FIRST QUARTER, APRIL-JUNE 2021
(COMPARED TO APRIL-JUNE 2020)
STOCKHOLM, Aug. 18, 2021 /PRNewswire/ -- > Net sales
increased by 66% to SEK 3,426.6
million (2,068.7).
> Net sales of the Games business area increased by 83% to
SEK 2,960.9 million (1,622.1). THQ
Nordic SEK 668.7 million (487.8),
Koch Media Publishing SEK 637.6
million (612.7), Coffee Stain SEK 190.7 million
(172.5), Saber Interactive SEK 304.9
million (349.2), DECA Games SEK
145.6 million (-), Gearbox Entertainment SEK 437.0 million (-) and Easybrain SEK 576.4 million (-).
> Net sales of Partner Publishing/Film business area
increased by 4% to SEK 465.7
million (446.5).
> EBITDA increased by 59% to SEK
1,532.2 million (965.2), corresponding to an
EBITDA margin of 45% (47%).
> Operational EBIT increased by 79% to SEK 1,271.3 million (711.8) corresponding to an
Operational EBIT margin of 37% (34%).
> Cash flow from operating activities amounted to
SEK 617.3 million (732.3).
Investments in intangible assets amounted to SEK 828.7 million (494.5). Free Cash Flow
amounted to SEK -259.7 million (204.1).
> Adjusted earnings per share was SEK
2.30 (1.51).
> Organic growth in constant currency for the Games Business
Area amounted to 10% in the quarter.
> Total game development projects increased 44% to 180
(125).
> Total headcount increased 98% to 7,886 (3,975) where total
game developers increased 101% to 6,387 (3,185).
Key performance
indicators, Group
|
Apr-Jun
|
Apr-Jun
|
Apr
2020-
|
2021
|
2020
|
Mar
2021
|
Net sales, SEK
m
|
3,426.6
|
2,068.7
|
9,024.2
|
EBITDA, SEK
m
|
1,532.2
|
965.2
|
3,985.3
|
Operational EBIT, SEK
m
|
1,271.3
|
711.8
|
2,870.8
|
Cash flow from
operating activities, SEK m
|
617.3
|
732.3
|
3,899.0
|
Free cash flow, SEK
m
|
-259.7
|
204.1
|
1,684.8
|
Total investments in
intangible assets, SEK m
|
828.7
|
498.0
|
2,135.2
|
Total game
development projects
|
180
|
125
|
160
|
Total internal and
external game developers
|
6,387
|
3,185
|
5,115
|
Total
headcount
|
7,886
|
3,975
|
6,325
|
Sales growth,
%
|
66
|
81
|
72
|
EBITDA margin,
%
|
45
|
47
|
44
|
Operational EBIT
margin, %
|
37
|
34
|
32
|
In this report, all figures in brackets refer to the
corresponding period of the previous year, unless otherwise
stated.
CEO COMMENTS:ANOTHER STABLE QUARTER WITH ADJUSTED EARNINGS
PER SHARE UP 52%
The Group reports another stable quarter. Both the sales and
operational EBIT performance of the first quarter set new records
in line with management expectations. The key contributors were the
release of Biomutant and the addition of both Easybrain and
Gearbox.
Group net sales increased by 66% to SEK 3,427 million (2,069) whereof the Games
business area contributed SEK 2,961
million (1,622). The organic growth within Games business
area was 10% on constant currency (CCY). On group level, the
organic proforma CCY growth in the quarter is estimated to 15%.
Operational EBIT grew by 79% to SEK 1,271
million (712). Free cash flow before changes in working
capital grew by 36% to SEK 466
million (342) despite an increased investments in game
development at a record SEK 770
million (457) to drive future organic growth. Free cash flow
after changes in working capital amount to SEK -260 million (204) and was negatively
impacted by royalty payments (SEK 464
million) and seasonal variances in trade payables
(SEK 372 million). The adjusted
earnings per share were up 52% to SEK
2.30 (1.51).
Solid organic growth
We are pleased with the organic year-over-year growth, given
that the comparison is made against a quarter with a boost in
demand due to pandemic effects. Our growth is supported by the wide
back catalog and strong contribution from new releases, despite a
difficult comparison with the first quarter last year that included
a number of successful new releases. The main revenue driver in the
quarter was the release of Biomutant from our internal studio
Experiment 101. So far, the game has sold more than one million
copies. The full investment into development and marketing as well
as the acquisition cost for Experiment 101 and the IP, was recouped
within a week after launch.
Looking ahead to the rest of the financial year ending
March 31, 2022 we reiterate our
forecast to release game development projects with a completion
value of SEK 2,875 to 3,325 million
in the current financial year. The strategy to put quality first
remains unchanged. Games will always be released when the full
value potential is deemed to be best achieved. Management now
expects SEK 225 - 275 million in
completion value during the second quarter to be followed by a
gradual increase in activity and for the fourth quarter to become
even busier than previously forecasted. Across the group we have
numerous new games announcements planned up until December for
products releasing current year and future years. Stay
tuned!
Whereas the second quarter will mainly be relying on back
catalog sales, we expect the strong pipeline of new releases during
the second half of the year to be the key driver of accelerated
organic growth (CCY) for the full financial year. We are
increasingly optimistic about our long term organic growth
prospects with more than 180 games under development. Over the next
few years, we are confident that our organic growth will continue
to significantly exceed the overall gaming market
expansion.
Earlier this month, we welcomed CrazyLabs into the family.
Our mobile entry is just a year old but we are really glad to have
been able to have DECA, A Thinking Ape, IUGO, Easybrain and now
CrazyLabs forming a notable business within mobile gaming. Proforma
KPIs (incl CrazyLabs) for the quarter ending June is strong with 33
million DAU (Daily Active Users) and 286 million MAU (Monthly
Active Users). Total installs in the period were above 200 million.
The combined mobile businesses had an impressive proforma organic
sales growth of 37% during the quarter. During past weeks we have
seen improved projected ROAS (return on advertising spend) and in
line with our strategy, our mobile companies will invest as much as
possible to drive value enhancing growth.
Building brick by brick together with entrepreneurs
The decentralized Embracer model is all about placing the
entrepreneur and creator in the spotlight. Becoming part of
Embracer is intended to be about taking the next step in a long
journey. Founders and management that we join forces with have high
ambitions for the future, and it is Embracer's role to unleash the
full potential of each team and support them with the resources
needed to succeed. We are setting bold targets together with the
entrepreneurs. The emphasis varies between organic and inorganic
growth based on the opportunities ahead and the scalability of the
organization. Let me share a few examples of what has been achieved
so far:
Coffee Stain became our third operating unit in 2018 and
under the leadership of founder Anton Westbergh and his team the
business has grown phenomenally well on a purely organic basis, by
bringing new, excellent game content to market. Coffee Stain is on
a trailing 12 months basis generating 12x higher net sales than at
the time of joining Embracer. Now, almost three years later, Coffee
Stain added M&A to its growth mix by onboarding two of its
indie development partners, including Ghost Ship as a sister
company in our business area dedicated to game development with an
indie mindset.
Saber Interactive became part of the Embracer family during
spring 2020. At that time, the business had approximately 600
developers. Together with founders Matthew
Karch and Andrey Iones we set
out an ambition to grow the business to more than 1 500 developers
over the medium term. By scaling up existing studios and adding new
talent through acquisitions, Saber exceeded that target earlier
this month with the expansion within the work-for-hire segment,
which remains an important growth driver within Saber.
The journey continues
Our strategy to build a diverse and decentralised group that
stands on many revenue streams remains unchanged. We see a long
runway of growth within gaming, building on our operating groups
and we will continue the journey to bring onboard more, talented
creators and gaming entrepreneurs. We believe that the larger our
independent ecosystem becomes, the greater output we will have over
the long term.
We are humbled by the interest among entrepreneurs and
creators to join the Embracer family is stronger than ever. We
continue to have a large number of ongoing discussions to join,
including large or transformative acquisitions that could create
new operating groups. Currently, we have approximately SEK 8 billion in net cash and SEK 17 billion in available cash, including
credit facilities. Our strong balance sheet will support our growth
agenda going forward.
The challenges
COVID-19 is one of today's biggest challenges that we must
face. As recent times have shown, there are also other challenges
in society and in our industry. It is important that we, as an
industry, but also as individual companies and as a parent company,
each take our responsibility to change these social structures of
discrimination.
For Embracer Group our common foundation is our code of
compliance, which aims to support inclusion, diversity, and gender
equality. Furthermore, we trust that each company in our Group
listen, discuss and act. A way to measure and follow up our
employees is done via a global survey that allows each employee to
answer several questions anonymously.
To conclude, I would like to send my thanks to all our
shareholders, employees, customers, industry colleagues and
business partners for contributing to the prosperity and success of
Embracer Group.
August 18, 2021, Karlstad,
Värmland, Sweden
Lars Wingefors
Co-founder & Group CEO
FOR MORE INFORMATION:
For any questions on this report, please contact:
Lars Wingefors, Co-founder &
CEO, lars.wingefors@embracer.com , +46 708 47 19
78
Johan Ekström, Group CFO, johan.ekstrom@embracer.com ,
+46 761 33 82 76
About Embracer Group
Embracer Group is the parent company of businesses developing
and publishing PC, console and mobile games for the global games
market. The Group has an extensive catalogue of over 240 owned
franchises, such as Saints Row, Goat Simulator, Dead Island,
Darksiders, Metro, MX vs ATV, Kingdoms of Amalur, TimeSplitters,
Satisfactory, Wreckfest, Insurgency, World War Z and Borderlands,
amongst many others.
With its head office based in Karlstad, Sweden, Embracer Group has a global presence
through its eight operative groups: THQ Nordic, Koch Media, Coffee
Stain, Amplifier Game Invest, Saber Interactive, DECA Games,
Gearbox Entertainment and Easybrain. The Group has 77 internal game
development studios and is engaging more than 8,000 employees and
contracted employees in more than 40 countries.
Embracer Group's shares are publicly listed on Nasdaq First
North Growth Market Stockholm under the ticker EMBRAC B with FNCA
Sweden AB as its Certified Adviser; info@fnca.se +46-8-528
00 399.
Subscribe to press releases and financial
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For more information, please
visit: http://www.embracer.com
This Interim Report is information that is mandatory for
Embracer Group to make public pursuant to the EU Market Abuse
Regulation. The information was submitted for publication, through
the agency of the contact person set out above, at 06:00 CET on August 18,
2021.
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|
Embracer Group
interim report Q1 FY 21/22
|