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G5 Entertainment — Interim / Quarterly Report 2017
Jul 27, 2017
3051_ir_2017-07-27_67a4d189-5b65-4df6-ad60-6e62873f8a22.pdf
Interim / Quarterly Report
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G5 ENTERTAINMENT AB
INTERIM REPORT JANUARY - JUNE 2017
INTERIM REPORT JANUARY - JUNE 2017
APRIL - JUNE
- •Consolidated revenue for the period was SEK 275.9 M (104.5), an increase of 164 per cent compared to 2016.
- •EBIT for the period was SEK 32.1 M (8.7), an increase of 268 per cent compared to 2016.
- •Net result for the period was SEK 29.0 M (7.8).
- •Earnings per share for the period, before dilution, was SEK 3.30 (0.89).
- •Cash flow before financing activities during the period was SEK 7.0 M (-4.5). Dividend impacted cash flow with -6.6 (0.0) MSEK and cash flow amounted to 0.4 (-4,5) MSEK.
- •For the free-to-play games the average Monthly Active Users (MAU) was 7.4 million, an increase of 120 per cent compared to the same period in 2016. Average Monthly Unique Payers (MUP) was 273 thousand, an increase of 140 per cent. Average Monthly Average Gross Revenue Per Paying User (MAGRPPU) was USD 38.1, an increase of 12 per cent and average Daily Active Users (DAU) was 1.7 million and increased by 116 per cent compared to the same period in 2016.
- •Revenue from free-to-play games grew by 182 per cent compared to the same period in 2016 and accounted for 98 per cent (92) of the total revenue.
| KSEK | Apr-Jun 2017 |
Apr-Jun 2016 |
Change % |
Jan-Jun 2017 |
Jan-Jun 2016 |
Change % |
Jul-Jun -16/-17 |
2016 | Change % |
|---|---|---|---|---|---|---|---|---|---|
| Revenue | 275,918 | 104,469 | 164% | 510,416 | 205,713 | 148% | 821,634 | 516,931 | 59% |
| Commission to distributors1 | -83,140 | -30,997 | 168% | -153,481 | -61,133 | 151% | -246,980 | -154,632 | 60% |
| Royalty to external developers2 | -59,301 | -23,920 | 148% | -110,324 | -44,144 | 150% | -182,618 | -116,438 | 57% |
| Gross profit | 133,477 | 49,551 | 169% | 246,612 | 100,437 | 146% | 392,036 | 245,861 | 59% |
| Gross margin | 48% | 47% | 48% | 49% | 48% | 48% | |||
| Operating costs excluding costs for user acquisition |
-30,923 | -23,547 | 31% | -63,207 | -45,703 | 38% | -119,392 | -101,888 | 17% |
| EBIT excluding costs for user acquisition | 102,554 | 26,004 | 294% | 183,404 | 54,734 | 235% | 272,643 | 143,973 | 89% |
| EBIT margin before costs for user acquisition | 37% | 25% | 36% | 27% | 33% | 28% | |||
| Costs for user acquisition3 | -70,490 | -17,293 | 308% | -130,231 | -37,078 | 251% | -199,018 | -105,865 | 88% |
| Costs for user acquisition as percentage of revenue |
-26% | -17% | -26% | -18% | -24% | -20% | |||
| EBIT | 32,064 | 8,712 | 268% | 53,173 | 17,656 | 201% | 73,625 | 38,108 | 93% |
| EBIT margin (%) | 11.6% | 8.3% | 10.4% | 8.6% | 9.0% | 7.4% | |||
| Earnings per share before dilution | 3.30 | 0.89 | 272% | 5.42 | 1.64 | 230% | 7.55 | 3.77 | 100% |
| Cash flow before financing activities | 7,035 | -4,472 | 4,720 | -1,008 | 41,786 | 36,058 | |||
| Cash and cash equivalents | 67 366 | 32 997 | 67 366 | 32 997 | 67 366 | 70 584 |
FINANCIAL KEY RATIOS
1 Variable costs paid to distributors (Apple App Store, Google Play, Amazon Appstore etc.), which is almost exclusively 30 per cent of the revenue.
2 Royalties to external developers are costs to third party developers when there is a contractual obligation to pay royalty.
User acquisition is a marketing cost for acquiring new users. The costs are fully variable and are spent on advertising campaigns that are targeted at acquiring loyal players, but can be stopped at a very short notice.
COMMENT FROM THE CEO:
GAME UPDATES CONTINUE TO DRIVE REVENUE AND AUDIENCE GROWTH
The team at G5 and the teams of our licensing and development partners have provided important updates to the mobile games portfolio during the course of the second quarter. New content and events, as well as focused efforts of our user acquisition team, have propelled sales of our games portfolio to new heights. Our marketing office in San Francisco, which provides access to the latest and greatest in the dynamic ecosystem of mobile marketing, was strengthened with two new hires, which enables us to further increase the marketing budget in key territories going forward.
Hidden City continued to be our #1 game by monthly revenue and also led in terms of growth. The portfolio of G5's wholly owned games has also shown fast growth. The positive dynamic of sequential growth continued into July. Sales in Asia continued its growth and the share of G5's revenue coming from Asia in Q2 was at 23% compared to 22% in Q1. Sales in other regions continued to grow in absolute terms.
Revenue and earnings grew sequentially by 18% and 52%, correspondingly, compared to the first quarter. Historically Q2 isn't our seasonally strong quarter in terms of growth, so we consider this a good result.
Audience metrics have demonstrated continued growth. Average MAU (monthly active users) increased by 13%, and average MUP (monthly unique payers) increased by 16%, compared to the first quarter. MAGRPPU (Monthly Average Gross Revenue per Paying User) went up by 6% compared to the first quarter. We consider this a good result and it corresponds well with seasonal "organic" download dynamic of Q2, which is usually lower than two
previous quarters, and the fact we have been increasingly paying more attention to high-ARPU (average revenue per user) countries in our user acquisition efforts during the quarter.
It remains that virtually all of our sales come from four mobile application stores: Apple App Store, Google Play, Windows Store, and Amazon Appstore. 98% of our revenue is generated by 16 free-to-play games in our portfolio. We still have zero advertising revenue.
EARNINGS UP 268% DESPITE RECORD MARKETING Earnings have grown 268% year on year, while we have spent a record of 70.5 MSEK, or 26% of our revenue, on user acquisition. We had a positive free cash flow of 0.4 MSEK despite paying out a dividend of 6.6 MSEK and paying taxes of 8.3 MSEK, some of which will be refunded later in the year. A seasonal expense for our company-wide gathering in Malta we call #G5TeamUp, usually held twice a year during Q2 and Q4, negatively affected the result somewhat, however the positive effects of bringing together teams from different offices for two days of meetings and one day of social activities is hard to underestimate. This is money well spent on improving morale and connections between company's offices. Another not-so-regular expense item is connected to the opening of a new development office in Lvov, Ukraine.
PREPARING NEW GAMES FOR LAUNCH
We have been saying for a while now that we plan to release several new games this year, and we are excited that we now have two games that we're getting ready for release. The first is a new wholly owned hidden object game that will be released shortly. The second, also an
EBIT KSEK Q1 Q2 Q3 Q4 year -20,000 2009 2010 2011 2012 2013 2014 2015 2016 2017 -10,000 0 10,000 20,000 30,000 40,000 50,000 60,000
own game, is our first attempt to launch a pure Match-3 game. As always, we are conservative in our initial expectations, but the Match-3 games market is very large, perhaps the largest genre niche in casual games. Should we establish moderate success in this genre, it can have a substantial effect on the company's results. In addition to these two games, there are more new own games in our pipeline that are being prepared for release this year.
EXPANSION OF THE WARRANT PROGRAM
The annual general meeting on 12th May has approved the expansion of the warrant program to a maximum of 95 employees of the company, that now include not only top and middle level management, but also core game project teams. This is a substantial expansion compared to previous issues that covered only 20 people. The idea of the expansion of the program is to provide better incentive to the very people working on games every day, and to align their financial interests with the financial interests of the shareholders, who are best served by games that perform exceptionally well in the marketplace. The new warrant issue has been fully subscribed.
INCREASING DEVELOPMENT CAPACITY
Successful games require regular updates in order to keep the momentum, therefore with every new game that we launch and maintain we need to expand our development capacity. When we decide a game no longer justifies making new updates, it frees up resources, but the need to increase the number of development teams remains if success ratio is high enough, as is in our case. That said, we don't need to increase our development staff in proportion to the user base or the revenue that our games generate, it's about the number of games: we need to have as many teams as the number of games we are actively developing and updating, no matter how big or small the game is, and whether it's released or not.
In order to expand our development capacity and tap into a wider development talent pool, we have been looking to add more development offices to the group's structure. This resulted in the opening of our Kaliningrad office in early 2016, which now has over 40 employees, and the opening of Lvov office during Q2, with the initial team of 10 employees.
Most of our development staff is based in Russia and Ukraine, with their reasonable costs and exceptional game development talent. Together, the population of these countries is over 180 million and provides ample opportunities for further expansion. We are not intentionally limiting ourselves to a specific region, but we prefer teams in places with reasonable costs and knowledge of Russian and English, for easy integration into the company's existing operations.
Our strategy is to look for established creative teams that are ready to join G5 for the stability and the opportunities that the company offers. It is not about a particular city or country, but about whether we like the team's potential, wherever they happen to be.
We believe that our approach to growing development capacity organically through geographic expansion is more beneficial to the shareholders compared to buying game development studios purely for the development capacity sake. Acquiring what essentially is a liability unless proven otherwise makes it a problem of the company to make the acquired studio work and be productive. The way we do it, both the new team and the company are interested in the successful outcome. While we will do everything reasonable to make our new office a success, our financial risk is very limited if it fails to deliver.
THE LARGEST GAME PUBLISHER IN SWEDEN
Based on revenues during twelve trailing months, G5 became the largest publicly listed game publisher in Sweden during Q2. We take pride in this accomplishment, and our aim remains to continue growing organically. The second half of the year is ahead of us, and it provides a higher year-on-year comparison base, especially in the fourth quarter. Our internal focus is not on year-on-year comparisons, but on providing sequential growth monthto-month and quarter-to-quarter through the growth of the audience and the competitiveness of our games. If we are successful in maintaining the growth momentum, it will provide a great foundation for 2018 results.
San Francisco, July 26, 2017
Vlad Suglobov CEO, co-founder
APRIL - JUNE
REVENUE AND GROSS PROFIT
Revenue amounted to SEK 275.9 M (104.5). Revenue increased by 164 per cent compared to the same period in 2016. The growth for free-to-play games was 182 per cent where Hidden City was the main driver of the growth in the quarter but G5´s wholly owned games also grew substantially. The portfolio of unlockable games is still providing a small contribution to the group, but its absolute and relative size is shrinking.
Cost of revenue increased by 159 per cent to SEK 142.4 M (54.9). Cost of revenue includes commission to the distributors (Apple App Store, Google Play, Amazon Appstore, etc.). All relevant parties charge up to 30 per cent of gross revenue. Cost of revenue also includes royalties payable to external developers which increased by 148 per cent compared to the same period in 2016. The increase in royalty is due to the success of our licensed game Hidden City.
Gross margin for the period was 48 per cent (47). Gross profit for the quarter increased by 169 per cent and was SEK 133.5 M (49.6).
OPERATIONAL COSTS
Costs for research and development were SEK 20.0 M (12.0) during the period. The increase in costs for research and development is primarily driven by higher amortization and write-downs. Excluding amortization and write-downs the costs increased with 85 per cent which is mainly explained by development on non-capitalizable projects, increased server capacity and bonuses to the development staff.
Sales and marketing increased to SEK 75.0 M (20.2). Sales and marketing is primarily affected by the costs for user acquisition. During the quarter the cost for user acquisition was SEK 70.5 M (17.3). Cost for user acquisition as a percentage of sales increased from 17 per cent in the second quarter 2016 to 26 per cent in the same period in 2017. Sales and marketing, excluding user acquisition, increased to SEK 4.5 M (2.9).
General and administrative costs amounted to SEK 11.4 M (6.9). Other operating income amounted to SEK 7.0 M (-2.4) and other operating expenses amounted to SEK -2.2 M (0.6). Together they amounted to SEK 4.9 M (-1.8), primarily driven by currency effects on operational assets and liabilities. The effect is in large a non cash item deriving from intra-group positions in the parent company that are nominated in USD.
EBIT
Depreciation and amortization have increased due to the increased size of the game portfolio and amounted to SEK 13.1 M (8.5). Capitalization of intangible assets amounted to SEK 17.1 M (14.0). Write-downs during the quarter amounted to SEK 0.0. Net capitalization on intangible assets amounted to SEK 4.6 M (6.1).
Earnings before interest and taxes (EBIT) were SEK 32.1 M (8.7), corresponding to an EBIT margin of 11.6 per cent (8.3).
NET PROFIT
Net profit was marginally affected by financial items. Tax affected the result with SEK -3.1 M (-0.9).
Net profit amounted to SEK 29.0 M (7.8) which equals an earnings per share, before dilution, of SEK 3.30 (0.89).
REVENUE BREAKDOWN BY GEOGRAPHY SECOND QUARTER 2017
REVENUE BREAKDOWN BY GAME TYPE EBIT MARGIN
OPERATIONAL METRICS
In the quarter the average Monthly Active Users (MAU) increased with 120 per cent compared to 2016.
Average Monthly Unique Payers (MUP) increased with 139 per cent compared to 2016 and their average monthly spend, Monthly Average Gross Revenue Per Paying User (MAGRPPU) increased with 11 per cent.
| F2P | Q2 '17 | Q2 '16 | CHANGE |
|---|---|---|---|
| Average MAU (mn) | 7.4 | 3.4 | 120% |
| Average MUP (thousands) | 273.0 | 113.8 | 140% |
| Average MAGRPPU (USD) | 38.1 | 34.0 | 12% |
| Average DAU (mn) | 1.7 | 0.8 | 116% |
DAILY ACTIVE USERS
The group has now included Daily Active Users (DAU) as an operational metric. This number inreased 116% compared to 2016 and is another supporting metric of G5's strong audience growth.
| F2P DAU (MN) | Q1 | Q2 | Q3 | Q4 |
|---|---|---|---|---|
| 2017 | 1.5 | 1.7 | ||
| 2016 | 0.8 | 0.8 | 0.9 | 1.1 |
| 2015 | 0.7 | 0.7 | 0.7 | 0.7 |
For detailed definitions of the operational metrics see the glossary on page 17 of the report.
RELEASES DURING THE QUARTER
No new games were released during the quarter.
JANUARY–JUNE
REVENUE AND GROSS PROFIT
Revenue increased with 148 per cent compared to the same period in 2016, driven by the growth of the group's free-to-play-games. Revenue amounted to SEK 510.4 M (205.7). Revenue from free-to-play-games increased with 167 per cent compared to 2016.
The group's cost of revenue was SEK 263.8 M (105.3). Gross profit amounted to SEK 246.6 M (100.4), an increase of 146 per cent compared to the same period in 2016. Gross margin was 48 per cent (49).
OPERATING COSTS
Operating costs increased with 145 per cent compared to the same period in 2016. User acquisition increased to SEK 130.2 M (37.1). Excluding costs for user acquisition the operating costs amounted to SEK 67.4 M (43.5). The operational costs were impacted by depreciation and amortization of SEK 25.8 M (16.8) and write-downs of SEK 0.2 M (2.2).
Other operating income and costs impacted the period negatively with SEK 4.2 M (-2.2), primarily attributed to exchange rate differences on operational assets and liabilities related to balance sheet items in the parent company.
EBIT
EBIT was SEK 53.2 M (17.7) and the EBIT-margin was 10 per cent (9) for the period.
NET PROFIT
Net profit was marginally affected by financial items. Tax affected the result with SEK -5.5 M (-3.2) corresponding to an effective tax rate of 10 per cent (18).
Net profit amounted to SEK 47.7 M (14.5) which is corresponding to earnings per share of SEK 5.42 (1.64).
CASH FLOW
During the second quarter, the group had an operating cash flow before changes in working capital of SEK 30.3 M (21.6), impacted by tax payments of SEK -8.3 M (-0.8). Parts of the tax payment will be repaid from the Maltese tax authorities. Changes in working capital impacted the cash flow negatively with SEK -4.9 M (-12.2). Capitalized development expenses impacted the cash flow negatively with SEK -17.1 M (-12.9).
Cash flow before financing activities amounted to SEK 7.0 M (-4.5). Dividend impacted the quarter with SEK -6.6 M (0.0) and cash flow amounted to SEK 0.4 M (-4.5).
For the interim period cash flow before changes in working capital amounted to SEK 62.8 M (36.9). Cash flow amounted to SEK -1.9 M (-1.0).
Available cash on June 30, 2017 amounted to SEK 67.4 M (33.0).
FINANCIAL POSITION
The company's publishing strategy is based on having a certain number of different games in the portfolio, in order to maximize potential and reduce risk. Some of these games become very successful and profitable, while a few other games may fail in the market. Capitalized development expenses for unsuccessful games will then have to be written down. Over time, the company expects such write-downs to be more than compensated for by the revenue and profits produced by successful games in the portfolio.
Capitalized development expenses amounted to SEK 106.7 M (102.8) of which SEK 105.9 M (98.0) is related to free-to-play games and SEK 0.7 M (4.7) is related to Unlockable games. The company separates released and not released games where not released games include games that have been active in the app stores for less than 6 months as this initial period is needed for optimization of the game. During the initial 6 month period after launch, the company does not amortize the games.
| MSEK | JUN 30 2017 |
JUN 30 2016 |
|---|---|---|
| Released games F2P | 88.7 | 47.7 |
| Released games Unlockable | 0.7 | 4.5 |
| Not released games F2P | 17.2 | 50.3 |
| Not released games Unlockable | 0.0 | 0.2 |
| Net value of games portfolio | 106.7 | 102.8 |
Impairment need in the portfolio is tested on a quarterly basis. A thorough review of the input parameters is done on a yearly basis. During the quarter no (0.0) write-downs were made.
Consolidated equity amounted to SEK 192.4 M (139.6), which equals SEK 21.9 per share (15.9) and the equity/ asset ratio is 61 per cent (72).
Cash on hand amounted to SEK 67.4 M (33.0).
The group has no interest bearing debt.
PARENT COMPANY
The parent company revenue increased in line with the group. The parent company is the counterpart for all application stores where G5 sells its products. The costs consist mainly of payments to one of the subsidiaries in Malta, that holds the rights for the games in the portfolio. Over time, the transactions should generate a surplus for the parent company, but during shorter periods some imbalances may occur.
As for the group, the financial position of the parent company is solid.
OTHER DISCLOSURES OUTLOOK
G5 Entertainment does not publish forecasts.
RISK ASSESSMENT
G5 Entertainment is, like all companies, exposed to various kinds of risks in its operations. Among the most notable are risks related to the dependency on certain strategic partners, delays in the release of new games, currency exchange risks, changes in technology, dependency on key employees, and tax as well as political risks due to the multinational nature of the group's operations. Risk management is an integral part of G5 Entertainment's management. The risks are described in greater detail in the 2016 annual report.
The risks described for the group can also have an indirect effect on the parent company.
RELATED-PARTY TRANSACTIONS
During the period no significant related-party transactions have taken place.
LITIGATION PENDING WITH MYTONA
G5 has filed a complaint against MyTona LLC stating claims for breach of contract. MyTona has in turn handed in a cross-complaint against G5. The events are described in the interim report for January-March.
Since the release of the quarterly report for the first quarter no significant events have occurred.
The matter is pending in the Orange County Superior Court in Santa Ana, California.
UPCOMING REPORT DATES
| Interim report Jan-Sep 2017 | November 7, 2017 |
|---|---|
| Year-end report 2017 | February 16, 2018 |
TELECONFERENCE
On July 27, 2017 at 09.00 CET, CEO Vlad Suglobov and CFO Stefan Wikstrand will present the interim report in a conference call.
For dial-in details please visit: http://www.g5e.com/corporate/calendar
FORWARD-LOOKING STATEMENTS
This report may contain statements concerning, among other things, G5 Entertainment's financial position and performance as well as statements on market conditions that may be forward-looking. G5 Entertainment believes that the expectations reflected in such forward-looking statements are based on reasonable assumptions. However, forward-looking statements involve inherent risks and uncertainties and actual results or outcomes may differ materially from those expressed. Forward-looking statements relate only to the date they were made and, other than as required by applicable law, G5 Entertainment undertakes no obligation to update any of them in light of new information or future events.
INQUIRIES
Vlad Suglobov, CEO [email protected] Stefan Wikstrand, CFO +46 76 0011115
ASSURANCE
The Board of Directors and the CEO declare that the interim report provides a true and fair overview of the Parent Company's and the Group's operations, financial position and results of operations as well as describing the material risks and uncertainties facing the Parent Company and other companies in the Group.
Stockholm July 26th, 2017
Petter Nylander Chairman of the Board
Chris Carvalho Johanna Fagrell Köhler Board member Board member
Stefan Lundborg Jeffrey Rose Board member Board member
Vlad Suglobov CEO & Board member
Note: G5 Entertainment AB (publ) is required to make the information in this interim report public in compliance with the Swedish Securities Market Act. The information was submitted for publication on July 27, 2017 at 07.30.
This interim report has not been subject to review by the company´s auditors.
This report is published in Swedish and English. In the event of any difference between the English version and the Swedish original, the Swedish version shall prevail.
INCOME STATEMENT - GROUP
| KSEK | Apr-Jun 2017 |
Apr-Jun 2016 |
Jan-Jun 2017 |
Jan-Jun 2016 |
Jul-Jun 2016/-17 |
2016 |
|---|---|---|---|---|---|---|
| Net turnover | 275,918 | 104,469 | 510,416 | 205,713 | 821,634 | 516,931 |
| Cost of revenue | -142,441 | -54,917 | -263,804 | -105,277 | -429,598 | -271,070 |
| Gross profit | 133,477 | 49,551 | 246,612 | 100,437 | 392,036 | 245,861 |
| Research and Development expenses | -19,958 | -12,007 | -37,949 | -24,948 | -72,233 | -59,232 |
| Sales and Marketing expenses | -74,963 | -20,178 | -138,424 | -41,961 | -212,964 | -116,501 |
| General and Administrative expenses | -11,374 | -6,900 | -21,284 | -13,682 | -39,598 | -31,996 |
| Other operating income | 7 049 | 605 | 7,094 | 395 | 9,383 | 320 |
| Other operating expenses | -2 168 | -2,359 | -2,875 | -2,585 | -2,999 | -344 |
| Operating result | 32,064 | 8,712 | 53,173 | 17,656 | 73,625 | 38,108 |
| Financial income | 8 | 2 | 8 | 4 | 43 | 39 |
| Financial expenses | 0 | -3 | 0 | -54 | -55 | -109 |
| Operating result after financial items | 32,073 | 8,711 | 53,182 | 17,606 | 73,614 | 38,038 |
| Taxes (Note 3) | -3,062 | -916 | -5,476 | -3,152 | -7,158 | -4,833 |
| Net result for the period | 29,011 | 7,795 | 47,705 | 14,455 | 66,456 | 33,205 |
| Attributed to: | ||||||
| Parent company´s shareholders | 29,011 | 7,795 | 47,705 | 14,455 | 66,456 | 33,205 |
| Non-controlling interest | ||||||
| Earnings per share | ||||||
| Weighted average number of shares before dilution (thousands) | 8,800 | 8,800 | 8,800 | 8,800 | 8,800 | 8,800 |
| Weighted average number of shares after dilution (thousands) | 9,182 | 8,800 | 9,182 | 8,800 | 9,010 | 8,824 |
| Earnings per share (SEK), before dilution | 3.30 | 0.89 | 5.42 | 1.64 | 7.55 | 3.77 |
| Earnings per share (SEK), after dilution | 3.16 | 0.89 | 5.20 | 1.64 | 7.38 | 3.76 |
STATEMENT OF COMPREHENSIVE INCOME - GROUP
| KSEK | Apr-Jun 2017 |
Apr-Jun 2017 |
Jan-Jun 2017 |
Jan-Jun 2016 |
Jul-Jun 2016/-17 |
2016 |
|---|---|---|---|---|---|---|
| Net result for the period | 29,011 | 7,795 | 47,705 | 14,455 | 66,456 | 33,205 |
| Items that later can be reversed in profit | ||||||
| Foreign currency translation differences | -14,780 | 4,431 | -16,494 | 1,809 | -25,034 | 4,506 |
| Total other comprehensive income for the period | -14,780 | 4 431 | -16,494 | 1,809 | -25,034 | 4,506 |
| Total comprehensive income for the period | 14,231 | 12,226 | 31,211 | 16,264 | 41,422 | 37,711 |
| Attributed to: | ||||||
| Parent company´s shareholders | 14,231 | 12,226 | 31,211 | 16,264 | 41,422 | 37,711 |
| Non-controlling interest | - | - | - | - |
G5 ENTERTAINMENT AB
INTERIM REPORT JANUARY-JUNE 2017
BALANCE SHEET - GROUP
| KSEK | Jun 30, 2017 |
Jun 30, 2016 |
Dec 31, 2016 |
|---|---|---|---|
| Fixed assets | |||
| Intangible fixed assets | |||
| Capitalized development expenses (Note 2) | 106,762 | 102,803 | 109,104 |
| Goodwill | 2,291 | 2,292 | 2,292 |
| 109,053 | 105,095 | 111,396 | |
| Tangible fixed assets | |||
| Equipment | 7,085 | 5,706 | 6,275 |
| 7,085 | 5,706 | 6,275 | |
| Deferred tax receivable (Note 3) | 20,760 | 5,321 | 8,565 |
| Total non-current assets | 136,898 | 116,121 | 123,771 |
| Current assets (Note 4, 6) | |||
| Accounts receivable | 30,199 | 11,323 | 0 |
| Tax receivable | 233 | 212 | 474 |
| Other receivables | 6,874 | 6,132 | 5,906 |
| Prepaid expenses and accrued income | 78,705 | 27,717 | 57,030 |
| Cash and cash equivalents | 67,366 | 32,997 | 70,584 |
| Total current assets | 183,376 | 78,381 | 133,994 |
| TOTAL ASSETS | 320,274 | 194,502 | 260,231 |
| Equity | 192,380 | 139,608 | 161,169 |
| Deffered tax liabilities | 2,725 | - | 2,465 |
| Total non-current liabilities | 2,725 | - | 2,465 |
| Current liabilities (Note 6) | |||
| Accounts payable | 18,673 | 14,970 | 30,828 |
| Other liabilities | 8,747 | 2,846 | 2,840 |
| Tax liabilities | 18,631 | 11,926 | 13,276 |
| Accrued expenses | 79,119 | 25,151 | 49,653 |
| Total current liabilities | 125,169 | 54,894 | 96,597 |
| TOTAL EQUITY AND LIABILITIES | 320,274 | 194,502 | 260,231 |
STATEMENT OF CHANGES IN SHAREHOLDER EQUITY - GROUP
| Other capital |
Profit/ loss |
Share | |||
|---|---|---|---|---|---|
| KSEK | Share capital |
contribu tion |
Other reserves |
brought forward |
holders' equity |
| Shareholders' equity as of 2016-01-01 | 880 | 54,203 | 12,060 | 56,202 | 123,345 |
| Net result for the period | 14,455 | 14,273 | |||
| Total other comprehensive income | 1,809 | 1,809 | |||
| Total comprehensive income for the period | |||||
| Shareholders' equity as of 2016-06-30 | 880 | 54,203 | 13,869 | 70,656 | 139,608 |
| Shareholders' equity as of 2017-01-01 | 880 | 54,203 | 14,965 | 108,102 | 178,150 |
| Net result for the period | 29,011 | 29,011 | |||
| Total other comprehensive income | -14,780 | -14,780 | |||
| Total comprehensive income for the period | |||||
| Shareholders' equity as of 2017-06-30 | 880 | 54,203 | 185 | 137,112 | 192,380 |
CASH FLOW STATEMENT - GROUP
| KSEK | Apr-Jun 2017 |
Apr-Jun 2016 |
Jan-Jun 2017 |
Jan-Jun 2016 |
Jul-Jun 2016/-17 |
2016 |
|---|---|---|---|---|---|---|
| Cash flow from operating activities | ||||||
| Profit after financial items | 32,073 | 8,511 | 53,182 | 17,606 | 73,614 | 38,038 |
| Adjusting items not included in cash flow | 6,582 | 13,826 | 19,367 | 21,758 | 48,488 | 50,879 |
| Taxes paid | -8,345 | -755 | -9,766 | -2,435 | -11,055 | -3,724 |
| Cash flow before changes in working capital | 30,310 | 21,582 | 62,783 | 36,929 | 111,047 | 85,193 |
| Cash flow from changes in working capital | ||||||
| Change in operating receivables | -22,137 | -7,764 | -54,174 | -6,732 | -76,170 | -28,728 |
| Change in operating liabilities | 18,093 | -4,396 | 29,273 | -4,338 | 66,748 | 33,137 |
| Cash flow from operating activities | 26,266 | 9,422 | 37,882 | 25,858 | 101,625 | 89,602 |
| Investing activities | ||||||
| Investment in fixed assets | -2,146 | -973 | -2,864 | -1,757 | -4,439 | -3,331 |
| Capitalized development expenses | -17,085 | -12,921 | -30,298 | -25,110 | -55,401 | -50,212 |
| Cash flow from investing activities | -19,231 | -13,893 | -33,162 | -26,866 | -59,839 | -53,544 |
| Financing activities | ||||||
| Dividend | -6,600 | - | -6,600 | - | -6,600 | - |
| Premium for issued warrants | - | - | - | - | 113 | 113 |
| Cash flow from financing activities | -6,600 | - | -6,600 | - | -6,487 | 113 |
| CASH FLOW | 435 | -4,472 | -1,880 | -1,008 | 35,299 | 36,171 |
| Cash at the beginning of the period | 67,522 | 37,103 | 70,584 | 33,870 | 32,997 | 33,870 |
| Cash flow | 435 | -4,472 | -1,880 | -1,008 | 35,299 | 36,171 |
| Exchange rate differences | -591 | 365 | -1,338 | 135 | -930 | 543 |
| CASH AT THE END OF THE PERIOD | 67,366 | 32,997 | 67,366 | 32,997 | 67,366 | 70,584 |
NOTE 1 – ACCOUNTING PRINCIPLES
G5 Entertainment's consolidated accounts have been prepared in accordance with International Financial Reporting Standards (IFRS). This report was prepared for the group in accordance with the IAS 34 Interim Financial Reporting and the Annual Accounts Act. Accounting and calculation principles used in the report for the group are identical to those used in the Annual Report 2016. None of the new and changed standards from IASB, applicable from 1st of January 2017, has had any material effect on the Financial Statements. For detailed information on the accounting principles, see Annual Report 2016.
NOTE 2 – CAPITALIZED DEVELOPMENT EXPENSES
| KSEK | Apr-Jun 2017 |
Apr-Jun 2016 |
Jan-Jun 2017 |
Jan-Jun 2016 |
Jul-Jun 2016/-17 |
2016 |
|---|---|---|---|---|---|---|
| At the beginning of the period | 108,061 | 92,087 | 109,104 | 94,269 | 102,803 | 94,269 |
| Investments | 17,085 | 13,995 | 30,298 | 25,110 | 55,401 | 50,212 |
| Write-downs | 0 | 0 | -158 | -2,190 | -3,669 | -5,700 |
| Amortization | -12,534 | -7,922 | -24,649 | -15,938 | -47,413 | -38,702 |
| Net change during the period | 4,550 | 6,072 | 5,491 | 6,982 | 4,319 | 5,809 |
| Currency exchange differences | -5,692 | 4,644 | -7,675 | 1,552 | -202 | 9,026 |
| At the end of the period | 106,920 | 102,803 | 106,920 | 102,803 | 106,920 | 109,104 |
NOTE 3 – TAX
G5 Entertainment is active in a number of different jurisdictions, with different tax rates. The group's effective tax rate consequently varies between periods depending on the distribution of revenues and costs, and the group's profit level.
NOTE 4 – OTHER RECEIVABLES
Other receivables include SEK 0.3 M (1.9) for prepaid royalties to third party developers. G5 publishes both proprietary games and games licensed from third-party developers. In connection with the conclusion of agreements with third party developers, G5 sometimes pays an advance on royalties to fund game development. These advances are usually offset against the third party developer's contractual share of the revenue that each game generates.
NOTE 5 – PLEDGED ASSETS AND CONTINGENT LIABILITIES
Floating charge SEK 3.0 M (3.0), pledged for cheque account with overdraft facility USD 0.4 M (0.4). The overdraft facility was unused as of June 30, 2017.
Bank account 50 (50) KSEK, pledged for bank guarantee.
NOTE 6 – FAIR VALUE
G5 group has no financial instruments that are accounted for at fair value. The carrying amount for financial instruments correspond to fair value.
INCOME STATEMENT - PARENT COMPANY
| KSEK | Apr-Jun 2017 |
Apr-Jun 2016 |
Jan-Jun 2017 |
Jan-Jun 2016 |
Jul-Jun 2016/-17 |
2016 |
|---|---|---|---|---|---|---|
| Net turnover | 275,918 | 104,453 | 510,370 | 205,696 | 823,916 | 519,241 |
| Cost of revenue | -188,716 | -82,496 | -364,704 | -159,898 | -588,519 | -383,712 |
| Gross profit | 87,202 | 21,957 | 145,666 | 45,798 | 235,396 | 135,528 |
| Research and development expenses | -22 | -38 | -80 | -57 | -88 | -66 |
| Sales and Marketing expenses | -10,525 | -813 | -17,270 | -2,749 | -20,873 | -6,352 |
| General and administrative expenses | -69,209 | -22,578 | -129,134 | -45,245 | -206,088 | -122,199 |
| Other operating income | 0 | 0 | 0 | 0 | 2,304 | 2,304 |
| Other operating expenses | 5,293 | -1,548 | 4,596 | -2,204 | -324 | -7,124 |
| Operating result | 12,739 | -3,019 | 3,778 | -4,457 | 10,326 | 2,092 |
| Financial income | -1,902 | 5,516 | -2,215 | 3,868 | 4,347 | 10,429 |
| Financial expenses | 0 | -3 | 0 | -54 | -55 | -109 |
| Operating result after financial items | 10,838 | 2,494 | 1,563 | -644 | 14,618 | 12,412 |
| Taxes (Note 3) | -2,384 | -549 | -344 | 141 | -3,215 | -2,729 |
| Net result for the period | 8,453 | 1,945 | 1,219 | -502 | 11,404 | 9,682 |
STATEMENT OF COMPREHENSIVE INCOME - PARENT COMPANY
| KSEK | Apr-Jun 2017 |
Apr-Jun 2016 |
Jan-Jun 2017 |
Jan-Jun 2016 |
Jul-Jun 2016/-17 |
2016 |
|---|---|---|---|---|---|---|
| Net result for the period | 8,453 | 1,945 | 1,219 | -502 | 11,404 | 9,682 |
| Items that later can be reversed in profit | ||||||
| Foreign currency translation differences | - | - | - | - | - | - |
| Total other comprehensive income for the period | - | - | - | - | - | - |
| Total comprehensive income for the period | 8,453 | 1,945 | 1 219 | -502 | 11,404 | 9,682 |
BALANCE SHEET - PARENT COMPANY
| KSEK | Jun 30, 2017 |
Jun 30 2016 |
Dec 31, 2016 |
|---|---|---|---|
| Fixed assets | |||
| Financial fixed assets | |||
| Shares in group companies | 70 | 70 | 70 |
| Deferred tax assets | - | 141 | - |
| Receivables from group companies | 75,451 | 102,295 | 79,211 |
| 75,521 | 102,506 | 79,281 | |
| Current assets | |||
| Account receivables | 30,199 | 11,323 | 0 |
| Receivables from group companies | 210 | 161 | 186 |
| Other receivables | 6,091 | 3,927 | 2,341 |
| Prepaid expenses and accrued income | 77,429 | 26,829 | 56,208 |
| Cash and cash equivalents | 57,883 | 25,699 | 56,665 |
| Total current assets | 171,812 | 67,940 | 115,399 |
| TOTAL ASSETS | 247,332 | 170,446 | 194,680 |
| Restricted equity | |||
| Share capital | 880 | 880 | 880 |
| Non-restricted equity | |||
| Share premium reserve | 54,283 | 54,160 | 54,283 |
| Profit/Loss carried forward | 57,162 | 54,081 | 54,081 |
| Net result for the period | 1,219 | -502 | 9,682 |
| Total equity | 113,544 | 108,618 | 118,926 |
| Current liabilities | |||
| Accounts payable | 277 | 29 | 573 |
| Liability to group companies | 126,747 | 59,847 | 71,956 |
| Other liability | 2,245 | 379 | 392 |
| Accrued expenses | 4,519 | 1,573 | 2,832 |
| Total current liabilities | 133,788 | 61,828 | 75,753 |
| TOTAL EQUITY AND LIABILITIES | 247,332 | 170,446 | 194,680 |
GLOSSARY
FINANCIAL STATEMENT
Cost of revenue consists of direct expenses incurred in order to generate revenue from the company's games. This primarily includes commission to distributors and royalties to external developers.
Research and Development expenses primarily consist of salaries, bonuses and benefits for the company's developers. In addition, research and development expenses include outside services, as well as allocated facilities and other overhead costs. Costs associated with maintaining the company's computer software and associated infrastructure are expensed as incurred. Development costs that are directly attributable to the design and testing of the company's identifiable and unique games are recognized as intangible assets, and amortized within research and development expense over a 24-month period.
Sales and Marketing expenses primarily consist of user acquisition expenses and related software. Sales and marketing also includes salaries, bonuses, and benefits for the company's sales and marketing staff, as well as consulting fees. In addition, sales and marketing expenses include general marketing, branding, advertising and public relations costs.
General and Administrative expenses primarily consist of salaries, bonuses, and benefits for the company's executive, finance, legal, information technology, human resources and other administrative employees, as well as support staff. It also includes outside consulting, legal and accounting services, insurance as well as facilities and other overhead costs not allocated to other areas across the business. In addition, general and administrative expenses include all of the company's depreciation expenses.
OPERATIONAL TERMS
Monthly Active Users (MAU) is the number of individuals who played a G5 game in a calendar month. An individual who plays two different games in the same month is counted as two MAUs. Numbers presented in the report are the average of the three months in any given quarter.
Daily Active Users (MAU) is the number of individuals who played a G5 game in a day. An individual who plays two different games in the day is counted as two DAUs. Numbers presented in the report are the average of the three months in any given quarter.
Monthly Unique Payers (MUP) is the number of individuals who made a payment in a G5 game at least once during a calendar month. An individual who pays in two G5 games is counted as one MUP. Numbers presented in the report are the average of the three months in any given quarter.
Monthly Average Gross Revenue Per Paying User (MAGRPPU) is the average gross revenue received from a Monthly Unique Payer during a calendar month. MAGRPPU is calculated by dividing the gross revenue during the calendar month by the number of Monthly Unique Payers in the same calendar month. The numbers presented in the report are the average of the three months in any given quarter.
ABOUT G5 ENTERTAINMENT
G5 Entertainment AB (publ) (G5) is a developer and publisher of high quality free-to-play mobile games for iOS, Android, Kindle Fire, and Windows-powered devices. G5 develops and publishes games that are family-friendly, easy to learn, and targeted at the widest audience of experienced and novice players. G5's portfolio includes a number of popular games like Mahjong Journey®, Survivors: the Quest®, Hidden City®, Twin Moons Society®, Supermarket Mania® and The Secret Society®. G5 Entertainment AB (publ) is listed on Nasdaq Stockholm since 2014.
G5 ENTERTAINMENT AB (PUBL) BIRGER JARLSGATAN 18, 114 34 STOCKHOLM, SWEDEN PHONE: +46 84 11111 5 E-MAIL: [email protected] ORG.NR. 556680-8878 HTTP://WWW.G5E.SE