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Animoca Brands

Game company12 filings

Hong Kong-based games and blockchain company behind The Sandbox and a large web3 gaming investment portfolio. Its investor relations page publishes annual reports and investor updates.

Documents

Cover of Animoca Brands FY2025 Performance and FY2026 Outlook
Financial report18 pages

Animoca Brands FY2025 Performance and FY2026 Outlook

Animoca Brands Corporation Limited, a digital assets group, issued an unaudited investor update covering its fiscal year ending 31 December 2025 (FY2025) and its FY2026 outlook, dated September 2026.

  • FY2025 Bookings totaled US$173 million, split into US$25 million for Digital Asset Advisory, US$95 million for Digital Asset Operating Businesses, and US$53 million for Investments and Asset Management.
  • Operating expenses excluding non-cash and non-token-based payments were US$175 million, a US$65 million reduction from the prior year.
  • The average valuation of token launches contracted by approximately 75% over the previous year, although 24 token launches were completed compared with 25 in FY2024.
Animoca BrandsSep 2026
Cover of Animoca Brands Annual Report 2022
Financial report143 pages

Animoca Brands Annual Report 2022

Animoca Brands Corporation Limited, an Australian-incorporated company with its principal office in Hong Kong, publishes its consolidated annual report for the financial year ended 31 December 2022, authorised for issue on 21 January 2026.

  • Consolidated revenue for FY2022 was A$680,685,467, while bookings were A$612,218,000 after a A$68,467,000 change in deferred revenue.
  • The consolidated net loss narrowed to A$519,095,544 from A$670,952,399 in 2021.
  • Net operating cash flow turned from an inflow of A$382,125,406 in 2021 to an outflow of A$66,736,275 in 2022.
Animoca BrandsJan 2026
Cover of Animoca Brands Annual General Meeting Presentation 2025
Financial report40 pages

Animoca Brands Annual General Meeting Presentation 2025

This is a December 18, 2025 annual general meeting presentation from Animoca Brands Corporation Limited, covering a proposed reverse merger with Nasdaq-listed Currenc Group (NASDAQGM:CURR), business update, core projects, financial updates, audit update, and FY2021 financial statements.

  • Animoca Brands and Currenc Group entered a non-binding term sheet for a potential reverse merger on November 3, 2025, with 95% of the resulting entity going to Animoca Brands shareholders.
  • For year-to-date performance, the company reports $172MM in revenues and $43MM in EBITDA, with Web3 Operation contributing $99MM of revenue.
  • The company's Q3'25 asset balance is shown as $1,585MM on a non-IFRS basis, including $624MM in cash and stablecoin and $576MM in digital assets.
Animoca BrandsDec 2025
Cover of Animoca Brands Annual Report 2021
Financial report131 pages

Animoca Brands Annual Report 2021

Animoca Brands Corporation Limited, an Australian-incorporated company with its principal office in Hong Kong, released its annual report for the financial year ended 31 December 2021, with the directors' report, chairman's letter, financial statements and auditor's opinion dated 11 June 2025.

  • Consolidated bookings for FY2021 were $450,286 thousand, against a net loss of $670,952 thousand, a gap the report links to non-cash accounting charges.
  • Operating cash flow turned positive at $382,125 thousand, compared with a negative $7,768 thousand in the prior year.
  • The chairman states that the FY2021 net loss of A$671 million arose from non-cash accounting charges while cash flow was positive A$382 million.
Animoca BrandsJun 2025
Cover of Animoca Brands Annual Report 2023
Financial report155 pages

Animoca Brands Annual Report 2023

Animoca Brands Corporation Limited, an Australian-incorporated company with its principal office in Hong Kong, published its consolidated annual financial report for the financial year ended 31 December 2023, authorised for issue on 17 July 2026.

  • Consolidated revenue fell year on year, with the report attributing the decline mainly to a normalisation of platform metrics after the initial launch of token advisory services and token market making.
  • The consolidated net loss decreased from A$519,095,544 to A$359,051,677 in 2023.
  • Net operating cash inflow increased to A$147,824,845 from A$27,874,672, which the report says was largely attributable to a significant increase in net proceeds from trading digital assets.
Animoca BrandsJan 2025
Cover of Animoca Brands Annual Report 2020
Financial report178 pages

Animoca Brands Annual Report 2020

The document is the FY2020 annual report of Animoca Brands Corporation Limited, an Australian-incorporated company with its principal office in Hong Kong, covering the financial year ended 31 December 2020.

  • Consolidated net loss after tax increased to $60,431,619 in 2020 from $33,191,750 in 2019.
  • Consolidated revenue from operating activities for 2020 was $28,315,385, compared with $16,150,893 in 2019.
  • Deferred revenue rose from $6,946,881 at 31 December 2019 to $27,889,956 at 31 December 2020.
Animoca BrandsJun 2023
Cover of Animoca Brands Annual Report 2019
Financial report180 pages

Animoca Brands Annual Report 2019

Animoca Brands Corporation Limited, an Australian-incorporated company with its principal office in Hong Kong, released its annual report for the financial year ended 31 December 2019, with the financial statements authorised for issue on 14 July 2022.

  • The consolidated entity's 2019 revenue was 16,150,893, up from 12,769,667 in 2018, while it recorded a loss after tax of 33,191,750.
  • The auditor drew attention to a material uncertainty related to going concern, though the audit opinion was not modified for this matter.
  • Goodwill on acquisition of 9,426,223 was impaired in 2019, and intellectual property amortisation was 2,299,601.
Animoca BrandsJul 2022
Cover of Animoca Brands Annual Financial Report 2018
Financial report95 pages

Animoca Brands Annual Financial Report 2018

Animoca Brands Corporation Limited, an ASX-listed (code AB1) mobile games developer with operations in Hong Kong, Finland, the USA, Canada and Argentina, reports its 2018 annual financial results for the year ended 31 December 2018.

  • Consolidated revenue from operating activities rose to $12,769,667 in 2018 from $6,488,559 in 2017, and the report describes it as a record.
  • The Group reported a loss after income tax of $3,109,137 for 2018, including a one-off gain of $2,788,704 from the sale of mobile application games.
  • The auditor drew attention to a material uncertainty about the Company's ability to continue as a going concern, citing a net loss and an operating cash outflow of $3,340,400.
Animoca BrandsMar 2019
Cover of Annual Financial Report 2017: Animoca Brands
Financial report84 pages

Annual Financial Report 2017: Animoca Brands

Animoca Brands Corporation Limited, an ASX-listed (AB1) developer and publisher of mobile games and apps headquartered in Hong Kong, presents its Annual Financial Report for the year ended 31 December 2017, including chairman and CEO reports, directors' report, remuneration report, consolidated financial statements, notes, and…

  • Consolidated revenue fell to $6,488,559 in 2017 from $8,697,633 in 2016, while the group recorded a loss before income tax of $8,047,840.
  • The auditor drew attention to a material uncertainty related to going concern, citing a 2017 net loss and an operating cash outflow.
  • Hong Kong headcount was reduced from over 110 people to fewer than 70 people during 2017.
Animoca BrandsMar 2018
Cover of Animoca Brands Annual Financial Report 2016
Financial report84 pages

Animoca Brands Annual Financial Report 2016

Animoca Brands Corporation Limited, an Australian ASX-listed (code AB1) developer and publisher of mobile games and apps, presents its annual financial report for the year ended 31 December 2016, including consolidated financial statements, directors' and remuneration reports, and an independent audit report from Grant Thornton.

  • Consolidated operating revenue for 2016 was $8,697,633, a 15% rise on 2015, with in-app purchases at $4,266,448 and app advertising at $2,516,775.
  • The group's loss before income tax widened to $7,925,266 in 2016 from $2,934,459 in 2015, with research and development expenses rising to $4,854,743.
  • Operating cash outflow was $8,138,997 in 2016, and cash at year end fell to $1,526,919 from $4,935,747.
Animoca BrandsFeb 2017
Cover of Annual Financial Report 2015: Animoca Brands
Financial report80 pages

Annual Financial Report 2015: Animoca Brands

This is the audited Annual Financial Report for the year ended 31 December 2015 of Animoca Brands Corporation Limited, an Australian-listed (ASX: AB1) developer and publisher of mobile games for smartphones and tablets.

  • Consolidated revenue for 2015 was $7,544,457, compared with $1,033,916 in the 2014 comparative period.
  • The group recorded a loss before income tax of $2,934,459 for 2015, against $7,699,115 in the prior period.
  • Reported revenue comprised in-app purchases of $3,842,562, service revenue of $1,995,787 and app advertising of $1,706,108.
Animoca BrandsFeb 2016
Cover of Animoca Brands Annual Report 2014
Financial report85 pages

Animoca Brands Annual Report 2014

Animoca Brands Corporation Limited's annual report for the year ended 31 December 2014 covers a mobile game developer that completed a reverse acquisition of Animoca Brands (BVI) on 24 December 2014 and relisted on the Australian Securities Exchange as AB1 in January 2015.

  • Consolidated revenue for 2014 was US$933,485, made up of US$780,440 in app advertising revenue and US$153,045 in in-app purchase revenue.
  • The group reported a consolidated loss of US$6,360,537 for 2014, primarily driven by US$5,446,669 of transaction costs from acquiring Animoca Brands.
  • Average daily active users rose 17% to 503,407 in 2014, and cumulative app downloads reached 113.4 million at year end.
Animoca BrandsMar 2015

Reports about Animoca Brands

58 documents by other writers name Animoca Brands in the title or summary.

Cover of Castles Made of Sand
Article

Castles Made of Sand

Nathan Brown's Hit Points newsletter (November 29, 2021) offers a skeptical hands-on assessment of The Sandbox, a blockchain-based, play-to-earn "metaverse" platform whose public alpha launched that day.

  • The Sandbox, a blockchain-based game owned by Animoca Brands, launched its public alpha in November 2021 following a $93 million funding round led by SoftBank.
  • Full access to the game's 'play-to-earn' features requires an Alpha Pass, which is restricted to a limited supply of 5,000 units obtainable through raffles for LAND owners or secondary market purchases.
  • The cost of entry for the game's ecosystem is high, with LAND parcels on OpenSea priced at approximately 25 Ethereum (over $107,000) and Alpha Passes trading for around 0.25 Ethereum (£800) shortly after launch.
Hit PointsNov 2021
Article

Supply Chain Battle Royale: What Do You Mean It's on a Boat?

Global supply chain disruption is poised to hit the games industry's physical segments hardest as the 2021 holiday season approaches, even as consumer demand for interactive entertainment reaches unprecedented levels.

  • Shipping times from China have tripled from 37 to 110 days, while container costs have increased tenfold, creating a critical bottleneck for physical hardware distribution.
  • Global leisure equipment spending rose 26% year-over-year, yet hardware manufacturers cannot meet record demand for consoles like the PlayStation 5 and Xbox Series X/S due to the persistent global chip shortage.
  • Market analysts have downgraded hardware-centric firms like Corsair, while companies with diversified digital revenue streams, such as Logitech, remain better insulated against supply chain volatility.
SuperJoostOct 2021
Cover of Panel:Going Mainstream: How is a Successful Blockchain Game Different to a Successful Standard Game?
51 min
PocketGamer.biz51 min

Panel:Going Mainstream: How is a Successful Blockchain Game Different to a Successful Standard Game?

The integration of blockchain technology into the gaming industry represents a fundamental shift in the relationship between developers and players, moving away from closed, centralized ecosystems toward collaborative, decentralized models.

  • Successful blockchain games must prioritize core entertainment and community engagement as their foundation, using decentralized technology only as a backend economic layer to enhance the user experience.
  • Blockchain integration enables a shift from closed, centralized ecosystems to models featuring true digital ownership, asset interoperability, and shared economic participation for players.
  • The industry is currently hindered by significant technical friction, including complex wallet integration, scalability issues, and jargon that alienates mainstream audiences.
PocketGamer.bizOct 2021
Cover of Game Industry Consolidation Report 2021
Article

Game Industry Consolidation Report 2021

Game industry dealmaking reached unprecedented levels in 2021, according to Drake Star Partners data, with companies completing 844 deals worth $71 billion in the first nine months alone.

  • The gaming industry experienced a massive surge in deal activity, with total transaction value rising from $71 billion across 844 deals in 2021 to $127 billion across 1,320 deals in 2022, a 78.8% year-over-year increase.
  • M&A activity dominated the market in 2022, reaching a total value of $102.3 billion, driven primarily by Microsoft’s $68.9 billion bid for Activision Blizzard and Take-Two’s $12.7 billion acquisition of Zynga.
  • The PC and console sector was the most active M&A segment in 2022, accounting for 83 transactions worth a combined $74.9 billion.
Drake Star PartnersOct 2021
Cover of How to Maximise Engagement (& Fun!) Through Live Ops Strategies
33 min
PocketGamer.biz33 min

How to Maximise Engagement (& Fun!) Through Live Ops Strategies

Maximizing player engagement and long-term retention in the modern gaming landscape requires a shift toward unified, personalized player journeys that integrate lifecycle marketing, live operations, and remote configuration.

  • Transitioning from scheduled communications to real-time, behavior-triggered messaging can increase revenue by up to five times.
  • Behavioral segmentation based on the recency and frequency of player activity consistently outperforms traditional demographic targeting and can double revenue per message.
  • Studios should utilize remote configuration tools to test new events and game experiences rapidly, bypassing the need for full-scale development cycles or app store submission delays.
PocketGamer.bizJul 2021
Cover of Global Gaming Industry Update: May 2021
Report15 pages

Global Gaming Industry Update: May 2021

The "Global Gaming Industry Update: May 2021" provides a comprehensive overview of the gaming and esports sectors, highlighting record-breaking deal activity and key market trends observed in the first five months of 2021.

  • The global gaming industry reached a record-breaking $49 billion in disclosed deal value during the first five months of 2021, surpassing the total deal value of any previous full year.
  • Major industry players including Tencent, Embracer Group, Epic Games, and ByteDance drove aggressive market consolidation through high-volume M&A activity.
  • Public markets experienced significant capital inflows, highlighted by the $2 billion IPO of AppLovin and a high volume of SPAC launches.
Drake Star PartnersMay 2021
Cover of Gaming Deals Activity Report H1'2021
Report21 pages

Gaming Deals Activity Report H1'2021

The "Gaming Deals Activity Report H1'2021" provides a comprehensive overview of investment and M&A activity within the global video game industry during the first half of 2021.

  • Gaming deal activity surged four-fold in H1 2021, reaching a cumulative value of $50.2 billion across 471 closed and announced transactions.
  • Mergers and acquisitions dominated the market with $22.4 billion across 154 deals, already surpassing the $12.6 billion total recorded for the full year of 2020.
  • The gaming segment specifically saw M&A value climb 486% year-over-year to $20.4 billion, contributing to a total segment value of $32.7 billion.
InvestGameJan 2021
Cover of Gaming Deals Activity Report H1 2021
Financial report21 pages

Gaming Deals Activity Report H1 2021

The first half of 2021 marked a period of unprecedented financial activity in the global video game industry, characterized by a fourfold increase in deal value compared to the same period in 2020.

  • The global video game industry saw a fourfold increase in deal value during H1 2021, reaching a total cumulative value of $50.2 billion across 471 transactions.
  • Mergers and acquisitions served as the primary growth engine at $22.4 billion, already surpassing the total M&A value recorded for the entire year of 2020.
  • Public offerings reached an all-time high of $17.1 billion, driven by major market entries from companies including Roblox, AppLovin, and Playtika.
InvestGameJan 2021
Cover of An Introduction to Blockchain | PocketGamer.biz RoundTable
69 min
PocketGamer.biz69 min

An Introduction to Blockchain | PocketGamer.biz RoundTable

Blockchain technology represents a fundamental shift in the gaming industry, moving away from traditional closed-loop models toward decentralized ecosystems defined by true digital asset ownership.

  • Blockchain technology shifts gaming from closed-loop models to decentralized ecosystems, granting players verifiable ownership of in-game items as permanent, tradable property.
  • The industry is prioritizing the integration of Web 2.0 accessibility features, such as email-based sign-ups and fiat payment gateways, to lower entry barriers for mainstream users.
  • Developers acknowledge that blockchain benefits like cross-game interoperability are secondary to the requirement for high-quality, compelling gameplay to ensure long-term engagement.
PocketGamer.bizJun 2020
Cover of Fireside Chat: Animoca Brands: Diversifying Your Business Through M&A
17 min
PocketGamer.biz17 min

Fireside Chat: Animoca Brands: Diversifying Your Business Through M&A

Animoca Brands utilizes a strategic approach to mergers and acquisitions (M&A) to diversify its business model and facilitate growth within the mobile and blockchain gaming sectors.

  • Animoca Brands executes a targeted M&A strategy by acquiring small-to-medium independent studios with 6 to 30 employees to diversify into mid-core and blockchain gaming.
  • The company caps individual acquisitions at approximately $10 million, focusing on a niche segment often ignored by larger multi-billion-dollar corporations.
  • Acquired studios retain operational autonomy while receiving centralized support for administrative functions including legal, HR, finance, and user acquisition.
PocketGamer.bizMar 2020

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