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Page 1
Presentation14 pages

Results Presentation: First Nine Months 2022

This analysis outlines the financial and operational performance of PCF Group S.A. (People Can Fly) for the first nine months of 2022. The primary thesis centers on the company’s strategic transition toward a self-publishing model and the expansion of its global production capabilities, despite facing financial headwinds due to the termination of a major development agreement with Take-Two Interactive.

Financial data indicates a year-over-year decline in key metrics. Revenue for the first nine months of 2022 reached 130.9 million PLN, compared to 131.8 million PLN in the same period of 2021. EBITDA fell from 54.9 million PLN to 40.3 million PLN, while net profit decreased from 46.4 million PLN to 42.1 million PLN. These declines are attributed largely to the conclusion of the Take-Two partnership. However, the balance sheet shows a significant increase in development work in progress, rising from 25.9 million PLN at the end of 2021 to 95.7 million PLN by September 30, 2022. This shift reflects higher internal resource allocation toward self-published titles.

The geographic and operational scope covers nine locations across Europe and North America, including studios in Warsaw, New York, and Montreal. The workforce grew substantially from 425 employees in September 2021 to 614 by September 2022. The group’s portfolio currently consists of seven projects, including major IPs such as Gemini, Dagger, and Bifrost, alongside VR titles like Thunder and Red. Four of these projects are in the pre-production phase.

Methodologically, the findings are based on consolidated financial results and internal management reporting. The data highlights a pivot from purely work-for-hire contracts to a hybrid model emphasizing intellectual property ownership and independent publishing, supported by a growing international team and the integration of specialized studios like Incuvo for VR development.

  • People Can Fly is aggressively pivoting from a work-for-hire model to self-publishing, evidenced by a surge in development work in progress from 25.9 million PLN at the end of 2021 to 95.7 million PLN by September 30, 2022.
  • The company experienced a financial contraction in the first nine months of 2022, with EBITDA falling to 40.3 million PLN from 54.9 million PLN and net profit dropping to 42.1 million PLN, largely due to the termination of a major development agreement with Take-Two Interactive.
  • The studio is scaling its global operations rapidly, increasing its total headcount by 44% from 425 employees in September 2021 to 614 by September 2022 across nine locations in Europe and North America.
  • Revenue remained relatively flat year-over-year at 130.9 million PLN for the first nine months of 2022, compared to 131.8 million PLN during the same period in 2021.
  • The current development pipeline consists of seven active projects, including major IPs titled Gemini, Dagger, and Bifrost, as well as VR titles Thunder and Red.
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PCF GroupNov 2022
Page 1
Presentation13 pages

Financial Results Presentation: Half Year 2022

PCF Group S.A. presents its financial and operational results for the first half of 2022, highlighting a period of steady growth and strategic expansion. The primary objective is to maintain its trajectory toward becoming a leading global independent developer by implementing a dual-track production model. This strategy involves releasing at least one game annually starting in 2024, utilizing both traditional publisher-funded partnerships and a self-publishing framework.

Financial performance for HY 2022 shows a 17.2% increase in revenue, reaching 90.6 million PLN compared to 77.3 million PLN in HY 2021. Net profit rose by 17.5% to 25.5 million PLN. EBITDA remained stable at 29.0 million PLN, while adjusted EBITDA, accounting for warrant valuations under IFRS2, grew by 7.6% to 29.7 million PLN. The group’s balance sheet remains strong with 134.6 million PLN in cash and a 9.1% increase in equity to 283.1 million PLN. Notably, investment in development work in progress surged by 152.9%, reflecting intensified production activity.

The group’s portfolio currently consists of seven projects, including two VR titles. Key projects such as Gemini and Dagger are in pre-production, with others like Bifrost and Victoria also in development. Geographically, the company has expanded its footprint across Europe and North America, with offices in Warsaw, New York, Chicago, Montreal, and Newcastle. The total workforce grew from 495 at the end of 2021 to 580 by June 30, 2022, supported by the acquisition of Incuvo and the expansion of the PCF Framework, a proprietary software suite designed to streamline multi-studio game development.

  • PCF Group S.A. achieved a 17.2% revenue increase to 90.6 million PLN and a 17.5% net profit rise to 25.5 million PLN for the first half of 2022.
  • The company is executing a dual-track production strategy aiming for at least one game release annually starting in 2024 through a mix of publisher-funded and self-publishing models.
  • Investment in development work in progress surged by 152.9% during the period, signaling a significant ramp-up in production activity across the group's seven active projects.
  • The group maintains a strong financial position with 134.6 million PLN in cash and a 9.1% increase in equity to 283.1 million PLN.
  • The workforce expanded from 495 to 580 employees by June 30, 2022, supported by the acquisition of Incuvo and the implementation of the proprietary PCF Framework for multi-studio development.
PCF GroupSept 2022
Page 1
Presentation9 pages

Omówienie Wyników Q1 2022

PCF Group S.A., the parent company of the People Can Fly game development studio, reported significant year-over-year growth in its financial results for the first quarter of 2022. The primary objective of the data is to provide an overview of the Group’s fiscal performance, comparing Q1 2022 against Q1 2021 and the full year of 2021. The findings indicate a robust expansion in scale, with total revenues reaching 50.4 million PLN, a 63.1% increase over the same period in the previous year.

Profitability metrics also showed substantial gains. EBITDA rose by 77.2% to 16.5 million PLN, while adjusted EBITDA, which accounts for MSSF2 warrant valuations, grew by 61.5% to 16.8 million PLN. Net profit for the quarter reached 13.9 million PLN, representing a 78.8% increase year-over-year. This growth was largely driven by development revenues, which climbed to 47.4 million PLN, while royalty income remained a minor contributor at 0.5 million PLN.

The Group’s operational capacity expanded alongside its financials, with total employment increasing from 495 at the end of 2021 to 550 by March 31, 2022. On the balance sheet, the value of development work in progress saw a significant 49% increase, reaching 38.6 million PLN. While cash reserves saw a marginal 1% decline to 135.8 million PLN, total equity grew by 6.3% to 276 million PLN. These figures reflect a period of intensive production activity and organizational scaling within the global gaming industry.

  • PCF Group S.A. reported Q1 2022 total revenues of 50.4 million PLN, representing a 63.1% year-over-year increase.
  • Net profit for the first quarter of 2022 reached 13.9 million PLN, a 78.8% increase compared to the same period in 2021.
  • EBITDA grew by 77.2% to 16.5 million PLN, while adjusted EBITDA rose 61.5% to 16.8 million PLN.
  • Development revenues were the primary financial driver at 47.4 million PLN, while royalty income contributed only 0.5 million PLN.
  • The value of development work in progress increased by 49% to 38.6 million PLN, reflecting intensive production activity.
PCF GroupMay 2022
Page 1
Presentation24 pages

Omówienie Wyników Finansowych FY 2021

PCF Group S.A. reported significant financial and operational growth for the 2021 fiscal year, driven by a strategic transformation toward becoming a leading independent developer. The group achieved a 73.7% year-over-year increase in revenue, reaching 180.3 million PLN. Profitability metrics showed even stronger momentum, with EBITDA rising 129.2% to 73.2 million PLN and net profit increasing 149.7% to 61.4 million PLN. This financial performance was supported by a massive expansion of the workforce, which grew by over 90% to exceed 550 employees across multiple global hubs, including Warsaw, New York, and Montreal.

The strategic focus for the period centered on diversifying the project portfolio and enhancing development capabilities through the adoption of Unreal Engine 5 and agile management methodologies. The group is currently managing a robust pipeline of projects, including Gemini with Square Enix and Bifrost with Take-Two Interactive, both slated for 2024 releases. Additionally, the group is expanding into self-publishing and new market segments like Virtual Reality through its subsidiary Incuvo, which saw the successful launch of Green Hell VR.

Looking forward, the group aims for a consistent release cadence of at least one game per year starting in 2024. Growth is expected to be driven by both organic expansion and an active M&A strategy targeting studios with established intellectual property or specialized technical competencies. The financial position remains strong to support these ambitions, with cash reserves increasing by 232% to 137.1 million PLN by the end of 2021. The data reflects a transition from a work-for-hire model toward a balanced approach involving major publisher partnerships and independent self-publishing initiatives.

  • PCF Group achieved significant financial growth in 2021, with revenue rising 73.7% to 180.3 million PLN, EBITDA increasing 129.2% to 73.2 million PLN, and net profit growing 149.7% to 61.4 million PLN.
  • The company is transitioning from a work-for-hire model to a balanced strategy featuring major publisher partnerships and independent self-publishing.
  • The project pipeline includes two major titles slated for 2024 release: Gemini in collaboration with Square Enix and Bifrost with Take-Two Interactive.
  • Workforce capacity expanded by over 90% in 2021, reaching more than 550 employees across global hubs in Warsaw, New York, and Montreal.
  • The group is pursuing an active M&A strategy and organic growth to support a target release cadence of at least one game per year starting in 2024.
PCF GroupApr 2022
Page 1
Presentation17 pages

Prezentacja Wyników Q3 2021

The financial results for PCF Group (People Can Fly) through the third quarter of 2021 reflect a period of significant scaling and strategic expansion. The group reported a 66.2% year-over-year increase in revenue, reaching 131.8 million PLN, while net profit rose by 112.6% to 46.4 million PLN. This growth was accompanied by a substantial increase in cash reserves, which grew by 262.6% to 149.8 million PLN, and a 62.7% expansion of the workforce to over 450 employees across global hubs including Warsaw, New York, and Montreal.

The operational focus centered on the continued development of the Outriders franchise and the diversification of the production pipeline. Following the release of the New Horizon update, the game saw a significant resurgence in player engagement, including a peak of over 10,000 concurrent users on Steam and an increase in positive player sentiment to 80%. Looking forward, the group is developing several major projects: Project Gemini with Square Enix and Project Dagger with Take-Two Interactive, both slated for 2024, alongside a self-published original IP and two additional projects in the conceptual phase.

The updated corporate strategy aims to establish the group as a leading independent developer capable of releasing at least one game annually starting in 2024. This roadmap includes expanding into new genres and the "compact AAA" segment. Financial stability is supported by a shift in revenue structure, where development services remain the primary driver, supplemented by royalties. The group’s methodology for these results follows IFRS standards, with adjusted EBITDA figures accounting for IPO costs and stock-based compensation to provide a normalized view of operational performance.

  • PCF Group achieved significant financial growth in Q3 2021, with revenue increasing 66.2% year-over-year to 131.8 million PLN and net profit rising 112.6% to 46.4 million PLN.
  • The company is executing a strategic roadmap to release at least one game annually starting in 2024, focusing on the 'compact AAA' segment and genre diversification.
  • Development is underway for major titles including Project Gemini with Square Enix and Project Dagger with Take-Two Interactive, both targeted for 2024 release.
  • Cash reserves grew by 262.6% to 149.8 million PLN, while the workforce expanded by 62.7% to over 450 employees across global hubs in Warsaw, New York, and Montreal.
  • The Outriders franchise saw a resurgence in engagement following the New Horizon update, reaching a peak of over 10,000 concurrent users on Steam and achieving an 80% positive sentiment rating.
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PCF GroupOct 2021
Page 1
Presentation17 pages

Omówienie wyników H1 2021

PCF Group S.A. presents a comprehensive financial and operational overview for the first half of 2021, highlighting a period of significant scaling and strategic evolution. The group reported a 47% year-over-year increase in revenue, reaching 77.3 million PLN, while EBITDA rose by 36.5% to 28.8 million PLN. Net profit for the period grew by 25.4% to 21.7 million PLN. This financial growth was accompanied by a substantial expansion of the workforce, which increased by nearly 42% to over 420 employees across global hubs including Warsaw, New York, and Montreal.

The strategic focus centers on transitioning toward a dual-model production cycle involving both major publisher partnerships and self-publishing. Key projects include continued support for Outriders, despite publisher reports indicating no royalties were earned in the first quarter post-launch. Future growth is anchored by Project Gemini with Square Enix and Project Dagger with Take-Two Interactive, both slated for 2024 releases. Additionally, the group is developing a new proprietary IP funded internally and exploring two conceptual projects.

Geographically, the group has strengthened its North American presence, with 120 employees now based in that region. This expansion is supported by a robust cash position of 150.3 million PLN, representing a 263.9% increase from the end of 2020. The long-term objective is to achieve a position as a leading independent global developer, targeting annual game releases starting in 2024 through the development of the PCF Framework and potential future acquisitions.

  • PCF Group achieved strong H1 2021 financial growth, with revenue rising 47% to 77.3 million PLN, EBITDA up 36.5% to 28.8 million PLN, and net profit increasing 25.4% to 21.7 million PLN.
  • The company is scaling its global operations, increasing its workforce by 42% to over 420 employees and significantly strengthening its North American presence with 120 staff members.
  • Strategic growth is anchored by two major publisher-partnered titles, Project Gemini with Square Enix and Project Dagger with Take-Two Interactive, both scheduled for release in 2024.
  • The group is transitioning toward a dual-model production strategy that combines major publisher partnerships with internal self-publishing of new proprietary IP.
  • Financial stability is supported by a robust cash position of 150.3 million PLN, representing a 263.9% increase compared to the end of 2020.
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PCF GroupSept 2021
Page 1
Presentation12 pages

Q1 2021 – Omówienie Wyników

People Can Fly Group experienced steady financial growth during the first quarter of 2021, characterized by a 19.1% year-over-year increase in total revenue to 30.9 million PLN. While adjusted EBITDA rose by 6.6% to reach 10.4 million PLN, net profit saw a 10% decline to 7.8 million PLN compared to the same period in 2020. A significant highlight of the quarter was a dramatic surge in net cash flow, which jumped by 2,390% to 106.1 million PLN, largely driven by capital activities and the company's public market presence.

The group’s operational footprint expanded significantly through international growth and strategic acquisitions. By May 2021, the corporate structure evolved to include new entities such as Game On Creative in Canada and People Can Fly Chicago in the United States, adding to existing studios in the UK and Poland. This expansion is reflected in the workforce growth, which increased by 7.1% to 301 employees and associates. Revenue remains heavily concentrated in development services, which accounted for 30.2 million PLN of the quarterly total, while external outsourcing activities contributed a smaller portion of the overall financial mix.

Strategic financial management during this period involved complex accounting adjustments related to subscription warrants for Square Enix and the forgiveness of a PPP loan. Following the acquisition of Game On Creative and private subscriptions, the shareholder structure shifted, with the majority stake remaining at approximately 65.9%. Additionally, the Board of Directors recommended a dividend payout of 0.19 PLN per share from the 2020 net profit, totaling 5.6 million PLN, while allocating the remaining 23.5 million PLN to reserve capital to support continued development.

  • People Can Fly Group reported a 19.1% year-over-year revenue increase to 30.9 million PLN in Q1 2021, with development services accounting for 30.2 million PLN of that total.
  • Net cash flow surged by 2,390% to 106.1 million PLN during the quarter, primarily fueled by capital activities and the company's public market presence.
  • Net profit declined by 10% to 7.8 million PLN compared to Q1 2020, despite a 6.6% increase in adjusted EBITDA to 10.4 million PLN.
  • The company expanded its international footprint by May 2021 with the addition of Game On Creative in Canada and People Can Fly Chicago, contributing to a 7.1% increase in total workforce to 301 employees.
  • The Board of Directors recommended a dividend payout of 0.19 PLN per share (5.6 million PLN total) from 2020 profits, while allocating 23.5 million PLN to reserve capital for future development.
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PCF GroupMay 2021
Page 1
Presentation28 pages

People Can Fly 2020 – Omówienie Wyników

This financial and operational analysis details the performance of PCF Group (People Can Fly) for the 2020 fiscal year, a period marked by significant scaling and preparation for major releases. The group reported a 23.6% increase in revenue, reaching 103.8 million PLN, driven primarily by development work for Square Enix on Outriders and Project Gemini, as well as work for Take-Two Interactive on Project Dagger. Adjusted EBITDA saw a substantial rise of 76.7% to 32.6 million PLN, while net profit grew by over 400% to 24.6 million PLN.

The group’s operational scope expanded globally during this period, with the workforce growing by 28.3% to 281 employees across studios in Poland, the United States, the United Kingdom, and Canada. This growth was supported by strategic acquisitions in early 2021, including Phosphor Games in Chicago and Game On Creative in Montreal, the latter specializing in motion capture and animation. These moves were intended to bolster internal production capabilities and secure new intellectual property rights, particularly under the agreement with Take-Two Interactive where PCF retains IP ownership.

The production pipeline is centered on a multi-project strategy. Following the April 2021 launch of Outriders—which became Square Enix’s largest Steam debut—the group shifted focus to Project Gemini and Project Dagger. The latter is an action-RPG with a projected budget of 40-60 million EUR. To align interests with its primary publishing partner, Square Enix holds investment warrants that could represent up to 18.1% of the company, contingent on reaching specific revenue milestones.

Financially, the group maintained a strong liquidity position, ending 2020 with 36.7 million PLN in net cash. This figure does not include the proceeds from a January 2021 share issuance. Capital expenditures increased to 6.6 million PLN in 2020, largely directed toward finishing a new headquarters in Warsaw and upgrading IT infrastructure to support concurrent AAA game development.

  • PCF Group achieved significant financial growth in 2020, with revenue rising 23.6% to 103.8 million PLN and net profit increasing over 400% to 24.6 million PLN.
  • Adjusted EBITDA grew by 76.7% to 32.6 million PLN, supported by development work for major partners including Square Enix and Take-Two Interactive.
  • The company is executing a multi-project strategy that includes the action-RPG 'Project Dagger,' which has a projected budget of 40-60 million EUR and allows PCF to retain IP ownership.
  • To scale production capabilities, the workforce grew by 28.3% to 281 employees, complemented by the 2021 acquisitions of Phosphor Games and Game On Creative.
  • Square Enix holds investment warrants in PCF Group that could represent up to 18.1% of the company, contingent upon the achievement of specific revenue milestones.
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PCF GroupApr 2021
Page 1
Report140 pages

The Game Industry of Poland: 2020

Eryk Rutkowski Polish Agency for Enterprise Development Jakub Marszałkowski Indie Games Poland, Poznan University of Technology Sławomir Biedermann Polish Agency for Enterprise Development Edited by Sławomir Biedermann, Jakub Marszałkowski Ministry of Development Development Ministry of Culture and National Heritage Published by the Polish Agency for Enterprise Development Pańska 81/83, 00-834 Warsaw, Poland www.parp.gov.pl ...

  • The Polish game industry has over 440 studios and companies, with 43 of them listed on the Warsaw Stock Exchange (12 on the main floor, 31 on NewConnect).
  • Between 2017 and 2020, over 120 studios closed down while over 160 new ones were established, indicating a high variability in the sector, though the rapid growth observed before 2017 has slowed.
  • 11 bit studios, founded in 2009 by former Metropolis studio members, developed 'This War of Mine' (the first video game on Poland's official school reading list) and 'Frostpunk', and has 140 employees.
  • PlayWay, founded in 2011 by Krzysztof Kostowski, went public five years later and now has 55 subsidiaries incorporating 100 development teams, improving financial performance quarterly and paying out full dividends.
  • All in! Games, a Cracow-based company, merged with Setanta in early 2020, went public, and has grown to nearly 60 employees; they are also the naming rights sponsor and strategic partner of the Wisła Cracow e-sport section since 2019.
Polish Agency for Enterprise DevelopmentJan 2020
Page 1
Report104 pages

State of the Polish Video Game Industry 2017

This report was made possible thanks to funding provided by the Ministry of Culture and National Heritage, the Ministry of Development, Creative Europe Desk Poland and the Agency The research part of the project was coordinated by the Kraków Technology Park. The partners of the report include the Polish Games Association, Indie Games Poland Foundation, Grupa Onet S.A. and Gry-Online S.A.

  • The Polish video game industry is growing, with 13 companies listed on the Warsaw Stock Exchange (WSE) having a combined worth of nearly PLN 9.5 billion and generating PLN 270 million in earnings last year. These WSE-listed developers contributed over PLN 67 million in taxes to the Polish treasury in 2016.
  • Poland is a significant test market for game soft launches, particularly for mobile games, due to its comparable market significance to the US, UK, or Germany, and lower user acquisition costs compared to Western or Asian markets. While the percentage of paying players and amounts spent are lower than in Western Europe or North America, the gap is narrowing.
  • The PlayStation brand, especially the PS4, dominates the console market in Poland, significantly outselling Xbox One. This trend is partly attributed to the high system requirements of cross-platform titles like The Witcher 3: Wild Hunt, which encouraged many PC players to switch to consoles for a smaller hardware investment.
  • The age distribution of Polish gamers shifted in 2016, with a significant decrease in the 15-24 age group (from 43% in 2015 to 31% in 2016), largely due to their migration from social network and PC gaming to mobile games (a 5% increase in mobile gaming for this age group).
  • Asian companies are increasingly acquiring Western game developers and publishers, a trend observed over the past 1.5 years, with examples including Youzu buying Bigpoint, Netmarble acquiring Kabam, and Tencent purchasing Supercell. This indicates a growing interest from Asian giants and media conglomerates in the global video game market.
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Kraków Technology ParkJan 2017
Page 1
Report63 pages

Kondycja Polskiej Branży Gierwideo Raport 2015

Źródło fotografii: Materiały royality free z portalu Depositphotos.com oraz materiały prasowe z konferencji Digital Dragons Jeszcze kilkanaście lat temu gry wideo wydawały się obszarem zarezerwowanym jedynie dla największych entuzjastów technologii oraz młodszej części społeczeństwa. Dziś obraz gracza przedstawia się zgoła inaczej – w różnej formie ten rodzaj rozrywki wybiera coraz więcej osób, bez względu na wiek, za- wód czy wykształcenie.

  • The global games market in 2015 was valued at $74.2 billion, with mobile games ($22.3 billion) and retail sales ($19.7 billion) being the largest segments.
  • In Poland, 72% of internet users play games. 42% play games installed on computers, 40% play on smartphones/tablets, and 38% play browser games.
  • Action games are the most popular genre among Polish players, accounting for 35% of page views on GRY-OnLine.pl in the first half of 2015.
  • Polish game developers are productive, with 49% working on 1-2 projects simultaneously, and 37% on 3-5 projects. Over half (51%) are working on more than two projects.
  • The Polish game industry is growing, with 64% of developers having budgets exceeding one million PLN, and a significant increase in employment.
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Digital DragonsJan 2015

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