a focus on sustaining growth through digital monetization and overseas market penetration, while managing cost pressures in traditional entertainment operations.

  • Operating profit declined 15.5% YoY to ¥17,044 million in Q3 FY25, primarily due to rising SG&A and cost of sales within the entertainment segment.
  • Total sales grew 5.4% YoY to ¥30,580 million, though this figure remains below the ¥28,978 million recorded in Q3 FY22.
  • Overseas revenue grew to 51.0% of total sales in FY25, up from 46.2% in FY24, signaling a successful strategic shift toward international market penetration.
  • Net profit rose 6.4% YoY to ¥12,467 million, bolstered by a positive non-operating profit of ¥3,737 million.
  • The entertainment segment accounts for 95% of total sales, with digital revenue driven by a 60.5% contribution from console/PC channels and 71.2% from online/mobile.
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Koei Tecmo
Page 1
Report2 pages

Summary of main questions and answers at the FY2019 First Quarter GREE results briefing held on October 26, 2018

The briefing clarified GREE’s strategic outlook for FY2019, emphasizing a steady domestic game portfolio while pursuing growth overseas. In Japan, the company expects no major shift in performance for existing titles but plans to broaden multiplatform distribution and launch new releases in the second half of FY2019, projecting an earnings uptrend. Internationally, GREE is developing and self‑distributing overseas versions of current titles, targeting markets with high profitability potential. Human resource allocation reflects this focus: sufficient staff are dedicated to overseas distribution and new title development, while existing titles receive concentrated support for top performers and operational stability for less successful ones.

China is identified as a priority market, with preparations underway to initiate operations and marketing. The company also highlights the Facebook Messenger platform as a high‑potential channel for new titles, indicating an expansion into social media gaming. Advertising strategy will be selective; overseas launches of self‑distributed titles will receive targeted, efficient campaigns rather than broad mass media spend.

Regulatory compliance and consumer protection are addressed through company‑wide measures to prevent gacha system issues, including strengthened evaluation protocols and employee training. The REALITY livestreaming platform for VTubers is in an exploratory phase, with ongoing data collection on technology, planning, and marketing to build know‑how for future content expansion. Overall, GREE’s FY2019 strategy balances domestic stability with aggressive international diversification and platform innovation.

  • GREE is prioritizing international expansion by self-distributing existing titles in high-profitability markets, with China identified as a key target for upcoming operations and marketing.
  • The company plans to drive an earnings uptrend in the second half of FY2019 through new title releases and expanded multiplatform distribution in Japan.
  • GREE is diversifying its distribution channels by targeting social media gaming, specifically highlighting Facebook Messenger as a high-potential platform for new releases.
  • Advertising strategy for overseas launches will shift away from mass media spend in favor of targeted, efficient campaigns for self-distributed titles.
  • Human resource allocation is being restructured to concentrate support on top-performing domestic titles while maintaining operational stability for lower-performing ones.
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GREE
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Report2 pages

Summary of Main Supplementary Explanations Questions and Answers: FY2021 Fourth Quarter

The briefing clarified GREE’s strategic focus on its Metaverse platform, REALITY, and financial outlook for the coming year. The company defined the Metaverse as a digital universe where users inhabit avatars to work and play, emphasizing its rapid growth driven by technology advances and heightened online interaction during the COVID‑19 pandemic. REALITY, launched globally six months prior to the briefing, is now available in 63 countries and territories, with strong reception in North America, Southeast Asia, Central and South America, and Russia. GREE highlighted the platform’s unique ability to livestream content with virtual avatars, a feature not offered by competitors, and outlined plans for further expansion through localized events, multilingual support, and extensive promotional activities.

Investment plans for REALITY are set at approximately ¥10 billion over the next two to three years, covering advertising, labor, and outsourcing costs. The company views this as a high‑potential business and aims to balance growth with cost efficiency. In its investment and incubation segment, GREE anticipates venture capital activities to provide consistent medium‑to‑long‑term income, targeting a return of at least 10 % despite short‑term volatility. For the first quarter of FY2022, GREE foresees a potential operating loss in the hundreds of millions of yen, attributed to increased development costs for new app games and upfront investments. The overall narrative positions REALITY as a central growth engine while acknowledging the financial risks associated with early‑stage expansion.

  • GREE is committing approximately ¥10 billion over the next two to three years to scale its Metaverse platform, REALITY, focusing on advertising, labor, and outsourcing costs.
  • REALITY has expanded to 63 countries and territories globally, with particularly strong market reception in North America, Southeast Asia, Central and South America, and Russia.
  • GREE anticipates an operating loss in the hundreds of millions of yen for the first quarter of FY2022, driven by upfront investments and increased development costs for new app games.
  • The company’s investment and incubation segment targets a minimum return of 10% on venture capital activities to ensure consistent medium-to-long-term income.
  • REALITY differentiates itself from competitors through a unique livestreaming feature that allows users to broadcast content using virtual avatars.
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GREE
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Report2 pages

Summary of Main Supplementary Explanations Questions and Answers: GREE FY2022 Second Quarter Results

The briefing clarifies GREE’s strategic focus and financial outlook for the second quarter of FY2022. The company announces that “Heaven Burns Red” will launch on February 10, noting strong pre‑registration figures and fan enthusiasm. For the “REALITY” platform, GREE reports accelerated promotional efforts that have boosted North American sales per user; future plans emphasize continued marketing and feature development to position REALITY as a daily communication service. In the Investment and Incubation Business, unrealized gains on listed shares have fallen due to broader market declines, yet the firm maintains sizable gains and expects long‑term profitability despite short‑term exit timing effects.

Capital strategy is highlighted through a substantial share repurchase program aimed at sustaining an ROE above 10 % and maintaining listing status in the Tokyo Stock Exchange’s prime section, even as share‑outstanding ratios approach regulatory thresholds. The “Money held in trust” line item is explained as short‑term, low‑risk investments treated similarly to cash. Finally, the company projects third‑quarter operating income for its Internet and Entertainment segment between ¥1.5 billion and just under ¥2.0 billion, driven by contributions from new titles.

Overall, the presentation outlines GREE’s product rollout plans, market expansion tactics, investment portfolio resilience, capital allocation priorities, and near‑term earnings expectations within the broader context of a recovering market environment.

  • GREE is launching the new title 'Heaven Burns Red' on February 10, 2022, supported by strong pre-registration figures.
  • The company projects third-quarter operating income for its Internet and Entertainment segment to be between ¥1.5 billion and just under ¥2.0 billion, driven by new title contributions.
  • GREE has initiated a substantial share repurchase program to maintain an ROE above 10% and ensure compliance with Tokyo Stock Exchange Prime section listing requirements.
  • The 'REALITY' platform is undergoing accelerated promotional efforts in North America, resulting in increased sales per user as the company pivots toward a daily communication service model.
  • Unrealized gains on listed shares within the Investment and Incubation Business have declined due to broader market conditions, though the firm maintains significant overall gains.
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GREE
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Report2 pages

Summary of Main Supplementary Explanations Questions and Answers: FY2023 Second Quarter

The briefing outlines GREE’s performance and strategic outlook for the second quarter of FY2023, focusing on its Internet and Entertainment Business. Sales in the Game and Anime segment remained steady for “Heaven Burns Red,” though revenue tapered after the half‑year anniversary promotion; growth continued in Metaverse and Commerce & DX divisions. The company anticipates a one‑year anniversary event for the Japanese version of Heaven Burns Red and imminent releases in Korean and traditional Chinese, with pre‑registrations already generating significant buzz at local game shows. The Anime Business is positioned to secure and diversify intellectual property, enabling in‑house development of game‑to‑anime adaptations that can enhance user engagement and revenue.

Metaverse operations, branded as REALITY, have surpassed the break‑even point and achieved profitability. Over the past six months, overseas sales grew markedly, with North America leading after Japan, followed by Indonesia and Thailand. User demographics skew female and Generation Z, with a strong preference for private communication features. Monetization streams—live‑stream gifting, avatar sales, and in‑game purchases—are expanding consistently across regions.

Advertising spend is expected to rise in the third quarter, driven by anniversary events and new language releases for Heaven Burns Red, as well as intensified promotion of REALITY. Operating income projections for the Internet and Entertainment Business in Q3 FY2023 range from ¥1.0 billion to ¥1.5 billion, contingent on the performance of the Korean and Chinese versions.

The Investment and Incubation Business remains cautious, with potential short‑term losses anticipated due to market conditions. However, diversified investment timing and targets are projected to stabilize contributions over the medium‑to‑long term.

  • GREE projects Q3 FY2023 operating income for its Internet and Entertainment Business to range between ¥1.0 billion and ¥1.5 billion, heavily dependent on the performance of new Korean and traditional Chinese releases of 'Heaven Burns Red'.
  • The 'REALITY' metaverse platform has achieved profitability, with significant overseas growth led by North America, followed by Indonesia and Thailand.
  • GREE is scaling marketing spend in Q3 to support the one-year anniversary of 'Heaven Burns Red' and the international expansion of the 'REALITY' platform.
  • The 'REALITY' user base is primarily composed of Gen Z females who prioritize private communication features, driving consistent monetization through gifting, avatar sales, and in-game purchases.
  • The Anime Business is shifting toward an in-house model to develop game-to-anime adaptations, aiming to diversify intellectual property and increase long-term user engagement.
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GREE
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Report2 pages

FY2023 Third Quarter GREE Results Briefing: Summary of Supplementary Explanations

The briefing clarifies GREE’s financial outlook and strategic positioning for FY2023, focusing on the third quarter results. It reports that overseas releases of “Heaven Burns Red” have begun to generate sales consistent with market size, though a precise forecast remains unavailable due to the short time frame. In the Internet and Entertainment segment, operating income for Q4 is projected at approximately ¥1.5 billion, reflecting a decline from the Japanese version’s anniversary event contributions but offset by overseas expansion.

The company highlights its metaverse platform, REALITY, as a key growth driver. REALITY boasts over 10 million global users, with daily engagement rates that surpass many competitors, and has achieved steady monetization through avatar sales and livestreaming. GREE plans to enhance the platform with generative AI, enabling user‑generated 3D content such as avatars and world elements, mirroring approaches seen in other metaverse services.

For the Investment and Incubation Business, Q4 operating income is expected to reach roughly ¥0.5 billion, largely supported by dividend receipts from corporate venture capital funds. Overall, the briefing underscores GREE’s focus on expanding overseas markets, monetizing its metaverse ecosystem, and leveraging AI to sustain growth across its entertainment and investment portfolios.

  • GREE’s metaverse platform, REALITY, has surpassed 10 million global users and maintains high daily engagement rates through avatar sales and livestreaming.
  • The Internet and Entertainment segment projects Q4 operating income of approximately ¥1.5 billion, balancing the decline of domestic anniversary event revenue with new overseas expansion.
  • GREE is integrating generative AI into the REALITY platform to facilitate user-generated 3D content, including avatars and world elements.
  • The Investment and Incubation Business is expected to generate ¥0.5 billion in Q4 operating income, primarily driven by dividend receipts from corporate venture capital funds.
  • Overseas releases of 'Heaven Burns Red' are currently generating sales consistent with market expectations, though long-term forecasts remain pending due to the limited duration since launch.
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GREE
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Report1 pages

Summary of main supplementary explanations questions and answers at the FY2025 First Quarter GREE results briefing held on November 5, 2024

The briefing clarified GREE’s strategic focus for FY2025 first‑quarter results, emphasizing both gaming and investment operations. In the gaming segment, the company confirmed that advance registrations for the English version of “Heaven Burns Red” are strong and that distribution will be handled by Yostar Games, whose track record in expanding English‑speaking fan communities is expected to generate significant buzz. GREE highlighted ongoing community building efforts prior to launch, underscoring a proactive marketing approach.

Regarding the investment business, management acknowledged that valuation‑loss risk remains comparable to Q1 FY2025 levels. The primary driver of past losses was large investments in funds nearing the end of their operating periods; however, diversification and limited exposure to such funds mitigate long‑term impact. GREE maintains that while short‑term volatility may persist, medium‑to‑long‑term earnings should remain stable as funds mature and yield dividends or asset sales. The company reiterated its commitment to investing in GREE‑Group managed funds, including GREE Ventures, and expects related risks to surface only after several years.

Overall, the briefing presented a balanced outlook: aggressive growth in the gaming arm through strategic partnerships and community engagement, coupled with cautious yet steady investment practices aimed at preserving earnings stability amid inherent valuation risks.

  • GREE is launching the English version of 'Heaven Burns Red' in partnership with Yostar Games, leveraging the publisher's expertise in growing English-speaking fan communities.
  • The company is prioritizing proactive community building and marketing efforts ahead of the 'Heaven Burns Red' English launch to drive engagement.
  • Management expects valuation-loss risks in the investment segment to remain consistent with Q1 FY2025 levels in the near term.
  • While short-term volatility persists, GREE anticipates stable medium-to-long-term earnings as existing funds mature through asset sales and dividend yields.
  • The company has mitigated long-term investment risk by diversifying its portfolio and limiting exposure to funds nearing the end of their operating cycles.
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GREE
Page 1
Report65 pages

Annual Report and Consolidated Financial Statements: 2020

ANNUAL REPORT AND CONSOLIDATED FINANCIAL STATEMENTS FOR THE YEAR ENDED 31 DECEMBER 2020 Strategic report 3 Highlights of the year 4 Chairman’s statement 6 History and background 7 Strategy 9 Business model 10 tinyBuild portfolio 14 Chief Executive’s ...

  • tinyBuild aims for growth through both organic strategies, leveraging existing partnerships and in-house developers, and inorganic strategies, utilizing a low-risk M&A approach focused on 'acquihiring' development teams and acquiring relevant IP.
  • The 'Hello Neighbor' franchise serves as a template for tinyBuild's multimedia strategy, having grown organically and through M&A, expanding into merchandise, books, and potential animated TV series, and generating over 60 million downloads for its first game.
  • tinyBuild's organic growth strategy focuses on increasing the quality of its game pipeline with 23 games planned for 2021 and 2022, and accumulating IP through standard partnership agreements to extend franchise lifespans.
  • The company mitigates risks associated with early-stage developer partnerships by typically providing funding at specific milestones, ensuring investments are tied to key development stages over a limited time horizon.
  • tinyBuild's cash generated from operations increased from $11,732,000 in 2019 to $16,470,000 in 2020, with a net increase in cash and cash equivalents of $9,304,000 in 2020, bringing the total to $26,313,000 by year-end.
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tinyBuild
Page 1
Report70 pages

Annual Report and Consolidated Financial Statements 2022

ANNUAL YEARENDED 31DECEMBER2022 REPORT AND CONSOLIDATED FINANCIAL STATEMENTS FOR THE YEAR ENDED 31 DECEMBER 2022 Highlights of the year 5 Business model 11 Chief Executive’s review 16 Chief Financial Officer’s review 19 Environmental, Social and Governance (ESG) 21 Principal risks and uncertainties 22 Corporate Governance ...

  • tinyBuild's total revenue for the year ended December 31, 2022, was $63,295,000, an increase from $52,153,000 in 2021.
  • Game and merchandise royalties contributed $40,020,000 to revenue in 2022, while development services generated $22,744,000, significantly up from $11,477,000 in 2021.
  • The company incurred $1,678,000 in non-recurring costs related to the Ukraine/Russia conflict in 2022, which included relocating contractors and establishing tinyBuild d.o.o. in Serbia.
  • tinyBuild focuses on organic growth by signing new genre-defining titles (e.g., Tinykin), investing in acquired studios (e.g., Deadside), empowering publishing labels (e.g., Versus Evil), and creating new IP (e.g., Potion Craft).
  • The 'Hello Neighbor' franchise, discovered by tinyBuild in 2015, has accumulated over 70 million downloads and is expanding with new titles like 'Hello Neighbor Search and Rescue' (VR) and 'Hello Engineer' (PC/Consoles).
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tinyBuild

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