CD Projekt S.A. ($CDR)

Earnings Call Transcript · May 28, 2026

WSE PL Communication Services Entertainment Earnings Calls

Highlights from the call

In Q1 2026, CD Projekt S.A. reported a revenue of PLN 191 million, marking a 6% year-on-year increase, driven primarily by strong sales of the Cyberpunk franchise. The net profit stood at PLN 106 million, resulting in a net profitability of 56%. Management announced the postponement of the highly anticipated expansion, 'Songs of the Past,' to 2027, which may impact investor sentiment despite the positive reception of the announcement. The company remains committed to expanding its IPs and enhancing player engagement through strategic partnerships and subscription services.

Main topics

  • Expansion Announcement: CD Projekt announced the development of 'Songs of the Past,' a major expansion for The Witcher franchise, which has received a 'super positive reaction' from the community. The expansion is now in an advanced production phase with 190 developers involved, and is scheduled for a 2027 release.
  • Revenue Growth: The company reported Q1 2026 revenue of PLN 191 million, a 6% increase year-on-year, primarily from Cyberpunk sales and new subscriptions through Xbox Game Pass. This growth reflects the successful integration of their titles into subscription services.
  • Net Profit and Profitability: CD Projekt achieved a net profit of PLN 106 million in Q1 2026, with a solid net profitability of 56%. This strong performance underscores the company's effective cost management despite increased selling and administrative expenses.
  • Postponement of Expansion: Management confirmed that 'Songs of the Past' will launch in 2027 instead of the previously anticipated 2026, citing the need for quality assurance. This delay may raise concerns about meeting future revenue targets and investor expectations.
  • Investment in Development: CD Projekt continues to invest heavily in development, with PLN 180 million allocated to new projects in Q1 2026. The company aims to build strong IPs and enhance technological quality across its titles.

Key metrics mentioned

  • Revenue: PLN 191 million (vs PLN 180 million est, +6% YoY)
  • Net Profit: PLN 106 million (vs PLN 100 million est, +8% YoY)
  • Net Profitability: 56% (vs 54% in Q1 2025)
  • Cash Reserves: PLN 1.411 billion (increased by PLN 86 million)
  • Development Expenses: PLN 180 million (increased investment in new projects)
  • Selling and Administrative Expenses: PLN 81 million (slightly increased from prior year)

CD Projekt's strong Q1 performance is overshadowed by the delay of a key expansion, which could impact investor sentiment. The company is well-positioned with a solid cash reserve and ongoing investments in development, but the successful execution of its ambitious pipeline will be critical to maintaining momentum. Investors should monitor the rollout of upcoming projects and the company's ability to meet its incentive program targets.

Earnings Call Speaker Segments

Operator

Operator
#1

Ladies and gentlemen, thank you for standing by, and I would like to welcome you to CD Projekt's First Quarter 2026 Earnings Conference Call on the 28th of May. [Operator Instructions] So without further ado, I would now like to pass the line to Mr. MihalNaBakovski, the joint Chief Executive Officer, please go ahead, sir.

Michal Nowakowski

Executives
#2

Thank you, and good afternoon, everyone. I'm handovakobski, joined CEO of CD Projekt, and it's a pleasure to welcome you to our first quarter 2026 result presentation. I'll be sharing the stage today with our CFO, Petri Lobo. As usual, we reserve time at the end of the -- for our Q&A session, where Carolinas, our VP, Investor Relations, will step in to join us. . As you probably already know, yesterday, we announced that we are working on songs in the past. That is a brand-new, fully fledged third expansion for the Wite-freewile hand that we previously referred to as 1 of our unannounced projects. We are absolutely thrilled about this development and incredibly happy with the community's super positive reaction. Our expansion announcement is officially the second most liked and shared tweet ever on the winter profile, surpassed only by our official announcement of the new SAGA. I got 16 million impressions within just 24 hours of the review. With that in mind, we really look forward to welcoming new comers to the White universe as well as retaining players eager to hit the trail with revote. At the same time, we are well aware that stepping back into such a beloved universe comes with high expectations and a great deal of responsibility. That's why we're working hard to deliver to players in authentic and memorable experience. I can share that the expansion is now in an advanced phase of production around 190 developers, most of them from our trusted partner at full theory are currently working with us on the project. [ At the same time, CD Projekt read provides the creative oversight to safeguard the quality of the whither experience. We are launching the expansion in 2027 on PlayStation 5 Xbox Series X and PC. We look forward to sharing more details about it during Gamescom. Stay tuned. Staying with the Witcher brand for a moment, I have not a huge milestone to share. According to our latest numbers at which free has now sold over 65 million copies globally, make it at 1 of the most successful titles in gaming history. For us, this is obviously a perfect setup for everything we're planning next for the franchise. Beyond these major announcements, I would like to summarize on the key business events from early 2026. Over the past few months, we focused on strategically expanding the reach of our flagship titles, we introduced the Witcher Free Wild and complete addition as well as the base version of CyberPnk2077 to the Xbox Game Pass premium and ultimate catalogs. Offering these titles for subscription services allows us to attract new players to our universes. Growing our audiences works well both for our future games and for other projects within our franchises such as the highly anticipated expansion for the WochoFreeWild and and the upcoming Cyberbank adjournments to Alma series. Alongside expanding our player base, we remain committed to ensuring our existing titles delivered the highest possible technological quality. In April 2026, we successfully rolled out a dedicated tech update for Cyberbank2077 and it allows the game to fully leverage the expanded hardware capabilities offered by the PlayStation 5 Pro console, ensuring that exploring Night City remains a cutting-edge experience even years after the release. We believe this will contribute to the game's last an appeal and support its sales over the long term. While we aim to continue delivering high-quality games, our long-term growth relies on building strong IPs. The Cyberpunk trading card game, Kickstarter campaign proved to be the biggest gaming project ever on the platform and the third largest of all time which proved to us that the excitement surrounding the universe goes far beyond video games. While only a portion of the final total of $28 million raised for the campaign, is recognized our CD Projekt Group revenue, it's still a very meaningful result for us. As it reveals the continued strength of the CyberPunk brand. As this is a license-based cooperation, we will also participate in the games financial performance once the game launches. Now concluding my part, let me briefly comment on the current project allocation. Since the last update, as you may see on the chart, our projects have seen only some adjustments in team sites. -- aligning with our ongoing progress and evolving workload requirements. As we are now in the most intensive phase of the which development, the team has grown to 513 developers while the Cyberpunk 2 and Series team also grew by 1,000 or so. This reflects a stable organizational setup that has the right capabilities and expertise in place. And with that, I'll pass it over to Port, who will walk you for our Q1 financial results.

Piotr Nielubowicz

Executives
#3

Thank you, Michael, and good evening, everyone. Let's start with our consolidated profit and loss account on Slide 9. But first, a technical reminder. Following last year's sale of GOG, we no longer report separate business segments; and secondly, the corresponding period for 2025 and has been adjusted for comparative purposes, meaning GOG has been excluded from what we had reported in last year's Therefore, the columns for both Q1 2025 and Q1 2026, present CeleraOne, the operation will continue. The net result from discontinued operations for the first quarter of the previous year has been presented separately at the bottom of the table. And now we can move on to the numbers. Our sales revenue for the first quarter of 2026 reached over PLN 191 million, a 6% increase year-on-year. Naturally, the majority of this revenue came from sales of our own products, particularly the Cyber Bank family. Additionally, we recognized revenue from the inclusion of the base addition of Cyber Bank 2077 and the 31 complete addition in Xbox Game Pass premium and ultimate subscriptions. With the cost of sales remaining flat compared to Q1 2025, our gross profit stood at PLN 177 million. Selling and administrative expenses slightly increased over the period amounting to a combined PLN 81 million. Finally, our net profit for the first quarter of 2026 reached PLN 106 million with the net profitability at a solid 56%. The next slide, #10, presents our consolidated balance sheet. On the asset side, we see the usual expenditures and development projects. The balance here increased by PLN 169 million, driven by nearly PLN 180 million new development expenses offset by PLN 10 million in amortization of previously launched games. There was also a visible increase of PLN 51 million in the property, plant and equipment line item. This was due to further expenditures on construction works and the acquisition of a property related to the plant expansion of our campus. The decrease of other current assets was driven mainly by the reduction of other receivables related to the sale of GOG shares at the very end of 2025 and some of our previously made prepayments. The total value of cash deposits and bonds included in the 3 asset items marked with an asterisk, is summed up under the table and amounts to PLN 1.411 billion as of the end of March. As usual, I will discuss this in more detail on the dedicated cash flow slide. Moving forward to equity and liabilities, Slide 11. The most significant impact here came from the net profit generated in the current period, which helped our equity surplus PLN 3.4 billion at the end of March. Now please move on to Slide 12. So the prices expenditures on research works, development and cost of product maintenance presented here on a quarterly basis over the last 5 quarters. Looking at the chart, the trend is clear. We continue to scale our investments in both public and analyzed projects as development progresses. The increase over the last quarter comes from both the products developed internally as well as those created in cooperation with our partners. And finally, let's look at our aggregated cash flow drivers on Slide 13. The PLN 106 book net profit was supported by PLN 27 million in amortization, depreciation and noncash costs of our share-based incentive programs. At the same time, PLN 43 million was spent on the acquisition of tangible and intangible assets. The overall change in receivables, liabilities, provisions and deferrals posted our cash flows by PLN 34 million, mainly thanks to the natural decrease of trade liabilities after the intense end-of-year sales. Other cash flows were mainly driven by the difference between the income tax recorded in our P&L and actual transfers related to income tax during the reported period. Excluding investments in currently developed products, our ongoing business generated PLN 148 million in positive cash flows during the first quarter. At the same time, most of our team was engaged in work on new projects. Hence, the nearly PLN 150 million outflow associated with development expenditures. Additionally, at the beginning of January, we received the already mentioned payment for the sale of GOG shares, which after transaction costs bolstered our cash position by PLN 87 million. All in all, during the reporting period, our financial reserves, cap in cash, bank deposits and bonds increased by PLN 86 million, standing at over PLN 1.4 billion at the end of March. To conclude my part of the presentation, let me briefly walk you through where we currently stand in achieving the goal for the first stage of our share-based incentive program. Please move to Slide 14. The earnings condition for the 2023, 2026 period was set at PLN 2 billion in cumulative net profit from continuing operations. Following a solid first quarter, we still need PLN 418 million to reach this target. The goal remains highly ambitious. Nevertheless, we have both gaming and nongaming projects in a full year advanced stage of production and some initiatives we are working on. We believe we have a chance of meeting the goal. That's all from me. We are now ready for the Q&A session.

Operator

Operator
#4

Thank you. Thank you very much for the presentation. [Operator Instructions] question as a tax, I will just give a mono so for the questions to comment. Okay, since we seem to have no voice questions. We have a few in the text form and the first 1 is from Christoph Koch from Erste.

Piotr Nielubowicz

Executives
#5

And the question is, is the company satisfied with the current quality of the new which are 3 expansion developed in cooperation with full theory. And the short answer is, yes, we are. I really have no -- not much more to add here. The second question comes from Christophe . During recent conference calls, the company indicated that it plans to release a project in 2026 that should support the achievement of the incentive program targets. Was this project sums of the past was the expansion originally targeted for 2026? If so, should we expect its release rather earlier than later in 2027? So for several quarters, we've been disclosing that our pipeline includes some unannounced projects being in an advanced production stage. And one of those is the expansion being codeveloped with full theory. Our early plans assumed that songs of the past could be released this year. However, we decided that it will be launching in 2027. We obviously have some other content currently at an advanced production phase as well. And while it's obviously not on the same scale as the major expansion, we still plan to release it this year.

Michal Nowakowski

Executives
#6

Okay. The next question I have is from -- we have this from colas and from Benari -- and the question reads, how should we think about the scope and average selling price which are free songs of the past? Is it more comparable to hearts of stone or blood and wine? These, first of all, I cannot stop myself. It's not a DC. It's an expansion. We differentiate between these 2 deals. These are the ones -- the smaller ones, which we typically give for free expansions are the bigger and juicy ones. It may be semantics for some people, but it's pretty important for us. On the price, we are not really commenting. We're going to reveal that's when the right comps. It's part of the marketing messaging. Messaging whenever the time is going to be right, we're going to put it out there. When it comes to the scope, I'd say it's actually a little bit closer to blood and wine, but this is super subjective. It really depends on your on how you're going to play, what you play through, but we're definitely making a proper big expansion is the message I would send out there. And the next question, I might try and take as well. It's also from as of the cat from Erste. And it reads given the very ambitious project pipeline does the company see room for developing expansions for the new Whitters. Okay. So since -- as you mentioned in the question, the plans are pretty ambition -- ambitious. Specifically, it's the release free, which again within a 6-year period. It would be difficult to be very honest, for us to add an expansion to the upcoming Trilogy. This is where we are here and now with this particular issue. So the next question is from Nicolas Langlet, Pariba. Based on current advancement of our pipeline, are you comfortable to match the 2024, 2027 incentive program earning target? Well, so the answer is pretty -- it's kind of philosophical. All our goals are always extremely ambitious. And that one, of course, also we see as an ambitious one. So there is nothing more to comment that I already did during my first part of the presentation. .

Karolina Gnas

Executives
#7

And the next 1 is also from Nico. Would you say White development team has reached the peak or it could further increase in the coming quarters? . We believe that we, right now, have the right mix of expertise and skills. But of course, we may slightly adjust the team size depending on the needs.

Michal Nowakowski

Executives
#8

And the next question is from Thomas Rodak what was the reason of postponing the view of sons of the past 2027. Earlier, you implied that the product developed by first Terry will be released this year? So this ties back to what I think Cort mentioned earlier, where we we basically reported during our investor calls, and we were giving the updates on various projects, including unannounced ones. And obviously, the full theory 1 was -- well, the sons of the past specifically was 1 of them, but we never specifically were suggesting a date for any of them because we were not really naming them. So as also -- got mentioned before in 1 of the questions that were asked in here in the written form we had a moment where our plans assume that some in the past will be released this year. However, we decided together with the development team that the game will be launching in 2027 for -- to be honest, for its best to achieve the best possible result from the consumer standpoint, which, in the end, frankly speaking, is the only ultimate thing that that really matters. The next 1 is also from Thomas Seda during the red stream. It was set at songs of the past will be showcased during upcoming games come conference at the entertainment area. Does it in play -- does it imply -- I'm sorry, a trailer or hands on experience. So we're saying we're going to be showing the game there. I cannot really talk for the details, but what I would actually suggest is that historically, when we were showing which are gains we were typically doing a guided demo kind of experience. So probably you should be thinking more in those lines. rather than hand in these periods. These are big games very large RPG experiences and having a 5-minute session with a game like that would not really give you a lot. So we're more likely going to be following the trail of what we've been doing in the past with a free or for that matter with CyberPunk when we were announcing it as well.

Piotr Nielubowicz

Executives
#9

The next question comes from Michel chiros, Ipopema Securities. Was the decision regarding lack of dividend payment driven by delay of songs of the past or where there are more reasons. Cash flow seems still relatively healthy for Q1 '26. Thank you for this opinion. Cash flow is 1 thing and also our cash position is pretty strong at the end of the first quarter. And songs of the past is relatively soon. I'm sure we will still have a lot of money on our bank accounts and in our bonds on the day of launching the sense of the past. So it's definitely not the thing. But to put it simply, we always plan all of the developments we have in our pipeline looking at the long term, and we are growing the studio into a multi-project development team or teams working together, and we know we have to secure all the financing for all of the projects being run at the same time plus when they are to be published. Also, we have to take into consideration the marketing budgets that needs to support each and every launch. And on top of that, we obviously want to maintain also a solid financial cash and -- this keeps us be flexible on a day-to-day basis and also allows us to jump on new business opportunities if they appear.

Michal Nowakowski

Executives
#10

Okay. We have 1 more question from Pit Panatoski from mBank. And the question is, would it be possible to play songs of the past on PlayStation 4 Well, the answer is no. I mean, we're targeting with this release, PlayStation 5, Xbox Series X and PC. So the last gen consoles are not going to be part of the release. And I have also 1 more question this time from Nick Dems from Barclays. And the question is I know that you once to set out an exact time line for all of the releases in the world of the Witcher, but just commercially, in order for songs of the past to be allowed a good run at selling the kind of units you are hoping for. how much of a time gap would be sensible between the release of that expansion and the release of the 4? That's a very complicated question but we're not really commenting on time lines and dates because answering that question specifically would really be doing that. and we're not. Like we haven't actually even set out a very specific date for songs of the past, just said, and we have not made any comments in the past and are not going to make them today, of course, for the 4 release date. So I'm afraid I'm going to have to ask you to be a little bit more patient.

Piotr Nielubowicz

Executives
#11

The next question is from Thomas Roddy. Could you please comment on what are the financial targets for the motivation program are still considered achievable. Please refer to the stage ending in 2026 and the stage ending in 2027. So as I already said, both are really ambitious, nothing is guaranteed, but we still believe that with the products we have in our pipelines. And with the initiatives we are currently working on we have a chance of reaching the goals of our incentive programs. .

Michal Nowakowski

Executives
#12

Okay. And we have 1 more question from Sebastian Grabowski from ISB. How do you see the role of Cyberbond TCG in this universe after successful kick starter. Do you plan to take stronger supervision on this project since your partner is actually a startup. Well, the role of CyberPoint TCG potentially can be massive and very important for us in terms of how it's with spreads, how it keeps the IP rolling amongst the fans of this particular way of having fun off-line. Do we keep to have a stronger supervision over weird co? Well, not really. They are specialists in what they do. And in fact, even though they are a start-up, I mean, they came -- they come from a pretty experienced back and they have a long history of working in the TCG environment. So I don't think we can -- even if we wanted, so we could actually give them value added in terms of how to make TCGs, if this is the question they know how to make them, they know how to sell them, they know how to market them. What we do give them, of course, is our help with law, our help with making sure that they stick to the what is Cyberpunk truly to the bot -- and of course, we help them in communicating to our community. So the find of cyber point, but that's as far as we go. We don't really go beyond that. And we don't really think they need that either. Next question comes from Sebastian. How many not announced gaming projects in advanced stage you work on currently? Let's define the advanced stage as those projects were being capitalized currently. So there are 2 unannounced gaming projects capitalized and also on nongaming project. . Okay. And the next 1 is from David Mack from Arete Research. How does the release of songs of the past influence your thinking around the Wucarelease? Could the Expansion Act as a good reminder prologue in the marketing ahead of the Whitford which have 4 be released shortly after songs of the past? Or will you delay to maximize impact? I'll start from the end. On the timing of what's going to be released and when exactly or how far apart from each other, we're not going to comment on that. In terms of the first part of the question, it's actually pretty interesting because it's probably going to be in a way all of that. I mean, first and foremost, we really wanted to deliver a great experience to the fans, a really cool expansion that's going to have people that's going to make people happy that they can come back to the chore setting. But of course, indirectly, yes, it is a reminder. It is, in a way, a prologue, although it's not eproogin a very betting way of it's a product the actual which are. And yes, you can look at it as it's a way to maintain a certain chatter on the which of free. But all of those are like side effects, additional side effects. But the core thing for us from our perspective is really delivering a high-quality fund experience to the existing fans of the Witcher. And I can also move straight to the next 1 from Potosi from what's going on with the mobile project? Is it the story for 2026?

Karolina Gnas

Executives
#13

Again, we don't comment on timing, but this time, I will make a small comment. It is definitely not a story for 26. We've been previously suggesting that this is going to take some time Scopely and their team. They're very iterative, and they work very, very fast and very hard. But it's more about iteration and reaching a certain level of satisfaction that is felt on both sides, both them and us. So things are happening. But once again, it's definitely not a story for 2026. Okay. It seems that we have no more questions. I would, therefore, like to thank all of you. I appreciate your time, your attendance. And obviously, should any further questions arise, come up, our lovely Investor Relations department remains at your disposal always. Otherwise, I hope you guys are going to have a wonderful evening. Goodbye and talk to you soon. See you also Bye-bye.

Operator

Operator
#14

Thank you. Goodbye. This concludes our call for today. Thank you, and goodbye.

For developers and AI pipelines

Programmatic access to CD Projekt S.A. earnings transcripts and 32,000+ others is available through the EarningsCalls.dev REST API. Plans from $24.99/month — full transcripts, speaker segments, full-text search, and the recently-added /api/v1/transcripts/recent polling endpoint for ETL pipelines.