Ten Square Games Aktienkurs
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📘 Marktkapitalisierung
📈 Was ist das?
Die Marktkapitalisierung zeigt, wie viel ein Unternehmen laut Börse aktuell wert ist.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Sie hilft Unternehmen in Größenklassen (Large, Mid, Small Cap) einzuordnen und gibt Hinweise auf Marktmacht und Stabilität.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Große Unternehmen gelten als stabiler, zahlen oft Dividenden, wachsen aber langsamer.
- Kleine Firmen können stärker wachsen, sind aber schwankungsanfälliger.
- Die Marktkapitalisierung ist ein guter Indikator für Unternehmensgröße, aber kein Maß für Unter- oder Überbewertung.
📘 Enterprise Value (Unternehmenswert)
📈 Was ist das?
Der Enterprise Value (EV) zeigt, was ein Unternehmen tatsächlich kostet, wenn man es komplett übernehmen würde – inklusive Schulden und abzüglich Cash.
🧮 Wie wird es berechnet?
(= Marktkapitalisierung + Nettoverschuldung)
🏛️ Wofür ist es wichtig?
Der EV ist eine realistischere Bewertungsbasis als die Marktkapitalisierung, da er die Kapitalstruktur berücksichtigt. Er ist Grundlage für Kennzahlen wie EV/FCF oder EV/Sales.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Der Enterprise Value zeigt, was ein Unternehmen tatsächlich wert ist – unabhängig davon, wie es finanziert ist.
- Er ist besonders wichtig für professionelle Investoren, da er eine objektivere Grundlage für Bewertungsvergleiche bietet als die Marktkapitalisierung allein.
- Ein Unternehmen mit hoher Verschuldung erscheint im EV teurer, eines mit viel Cash günstiger – auch wenn sie an der Börse gleich viel wert sind.
📘 Nettoverschuldung
📈 Was ist das?
Die Nettoverschuldung zeigt, wie viele Schulden nach Abzug des verfügbaren Cashs tatsächlich verbleiben.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Sie zeigt, wie stark ein Unternehmen von Fremdkapital abhängig ist – und wie gut es in der Lage ist, seine Schulden kurzfristig zu bedienen.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Eine niedrige oder negative Nettoverschuldung bedeutet hohe finanzielle Stabilität.
- Unternehmen mit viel Cash und geringer Verschuldung sind besser gerüstet für Krisen.
- Eine hohe Nettoverschuldung erhöht das Risiko – besonders bei steigenden Zinsen oder konjunkturellen Schwächen.
📘 Cash
📈 Was ist das?
Der Cashbestand zeigt, wie viele liquide Mittel einem Unternehmen sofort zur Verfügung stehen.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Er gibt Auskunft über die finanzielle Flexibilität: Ein hoher Cashbestand ermöglicht Investitionen, Rückkäufe oder Krisenresistenz.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Ein hoher Cashbestand zeigt finanzielle Stärke und Handlungsspielraum.
- Cash kann für Investitionen, Schuldentilgung oder Aktienrückkäufe genutzt werden.
- Allerdings: Zu viel ungenutztes Kapital kann auch auf mangelnde Investitionsideen hinweisen.
📘 Anzahl ausstehender Aktien
📈 Was ist das?
Die Anzahl ausstehender Aktien gibt an, wie viele Aktien eines Unternehmens aktuell im Umlauf sind und von Investoren gehalten werden.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Sie ist die Grundlage für viele Kennzahlen wie Gewinn je Aktie (EPS), Marktkapitalisierung oder KGV.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Je weniger Aktien im Umlauf sind, desto höher fällt z. B. der Gewinn je Aktie aus – wichtig für Bewertung und Dividendenrendite.
- Aktienrückkäufe verringern die Anzahl ausstehender Aktien – und steigern den Wert je Aktie.
- Kapitalerhöhungen haben den gegenteiligen Effekt: mehr Aktien → Verwässerung der bestehenden Anteile.
📘 Kurs-Gewinn-Verhältnis (KGV)
📈 Was ist das?
Das KGV zeigt, wie oft der Gewinn pro Aktie im aktuellen Aktienkurs enthalten ist – also wie „teuer“ eine Aktie im Verhältnis zum Gewinn ist.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Das KGV gehört zu den bekanntesten Bewertungskennzahlen. Es hilft Anlegern einzuschätzen, ob eine Aktie im Vergleich zu ihrem Gewinn eher günstig oder teuer erscheint.
🧮 Berechnung
📊 KGV (TTM) = bezogen auf den Gewinn der letzten 12 Monate (Trailing Twelve Months):🎯 Was bedeutet das für Anleger?
- Ein niedriges KGV kann auf eine günstige Bewertung hindeuten – oder auf Probleme im Geschäftsmodell.
- Ein hohes KGV kann Wachstumserwartungen widerspiegeln – oder eine überbewertete Aktie.
📘 Kurs-Umsatz-Verhältnis (KUV)
📈 Was ist das?
Das KUV zeigt, wie viel Anleger für 1 € Umsatz eines Unternehmens zahlen – unabhängig vom Gewinn.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Das KUV ist besonders bei wachstumsstarken oder noch nicht profitablen Unternehmen hilfreich. Es zeigt, wie hoch der Umsatz an der Börse bewertet wird.
🧮 Berechnung
Marktkapitalisierung = 627,24 Mio. zł | Umsatz (TTM) = 373,14 Mio. zł
Marktkapitalisierung = 627,24 Mio. zł | Umsatz erwartet = 375,22 Mio. zł
🎯 Was bedeutet das für Anleger?
- Ein niedriges KUV kann auf Unterbewertung hindeuten – oder auf schwache Margen.
- Ein hohes KUV kann hohe Erwartungen widerspiegeln – oder übermäßigen Optimismus.
- Besonders sinnvoll bei Wachstumsunternehmen, bei denen der Gewinn oder Free Cashflow (noch) keine Aussagekraft hat.
📘 Unternehmenswert zu Umsatz (EV/Sales)
📈 Was ist das?
EV/Sales zeigt, wie viel Anleger für 1 € Umsatz eines Unternehmens zahlen, wenn man auch Schulden und Cash berücksichtigt – es ist eine kapitalstrukturbereinigte Version des KUV.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Diese Kennzahl eignet sich besonders für den Vergleich von Unternehmen mit unterschiedlicher Verschuldung – sie zeigt, wie teuer ein Unternehmen tatsächlich im Verhältnis zum Umsatz ist.
🧮 Berechnung
Enterprise Value = 558,52 Mio. zł | Umsatz (TTM) = 373,14 Mio. zł
Enterprise Value = 558,52 Mio. zł | Umsatz erwartet = 375,22 Mio. zł
🎯 Was bedeutet das für Anleger?
- EV/Sales ist neutral gegenüber der Kapitalstruktur und eignet sich gut für Unternehmensvergleiche.
- Ein niedriges Verhältnis kann auf eine günstig bewertete Aktie hindeuten – ein hohes Verhältnis auf hohe Erwartungen oder Überbewertung.
- Besonders nützlich bei wachstumsstarken, noch nicht profitablen Firmen.
📘 Unternehmenswert zu Free Cashflow (EV/FCF)
📈 Was ist das?
EV/FCF zeigt, wie viele Jahre es dauern würde, bis ein Unternehmen seinen Unternehmenswert durch freien Cashflow „zurückverdient”.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Diese Kennzahl hilft, Unternehmen auf Basis ihrer tatsächlichen Cash-Erträge zu bewerten – unabhängig von Bilanzierungsregeln oder buchhalterischem Gewinn.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Ein niedriges EV/FCF deutet auf eine günstige Bewertung bei starker Cashgenerierung hin.
- Ein hohes EV/FCF kann entweder auf Optimismus oder auf temporär schwachen Cashflow hindeuten.
- Besonders hilfreich bei reifen, profitablen Unternehmen mit stabilen Cashflows.
📘 Kurs-Buchwert-Verhältnis (KBV)
📈 Was ist das?
Das KBV zeigt, wie hoch der Marktwert eines Unternehmens im Verhältnis zu seinem bilanziellen Eigenkapital ist.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Das KBV ist besonders bei Substanzwerten (z. B. Banken, Industrie) relevant. Es hilft Anlegern zu erkennen, ob ein Unternehmen unter oder über seinem buchhalterischen Vermögen bewertet ist.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Ein KBV unter 1 kann auf Unterbewertung oder schwache Rentabilität hindeuten.
- Ein KBV über 1 zeigt, dass der Markt dem Unternehmen Mehrwert über den Buchwert hinaus zuschreibt (z. B. Marken, Patente, Wachstum).
- Das KBV eignet sich besonders gut für Unternehmen mit stabilen, materiellen Vermögenswerten.
📘 Dividende je Aktie
📈 Was ist das?
Die Dividende je Aktie zeigt, wie viel Geld ein Unternehmen pro Aktie an seine Aktionäre ausschüttet – typischerweise jährlich oder quartalsweise.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Sie ist die absolute Größe der Auszahlung je Aktie – wichtig für alle, die regelmäßige Erträge suchen oder Dividendenstrategien verfolgen.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Eine stabile oder wachsende Dividende je Aktie ist oft ein Zeichen für ein solides Geschäftsmodell.
- Die Dividende je Aktie allein sagt aber nichts über die Rendite – dafür ist auch der Aktienkurs relevant (→ Dividendenrendite).
- Langfristig steigende Dividenden sind oft ein sehr gutes Merkmal (z. B. Dividenden-Aristokraten).
📘 Dividendenrendite
📈 Was ist das?
Die Dividendenrendite zeigt, wie hoch die Dividende eines Unternehmens im Verhältnis zum Aktienkurs ist.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Sie hilft dabei, Dividendenaktien vergleichbar zu machen – unabhängig vom absoluten Auszahlungsbetrag.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Eine stabile Dividendenrendite kann auf verlässliche Ausschüttungen hinweisen.
- Ein Vergleich der 1J- und 5J-Rendite hilft zu erkennen, ob das Dividendenwachstum mit dem Kurswachstum Schritt hält.
- Eine niedrige Rendite ist nicht zwingend negativ – sie kann auf starkes Kurswachstum hindeuten.
📘 Dividendenwachstum
📈 Was ist das?
Das Dividendenwachstum zeigt, wie stark ein Unternehmen seine Dividende je Aktie über die Zeit gesteigert hat.
🧮 Wie wird es berechnet?
5J: durchschnittliche jährliche Wachstumsrate (CAGR)
🏛️ Wofür ist es wichtig?
Stetig steigende Dividenden gelten als Zeichen für finanzielle Stärke und Aktionärsorientierung – besonders interessant für langfristige Investoren.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Ein stabiles Dividendenwachstum ist ein Zeichen nachhaltiger Ertragskraft.
- Ein hohes Dividendenwachstum kann ein erheblicher Hebel deiner Rendite sein:
- Wenn ein Unternehmen z. B. 1 € Dividende zahlt und diese über 5 Jahre jährlich um 15 % erhöht, bekommst du im 5. Jahr bereits 2 € je Aktie – doppelt so viel wie zu Beginn!
📘 Ausschüttungsquote (Payout)
📈 Was ist das?
Die Ausschüttungsquote zeigt, wie viel Prozent des Unternehmensgewinns (pro Aktie) als Dividende an die Aktionäre ausgeschüttet wird.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Die Quote hilft einzuschätzen, ob eine Dividende auf Dauer tragfähig ist – besonders im Verhältnis zum erzielten Gewinn.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Eine niedrige Ausschüttungsquote bedeutet: Das Unternehmen behält einen größeren Teil des Gewinns für Investitionen – typisch für Wachstumsunternehmen.
- Eine moderate Quote (z. B. 25–50 %) steht oft für ein gesundes Gleichgewicht zwischen Ausschüttung und Zukunftsinvestitionen.
- Hohe Ausschüttungsquoten können attraktiv wirken, sind aber riskanter, wenn die Gewinne schwanken oder sinken.
📘 Dividendensteigerungen in Folge (Erhöhungen)
📈 Was ist das?
Diese Kennzahl zeigt, wie viele Jahre in Folge ein Unternehmen seine Dividende pro Aktie erhöht hat – ohne Kürzung oder Aussetzung.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Ein langer Track Record kontinuierlicher Erhöhungen spricht für Verlässlichkeit, solide Finanzen und aktionärsfreundliche Unternehmenspolitik.
🎯 Was bedeutet das für Anleger?
- Ein langer Zeitraum mit Dividendensteigerungen stärkt das Vertrauen – besonders in Krisenzeiten.
- Solche Unternehmen gelten als verlässlich und planbar für Einkommensinvestoren.
- Je länger die Serie, desto stärker das Commitment gegenüber den Aktionären.
📘 Umsatz
📈 Was ist das?
Der Umsatz zeigt, wie viel ein Unternehmen insgesamt mit seinen Produkten und Dienstleistungen verdient – also den Bruttoerlös vor Abzug von Kosten.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Der Umsatz ist eine der zentralen Kennzahlen zur Einschätzung der Unternehmensgröße, Marktstellung und Wachstumskraft.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Ein wachsender Umsatz zeigt eine steigende Nachfrage und kann ein guter Frühindikator für Gewinnsteigerungen sein.
- Vergleiche von aktuellem und erwartetem Umsatz geben Hinweise auf das Marktumfeld und Analystenerwartungen.
- Wichtig: Starker Umsatz allein genügt nicht – auch Margen und Profitabilität zählen.
📘 EBITDA
📈 Was ist das?
EBITDA steht für „Earnings Before Interest, Taxes, Depreciation and Amortization“ – also Gewinn vor Zinsen, Steuern und Abschreibungen. Es zeigt das operative Ergebnis eines Unternehmens, bereinigt um bilanztechnische und finanzierungsbedingte Effekte.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
EBITDA ist eine verbreitete Kennzahl zur Beurteilung der operativen Leistungsfähigkeit – insbesondere bei kapitalintensiven Unternehmen oder im internationalen Vergleich.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Ein hohes oder wachsendes EBITDA spricht für starke operative Erträge – unabhängig von Bilanzierung oder Steuerlast.
- EBITDA ist besonders nützlich, um Unternehmen branchenübergreifend zu vergleichen.
- Wichtig: EBITDA ist keine offizielle Gewinnkennzahl – Abschreibungen und Finanzierungskosten werden ausgeklammert.
📘 EBIT
📈 Was ist das?
EBIT steht für „Earnings Before Interest and Taxes“ – also Gewinn vor Zinsen und Steuern. Es zeigt das operative Ergebnis eines Unternehmens nach Abschreibungen, aber vor Finanzierungs- und Steueraufwand.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
EBIT ist eine zentrale Kennzahl zur Beurteilung der Profitabilität aus dem Kerngeschäft – unabhängig von Kapitalstruktur oder Steuersystem.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Ein hohes EBIT deutet auf ein profitables Kerngeschäft hin – vor Zinslasten oder steuerlichen Effekten.
- Es erlaubt objektivere Vergleiche zwischen Unternehmen mit unterschiedlicher Finanzierung.
- Im Vergleich mit EBITDA zeigt EBIT bereits den Einfluss von Abschreibungen auf das operative Ergebnis.
📘 Nettogewinn
📈 Was ist das?
Der Nettogewinn ist der verbleibende Jahresüberschuss (oder -fehlbetrag) eines Unternehmens – nach Abzug aller Kosten, Steuern, Zinsen und Abschreibungen
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Der Nettogewinn ist die zentrale Erfolgskennzahl – er zeigt, wie profitabel ein Unternehmen nach allen Kosten tatsächlich arbeitet.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Ein steigender Nettogewinn zeigt, dass das Unternehmen effizient wirtschaftet – trotz aller Kosten.
- Die Entwicklung des Gewinns beeinflusst z. B. direkt das KGV und weitere Kennzahlen.
- Im Zeitverlauf lässt sich ablesen, wie stabil und profitabel ein Geschäftsmodell wirklich ist.
📘 Free Cashflow (FCF)
📈 Was ist das?
Der Free Cashflow gibt Aufschluss über die echte finanzielle Stärke eines Unternehmens – unabhängig von Bilanzierungsregeln. Er zeigt, wie viel Spielraum für Dividenden, Aktienrückkäufe oder Schuldenabbau besteht.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
FCF reflects a company’s real financial strength – regardless of accounting profits. It shows how much flexibility a company has for dividends, share buybacks, or debt reduction.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Ein hoher Free Cashflow bedeutet, dass ein Unternehmen echte Finanzkraft besitzt – unabhängig vom bilanzierten Gewinn.
- Er ist oft die solideste Grundlage für nachhaltige Dividenden und Aktienrückkäufe.
- Sinkender FCF kann ein Warnsignal sein – auch wenn der Gewinn stabil aussieht.
📘 Umsatzwachstum
📈 Was ist das?
Das Umsatzwachstum zeigt, wie stark sich die Erlöse eines Unternehmens im Vergleich zum Vorjahr verändert haben – tatsächlich (TTM) und auf Prognosebasis (erwartet).
🧮 Wie wird es berechnet?
Erwartet = (Umsatz erwartet ÷ Umsatz Vorjahr − 1) × 100
Erwartetes Wachstum basiert auf Analystenschätzungen für das laufende Geschäftsjahr.
🏛️ Wofür ist es wichtig?
Ein wachsender Umsatz ist ein zentrales Signal für steigende Nachfrage, Geschäftsausweitung und Marktanteilsgewinne – besonders bei Wachstumsunternehmen.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Wachstum ist der Motor langfristiger Wertsteigerung – besonders bei Technologie- und Wachstumsaktien.
- Wichtig ist nicht nur das aktuelle Wachstum, sondern auch dessen Nachhaltigkeit.
- Prognosen zeigen, ob Analysten weiteres Potenzial erwarten – oder eine Verlangsamung.
📘 EBITDA-Wachstum
📈 Was ist das?
Das EBITDA-Wachstum zeigt, wie stark das operative Ergebnis eines Unternehmens vor Zinsen, Steuern und Abschreibungen im Vergleich zum Vorjahr gestiegen oder gesunken ist.
🧮 Wie wird es berechnet?
Erwartet = (erwartetes EBITDA ÷ EBITDA Vorjahr − 1) × 100
Erwartetes Wachstum basiert auf Analystenschätzungen für das laufende Geschäftsjahr.
🏛️ Wofür ist es wichtig?
Ein steigendes EBITDA ist ein Zeichen für verbesserte operative Ertragskraft – unabhängig von Finanzierungsstruktur oder Abschreibungen.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Starkes EBITDA-Wachstum signalisiert operative Effizienz und Skalierung – besonders relevant in Wachstumsphasen.
- EBITDA-Wachstum ist ein Frühindikator für Margen- und Gewinnentwicklung – sollte aber stets im Zusammenhang mit Umsatz und EBIT betrachtet werden.
📘 EBIT Wachstum
📈 Was ist das?
Das EBIT-Wachstum zeigt, wie stark das operative Ergebnis eines Unternehmens (nach Abschreibungen, aber vor Zinsen und Steuern) im Vergleich zum Vorjahr gewachsen ist.
🧮 Wie wird es berechnet?
Erwartet = (erwartetes EBIT ÷ EBIT Vorjahr − 1) × 100
Erwartetes Wachstum basiert auf Analystenschätzungen für das laufende Geschäftsjahr.
🏛️ Wofür ist es wichtig?
Das EBIT-Wachstum ist ein direkter Indikator für die wirtschaftliche Entwicklung des operativen Geschäfts – unter Berücksichtigung der Kapitalintensität (Abschreibungen).
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Steigendes EBIT signalisiert wachsende operative Rentabilität – auch unter Berücksichtigung von Abschreibungen.
- Das EBIT-Wachstum ist ein wichtiges Maß zur Beurteilung von Geschäftsmodellen mit hohen Investitionskosten.
- Im Zusammenspiel mit Umsatz- und EBITDA-Wachstum ergibt sich ein umfassendes Bild zur operativen Entwicklung.
📘 Nettogewinn-Wachstum
📈 Was ist das?
Das Nettogewinn-Wachstum zeigt, wie stark der Jahresüberschuss eines Unternehmens gegenüber dem Vorjahr gestiegen oder gesunken ist – sowohl tatsächlich (TTM) als auch auf Basis von Prognosen (erwartet).
🧮 Wie wird es berechnet?
Erwartet = (erwarteter Nettogewinn ÷ Nettogewinn Vorjahr − 1) × 100
Der erwartete Wert basiert auf Analystenschätzungen für das laufende Geschäftsjahr.
🏛️ Wofür ist es wichtig?
Der Gewinn ist die entscheidende Ergebnisgröße für ein Unternehmen. Ein wachsender Nettogewinn deutet auf steigende Effizienz, stabile Kostenkontrolle und nachhaltige Ertragskraft hin.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Wachsender Nettogewinn stärkt die Bewertung, Dividendenfähigkeit und Kursfantasie.
- Stagnierender oder rückläufiger Gewinn trotz Umsatzwachstum kann auf Margendruck hinweisen.
📘 Free Cashflow-Wachstum
📈 Was ist das?
Das Free-Cashflow-Wachstum zeigt, wie sich der freie Mittelzufluss eines Unternehmens im Vergleich zum Vorjahr verändert hat – also der Betrag, der nach allen operativen Ausgaben und Investitionen übrig bleibt.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Free Cashflow ist der echte, verfügbare Geldzufluss. Wachstum in diesem Bereich ist ein Zeichen für finanzielle Stärke und steigende Flexibilität bei Dividenden, Rückkäufen oder Investitionen.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Sinkender Free Cashflow kann auf steigende Investitionen, höhere Kosten oder stagnierende operative Erträge hindeuten.
- Besonders bei Dividendenwerten ist das FCF-Wachstum wichtig – denn Dividenden werden letztlich aus dem verfügbaren Cash gezahlt.
- Ein negativer Trend sollte genauer analysiert werden – er ist nicht zwangsläufig schlecht, aber potenziell ein Warnsignal.
📘 Bruttomarge
📈 Was ist das?
Die Bruttomarge zeigt, wie viel vom Umsatz nach Abzug der direkten Herstellungskosten (Material, Produktion) als Bruttogewinn übrig bleibt – also der „Rohgewinn“ eines Unternehmens.
🧮 Wie wird es berechnet?
Auch: Bruttomarge = Bruttogewinn ÷ Umsatz × 100
🏛️ Wofür ist es wichtig?
Die Bruttomarge gibt Aufschluss über die Profitabilität eines Produkts oder Geschäftsmodells vor Fixkosten, Steuern und Zinsen. Sie zeigt, wie effizient ein Unternehmen produzieren oder einkaufen kann.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Eine hohe Bruttomarge deutet auf starke Preissetzungsmacht und effiziente Herstellung hin.
- Sinkende Bruttomargen können auf Kostensteigerungen oder Preisdruck hindeuten.
- Besonders im Vergleich zu Wettbewerbern liefert die Bruttomarge wertvolle Einblicke in die Geschäftsqualität.
📘 EBITDA-Marge
📈 Was ist das?
Die EBITDA-Marge zeigt, wie viel vom Umsatz als operativer Gewinn vor Zinsen, Steuern und Abschreibungen (EBITDA) übrig bleibt. Sie misst die operative Effizienz – ohne Verzerrungen durch Finanzierung oder Buchwerte.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Die EBITDA-Marge hilft zu verstehen, wie viel operativer Gewinn ein Unternehmen aus jedem Euro Umsatz erzielt – unabhängig von Kapitalstruktur oder steuerlichem Umfeld.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Eine hohe EBITDA-Marge zeigt starke operative Ertragskraft – unabhängig von Bilanzierungseffekten.
- Die Marge ermöglicht gute Vergleiche zwischen Unternehmen und Branchen.
- Ein stabiler oder wachsender Wert kann auf effiziente Kostenkontrolle und Skalierbarkeit hindeuten.
📘 EBIT-Marge
📈 Was ist das?
Die EBIT-Marge zeigt, wie viel Prozent des Umsatzes als operativer Gewinn nach Abschreibungen, aber vor Zinsen und Steuern übrig bleiben.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Die EBIT-Marge misst die operative Ertragskraft eines Unternehmens unter Berücksichtigung der Kapitalintensität (z. B. Maschinen, Anlagen). Sie eignet sich gut zum Vergleich von Geschäftsmodellen mit unterschiedlich hohen Abschreibungen.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Eine hohe EBIT-Marge zeigt, dass ein Unternehmen auch nach Abschreibungen effizient arbeitet.
- Sie ist besonders relevant in kapitalintensiven Branchen.
- Langfristig stabile oder steigende Margen sind ein Zeichen wirtschaftlicher Stärke und Preissetzungsmacht.
📘 Nettomarge
📈 Was ist das?
Die Nettomarge zeigt, wie viel vom Umsatz am Ende als „Reingewinn“ übrig bleibt – also nach Abzug aller Kosten, Zinsen, Steuern und Abschreibungen.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Die Nettomarge gibt an, wie effizient ein Unternehmen über alle Stufen hinweg wirtschaftet. Sie zeigt, wie viel Gewinn tatsächlich je Euro Umsatz übrig bleibt.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Eine hohe Nettomarge zeigt, dass ein Unternehmen nicht nur operativ stark ist, sondern auch seine Finanzierung und Steuerbelastung im Griff hat.
- Vergleiche mit Wettbewerbern geben Einblicke in die wirtschaftliche Qualität.
- Sinkende Nettomargen trotz Umsatzwachstum können ein Warnsignal sein – etwa für steigende Kosten oder sinkende Effizienz.
📘 Free Cashflow Marge
📈 Was ist das?
Die Free-Cashflow-Marge zeigt, wie viel vom Umsatz nach Abzug aller operativen Ausgaben und Investitionen tatsächlich als freier Mittelzufluss übrig bleibt.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Diese Marge misst die echte Liquidität, die ein Unternehmen erwirtschaftet – unabhängig von Bilanzierungsregeln oder Abschreibungen. Sie ist besonders relevant für Dividenden, Rückkäufe und Investitionen.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Eine hohe Free-Cashflow-Marge zeigt, dass ein Unternehmen nachhaltig liquide Mittel erwirtschaftet.
- Sie ist ein starkes Signal für finanzielle Stabilität und Ausschüttungspotenzial.
- Wichtig ist der langfristige Trend – sinkende Werte können auf steigende Investitionen oder rückläufige operative Effizienz hindeuten.
📘 Eigenkapitalquote
📈 Was ist das?
Die Eigenkapitalquote zeigt, wie hoch der Anteil des Eigenkapitals an der Bilanzsumme eines Unternehmens ist – also wie stark es sich aus eigenen Mitteln finanziert.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Eine hohe Eigenkapitalquote steht für finanzielle Stabilität, Krisenfestigkeit und gute Bonität. Sie ist besonders relevant bei der Beurteilung der Verschuldung.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Eine hohe Eigenkapitalquote signalisiert finanzielle Stabilität – besonders in Krisenzeiten.
- Ein niedriger Wert kann auf ein höheres Risiko oder eine aggressive Verschuldung hinweisen.
- Wichtig: Die Eigenkapitalquote sollte immer gemeinsam mit der Eigenkapitalrendite betrachtet werden. Nur so lässt sich beurteilen, ob ein Unternehmen nicht nur solide, sondern auch effizient wirtschaftet.
📘 Eigenkapitalrendite (ROE)
📈 Was ist das?
Die Eigenkapitalrendite zeigt, wie effizient ein Unternehmen mit dem Kapital seiner Aktionäre arbeitet – also wie viel Gewinn es pro Euro Eigenkapital erwirtschaftet.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Die Eigenkapitalrendite ist eine zentrale Rentabilitätskennzahl. Sie hilft Anlegern zu erkennen, ob das Unternehmen eine attraktive Verzinsung auf das eingesetzte Eigenkapital erwirtschaftet.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Eine hohe Eigenkapitalrendite spricht für ein starkes, effizientes Geschäftsmodell.
- Besonders interessant ist sie bei kapitalintensiven Firmen oder solchen mit hoher Eigenkapitalquote.
- Wichtig: Ein sehr hoher ROE kann auch auf hohe Schulden hinweisen – daher sollte sie immer im Kontext mit der Eigenkapitalquote betrachtet werden.
📘 Return on Capital Employed (ROCE)
📈 Was ist das?
ROCE misst die Gesamtrentabilität eines Unternehmens – also wie effizient es das eingesetzte Kapital (Eigen- und Fremdkapital) zur Gewinnerzielung nutzt.
🧮 Wie wird es berechnet?
Das eingesetzte Kapital ist das gesamte betriebsnotwendige Kapital, unabhängig von der Finanzierungsquelle.
🏛️ Wofür ist es wichtig?
ROCE eignet sich besonders gut für den Vergleich unterschiedlich finanzierter Unternehmen. Es zeigt, wie effektiv ein Unternehmen Kapital investiert – unabhängig von der Kapitalstruktur.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Ein hoher ROCE zeigt, dass ein Unternehmen sein Kapital effizient einsetzt – unabhängig davon, ob es durch Eigen- oder Fremdkapital finanziert ist.
- Je höher der ROCE im Vergleich zu ähnlichen Unternehmen, desto mehr Wert schafft das Unternehmen mit seinem investierten Kapital.
- Besonders wichtig ist der ROCE bei Firmen mit hohen Investitionen – z. B. in Industrie, Energie oder Infrastruktur.
📘 Return on Invested Capital (ROIC)
📈 Was ist das?
ROIC zeigt, wie effizient ein Unternehmen das Kapital investiert, das langfristig im operativen Geschäft gebunden ist – unabhängig davon, ob es aus Eigen- oder Fremdkapital stammt.
🧮 Wie wird es berechnet?
- NOPAT = „Net Operating Profit After Taxes“
- Investiertes Kapital = operatives Vermögen abzüglich nicht-verzinster Schulden
🏛️ Wofür ist es wichtig?
ROIC ist eine der präzisesten Kennzahlen zur Bewertung der Kapitalrendite – besonders im Vergleich zur Eigenkapitalrendite, weil es Verzerrungen durch Schulden vermeidet. Er zeigt, ob ein Unternehmen Mehrwert für alle Kapitalgeber schafft.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Ein hoher ROIC zeigt, wie gut ein Unternehmen mit dem tatsächlich investierten (betriebsnotwendigen) Kapital wirtschaftet.
- Im Unterschied zu ROCE wird nur Kapital betrachtet, das wirklich zur Finanzierung operativer Aktivitäten dient – und verzinst werden muss.
- Besonders hilfreich, um die Kapitalrendite von Unternehmen mit viel „überschüssigem“ Kapital oder zinsfreien Verbindlichkeiten realistisch zu vergleichen.
📘 Verschuldungsgrad (Leverage Ratio)
📈 Was ist das?
Der Verschuldungsgrad zeigt, wie stark ein Unternehmen durch verzinsliche Schulden (z. B. Kredite und Anleihen) im Verhältnis zum Eigenkapital finanziert ist.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Die Kennzahl hilft, das finanzielle Risiko und die Abhängigkeit von Fremdkapital zu beurteilen. Ein hoher Verschuldungsgrad kann die Eigenkapitalrendite steigern – birgt aber auch erhöhte Risiken bei Zinsanstiegen oder Liquiditätsengpässen.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Ein niedriger Verschuldungsgrad steht für finanzielle Stabilität und Unabhängigkeit.
- Ein hoher Wert kann auf erhöhte Risiken hinweisen – insbesondere bei schwankenden Zinsen oder konjunkturellen Schwächen.
- Wichtig: Immer im Kontext zur Branche und Kapitalintensität bewerten.
📘 Ergebnis je Aktie (EPS)
📈 Was ist das?
Das Ergebnis je Aktie (EPS) zeigt, wie viel Gewinn auf eine einzelne Aktie entfällt – und ist eine der wichtigsten Kennzahlen zur Bewertung von Unternehmen.
🧮 Wie wird es berechnet?
Die verwässerte Aktienanzahl berücksichtigt auch potenzielle neue Aktien, etwa durch Optionen, Wandelanleihen oder andere Umtauschrechte.
🏛️ Wofür ist es wichtig?
EPS bildet die Basis für viele Bewertungskennzahlen wie KGV, PEG oder Payout Ratio. Es macht den Gewinn für Aktionäre vergleichbar – unabhängig von der Unternehmensgröße.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- EPS hilft, die Profitabilität pro Aktie zu erfassen – und ist besonders wichtig im Zeitvergleich oder im Vergleich mit Analystenschätzungen.
- Steigendes EPS kann ein Zeichen für stabiles Wachstum oder Aktienrückkäufe sein.
- Wichtig: Verwende verwässertes EPS für realistische Bewertungen – besonders bei stark aktienbasierten Vergütungssystemen.
📘 Free Cashflow je Aktie (FCF je Aktie)
📈 Was ist das?
Der Free Cashflow je Aktie zeigt, wie viel freier Mittelzufluss einem Unternehmen pro Aktie zur Verfügung steht – nach Investitionen, aber vor Dividenden oder Schuldentilgung.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Der FCF je Aktie zeigt, wie viel liquide Mittel pro Aktie tatsächlich im Unternehmen verbleiben – wichtig für Dividenden, Aktienrückkäufe oder Schuldentilgung. Im Gegensatz zum Gewinn ist er schwerer manipulierbar und daher besonders aussagekräftig.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Ein hoher Free Cashflow je Aktie ist ein Zeichen für hohe finanzielle Flexibilität.
- Er zeigt, wie viel Kapital ein Unternehmen effektiv einsetzen oder ausschütten kann.
- Besonders relevant für dividendenstarke Unternehmen oder solche mit starker Kapitalrendite.
📘 Short Interest
📈 Was ist das?
Short Interest zeigt, wie viele Aktien eines Unternehmens aktuell leerverkauft wurden – also von Investoren geliehen und verkauft, in der Erwartung fallender Kurse.
🧮 Wie wird es berechnet?
Der Wert zeigt den Anteil der Aktien, der aktuell auf fallende Kurse spekuliert wird.
🏛️ Wofür ist es wichtig?
Short Interest dient als Stimmungsindikator: Ein hoher Wert deutet auf Skepsis oder negative Erwartungen gegenüber dem Unternehmen hin – kann aber auch zu einem „Short Squeeze“ führen, wenn der Kurs plötzlich steigt.
🎯 Was bedeutet das für Anleger?
- Ein niedriger Short Interest deutet auf Vertrauen in das Unternehmen hin.
- Ein hoher Wert kann ein Warnsignal sein – oder eine Chance, wenn sich die Stimmung dreht.
- Besonders spannend in volatilen Märkten oder vor wichtigen Quartalszahlen.
📘 Employees
📈 Was ist das?
Die Mitarbeiteranzahl zeigt, wie viele Personen ein Unternehmen weltweit beschäftigt – ein Indikator für Größe, Struktur und Geschäftsmodell.
🧮 Wie wird es berechnet?
🏛️ Wofür ist es wichtig?
Sie hilft bei der Einschätzung von Skaleneffekten, Effizienz und Personalkosten. Zusammen mit Umsatz und Gewinn lassen sich Kennzahlen wie Produktivität je Mitarbeiter ableiten.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Viele Mitarbeiter bedeuten große operative Komplexität – aber auch hohes Umsatzpotenzial.
- Produktivität je Mitarbeiter ist ein wichtiger Indikator für Effizienz.
- Besonders spannend bei stark wachsenden Tech- oder Industrieunternehmen.
📘 Umsatz je Mitarbeiter
📈 Was ist das?
Der Umsatz je Mitarbeiter zeigt, wie viel Erlös ein Unternehmen durchschnittlich pro Beschäftigtem erwirtschaftet – eine Kennzahl für Effizienz und Produktivität.
🧮 Wie wird es berechnet?
Die Mitarbeiterzahl stammt in der Regel aus dem letzten verfügbaren Jahresbericht.
🏛️ Wofür ist es wichtig?
Diese Kennzahl hilft, Geschäftsmodelle zu vergleichen – insbesondere zwischen arbeitsintensiven und technologiegetriebenen Unternehmen. Ein hoher Wert deutet auf Automatisierung, Effizienz oder hohen Wertschöpfungsanteil hin.
🧮 Berechnung
🎯 Was bedeutet das für Anleger?
- Ein hoher Umsatz je Mitarbeiter spricht für ein skalierbares und margenstarkes Geschäftsmodell.
- Ein niedriger Wert kann auf arbeitsintensive Prozesse oder geringere Wertschöpfung hinweisen.
- Besonders hilfreich beim Vergleich von Tech- vs. Industrieunternehmen.
Ten Square Games Aktie Analyse
Analystenmeinungen
12 Analysten haben eine Ten Square Games Prognose abgegeben:
Analystenmeinungen
12 Analysten haben eine Ten Square Games Prognose abgegeben:
Ten Square Games Events
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AUG
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Q2 2026 Earnings Call
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Q1 2026 Earnings Call
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Ten Square Games — Q2 2026 Earnings Call
1. Management Discussion
Good morning or good afternoon to our earnings call for the second quarter of 2026. My name is Andrzej Ilczuk, and with me is Magdalena Jurewicz, our CFO; and Janusz Dziemidowicz, our CTO; and Nina Grabos, who is our Investor Relations Officer. Let's move on to our performance in the second quarter where we consistently implemented our strategy which is based on 3 pillars. So, stabilizing the core portfolio, strengthening our growth titles and thirdly, building new product lines. By way of introduction, we have seen an improvement in our performance, so we can improve -- we can increase our marketing spend. In Trophy Hunter and Wings of Heroes, we have improved metrics, and we launched our Medal Hunter, which we are very pleased of. Before we discuss all those games individually, let us give you some background information about how we do marketing.
Right. Before we move on to the business results, we have those 2 slides because we believe that it makes sense to explain how marketing works with free-to-play because this will help you draw more informed conclusions. To grow, you need to invest. In mobile gaming, we mostly invest in marketing. Marketing in P&L approach is divided into periods. So the long bar here is the zero period and payback is distributed over consecutive periods. First, we have the first bookings from the players acquired in a given period. So first, we break even over a couple of periods. And what happens after the breakeven is our pure profit, our return on investment. In TSG, we want to publish profitable games. We want to make money on our marketing spend. So -- this is also the idea right now as we publish Trophy Hunter and after launching Medal Hunter. So we pay here and now, and we expect earnings in the future. This is perfectly normal, and it looks like this everywhere. It's not something endemic to us. So the cohorts we acquire now pay back over a longer period of time.
So it's important for us to have good long-term performance and player retention. If players keep coming back, if they enjoy the game, then the bookings are recurrent and they continue for longer. So this is the payback from a single cohort over time. And this slide is pretty much the same, but from the bookings perspective. So where the bookings come from. We have bookings in month X or period X. It's not only bookings from the players we acquired in that period. That's the bookings accumulated from many different cohorts, especially when we have a new title such as Trophy Hunter, Medal Hunter. In the beginning, we have one cohort, then we add another one and next and so on and so forth. So in our growth titles where we do not have a long history, it's obvious that we need to wait until the cohorts accumulate to generate more bookings. And then in later periods, as you can see with these colors, Well, the result -- the final result is the revenues from many cohorts, the older ones and the new ones.
So please take this perspective when you look at our marketing spend. And quite importantly, we look at marketing from the perspective of efficiency of each separate cohort. We don't look at each period separately. We just want to make sure that each money -- each dollar we spend on marketing brings money over time.
Now let me move on to discuss our performance. Let's start with our core portfolio. So, what good news is the improvement in Fishing Clash after we have improved our parameters recently over the last couple of months, we have been spending more and more on marketing. And our benchmarks remain the same. We haven't changed anything. So it's pure product improvement here. In Hunting Clash, we have focused on improving the technical layer, which is very important for games that have a lot of organic traffic and Apple and Google stores are looking at this quite carefully, and we expect the first results in 2 or 3 months.
So things take time, the algorithms take some time before they pick up the performance improvement. Both games still require new updates, new features. They have to stay fresh because as Magda explained, we want to make sure that those players who started with us 9 years ago in Fishing Clash, well, some of them still keep playing. And this is why we keep making those efforts. Now Real Flight Simulator, a very stable subscription-based game. In the second quarter, the revenues have been slightly lower, mostly because we have a new feature in a competitive game and some players hop on and off between the 2 games. Right now, obviously, we are working on yet another large major feature after we launch it. We hope to regain some of those hopping players. And hopefully, they will stay with us. Last but not least, quite importantly, with Real Flight Simulator, we keep increasing the size of the cake. Our game piece by piece takes over this segment of players, and we want to accelerate the whole process with our new features.
With Real Combat Simulator, that's obviously a new game launched in 2025. Right now, we're working on a major update that will address all those issues that need improvement, and we'll see if that update will allow us to expand to the entire segment. Will it be as big as Real Flight Simulator or perhaps this will be just an update to Real Flight Simulator and Real Combat Simulator will become a part of RFS. This is still a question. We are working on that update and then 1 or 2 months after it's launched, we will know more. Now Wings of Heroes, as you probably recall from the previous conference, we have a lot of expectations regarding this game, and we want to improve -- we want to repeat the leap we did in '24 and '25. If you look at the bookings, after the global launch, the bookings stabilized at PLN 2 million per quarter. But even back then, not even for a while, we considered this to be the ceiling. We knew that we can do more. And that's why we combined the worlds. So RORTOS specialists in simulators and our team specialists in product development. And after a few years, we can see revenues that are much higher.
So when we reach a level that is not a ceiling, we take decisions that help us grow. In the third quarter, we focused strongly on searching the future for Wings of Heroes. We did lots of A/B tests, lots of experiments. And we have the idea for a plan using which we want to break through the ceiling. Our product team is working on the last details -- and we hope that the plan will be completed in a few months. And we will know whether this is a growth title or a sustainment title. I believe that Wings of Heroes still have a story to tell. Now let's move on to Trophy Hunter. Here, our goal remains the same. We want to improve lifetime values in the game. We want to build monetization. So nothing changes here. This is what our team is still focusing on. And in the second quarter, our marketing expenditure exceeded -- our revenues exceeded marketing expenditure for the first time. We had some production problems with one of the features. It will be somewhat delayed.
We are not very happy about this. I'm not happy about this personally, but things like this happen. We have to be more attentive to make sure that such things do not happen or happen hardly ever. But the direction stays the same. We build monetization. We will keep adding more layers of monetization, and we will improve our product. In July, bookings reached PLN 5.1 million. I'm mentioning this because there's one interesting thing here. For the first time ever in July, we worked a little bit more with LiveOps. So this is the moment when those LiveOps become important. We have more and more advanced players, and this is bringing new results. Now the whole second quarter shows very significant progress in implementing our product line-based strategy. As a group, we are committed to growth. We want to build on a more repeatable development model. With approach like this, we want to test new concepts quicker, test new games quicker, mitigate risk and keep the cost of game production under control.
Why is cost so important? Well, currently, we have games that have huge production and marketing budgets, but they are unsuccessful. This is why our approach is completely different. We publish games quickly. We test them quickly. So development itself up to the point of optimal readiness takes a little bit of time, but the game is already on the market, but this takes a lot of risk off our shoulders. So as we add more and more games, we strengthen our portfolio. We add more sources of revenues. Now our first product line is a shooter line. We have 2 games here. We have Trophy Hunter and Medal Hunter. And why is it important to have 2 or more products in 1 product line. Firstly, we can move features between the games, and it's already happening. So what works with Medal Hunter can work in Trophy Hunter and vice versa. And this has a lot of advantages, shortened development, less risk, same conclusions from A/B tests. We can learn things from both games as far as features or changes are concerned.
Fishing Trip potentially -- that's the start of another product line. The game is at an early stage, but our KPIs are growing even before we hit the soft launch. All right. So let's say a few words about Medal Hunter because I expect that this is an interesting topic right now. So it premiered on 30th of July, and this is not going to change. This is set in stone. It was developed over the course of 12 months. So it's half the time compared to Trophy Hunter. And the cost of production was a bit less than PLN 2 million. So fast development, low costs. And this -- it's a very good info. And the development time and the low cost was possible to reach despite the fact that this game is far more complex than Trophy Hunter. And once you see how many vehicles we are shooting at, so ships, motorbikes, armored vehicles, so it's very complex as well as the range of weapons that we are using as well. So sniper rifles and so on.
So, we can talk about the complexity of the game. And this is the thing that makes the development period far longer. And despite that fact, we managed to make it even shorter. And it's also important to reach outside of our comfort zone. So we are reaching to a completely new segment, a significant segment with high -- greater competition, but greater potential as well. And what we can see after the first 14 days of the marketing teamwork is that we have twice the number of downloads compared to Trophy Hunter within that same time period. What is also very interesting is that this game propagated into many different markets. So we see what we expected to see. Hunting is mostly U.S. No other market is even close to that. So owning a weapon, shooting in there, is far more popular in there. For Medal Hunter, we see interest from more exotic locations. We have presence in South Korea, a very important market. But we -- the market that we didn't break through in with, for example, Trophy Hunter. So also we have far greater coverage.
So the rankings in shops are greater as well, only after 2 weeks. So this is a very important information because it shows us that this segment is very significant. It's big. I cannot say a lot about marketing right now because right now, we are in the period of observing the algorithms. They need to learn of what type of players we need. And after the end of the last week and the beginning of this one, we are starting with optimization of marketing. And we can add more. But for now, the marketing budget, so paid traffic costs more compared to Trophy Hunter for the respective period because during the period of soft launch, we saw that this player's life cycle is similar. And we can say that it's not identical, but it's similar to Trophy Hunter.
So we know how to act, how to behave. And the test is yet to come. It's similar to the case of Trophy Hunter. Medal Hunter also has to add monetization. It's going to be simpler because we have 2 games that can exchange the features between themselves. Going to Fishing Trip, it's potentially the start of our second line of products. It's first and foremost, the expansion of our fishing segment. So gradually, we are adding new territories, new fisheries, and we observe whether the players like it or not. So we are observing the engagement KPI because this is the most relevant to us. Why? Because if we start touching the monetization right now, the engagement will disappear. And this is something natural for the cycle of the game. Right now, we are focusing on engagement. And what I'm happy about right now is that every single update right now, every modification that we are implementing is improving the metrics.
And this is a good prognostic. What it means? It means that we understand that segment very well. We understand the player. So that's why we are seeing the improvement. Right now, the KPIs are matching, and we are approaching the soft launch. Now a couple of words about the development funnel. Based on the Fishing Trip, we are on the stage of market testing. So right now, we are focusing on engagement. We -- those are the metrics that we pay attention to. The second thing is paying attention to the updates, how they -- what's the -- how they affect the perception of the game. And we need to observe and we need to wonder what's the next thing to do. But everything that we see right now is very optimistic. So the soft launch is not threatened in any way. But from the prior experience, we are cautious as well.
Before we continue, a couple of words from Janusz on the D2C channels.
So, when it comes to D2C, so direct-to-consumer platform, this is the cost initiative that allows us to optimize the interest that we have to pay, and it's composed of 2 elements right now. So this is the shop. So the website. Apart from the game that allows the players to purchase items, the shop is present in Fishing Clash and Hunting Clash. And the second part of that platform is the alternative payment methods or booking methods. And the decision of the United States courts allowed us to use other options of payments directly in apps. And consequently, we have been implementing those in all of our titles. So it's in Fishing Clash, Trophy Hunter, Wings of Heroes, Hunting Clash as well.
And in Medal Hunter, this is the first game that at launch has the elements of the D2C platform in it. So that's how we reached the 24% of the revenue. So that's 33% share of Fishing Clash, 26% of Hunting Clash. So Shop and the alternative payment methods for Trophy Hunter, it's 11%, for Wings of Heroes, it's 21%. Wings of Heroes has only alternative methods of payments active in the U.S., and that gives 21% going to D2C. So that's a very good result.
When it comes to those numbers, we have to admit that we have a slight problem. So this is our marketing that is active right now. So the new players are less eager to use the alternative methods. The older the game is, the easier it is for the players. And this is something that we observe in either other entities on the market. And the share of D2C is changing in those, but it's most frequent for the games that have no marketing. So it's very important that this very active marketing is not making that easier, but we will be working on that, and it's completely natural to preparing that for Trophy Hunter, Wings of Heroes and other titles as well.
When it comes to legislation, in the U.S., we can use those alternative payment methods. And those decisions -- legal decisions from the U.S. are confirming that. Last week, we received an information about an amendment when it comes to Apple in European Union. So for us, nothing changes at this very moment. So we are expecting that sooner or later, those provisions will be -- those interests will be decreased, but this is probably about the situation on the market. And right now, we are just using the legislative provisions that are active within the European Union.
And right now, we can continue to the financial results summary when it comes to bookings, so revenue, what we want and what is successful is to be an increasing company. We want the bookings to increase, and we want to be perceived as a rising company. So the increase of 11.5% year-on-year compared to the previous year. So in 2025, there was no Trophy Hunter in that period. So mainly the new titles are responsible for that growth and sustain or maintenance of the existing titles as well. So this is what is happening right now. So this strategy brings results in numbers as well. A comment on the Q2 as well. You can see that this is sort of like fresh scent of spring. So after long winter months, people are always more eager to go outside, but this is just a temporary decrease in interest in games, and they return. And in Q2, we have less expenditure as compared to the first more complex quarter related to Trophy Hunter as well. So less market expenditure. So this is the slide sort of like strip of new cohorts is smaller as well. So it decreases the bookings level as well.
But in the long run, we are the rising increasing company, and this is how we want to be perceived. When it comes to the results, we present the marketing expenditure and expenditure because it was marketing that was the biggest lever when it comes to the intensification that was happening in Q1 of 2026. And automatically, our EBITDA was lower as compared to the previous periods. Q2 adjusted EBITDA was higher, thanks to lower marketing expenses. But as we progress, those are significant marketing expenses. And as we compare the matching periods from 2025 to 2026, those are double the expenses. So the investments in marketing are investments in development of our products and development of the whole company group.
And when it comes to free cash or cash flows, we are scaling a lot. So even if we're investing, we are generating free cash flow quarter-to-quarter, year-on-year. So operational was -- cash flow was PLN 20 million. We paid out the dividends as well, so PLN 65 million (sic) [ 63.7 million ] and the latest earnout as well. So that decreased the cash flow. And yet at the end of the half of the year, it was at the level of PLN 73.1 million. So it's a safe level. It allows us to keep investing in new products as well. So we feel safe because we know that we have enough assets, resources. And what we want to highlight as well so that you can perceive our business in that way, the investment in new products is low cost. Of course, you can interpret PLN 3 million in different ways.
But considering what is happening on the market, so, for example, the other titles from free-to-play segment -- so, the first one, Trophy Hunter, just above PLN 3 million. The next one, Medal Hunter, so it's PLN 1.7 million and Fishing Trip, PLN 0.6 million. So, this number is expected to be bigger, but it's still PLN 600,000 [slot there]. And if we look at the balance sheet when it comes to the assets, so it's 1.5%. So we want to be a light company. as understood, we want to try to seek for new prototypes to act in an agile fashion because maybe we will discover some new great product line, but this is not something that puts a big strain on our business in the long run. So, of course, the amortization is decreasing as well and consider to the Trophy Hunter -- so this lightness and the financial results translate into the numbers looking as they are right now. So we are in a very comfort situation right now.
And some comments from me. We've had a lot of updates today. More updates are coming soon. In early October, we will publish our sales update for the third quarter. And on the 9th of November, you can expect our financial report followed by an earnings call the next day, and the Board will surely tell you more about our achievements and progress with our strategy. We will also be present at investors conferences. The first one will be the back-to-school organized by Bank Ochrony Srodowiska on the 3rd of September, then Trigon TMT & Gaming Conference, the 8th of October. Both events are available online, join us, talk to us. Also, today, we've spoken a lot about our new strategy and our new game development model.
These are exactly the topics we have addressed previously in our financial reports and in presentations and at the Investors Day. A presentation that shows our new game development model split into different stages is available on our corporate website in the Presentations tab for those of you who would like to find out more. And now the last word, last comments from our CEO.
Right. So we have 4 pieces of good news. Fishing Clash has improved its KPIs significantly. As a result, over the last couple of months, we have been spending more money on marketing while maintaining the same benchmarks. And please remember that Fishing Clash is nearly 10-year old. Also Trophy Hunter parameters are improving. You can see this when you look at bookings per player improved nearly threefold. We keep working hard to increase this even further. We have launched Medal Hunter and our product line model is starting to work in practice. We have Trophy Hunter, Medal Hunter, 2 games that can inform each other. Development becomes quicker, costs become lower, and we gain competitive advantage. We have 2 teams that can share insights. This is very, very important. We also have improved our Fishing Trip KPIs. The game is approaching its soft launch stage.
As you can see, interesting times are ahead. We will keep increasing our portfolio. We will keep developing our growth titles, and we will be building new product lines. And we will keep you up to date when it comes to the progress in those areas. So thank you very much for your attention. Nina, I think we can move on to our Q&A.
Right. We have the first question. The question is about marketing. The currently expected return on marketing, is it the same as it was a few years back? Or perhaps have you reduced your expectations because the market is more difficult?
Let me put it this way. We take a shorter perspective in mind. That's all I can say.
Okay. That was very succinct. Now a question about Trophy Hunter, a series of questions about Trophy Hunter. And here comes the first one, new monetization models in the third quarter. In the beginning, will it be limited tests?
Always, each feature goes through A/B tests, usually one, but in 30% or 40% of cases, we have to rerun the A/B test if we have some concerns after the first test. Sometimes it's just a question of balance, and we have to rerun the A/B test.
What marketing expenditure in Trophy Hunter is planned in the quarters to come? Will you still have an aggressive campaign? Or will you gradually reduce the spendings as you did in the second quarter?
Well, let me repeat, we do not have a budget -- a marketing budget. We have parameters that we follow, and each campaign has to stick to those parameters. If the campaign allows us to acquire 1,000 players, then that's what we do. If it's 1,500 players, that's exactly what we do. If it's 7,000, then 7,000, if 300 then 300. So sometimes, you can't compare month-over-month for many different reasons. It's a large market, but there are also large players, meaning large publishers. If we have a competitive game being launched in a given period, then we can't acquire that many players. Also, it's seasonal if the physical fishing season begins, then we have fewer virtual fishing enthusiasts. So we don't have a budget. It's always a question of what we can do. So we don't want to say $1 million or $5 million upfront and then try and follow that goal. We just want to be practical and reasonable about our return levels and return times.
What's your opinion about the effect of new monetization functions on Trophy Hunter performance improvement? Is it -- is the current improvement a result of those changes or greater spending on marketing?
Well, it's both. Magdalena showed you the slide with cohorts as they accumulate month-over-month. In July, we managed to repeat the performance from the first month. In Trophy Hunter, the best days are usually those when we have new locations, the premiere of new locations. But in July, we had major spikes through our LiveOps operations. So this shows us that the game is increasingly mature and the players are at a level where we can start monetizing. So it's like a system of communicating vessels.
And a question that actually was answered during the presentation, how many of the monetization systems planned have been already implemented and how many will still be implemented?
We tested the first system, but I would say that everything is still ahead of us. 80% or 90% of systems is still coming. But as for now, this is, kind of, expert's view. It does happen that players actually surprise us. But yes, I would say that it's still all ahead of us.
In August, is Trophy Hunter still improving its performance? And what's marketing scaling right now? And is there still space to increase marketing expenditure?
Well, you have to be patient about this.
MAU in Trophy Hunter is still going down despite greater marketing expenditure in the first quarter. Does it worry you?
No, not really because the tail is still building well. The players who are more involved, they've been with us for more than a year. They stay with us and new players keep coming. So Trophy Hunter as a rule was never supposed to be a game that is mostly based on MAU, pretty much like in Fishing Clash. It's never been a game that would attract millions of players each day or tens of millions of players each month. It's always been a game that as a rule, build its tail well and each cohort added a little bit to our performance. And this game is pretty much the same. As I explained before, our strategy is to launch our products real quick. As a rule, they are not as ready as they could be after 2 or 3 years of development. So in principle, we keep improving them as players play. And you can see that improvement month after month, quarter after quarter.
But all of this, unfortunately, takes a little bit of time. So MAU itself is not our KPI that's a KPI for Brawl Stars or Clash of Clans. So mass market games. let's see what it's going to be like with Medal Hunter. Perhaps that's more of a mass game. But still, that game also repeats our Trophy Hunter monetization model. So we will be looking at other KPIs.
And now we have a long list of questions about Medal Hunter, the newest game from Ten Square Games. Lots of marketing questions. Perhaps I can cluster them into one. At this moment, the investments in Medal Hunter, are they greater or lower than investments in Trophy Hunter? And what's the plan? Does the company plan to spend more or less than it did for Trophy Hunter?
We spent more than we did in the beginning of Trophy Hunter. Firstly, we already have proof of concept. We know how Trophy Hunter behaves. We know how Medal Hunter behaved in the soft launch stage. So we are more relaxed about performance. And also here, the segment is larger, and we have a worldwide campaign. This is -- this means the world with the exception of U.S. And we can see a lot of traffic here. So that's why we spend more than we did for Trophy Hunter in its initial stage.
And how do you compare Medal Hunter to your key KPIs and monetization when compared to Trophy Hunter at the similar early stage?
Well, the data is very, very early. Fresh retention looks a bit more -- a bit better. but we have a smaller share of U.S. players. So conversions are somewhat weaker, but it's hard to say after such a short period. We need 2 or 3 months of data to give you more informed conclusions. So the first conversion improvements were started last week. And after the release, we need another 2 or 3 weeks to monitor the situation to have more data because we don't want to change things too early. That's why I am very conservative about these comments. But the differences are still very, very small. It's nothing that could be a concern.
And after a couple of weeks after the premiere, is there anything that surprised you positively or negatively?
Well, the whole Epic operation that's going on in Medal Hunter right now. This seems to be the way to go. We have a game at a very early stage, a few players that have progressed into the game. And still, we have clearly better monetization. But still, the scale is very low. The number of players is moderate. So that was a nice surprise. Another nice surprise was the reception of our marketing efforts. We try to add current conflicts, previous historical conflicts and perhaps future conflicts into the game and players are very enthusiastic about this. Guys, my age, somewhat older, somewhat younger, they are interested in history. They take interest in what's going on in the world. They want to be part of it. So yes, it works well with our marketing, and we will continue this. But if you want to know more, you have to wait to the next conference.
One of the potential risks for Medal Hunter is relatively low CPI. Does it really limit the scaling possibilities of marketing expenditure? Or is it possible, thanks to the results that are happening right now?
Right now, the expenditure is stable. So we've reached a certain point. And right now, we are not planning to -- any increases. So the results are stable, satisfying. But right now, we are approaching the most interesting stage of the marketing work. So in the next 2 to 3 months, we'll be searching for -- let me give you an example. One video can work well in South Korea and work bad in the U.S. And this is the moment where we have to observe and see what is encouraging for the players and what is not. And through the course of the next few months, we'll be adjusting those needs. So it can turn out that we need twice the creative work. So the marketing will have full hands of work. But at this stage, it's very difficult to say. We don't have the sufficient data to tell.
Do you observe any risk of migration of players from Trophy Hunter to Medal Hunter? Or is it a chance for the company to have players active in 2 titles? Is there any trend in here?
We don't see any trend. It's a small portion. So if a player is migrating from Hunting Clash to Fishing Clash or some other -- between some other titles, it's okay. We just want to keep the -- retain the players. So if the player were to go from Trophy Hunter and to go to Brawl Stars for some reason, we want that player to pick up a different title of ours. It's still a good info because the player stays with us.
Because we are talking about Trophy Hunter and Medal Hunter, we can see that some shareholders are players as well. And we can see some remarks about the mechanics that is used in 2 titles, of clans or clubs. Is it possible to change the hour of ending the race not to be 3:00 a.m. So it could start at 2:00 p.m., for example, and it could because ending the race in the middle of the night is not fair because we will never be able to compete with players from U.S. and that's why many players are backing away from the game. Can we address that somehow?
So we'll address that topic with the product team, and we'll see if there's anything we can do.
But speaking about the project that is at the stage of soft launch, so Fishing Trip, how do you evaluate the potential of that project as compared to the other titles? And what about the KPIs?
So as I stated before, we have specific benchmarks. So the title can either fit in those or not, depending on the perspective. What's going to be the potential of that title? It's too early to say. So there's no monetization in there. So it's very difficult to speak about the potential. But there's one interesting thing. It depends on the scale. As you probably can recall, there are different types of campaigns. So the cheapest ones, so the CPI, they usually bring low-quality traffic, but allow you to test the game at the very early stages. And we can see that even the CPI campaigns are behaving very, very well. And for that moment, we don't know what it means for this specific title. But as a principle, because this is the first game of that line, I would say that this approach towards marketing, as in case of Trophy Hunter, it's going to be more cautious. And this is all I can say for now about that title.
Our discussion today was dominated by new projects, but we have a question about Fishing Clash as well. Do you see any space in August to increase this expenditure for Fishing Clash?
As stated before, we cannot comment on that.
The next question, what do you think about the dividend for 2026 at the actual marketing expenditure, the net result is relatively low, and there's going to be expenditure for Medal Hunter as well.
So as the CEO said, we are not thinking about that right now. The idea is to create a long-term business. So let's just wait for the year to conclude. Let's see the numbers. But yes, stating the fact that the marketing is decreasing the long-term low net result is true, but we are not thinking about that in the middle of the year.
But as a principle, we want to be a dividend company. Nothing has changed in that regard. But as Magda stated, it's still too early to tell. When the time comes, we will see the exact numbers. And this will be the time to discuss how the new titles are behaving. But for now, it's still too early because sometimes it's very difficult to state some facts even a month or 2 months ahead. And this is not because we don't want to, but we've seen so many directions, the courses of actions and the changing information that sometimes the things can change from one week to another so.
Thank you for that. And now we have a couple of questions concerning the D2C. So direct sales, there is a request from one of the viewers to summarize the changes in the Android and iOS and how the changes in App Store is changing and getting -- is the -- are those changes a big chance for TSG?
So in short, the most important thing is that the situation in Apple and Google is different, and it depends -- it's country specific. So it's -- the general principles are country dependent, unfortunately. The most important thing that reserve it. So third-party App store. So alternative shops, we are not using that because for Apple, it's available in European Union, but it's extremely unpleasant to use for users. I don't know anybody who would like to use that. I tried to use it and I gave up, and it was implemented by the request of the European Commission because we just had to do it, but there's nobody using that. So right now, it doesn't make any sense. But there are certain payments on the Apple side, which are lower. But after you take into account all the costs, it's going to be 30%.
For Google, it works well in the U.S. It's something new this year. There are certain restrictions as well if something appears a big shop that will be popular. I'm not saying no, but we are trying to limit our enthusiasm. And maybe Epic will be one to provide that. But right now, there's no popular shop in the U.S. So right now, we are using all resources that make sense. And the second aspect, so the operators of those payments, so everything that we are doing in the U.S. is once again country-specific, country dependent. So the U.S. and said that the users have the chance to choose. And this is something that we use. We are not bearing any costs because of that. So we are -- we have that option. When it comes to other countries, for Google, it's not allowed. And for Apple, in theory, it's possible within the EU. But once again, this is restricted.
There are certain things that you have to meet because there are certain pop-up windows that are stating, like, for example, a dear player, you're leaving that environment, please be cautious and careful. So we had to do that, but it's not user-friendly. So just to summarize this, third-party app stores, the enthusiasm is limited. So the change in interest will be continuing as there is one more program called Level Up on the Google part that allows to decrease the interest to 25% for new players, if I can recall. So the new Google accounts that have not installed the game before. And once you meet those requirements, and we are working to meet those requirements to implement that. So the payments will be decreasing, but it's going to be happening slowly. So we cannot provide any time frame because this is something that is postponed by Apple, by Google.
So if something like that is implemented because we are trying to stay up to date with all those solutions and use them.
At a certain stage, there was an info that the platforms will be collecting payments for purchases in external stores. Is this implemented? Yes and no.
Yes. This is something that is planned, but it depends on the options that I was referencing. As a principle, when it comes to our shop, so the external website, if the user access that website individually or by clicking a link from our social media channels, there's going to be no additional fee because there is no need to collect that. And what was announced by 2 platforms is the possibility to advertise the shop within the apps and there are payments in those. So in theory, they are created in a way that it doesn't make sense. And right now, there are certain decisions or judgments in the U.S.A., in which the court stated that -- or the judicial system stated that it's not possible to have it this way. In the U.S., we are using that option in the remaining countries.
In theory, they exist in practice, nobody is using them or it's just not suitable for use. So what's going to be happening in the future? It's very difficult to tell.
Thank you very much for that. What about the user acquisition costs? Do you see any decrease in those costs in Europe after the 1st of July, the restrictions for the Chinese companies.
So once again, even if for a second, there is a small hole or gap. This is something that we can just see for a small period of time, but this is not something that we are observing right now.
Also, the possibility to track the results of the company based on the publicly available data, is it -- does it make sense to evaluate the company's results based on Sensor Tower? So what does -- where does Sensor Tower take their data from? So the basic data.
So the data from Sensor Tower does not come from the company. So those are the estimations of Sensor Tower -- based on the publicly available information. So the rankings from both shops that they are calculating that based on. They have some machine learning models as well that make it possible for the Sensor Tower to show that. But 2 comments when it comes to Sensor Tower, they are rounding up the data to full million, so 2.1 million or 1.9 million.
So pay attention to that. And the second thing is that if you have a look at the 1st September, if you look for the data at Sensor Tower on 1st of September, it's not full. Does it make sense to have a look at that data? Of course, it's an estimation. You can compare different sets of data as well, but it's very difficult for me to tell.
And one more question. I don't think we'll be able to ask all those questions, but the one that I have right now, could you please explain what's the reason of the monetization in new products, but in older ones, the strategy applies as well.
Right, the presence of ads has -- makes a lot of sense because if a player sees the ad, that's a signal for our advertising partner that, okay, let's imagine we bought that player for $1. And then we have $0.10 for one display of the ad. These are not the actual numbers, but it gives you the idea. So that's a signal for Google showing us that we can have return on investment, not only through purchases, bookings in the store, but it's also from advertising. And players initially watch more ads. But later on, they move on to a model where they make a booking every now and then. And in this way, we have our return on investment. So this is why we have ads in our products.
Thank you. We still have individual investor chats ahead of us, and everyone is invited that's today at 2:00 p.m. We will try to take the other questions. Now unfortunately, our earnings call comes to an end.
So yes, thank you very much. Thank you very much for your attention. Hopefully, we have answered all your questions and looking forward to see you next time.
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Ten Square Games — Q1 2026 Earnings Call
1. Management Discussion
[Interpreted] Good afternoon, ladies and gentlemen. Welcome to a conference summarizing the first quarter and 2026 at Ten Square Games. My name is Andrzej Ilczuk. I'm the CEO. I'm joined by Magdalena Jurewicz, CFO; Janusz Dziemidowicz, CTO. Good afternoon. And as always, Nina Grabos, responsible for relationships with shareholders.
Before we start commenting on the results of the first quarter, allow me to tell you a few words about our priorities for this and the next years. First and foremost, we are planning on growing. As a gaming company, we are planning to grow, develop new games and expand our operation. This means that we improve and develop our existing titles, we are looking for new potential projects with a lot of potential for growth, and we are doing all that based on our new model of development. This new model is very restrictive with very strict benchmarks and high market expectations.
As you've seen in the first quarter, we have done a lot of progress on these works, which has been demonstrated by our market test of two prototypes and the soft launch of Medal Hunter.
Moving forward, allow me to tell you how we wish to implement this strategy. Fishing and Hunting Clash for starters. These are our core games. The games which for the next 10, 15 years are going to generate a lot of profit. These are games that are played by millions of players. They are a window to the world, demonstrating how the player is changing, how the needs of the player are evolving. Without these games, our knowledge and our learning would be much more compromised. It would be very difficult for us to navigate the free-to-play segment.
As for the new titles, the titles are expected to bring growth. This is to start with. The development of these games is based on a very strict model of validation. This system is intended to increase our chances of achieving success. It's supposed to allow us to make quick decisions.
At the core of the system, there are small teams. These teams are very quick in operation. They have very clear benchmarks. A decision on whether we wish to continue developing a particular game rests on this entire system. Whether a game is going to be continued in terms of development is determined by the benchmark. What matters is that we do not get boggled down in development for many years if the game does not demonstrate market potential. These are the biggest things of the free-to-play segment. We are trying to make good quick decisions as fast as we can as soon as obviously to the extent to which it is possible.
As you can see, Trophy Hunter was the first game developed in this system. We hope that Medal Hunter will repeat the story of Trophy Hunter, and we hope that many more games will follow.
Moving on to our core portfolio, which is Fishing and Hunting Clash. I would like to talk about our goals for the first quarter. We intended to stabilize our proceeds, and we achieved that. In the next years, we are planning to do two things. We want to achieve early retention, meaning that we want to improve the early funnel and increase marketing expenditure, and we want to work on monetization and the content developed for the players that we have achieved for these two titles.
What negatively affected the result of this -- of Fishing Clash in this quarter was the existence of two fisheries. Our content cycle, which is five weeks long, means that there can be fewer fisheries in a particular quarter, and this is the situation with Fishing Clash.
What is going to implement our results in the future in a positive way, disrupting what we see in Sensor Tower are advertisements. Right now, we are testing the solution in two games. We hope that in the next month, we'll be able to fully implement them.
As for April, I know you are going to ask about that. First of all, we wish that you do not judge us by only one month, be it perfect or an average month. Usually, a lot of factors impact our performance in such a month as April this year. First of all, the first weeks of better weather make outdoor players spend outside their free time. That's what we've seen with flat fish, Wild Hunt. There is a repetitive pattern in their behavior. So there is nothing to worry about. These players are still with us, but simply, they just choose to spend more time outside. It changes after time, but the first spell of good weather usually causes our players to leave their homes and spend some time outside.
The second thing is marketing. As you can clearly see, we have spent fewer -- less money on marketing. The third thing, which is the most important factor is poor release of a fishery in Fishing Clash. We always consider whether we should launch a fishery in the way we used to do it or maybe there is something we can do better. However, sometimes the intended improvement does not bear the expected result.
Another factor are mistakes or errors in live ops combined with a weak release and mistakes in live ops have accumulated in April. Still, I hope that you can see the pattern, please concentrate on a longer perspective because any given month does not tell you anything. I cannot, after 20 years in business, judge a game after just one month in the sector.
Moving on to Real Flight Simulator. Above all it's a very predictable game. It's a very stable game. At the same time, it's a product that we continue on developing. We introduce more content. We improve its features. We improve its graphics. We have put a lot of effort into this game, which has borne results. We can see that in the first quarter where our competitors have struggled to keep up with us. Real Flight Simulator was ranked first in the segment. We hope it's going to stay there for longer. This would provide us with more motivation to continue our efforts. We hope that the fact that we occupy higher standings in the ranking will bring more players to our game, and we hope that more players are going to subscribe to our game and stay with our titles for longer.
Moving on to Wings of Heroes. There's another great news. We have recorded a -- over 50% of increase year-over-year. It's the third consecutive quarter of growth. These are really great results. The situation is great, and we hope that in the next quarters, we are going to continue on this trend. At the moment, the team is facing extensive work on monetizing this game. We have determined a path we want to go, and we want to see even greater bookings. We also want to increase the potential of monetization of the title, and we want to make sure that its role in the portfolio increases.
Now let's move on to Trophy Hunter. First of all, Trophy Hunter is the fastest-growing title in TSG history. The result is very, very good. The result is great because for the first month since the launch, we have not focused on the monetization of this game. For the last months, we have worked on streamlining the gameplay. Why? If the gameplay is bulletproof, it will allow to build players' engagement for years to come, and that was our goal. As a result, we do have a great title that is prepared for the next leap.
And as I said during the last conference, the first quarter was supposed to fulfill the following task. We wanted to find our path towards monetization, and we were able to find this path earlier. So we began the month of May with a very good direction. We accelerated our works of two months really. And I'm very glad because the team was able to conclude the works faster.
Our goal is very clear. And we know where we want to go with the monetization. And our goal for this year is scaling the revenues from this title. We do have a base of players, and now we need to scale up the monetization.
And now let's move on to our new games. Let's start with Medal Hunter. So the very Medal Hunter is our newest project. This project is being developed within our new development model. It's a very conservative model. It's a mobile shooter PvP, military themed. This title is very important for us. It's important for many reasons. Why? Because it's going to show whether our model is repeatable, whether we should use this model further on. Right now, it seems that it is.
Furthermore, it translates this established gameplay to a new extensive military segment. What is really important in the case of Trophy Hunter is that shooting games, and I'm talking about shooting to animals, these games have very limited monetization and expansion possibilities. With Medal Hunter, this is not so.
Let me talk about Google and Apple platforms in this context. Featuring the very active promotion. Here, we have limited possibilities with hunting games. But with Medal Hunter, where you can shoot anything like not only towards animals, but anything, these possibilities are greater. And the organic traffic is going to be greater as well. Right now, the stage of this game is very, very initial, so to say, but the organic growth is higher compared to Trophy Hunter at the same time since the release. So it's too early to confirm our hopes but we do see some signals, positive signals.
Before we move on to global launch, we need about a month in order to enhance the gameplay. And again, it seems that the gameplay model is the same. But of course, when players start playing the game, we usually start some things that can be improved. And this affects our development model. So our model is 80 to 20. So we do need some time in order to enhance and work on some elements. But after the global launch, we'll need about a month more or less to validate this market potential of this game.
And some more information about the game. If you have not downloaded the game yet, please download it and play it and share your feedback with us. So to summarize, this is a game that is rooted in Trophy Hunter gameplay. It uses the same mechanics, but it translated into the military themed world. This world can have much better promotion opportunities via Apple and Google platforms.
We also focus on the graphic layer and the look -- the appearance of the game is very important. Of course, there's room for improvement and there's about 20% of this element to be improved. Before the global launch, we are going to work on new functionalities. But what is very nice about the game is that we can use Trophy Hunter solutions. What worked in Trophy Hunter, what caused higher retention, what caused higher lifetime value compared to the situation from a couple of months ago can be applied to Medal Hunter faster, so it's more repeatable. We have an ambitious plan, of course, but we base on the mechanics and models that we know very well.
Let's move on. As you have heard and as you have observed, Q1 is a time of very intense work in TSG. And we work not only on our core titles and Trophy Hunter, Medal Hunter, but we also look for new projects that could enhance our portfolio. And it's not only Medal Hunter, it's also Fishing and Hunting sectors. So why do we want to have a new hunting game? After all, we have Wild Hunt, Hunting Clash, Trophy Hunter?
Well, I cannot focus on details, but when we work with development and marketing sectors, sometimes we hear signals that there's a group of players that might be interested in some different solutions. And in both these cases, this is the case basically. So in the next months, one month, two months, we're going to validate these two ideas. We're going to check whether they have any opportunity for commercial success. If so, they are going to move on in the funnel. If not, we are going to address other ideas.
So we do have this idea pipeline. We know what the further steps are. Of course, new prototypes are included in the pipeline. They are being developed. However, they are at a very, very early stage of development, and it's too early to talk about them in detail.
But what we would like to focus on is not wasting time without future, without any possibility of commercial success. This business opportunity cannot be wasted, and we want to spend money very wisely. There are various estimates that show that creating a game in the West cost EUR 4 million. Here, this cost is much lower. Of course, Magda is going to talk about that later on. But we want to have a chance for development and growth as a gaming company. But we want to spend our money wisely, marketing, not really development and something that cannot succeed in the market in the future.
Okay. So this is the part devoted to TSG store. But since today, we are going to talk about expanded initiatives that we call D2C platform, so direct-to-consumer, and I'm going to explain that. So far, I talked mainly about TSG stores. So this is mainly website, digital website where you can buy our games and our goods. So this is for Fishing Clash and Hunting Clash. And the basic limitation of the store was that we were not able to advertise it in our applications. Of course, we could do social media and the players could talk about the store among each other, but we could not do that within the applications. And the aim of the store was to optimize costs. We have lower commissions, of course, when we sell our products compared to Google and Apple platforms.
Last year, new possibilities emerged, possibilities of optimizing the situations. And in the United States, after court decisions in certain cases, an opportunity emerged to directly in the application and to offer lower commissions and to lower payments. And this commission is comparable to the commission offered in our stores. So we use this opportunity, and we introduced what we call alternative payment methods. We have introduced such methods in Fishing Clash and Hunting Clash and other games in which this feature has not been available, which is Trophy Hunter and Wings of Heroes. Possibly in the foreseeable future, this feature is going to be added to Medal Hunter.
Both these approaches, PSG store and D2C are presented by share of these platforms in our group bookings. As you can see, last month, it was 20%. The dip, which you can see lasting from July last year to February this year is obviously the impact of Trophy Hunter. Trophy Hunter premiered in March last year. The launch was very successful. The store was not available there. But in Trophy Hunter, we introduced alternative methods of payments. And as you can see, the share returns to the trend. We are going to develop these platforms. More options are going to be added -- more similar options are going to be added to other games, and we hope this is going to have a positive influence on our financial results.
Ladies and gentlemen, allow me now to comment on the financial part of the presentation. The first slide, as I want to highlight, is the first quarter of 2026. And the numbers are very similar to the fourth quarter of the previous year. So we can see a major investment in marketing. This is predominantly the marketing of new titles, Trophy Hunter and Wings of Heroes, followed by bookings.
As we always try to do, we want to mention once again that spending here and now doesn't mean a profit here and now. This means that we are investing in the medium term. Every money spent, every penny spent now is going to be reflected in the foreseeable future. This means that the profitability of our expenditure is considered in the longer time perspective. We hope that the investment that we made is going to be profitable in the medium to longer perspective.
Moving on to summarizing the figures. It's going to be a very short summary. We have recorded an increase in bookings quarter-to-quarter and year-over-year. This is obviously due to our new titles. Obviously, our marketing initiative is also important. We have a strict control of our other expenditures. There are no major fluctuations, nothing significantly has happened that would reverse the trend. So as you can see, we maintain a cost discipline, and this has translated to a adjusted EBITDA result very similar to the fourth quarter of 2025, amounting to slightly less than PLN 90 million. And we know that the effect of deferred income is sometimes negative and sometimes positive when considered in terms of results.
What hasn't changed is our significant cash position. This is another quarter with a significant cash position. We're closing the quarter with over PLN 137 million in cash. Therefore, we have the funds to pay the dividend, and I'm going to talk about that in a while.
What is slightly new in relation to what we used to demonstrate to you before, we want to show to you two chosen aspects of our balance sheet. First one is the new games. We've always maintained our cost discipline. The fact that we produce new titles and the fact that we want to test them ASAP means that the costs that we capitalize, which are reflected in the balance sheet as capitalized costs are the costs incurred until the soft launch.
Please look at the order of magnitude which accounted PLN 2.7 million, but when the game was launched, it was PLN 2.6 million. So the entire cost of production was PLN 2.6 million. And right now, this cost is deferred, which is why this position is decreasing. Medal Hunter used the experience of Trophy Hunter and until the stage of soft launch of the game cost us slightly above PLN 1 million.
We are not talking about millions of dollars. We are very strict about our budgeting. We have a way of very quickly validating whether a particular title has a chance in the market. When it comes to our new prototypes, they have started to be developed recently, but they have cost us only PLN 400,000 in the first quarter. It would -- it is not the amount of money that would turn our balance sheet on its head. In our opinion, these budgets are very limited.
Another aspect we would like to draw your attention to is a figure from liabilities, which is the earn-out. To remind you what it was, it's some part of the price we paid for shares in RORTOS. This is the amount of money paid to former owners of RORTOS. It was defined as depending on the EBITDA achieved by RORTOS. The final installment of the earn-out is going to be paid for its results in 2025. Naturally, the financial statement has to be accepted. This means that earn-out for 2025 is going to be paid in the second quarter of 2026.
What we would like to underline very clear is that it was always in our balance sheet. When we bought the company in 2021, we demonstrated this liability in our balance sheet. It used to be much higher. Now we are looking at the final installment of the earn-out. However, the earn-out never affected our net profit because the result of RORTOS was added to the financial results of TSG. The final payment of the final installment is not going our financial results increase.
What did happen, however, was our expense. We have to report these payments as an expenditure from our investment activity. The final such expenditure is going to be recorded in the second quarter of 2026.
On the 12th in April, we held a shareholders' meeting that accepted or adopted resolution under which a dividend of PLN 10 per share is going to be paid to all shareholders. The dividend record date falls on the 15th of May, which is this Friday, and the payment of dividend is going to take place on the 22nd of May. If you haven't bought our shares yet, you have a great opportunity to use this opportunity to participate in the profit of the company.
A few updates. When it comes to our financial data, you might expect the average financial results are going to be published early July 2026, whereas our report, financial report for H1 is going to be published on the 24th of August. We also wish to invite you to other conferences and the meetings. The first such meeting taking place on the 19th of May in Warsaw and the others have been listed on the screen. All our individual investors are also invited to meet our company in Karpacz.
A really brief summary of the first quarter. We are taking care of our foundations. We are continuing on developing them. We are supporting the scaling of our new products, including Trophy Hunter, Wings of Heroes. We are implementing our intended growth strategy. Medal Hunter is moving closely to its global launch much faster than we previously assumed. We are going to assume the market potential type quite soon.
In parallel, we are testing other ideas. We are looking for new projects to develop. We are looking for a next project with a huge growth potential that would increase the profitability of the entire group. We have an entire backlog of ideas that we are planning to test -- briefly all we are testing right as we speak.
And with these words, I would like to end the presentation part. Now it's time for Q&A. Nina, the floor is yours.
We have a lot of questions that were asked during the conference. We have an entire block on Trophy Hunter. The first question pertaining to Trophy Hunter is the following. It's about scaling. Marketing spend is increasing, but for four months, revenue has been around PLN 5 million per month. Why isn't it growing?
I already tried to answer this question here and during the last conference. In Trophy Hunter, we do not have monetization. You can buy weapon and bullets there. And we expected that we are going to reach the ceiling very fast because there's nothing to buy in the game.
During the last conference, I said that the first and second quarter served the purpose of finding our monetization path in this game. So new systems or maybe a new approach. And at the very beginning of May, we ended these works. We know where we want to go with monetization of this title.
It's very valuable because each new game after Trophy Hunter would be able to use this experience. And we wanted to be responsible. We wanted to iterate. We wanted to move gradually so that the work is done properly. We didn't want to rush with our decisions because the decision is very serious, and it's very important. We did not want to make it very fast.
That's why if there's nothing to buy in a given game, the revenue is as it is, and we did not want to release a new location in order to artificially increase our revenue. That was not our goal.
And another block of questions pertaining to comments on the results of Trophy Hunter in April. I think I collected them all. So why the dynamics of Trophy Hunter in April is poorer? Is it because of limiting marketing expenditure or something else?
Well, marketing expenditure, marketing spend was lower, significantly lower indeed. The weather I talked about also affects marketing. When we see that suddenly businesses that spend a lot of money on marketing and CPIs are growing, these businesses get better results well compared to worse. We do limit our marketing spend. We did that on purpose because we were working on our monetization path and the number of marketing tests was lower, too. But what we expect is that starting from June, we are going to get back on track.
Please do not focus on the one month only because it doesn't show you anything. Sometimes it's because of the weather. Sometimes it's because of some shift within our company. Sometimes there are poor marketing tests. Sometimes our partners have technical problems.
For example, in one of our partners, that was a fraud issue. So somebody wanted to sell us something that wasn't an entirely good move. So there are different situations. Please focus on trends, not on single month because yes, we can be very happy because of good results in a given month, but we can also be very concerned if the results also are poor. This is not a big picture. That's why we do not focus on single months. We do not look on our competitors on our products through the prism of a single month because it may cause FOMO, and this is the way you should not run your business.
Another question about Trophy Hunter. In the last month, the company did not focus on Trophy Hunter monetization. Why the marketing spend is so high on this title?
Okay. Let me repeat. We have certain marketing benchmarks. We have certain assumptions regarding this cost. And we want to see the results and profits generated by these marketing campaigns. And if we fit these benchmarks, we make this decision because this is the best decision we can make.
And sometimes the marketing spend is going to be higher, sometimes it's going to be lower. The weather is going to be worse. The weather is going to be good. And sometimes we have Christmas, et cetera, other festivities. So you cannot focus on a single month or a two-month period. What is important is that we look at every month through the prism of how fast we get back our marketing spend.
And since the release of Trophy Hunter, each campaign has been perceived in the same way. So in a certain time frame, we want to get our money back. And then we want to enjoy profits of [various campaign]. So we do not want to spend a particular amount of money and then get a particular amount of money from players. No, it's about realistic and wise spending so that we see returns on investment.
So with Trophy Hunter, can we say that it has a high LTV, but -- it's spread over a longer period of time compared to other games?
Well, I don't know whether I can say this. Let me just tell you this. Trophy Hunter has a greater number of payers compared to the remaining games of TSG and lifetime value compared to Fishing Clash, well, it's lower compared to Fishing Clash. So LTV in Fishing Clash is higher. And there is democratization.
Maybe let me put it this way. If you have 100 players in Trophy Hunter, the number of payers will be higher compared to Fishing Clash, but lifetime value in Fishing Clash will be higher compared to Trophy Hunter. That's why we are working on monetization.
When we see the potential from the very beginning, I'm talking about monetization. When we see this potential, and then we see that the players do not spend as much as they could and they do not spend the money because there's nothing to buy because you can't buy like huge numbers of bullets, right, in Trophy Hunter. So when you reach a certain stage in the game, you can enjoy the game play, and we see that the players are very much engaged, but they do not spend money because there's nothing to spend this money on.
Thank you. We have a lot of questions about breakeven related to marketing spend in Trophy Hunter. So understood there is a month in which bookings will be equal or higher than marketing expenditure. So when in 2026, can we expect this breakeven? Is it going to be Q3?
Yes, indeed, it can be Q3, provided that our marketing expenditure is not going to be significantly high. If we streamline the product, if we enhance monetization, it may turn out that the marketing spend is going to be higher. I don't know that yet. But it might happen.
Let me add that I understand your questions. You expect breakeven, yes, indeed, but we keep repeating that we assess the campaign in the long term. Our goal is not to achieve breakeven this year. It's not like a sign of success. Because we spend our money, it means that this is profitable. Please do not treat it like, okay, Q3 is a fixed point for breakeven. No. Maybe this breakeven is going to happen later on depending on our marketing spend. So it's a good decision long term.
Has the company seen an improvement in the efficiency of marketing expenditure in Trophy Hunter? Understood as the cost of acquiring a player versus LTV in [indiscernible] of the first quarter to the previous quarter. Does these caving's still overtake monetization?
Yes, it is. However, in the next years of its life cycle, we are going to see an increase in the cost of player acquisition. This is what we have seen in every game. I think that's all I can offer as an answer to the question.
Concerning Trophy Hunter, there is another question. What is more or less a quarterly cost of supporting development of Trophy Hunter that is directly reflected in the balance sheet apart from deferred of intangible and legal assets and the marketing expenditure?
Answering your question, the only costs that haven't been reported are the cost of the team. But yes, there are payments bookings from the plans or advertisement. Advertisements are not commissioned, where there's the marketing is, there is an operational result. And there are twofold cost of the team, which is the first part of deferred cost, the first phase of soft launch is deferred, then the cost of the team. At the moment, Trophy Hunter is a team of 20 people. You might assume how much it cost us to support such team in a month. And this would be the result of the product.
There is a more general question concerning marketing as well. What is the reasonable amount of time that we need to wait for a return on an investment in marketing. Are the benchmarks really long? And have they been extended since the pandemic?
Well, it depends on who you are. There are companies that even consider a return in the seven years perspective. Our perspective is not that long. If we spend dollar now, this means that you will regain the dollar back after seven years. And not to mention benefiting on that dollar, we are looking at a much shorter yield time. We cannot tell you how short it is because it's our secret of a company. It all depends on who you talk to, what segment you analyze. There are segments that have a really hard time. There are segments where these periods are much shorter, but we cannot tell you more about that.
I think that as you - presentation, I think this question was answered, but I think it requires a comment. Could you please briefly summarize what is the reason for a worse result of these games in April compared to the first months of the year?
Once again, outdoor games suffer from good weather. People spend more time out of doors. They go fishing, they go camping instead of playing mobile games. That's the first thing. The second thing is that companies who have been dormant outside of the season haven't spent money on acquiring users. And now they start fighting for the attention of the users, be it games or stores that buy advertisements.
And we don't want to compete with somebody who offers 10x more than we used to pay for a particular user because it would be silly on our part. This is why we choose to weather the storm and simply wait for the situation to stabilize, which is exactly when this store loses its money who simply has no more money to spend.
When it comes to Fishing Clash, our new fisheries have not been particularly successful. We try different things. Sometimes these things do not work out. But again, we have to try new things. We need to test new patterns. We need to offer novelty to our players, and we need to learn from our experience. We need to -- we know that we need to change our approach to launching new fisheries.
Another thing are mistakes. Some mistakes in that period has overlapped. There were not very successful fisheries in Fishing Clash. We have made some mistakes in terms of live ops as well in Fishing Clash too. And these all were layered on top of one another. I hope this offers you some kind of an explanation. But please once again, do not look at one month only. Please try to find a pattern because the pattern that you see will allow you to better understand our strategy and what we are doing.
There are a few questions concerning new projects as well as prototypes developed by the group. One of dominating question concerns a common on sharing your first conclusions about the parameters of fishing trip and hunter's lodge. What do they look like against for the hunter?
Well, fishing is doing better than hunting. That's what I can say it started. We see the engagement of users in fishing. We have observed certain problems in hunting. As of now, fishing seems to be doing better. It offers more optimism. However, it's far too early to say whether this project is going to reach the next stage of development.
There is also a question concerning Medal Hunter. There are a few questions actually. And the main message from the question is, what is the reason for such an acceleration of global launch in Medal Hunter?
We felt that it was going to be the end of the year. Well, we have decreased the scope of the game. This means that we have managed to launch the game faster than planned. We always have more ideas about improving a particular game in the state of development. We decided we wanted to pack too much in that particular game. We wanted the game to be comparable to Trophy Hunter. This would allow us to benchmark the game against the tested model.
Over time, we are planning to add a sprinkle or the icing on the cake. This is why we decided to accelerate our efforts. This small team is doing a terrific job. They are very effective. We have managed to tweak something here, something there. We have streamlined the processes, which is why the game is going to launch sooner than planned.
There is a particular way in which we approach the game. Marketing expenses, I suppose you are going to ask about that are so far unknown. We're going to launch the product. We're going to observe its retention KPI. Once we have decided everything looks well, we are going to start to scale it. Whether we are going to scale it immediately, we simply have no way of knowing. It all depends on the content. If the content allows that we are going to scale it. If we decide we are missing a few locations, the scaling is going to be longer. We need to observe the behavior of the users very closely.
What matters is that we do not make assumptions. Assumptions usually lead you astray. It's more like going with the flow and watching the landscape around you and seeing what works and what doesn't. It's about adaptation. We want to adjust to the current situation. I hope this answers your question.
That was the second question in essence, what kind of expenditure are we supposed to expect in relation to the soft launch of Medal Hunter? There are some varieties of this question. Is the market expenditure on Medal Hunter going to be additive in relation to the current budget? Or are you planning to reallocate the budget on other titles?
No, there is no need for any relocation. Again, the situation is very good. We are highly profitable. Magda has some money put aside for rainy weather. If worse comes to worst, then we need to spend much more than we used to spend, we have some money waiting for that purpose. I think we are only three conversations away from getting extra funding. We wouldn't like to develop one title at the expense of another, be it Medal Hunter or Trophy Hunter.
If the marketing benchmarks are okay and if they suggest that we should spend, we are going to spend and...
We have a question about the content of Medal Hunter. Trophy Hunter had nine arenas during the launch. Medal Hunter had five. Are they going to be more during the global launch or five is enough?
So our target is one new location every four weeks. Of course, we are going to increase the pace of release. But for now, this is this. We missed one or two people with the proper experience in the setting. When we have these people, we will be able to accelerate the works. So three, four weeks, I think. So a new location every three, four weeks.
We don't know what the situation is going to be at the moment of the global launch because we do not have a lot of content. It's too early to assess and to say whether we need more. But indeed, the content is limited.
Okay. We have a number of questions about our flagship titles. What should we expect in the months to come with regard to these titles? Are you going to increase the marketing spend on these titles?
Again, if the KPIs, marketing KPIs show that the product has better results and we can send more, then we will. If the marketing results are not going to show that, we won't. It all depends on the product performance. That's why we work on early performance, early retention. The team has very interesting ideas on how to improve the first seven days because that's the main focus. And we are going to see whether these ideas are going to bring benefits and if we are going to be able to increase the marketing spend.
And now we have a question about Hunting Clash. The performance showed a decline in MAU in Hunting Clash. How do you want to stop this downward MAU trend in the main titles?
Well, we are not worried about this decrease. Of course, when we look at the game in which the number of players is dropping, we focus on retaining the most important players, but people come and go. But we do have a group of very loyal players who love Hunting Clash, and we want to give them new reasons to play the game. But look at Wild Hunt or Let's Fish. There are players there who will not ever, ever, ever change the game. And this is not because our competitors or us did not try. And that's how we approach Wild Hunt, Hunting Clash, Fishing Clash or Trophy Hunter. There will be players who will never ever play another game because this is their place in the world.
And by releasing new content, streamlining, improving features, adding new features, we want to retain them. We want to give them a reason to stay here with us for another 5, 10, 15 years.
I think that we talked about this question during the presentation, but let's go back to this issue so that there's no doubt that is the earn-out effect on the company's results in Q2 net.
Net profit, no. There's no -- not going to be any effect. This is just us paying the liability and a drop in our cash position. No P&L is not going to be -- our net profit is not going to be affected.
Okay. How do you understand return on investment? How do you understand a long-term horizon? And when will we see tangible results from the new games?
Okay. So you keep asking us about the return on our marketing spend and this time frame. Well, we can't say I'm talking about long term, but not strictly financially. Trophy Hunter from the release till now has lived for nine months, so to say. And I wouldn't say that there are no effects at all. So we did have a spend -- marketing spend some time ago. We do have some marketing spend now. We see some return on this investment, but it takes time.
So how much time do we need? Well, I can assure you that our marketing models that are based on other titles and based on what we can see in this title show that everything goes well. There are no deviations that are worrying. It's not a situation in which you say, Oh my God, this is the end of the world. We cannot see any returns.
No. Our marketing spend is profitable, but we just need more time. Even in like super great niches, they do not return in one or two months. Right, Andrzej?
Of course. So it's a pivot from the market. I worked on free-to-play at the very beginning and Facebook was at the stage of life, and there were campaigns that were returned in one month, two months. But now we are talking about months or even seven years. There are companies in this market that do have the seven -year period of return of investment, and that's what it is. That's what the market is like.
Okay. So return on investment. We have certain questions about Trophy Hunter investment spend. So how can you think that the investment in Trophy Hunter will pay off in full monetization is not yet in place? Is the expected return based on the assumption of significantly improved monetization in the future or on the current monetization systems?
No, we rely on KPIs and the current KPIs show to us that the return is going to come. When you look at every monthly cohort, so the number of players acquired in a given month and how much we spend. And when you look at the behavior of these players compared to the model well, we see that they outperform the model. So they behave in a better way. And this gives us hope or this makes us convinced that we will see these returns on investment.
And the same with Fishing Clash, Hunting Clash, Wings of Heroes, every game that we have, every game that has this marketing. So based on KPIs, we make the decision whether the campaign should be scaled or not. If we do not have the required performance, then we cut the budget. Maybe we spend the money non-optimally.
But in Trophy Hunter, everything looks well. The situation is healthy. But of course, there will be situations in which, for example, one of our partners is going to engage in a fraud. We luckily see these situations very fast. We are very vigilant, and we see that even in single cases. We know how to do the marketing. So please do not be worried. I would not be worried about the marketing spend. So now everything is okay.
Magda and I, we were a bit paranoid about marketing at some point. We checked everything, every smallest details. We looked at the situation from various perspectives, even from the perspectives that we do not usually adopt. And we were worried that maybe we did not see something. But after checking everything inside out four times and even more, we did not find anything that would show that we spend our money non-optimally.
Okay. Do you plan to be a dividend-based company? Or do you focus on a buyback option?
Okay. So we did not pay a dividend for 2025, and you're asking us for the future about the future. Buyback or dividend? Well, we are going to talk about that in a year. We are not planning to change our strategy. Please let us pay the dividend next week for the last year. And these questions are going to be addressed in the future.
Okay. Three final questions are ahead of us, one including product. Is the development of the Real Flight Simulator going according to plan? Or have you hit any road blocks?
No, we haven't hit any roadblocks. Everything is going according to plan. We are releasing content regularly. We see that in places where our competitors are losing breath, Real Flight Simulator is not affected by any problems. We don't know which way the game is going to go. We are still looking for the best possible scenario. At the moment, if I were to tell you where we are, I would say -- I'm inclined on saying that we want Real Flight Simulator to be a mode of Real Flight Simulator and attack a slightly larger market this. But this might change a week or two from now. However, this is an idea we are playing with.
There was one more question about your assessment of the gaming market. Do you feel that the market is supporting your activity? Or is it still a difficult market? And are all the problems reflected in the -- the products are a result of this market?
Well, I don't like to complain about something that lies beyond our control. Nothing sickens me more than talking about the weather. Whenever our team comes to us and says we did everything well, but the rest is simply depending on the seasonality. Even if it's true, it is something we can't control and nagging about problem. We don't like to talk about it. We don't want to complain about it.
So we should simply concentrate on what we do best. We need to make the best possible decision. And the sum of multiple good decisions are going to bring us forward. Obviously, complaining is our national sports. We like to do it simply for the sake of it. But once we have finished complaining, we need to get back to work and make another small good decision, release another good product, improve its benchmark. And step by step, we are going to reach the destination.
One final question. The market has been negative about the results you published. What is your comment on that?
Well, that's the market. It has a right to react in any way imaginable. We are very happy about the first quarter. We are happy with the acceleration of our work with fast development. We are happy with faster decision-making. Of course, at some point, the market is going to respond better or worse to what we release. That's the right in the market.
However, what matters and what keeps us moving forward is that we do some things better, faster. We are launching two new games, which nobody had expected. Medal Hunter is releasing faster than intended. We have decided where we want to go with Trophy Hunter, and we did it two months ahead of schedule. If it's not good news, and I don't know what you see to be good news.
But again, market is making decisions. Do I agree with this decision? It doesn't matter whether we or you agree with it. The market is simply the market. The only thing I can promise to you is that we are going to make the best possible decisions. And we're going to make them with a view to improving the situation of the company from one year to another. We want to be a dividend company. We want to share our profits with our shareholders, be it by means of a dividend or buyback. And we hope that you see the company performing better over time to any previous period. This is what we are intending to deliver as a company and as a team.
That was the final question. Thank you for staying with us till the end. Should you have any more questions, do not hesitate to send them to our e-mail address. Stay with us and see you at another conference, and we hope to meet you at business events. Thank you for your time. Have a good day.
[Statements in English on this transcript were spoken by an interpreter present on the live call.]
Transkripte auf Deutsch freischalten
- Alle Event Transkripte auf Deutsch
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Ten Square Games — Q1 2026 Earnings Call
Stabiles Q1: starke Cash‑Position und Dividendenausschüttung; hohe Marketing‑Investitionen treiben Wachstum neuer Titel, kurzfristige Volatilität bleibt.
📊 Quartal auf einen Blick
- Bookings: Anstieg Quartal/Quartal und Jahr/Jahr (keine exakten Umsatzzahlen im Call).
- Adjusted EBITDA: knapp unter PLN 90 Mio. – ähnlich wie Q4/2025.
- Barmittel: über PLN 137 Mio. zum Quartalsende.
- Dividende: PLN 10 je Aktie; Record Date 15.05., Auszahlung 22.05.
- Produktkosten: capitalized costs für neue Titel im einstelligen Millionenbereich (Medal Hunter ≈ PLN 1 Mio.; weitere Prototypen Q1 ≈ PLN 0,4 Mio.; Gesamtposition ~PLN 2,6–2,7 Mio.).
🎯 Was das Management sagt
- Neues Entwicklungsmodell: kleine, schnelle Teams mit strikten Benchmarks für zügige Go/No‑Go‑Entscheidungen und Kostendisziplin.
- Fokusprodukte: Skalierung von Trophy Hunter und Wings of Heroes; Real Flight Simulator bleibt stabil und marktführend im Segment.
- Portfolio‑Wachstum: beschleunigte Einführung von Medal Hunter (militärischer PvP‑Shooter) und Ausbau von Direct‑to‑Consumer/alternativen Zahlungsmethoden zur Margenoptimierung.
🔭 Ausblick & Guidance
- Medal Hunter: globaler Launch vorgezogen; etwa 1 Monat nach Global Launch zur Marktvalidierung, Content‑Roadmap mit neuen Locations alle 3–4 Wochen.
- Trophy Hunter: Monetarisierungs‑Pfad seit Mai definiert; Breakeven möglich in Q3/2026, abhängig von Marketingausgaben und Monetarisierungserfolg.
- Bilanzereignis: finale Earn‑out‑Zahlung für RORTOS wird in Q2/2026 gezahlt (liquiditätswirksam, kein Ergebnis‑Effekt).
- Reporting: aggregierte Zahlen Anfang Juli; H1‑Report am 24. August 2026.
❓ Fragen der Analysten
- Trophy Hunter: Hauptfragen zu Monetarisierung, hoher Marketing‑Spend und April‑Delle; Management nennt Wetter, geringere Kampagnen und Live‑Ops‑Fehler als Ursachen.
- Medal Hunter: Warum Beschleunigung? Umfang reduziert, schnelleres Soft‑to‑Global; Marketing‑Spend wird von KPIs abhängig skaliert.
- Kapitalallokation: Dividendenauszahlung bestätigt; Buybacks nicht ausgeschlossen, Entscheidung künftig; Earn‑out reduziert Cash, beeinflusst aber nicht Net Profit.
⚡ Bottom Line
- Für Aktionäre: Ten Square Games sitzt auf hoher Barreserve und investiert gezielt in neue, skalierbare Titel; kurzfristig bleibt Performance volatil (Saison, Live‑Ops, Marketing‑Timings), mittelfristig ist die Strategie auf Wachstum und wiederkehrende Erträge ausgerichtet, Dividende kommt zeitnah.
Finanzdaten von Ten Square Games
Umsatz
Der Umsatz stellt die Summe aller Einnahmen eines Unternehmens z. B. für dessen Produkte oder Dienstleistungen dar.
Umsatz (TTM) einfach erklärtDirekte Kosten
Direkte Kosten sind die Kosten, die direkt im Zusammenhang mit der Herstellung des Produkts oder der Dienstleistung entstehen.
Bruttoertrag
Der Bruttoertrag gibt an, wie viel vom Umsatz nach Abzug der direkten Herstellkosten im Unternehmen verbleibt. Berechnet man den prozentualen Anteil vom Umsatz, spricht man von der Bruttomarge (engl. Gross Margin).
Brutto Marge einfach erklärtVertriebs- und Verwaltungskosten
Die Vertriebs- & Verwaltungskosten (engl. Selling, General & Administrative expenses, kurz SG&A) beinhalten alle Aufwände für Marketing und den Verkauf sowie die allgemeine Verwaltung des Unternehmens.
Forschungs- und Entwicklungskosten
Die Forschungs- und Entwicklungskosten (engl. research & development costs, kurz R&D) geben Auskunft darüber, wie viel das Unternehmen in die Forschung und die Entwicklung seiner Produkte investiert. Vor allem prozentual vom Umsatz und im Vergleich zu direkten Wettbewerbern sind die Kosten interessant.
EBITDA
Das EBITDA (Earnings Before Interest, Taxes, Depreciation and Amortization) ist der Gewinn des Unternehmens vor Zinsen, Steuern und Abschreibungen. Berechnet man den prozentualen Anteil vom Umsatz, spricht man von der EBITDA-Marge.
Abschreibungen
Abschreibungen stellen Wertminderungen von Vermögensgegenständen des Unternehmens dar (z.B. durch Abnutzung von Maschinen).
EBIT (Operatives Ergebnis)
Das EBIT (engl. Earnings Before Interest and Taxes) ist der Gewinn des Unternehmens vor Zinsen und Steuern, das auch als operatives Ergebnis bezeichnet wird. Berechnet man den prozentualen Anteil vom Umsatz, spricht man von
der EBIT-Marge.
Nettogewinn
Der Nettogewinn stellt den Gewinn oder Verlust nach Abzug aller Kosten dar.
Nettogewinn einfach erklärtaktien.guide Premium
| Jun '26 |
+/-
%
|
||
| Umsatz | 373 373 |
1 %
1 %
100 %
|
|
| - Direkte Kosten | 64 64 |
6 %
6 %
17 %
|
|
| Bruttoertrag | 309 309 |
0 %
0 %
83 %
|
|
| - Vertriebs- und Verwaltungskosten | 253 253 |
15 %
15 %
68 %
|
|
| - Forschungs- und Entwicklungskosten | - - |
-
-
|
|
| EBITDA | 78 78 |
24 %
24 %
21 %
|
|
| - Abschreibungen | 13 13 |
9 %
9 %
3 %
|
|
| EBIT (Operatives Ergebnis) EBIT | 65 65 |
26 %
26 %
17 %
|
|
| Nettogewinn | 58 58 |
23 %
23 %
15 %
|
|
Angaben in Millionen PLN.
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Firmenprofil
Ten Square Games SA beschäftigt sich mit der Entwicklung, der Produktion und dem Vertrieb von Browser- und Handyspielen. Das Unternehmen bietet seine Produkte auf mobilen Plattformen wie iOS und Android sowie über Internetportale an. Das Unternehmen ist in den folgenden Geschäftsbereichen tätig: Micropayments, Lizenzen und Ads. Das Unternehmen wurde am 21. Oktober 2011 von Arkadiusz Pernala und Maciej Popowicz gegründet und hat seinen Hauptsitz in Wroclaw, Polen.
aktien.guide Premium
| Hauptsitz | Polen |
| CEO | Andrzej Ilczuk |
| Mitarbeiter | 189 |
| Gegründet | 2011 |
| Webseite | tensquaregames.com |


