3D Realms Entertainment ApS (EMBRACB) Earnings Call Transcript & Summary
August 5, 2021
Earnings Call Speaker Segments
Benjamin May
analystGood morning, everyone, and thank you for joining the Embracer analyst and investor call this morning. My name is Ben May, and I'm an equities analyst at Berenberg Bank, and I've been covering Embracer for a number of years now. I'm pleased to have been invited to open up the call this morning on what is an exciting day for Embracer, with the company announcing 8 acquisitions this morning, spanning a number of areas in the gaming market from mobile businesses, to development studios, to publishing businesses also. We kindly got the management teams from the acquired companies with us today. But before we hear from the different management teams, I will hand over to Lars, who's going to run you through the strategic rationale for the acquisitions completed this morning, and we'll be back at the end of the call. At which point, I will host a Q&A. So over to you, Lars.
Lars Wingefors
executiveThank you so much, Ben, for being able to join this call with short notice this morning. And hello, everyone, and very welcome to a sunny Karlstad here in Sweden. I'm excited and delighted to finally being able to present 8 new acquisitions this morning in our companies and welcome more than 560 new colleagues to the group. Today, we will present CrazyLabs from Israel, one of the leading hyper-casual mobile publishers. We will present Ghost Ship Games, a well-known name from Denmark, the makers behind Deep Rock Galactic. Also from Denmark, we will have Slipgate Ironworks and 3D Realms. Further, we will have one of the leading VR developers, Force Field, from the Netherlands; and DigixArt from France, one of the leading indie games developers, story-driven; and Easy Trigger, which is close by here in Sweden from Trollhättan; and finally, the leading merchandise company within Viking themes, Grimfrost. So with that said, I would like to take you through the summary of the financial terms of the acquisitions disclosed this morning before we're entering the company presentations. So the aggregated day 1 purchase prices for all the acquisitions announced this morning were SEK 2.7 billion on a cash and debt-free basis, approximately SEK 2.1 billion being paid in cash and approximately SEK 0.6 billion is paid in shares. And the fairly high ratio of cash paid is driven partly by -- there is some VC and financial owners in one of the most significant acquisitions that are kind of exiting the business. The maximum additional consideration amounting to SEK 2 billion, which is, as usual, subject to fulfillment of agreed milestones, both operational and financial over a period up to 8 years. That SEK 2 billion, SEK 1 billion are to be paid up -- up to SEK 1 billion are paid in cash and the furthermore SEK 1 billion in shares. So the aggregated maximum consideration amounts to SEK 4.7 billion. Looking at -- to give you some insight into how this earn-out works, so we are sharing the following. So to achieve the maximum additional consideration of the acquired companies, the combined aggregated operational EBIT would be exceeding SEK 6 billion from today up until March 2029 over the upcoming 8 years. And to illustrate this further, to achieve the maximum consideration milestone on year 5, that year only, we -- the acquired companies are estimated to generate SEK 1 billion in operational EBIT during that financial year ending March 2026. The estimated or preliminary surplus value for all the acquired companies is SEK 4.5 billion, and this will be amortized as usual over a straight period of 5 years according to Embracer's accounting standard principles. So looking at the financial impact of all the acquisitions. So the net sales contribution, we are estimating to be between SEK 2 billion to SEK 3 billion during the next financial year, starting April 1, 2022, and ending March 2023. And profitability-wise, we estimate an operational EBIT contribution to be SEK 300 million to SEK 550 million during the same financial year ending March 2023. During the remaining half year, Q3 and Q4, the run rate is expected to be in the lower end of the above mentioned range. And to be clear, CrazyLabs is, by far, the most impactful contributor, and that is estimated to be closed during the end of the current quarter ending March. An extra general meeting will be held at 23rd of August, and you got -- or it was published in light for this morning. And the reason for that is that the Board doesn't have a mandate to give out shares enough. We got a new mandate in February, and now we need a new mandate to close all these transactions. So this -- that's why we're having this extra general meeting. I would like to repeat that we still have a strong balance sheet with a sizable net cash position to support further M&A going forward. And we continue to have many ongoing discussions with entrepreneurs, creators, companies to join the family, including large or even transformative acquisitions that potentially could create new operating groups. So with that said, I would like to welcome the team from CrazyLabs and the CEO of DECA on line. Hello, Ken?
Ken Go
executiveHello.
Lars Wingefors
executiveAnd Sagi, Guy, Nurit?
Nurit Benjamini
executiveHi.
Sagi Schliesser
executiveHi. How are you?
Lars Wingefors
executiveHow are you in Tel Aviv?
Sagi Schliesser
executiveVery hot. But very excited. We just -- like half an hour ago, we announced to the employees. We asked them to be a little bit more quiet, so you can hear us, but they're very, very excited about this matter of...
Lars Wingefors
executiveFantastic. You are very welcome to the group, and please send them my best regards here from the headquarter in Sweden. So I would like to leave over the stage to you. I will try to manage the slides here. So I will leave over to you, Sagi, and then please feel free to introduce yourself, your team and then the company.
Sagi Schliesser
executiveSure. So my name is Sagi Schliesser. I've -- I'm the -- one of the founders of CrazyLabs and in the field since 2010. I have a strong technological background. I've done 8 years in the Army, in tech positions. I had done a startup in the B2B area. And then I've done 14 years of insurtech. Last position before creating CrazyLabs was in Sapiens, a NASDAQ traded company. And I loved moving from B2B to B2C. For me, it was a big great change. You are -- you go direct to consumer, which is amazing. So this is a little bit about me. I believe -- in the beginning, I used to [ be ] the Chief [ Bay ] Officer of the company. I believe in DNAs. And I believe in the teams, in what we prepare. And when that aligns, then usually everything else aligns as well. And we have an amazing team, 2 of them, they will introduce themselves, and then we can introduce a little bit about the company as well.
Guy Tomer
executiveHi, I'm Guy. I joined Sagi and the team here in 2012 as the COO. I also come from a tech background. Actually, Sagi and I worked on our first startup together in '99 and took up then in the B2B. And then I also had my own startups that I founded, and I was very happy to be with Sagi again in 2012. And I'm very excited to be here today.
Nurit Benjamini
executiveAnd I'm Nurit Benjamini from Tel Aviv, joined CrazyLabs about 8 years ago. I have a financial background, and half of my career, I was the CFO of a public company [ serving ] to NASA. And then I moved to the private market since my kids were born. And I'm very happy and excited about this transaction.
Lars Wingefors
executiveOkay. So very well. So Sagi...
Sagi Schliesser
executiveLet me tell you a little bit about CrazyLabs. We can talk all day about it, but just the highlights. So for -- since 2013, we've been a top downloaded company. We excel in the marketing side but also in game creation. And we evolved into 2 main lines of business that we'll enhance a little bit about them in the next slide. But we have both casual with strong lifestyle and female-oriented game roots with Super Stylist being our frontrunner game, which is consistently growing and showing really great outcome. And we have also really a good pipeline. And hyper-casual, which was the genre that evolved out of the fact that there are billions of people with a gaming device in their pocket, but not all of them are hardcore gamers. So they can just play for a few minutes each time and download a lot of games, and we are one of the top hyper-casual publishers. Last year, in 2020 alone, we had almost 1 billion downloads in the app stores. And we accumulated so far in our history over 4.5 billion downloads, which is really a nice amount. And we have around 110 million unique monthly active users. So kind of our highlight KPIs. If we look at Super Stylist, then it was released in 2019, and you will see the trajectory -- the upward trajectory. It started as a game, which were doing in the hundreds of thousands, and now it's doing millions on a monthly basis. The revenue is growing, contribution is growing and also the in-app component. So around that, we've built a lot of knowledge and gained a lot of strong themes that was -- that we're working on launching Super Stylist and are now also involved in launching other projects. If we look at CrazyLabs, so our vision was to have these really strong 2 pillars. On one side, casual -- creating casual gaming -- deep casual gaming experiences. And as we already told you that we are -- started as tech people, we have some tech background. But we are -- we also love the content part. But everything we create, we create with the mindset that if it's going to be successful, then let's create it in a way which will then enable us to do it again and again in a better way. So when we create a new game genre or type, we create it actually as a small platform that is repeatable. We believe in that way, that is the best way for us to create things. And we've done that in the casual, in the lifestyle side, but also in the passive RPG in the games that we'll tell you that we're going to launch. And it's a mix there with enough component and users that some of them are becoming repetitive, highly repetitive users and paying users and high monetization. And we have hyper-casual. These are smaller games, a bigger funnel. Out of them, a very small amount of games that we test, going to launch, and we'll discuss the process a little bit. But it really made us a powerhouse of marketing, understanding themes and how we can be successful on the App Store and how and building a very, very strong marketing team. And we see that it really helps the casual side, on the hyper-casual side, bringing from the game expertise, and from the hyper-casual side, the marketing capabilities, being innovative and being really agile in marketing our games. And in the middle, we managed to find opportunities where we are entrepreneurs. And when we find things that are not the focusing for us and we can leverage from that, so we also go after them, and it's a very interesting and dynamic atmosphere. So you've heard a little bit about the 3 of us. But we have, by the way, a very strong leadership team on casual, on hyper-casual with the game owners, with a lot of experience in the industry from different companies. And a lot of people that was -- that were raised in-house and -- which is great. And the team [ focused ] on 300 people and expanding, focusing in few main geographies. So here in Israel, where we started, is also our headquarters in Tel Aviv. But we also have a very strong team in China and an amazing team in Macedonia. And recently, we also added the offices in Germany, and we also have a very strong team in the Ukraine. Part of the way we feel we are innovative in hyper-casual and in finding developers, we are a developer that, at some point, started also helping other developers and doing publishing. So we have both in hyper-casual, and Guy might talk about it a bit more. But we said, let's try and meet developers before they even know that they are developing in hyper-casual. So we've built these hubs program where we find really talented individuals. We sort them, they submit tests and games, and we help them become hyper-casual developers and launch their games to millions of people around the world. And it's a very exciting program in many geographies. We started in India and in Israel, and now it's expanded to other territories, Serbia, Turkey, Poland and South Africa and more is planned in the pipeline. So -- and we bring a lot of value to our external developers because unlike maybe a lot of other publishers, which are pure publishers, we are also developers. So they kind of appreciate the fact that we can give them tips both on their game and also on the marketing. So it gives us, in hyper-casual, a big competitive advantage. Covering a little bit casual and lifestyle RPG. So this is kind of our evolution line. We started with kind of smaller casual titles in lifestyle and evolved into bigger games, bigger meta game, role-playing games and creating social interactions and activities. We also had good relationship with media partners, and we've launched games with Sony, with Mattel. But I think our most significant partner to date is ZAG Animation, a French company that has Ladybug, which we launched a runner game with them, which is very, very successful. And we signed with them to launch next year together with a movie launch, a puzzle RPG game. So one of the things that we have done, we identified the puzzle RPG market is a very interesting market for us to evolve into. And we are now in soft launch of one of our first titles there, Once Upon A Match. But as I revealed earlier, we build things in a way we believe that can be repeated. So we've built it actually as an puzzle RPG platform. And when we had the opportunity and ZAG asked us to think about what we can launch next, so we proposed to them to do a bubble shooter based on that platform, which is going to launch with a movie in Q2 or end of Q1, Q2 next year and soft launch towards the end of this year. So really exciting evolution on our casual business. The business is growing in casual. We expect the stronger growth as we go forward. And the new launches, which take more time on the puzzle RPG platform, will start materializing, but we are constantly increasing. And among that, Super Stylist is taking bigger and bigger position out of the total pie and getting really high-valued users that last for -- that play for a long, long time in the game with a social network that is really enthusiastic about the game and where it's going forward. It's the most downloaded fashion game in 2020 on the App stores. If we go to hyper-casual, Guy?
Guy Tomer
executiveYes. So in 2020, we had 11 launches. And this year, we plan at least twice as many launches in hyper-casual. Some examples that appear here, for example, Tie Dye, that was one of the biggest ones, had 70 million downloads in the first 9 months. We are very focused on expanding our presence into countries that are very suitable to the hyper-casual business model. Today, Turkey is considered probably the most successful country in hyper-casual. There is kind of a gold rush to the hyper-casual today in Turkey that everybody are -- want to develop games now and we opened a hub in Istanbul. We hired a small team there, and we opened a hub together with one of the universities. And we teach them how to make hyper-casual games, and then they continue to work with us at least for 1 year further and launch game with us. And we also are very focused on India, where we just acquired a small studio that is called Firescore, and they already launched with us 3 games successfully. Two of them appear here, the Acrylic Nails and the soap cutting. And those 3 games that they launched with us already generate nice revenues and reached 200 million downloads, and we acquired them just recently. We actually just closed this deal. And now we have a very strong presence in Mumbai, and we have another studio that we work locally in Hyderabad, and we also opened a hub in Hyderabad. And we are very focused on the India market that is -- now we see it as a huge opportunity for us. And as Sagi mentioned, we are also doing it in other places such as South Africa and others. In terms of the hyper-casual process, so it's first about the developer relationships, building them. We have it split between external developers, which -- with which we are launching about 70% of the new games. And we have internal studios with whom we are launching about more or less 30% of the new games with the internal studios. So it starts with this local presence and with building the relationship, and we work with hundreds of developers around the world, then we test hundreds of prototypes every month. And there is a very clear funnel to success. We do it very rapidly, the UA and monetization testing. And eventually, we launch the games, and we focus on the contribution margin. And by the end of the year, we aim to launch about 3 games -- 3 new hyper-casual games every month. And just to focus what hyper-casual is, for those who don't know, it's like the Snake and the Tetris that all of us used to play. Today, they just got their own genre, and they are called hyper-casual. So they used to be just games that everybody plays. And today, they have a name, it's called the hyper-casual games. Very important part of our competitive advantage in hyper-casual is our cutting-edge technology. We have a self-serve dashboard. Those hundreds of developers, they can test the games independently. They don't need us to run the UA campaign and everything for them. We just close the deal with them. We give them the access, and we approve the test in terms of the quality of the test, but then they can run it by themselves, the test. They can see the results. It's very transparent, and they get attached to work with us through this dashboard because they really like it that they can iterate and learn how the game works. Other tools that we have are deep machine learning that we use for the ad monetization side, for how aggressive we are with the ad monetization. We run AB test, continuous AB tests, to optimize the game in the background and a few other technologies that we use to make our UA, user acquisition, and ad monetization as efficient as possible. In this industry, it's a big advantage.
Lars Wingefors
executiveYes. So perhaps I can step in here. Or Nurit, are you online here?
Nurit Benjamini
executiveYes.
Lars Wingefors
executivePerhaps, you can just tell us a bit about your revenue growth.
Nurit Benjamini
executiveSee, you can see that revenue grew tremendously in the past 2 years. We had in '19 -- 2019, we ended with $72 million revenues. We reached the $100 million mark in 2020, and we continue to grow. Here, you can see the last 12-month numbers, with $153 million, and we continue to work hard to increase these numbers. And you can see also the breakdown of the casual and hyper-casual. Both segments are growing. Hyper-casual is growing a bit faster, but we expect both segments to continue to grow this year and the years to come.
Lars Wingefors
executiveThank you. And we are expecting, as you're stating, a significant growth coming out from you. You have a fantastic team and pipeline and the strategy to achieve this, which I highly believe in. So -- and we have a very long-term commitment, earn-out model as well, to incentivize you and the management team.
Sagi Schliesser
executiveYes. We are very excited to continue and do this together for a really long, long time and great.
Lars Wingefors
executiveYes. So Sagi, just coming into the rationale. I can just say a bit here, but I would like to just hear you out as well. Obviously, I have felt a very, very strong entrepreneurship from you and the team. It's amazing. You've been through a lot of ups and downs, but you are really an amazing company to adapt to changes. And I think you are the winner of tomorrow. And you have a strong pipeline. And hyper-casual, in a way, how you work is somehow a bit similar to what I -- what we're doing in premium games. Even though the games is very different, but you work with external developers and you publish them in combination to have your own in-house development. Ken, are you online here as well?
Ken Go
executiveYes, I'm here.
Lars Wingefors
executiveSo Ken, being the leader of the DECA Games and now having CrazyLabs being part of the vertical and assist the company to the existing companies within DECA, what synergies do you see here?
Ken Go
executiveI see a lot. I'm really excited to have the team join. There's a lot of similarities between our companies, even though we're doing very different types of businesses. We thought that the culture, the people, the drive, there's so much similarities. And they're going to fit in really well with the rest of the group. But in particular, CrazyLabs has this immense, dynamic business where they've been able to be successful in all different types of the industry. And I think that's really important going forward as the mobile industry is adapting, is changing very quickly, but it's really based on their technology and the team that they have. And DECA, I think, can really utilize their publishing capabilities and the technology that they have to support the products that we have, not only within DECA's live operations business, but also within [ distributing ] in Canada that we already are with. And vice versa, I think that DECA has an immense foundation in live operations, which can only help CrazyLabs in their casual titles.
Lars Wingefors
executiveThank you.
Ken Go
executiveAnd sorry, the last thing is that together, we plan to tackle a lot more M&A as well. I think both DECA and CrazyLabs will be very active on the M&A side.
Lars Wingefors
executiveYes. And it's quite funny that we saw this morning in the press release of the CrazyLabs' acquisition in India, that Guy mentioning. That, I think, is fantastic. So it's already happening in a few minutes.
Ken Go
executiveYes.
Sagi Schliesser
executiveAnd just a word on our side. I think for us when -- it's all about people, and this is what we liked about the Embracer meeting, Lars and Jacob and Ken. And for us, we connect with people. So -- and it's the most important thing, and we felt entrepreneurs to entrepreneurs and people to people that we share values, the way we look at things, the way we look at gaming and the way we look at what we want to do next, which is continue to grow amazing business in gaming and do it together. And for us, it was critical. So -- and we found a place where we feel that is our next home, which is really an emotional word for us. So it's not -- home is not anywhere, and we feel that Embracer can really be our home. And as I said, Embracer also has this amazing name because it already makes me feel embraced. So we think...
Lars Wingefors
executiveThank you for the kind words, Sagi. And likewise, I can't wait to meet your team one day and to see how you are able to be integrated and how to work together with the rest of the company. It will be very exciting. So with that said, I would like to thank the team from CrazyLabs and Ken. And I would like to move over. So thank you very much, and feel free to stay online. We move over from Tel Aviv to Copenhagen. So welcome, Soren and Mikkel and Anton for Coffee Stain.
Soren Lundgaard
executiveThank you, Lars.
Mikkel Martin Pedersen
executiveHi, Lars.
Lars Wingefors
executiveHey. So welcome to the group.
Soren Lundgaard
executiveThank you.
Mikkel Martin Pedersen
executiveThank you.
Soren Lundgaard
executiveThank you. We are super excited about joining Embracer Group, Larry. And if our voices are a little rusty, it's because we celebrated this yesterday with the whole team. He's also very, very excited. So yes, so my name is Soren, and I'm the CEO and Co-Founder of Ghost Ship.
Mikkel Martin Pedersen
executiveAnd my name is Mikkel, and I am a Creative Director and also Co-Founder of Ghost Ship Games. And we are 6 founders of Ghost Ship, and we'll get back to that. Maybe you can change the slide, Lars?
Lars Wingefors
executiveSure.
Soren Lundgaard
executiveWe can see the team here. But actually, as you can see, we started in 2016. And I'll let Mikkel start that because I was not part of that initially.
Mikkel Martin Pedersen
executiveNo. So besides Soren, we were 5 people coming from another company that was closed. And we are -- just as -- well, the company was closed. We got together and said, "Hey, shouldn't we start our own company?" We had an idea for a game that was to be Deep Rock Galactic. And the 5 of us had the skills to actually create this game ourselves. We are a team that is -- have more than 20 years of experience in the game industry, each of us here, not together. And we are a group of 3 highly skilled programmers and Albert and me as a -- yes, I'm a game designer. And we got together and we started working on Deep Rock Galactic. And we very quickly realized that we were needing a dedicated CEO both to help us front the company but also build the company.
Soren Lundgaard
executiveYes. And then fate will have it that you moved your office into the same office building where I was working in a different game company just on the second floor. So I was on invited down by Mikkel. Me and Mikkel, we've worked together for 10 years back in the days. And we kind of had like an unsaid thing that we wanted to work together someday but -- again, and do our own company. So I was down there. I was very envious, like this was just the startup smell, right? Like this was so exciting. So I went back and -- yes, good luck.
Mikkel Martin Pedersen
executiveYes. And then we talk about it, and we -- then we have basically just offered Soren to be -- become CEO for the company. And...
Soren Lundgaard
executiveI suggest, which is a decision I do not regret. This has been an amazing journey since then. Then of course, we got some money. We got some investment. We got on collaboration with Coffee Stain, which has been throughout all, all these years almost. And we've been building up a team. You can see the beautiful picture of this pirate developer team. And we have been skillfully selecting these people. Some of them from our existing networks, some are new people, some young blood as well. And we're trying to still keeping a lean efficient machine with everybody having hands on the products being as effective as possible. But maybe we should talk about the game that made us, the Deep Rock Galactic game made us. The Deep Rock Galactic, so yes...
Mikkel Martin Pedersen
executiveGalactic is a first-person co-op shooter. And in the game, you play as a team of 4 who all work for this mining corporation, Deep Rock Galactic. And they send you on missions into alien planets in order to mine them for precious minerals. So it's all about getting out alive with the group, you can say, and it's all about going on adventure with your friends and having fun time.
Soren Lundgaard
executiveYes, there's a lot of camaraderie in this game.
Mikkel Martin Pedersen
executiveYes.
Soren Lundgaard
executiveIt's about this thing about working together. And we set out a mission to create the best co-op game ever, right? And when we also put that as a statement for the company, the company motto was co-op first, which also relates to the way we work with our fans, where we have a collaboration with the fans, you can say.
Mikkel Martin Pedersen
executiveWhen we started working on the game, we made a decision that we wanted to develop the game in what we call open development, which -- yes, which means that we do it -- we have very few secrets. We put out what we are working on and just -- and tell our friends about it. So we have not much secrecy about what we do in the company. And there is 2 huge benefits to producing a game in open development. The first is that we don't waste much time on working on features that are not going into the game because we make our decision on -- based on what our audience and fans already want and are demanding. And then we shape those features together with them, which means that we basically deliver -- 100% of the work we put into producing the game is actually ending up in the game. That's very effective. Then obviously, producing a game in open development is -- for the whole development team is just immensely satisfying because we get instant feedback from our community, and that is satisfying.
Soren Lundgaard
executiveYes. It's also a way to kind of make this kind of big game compared to how small a team we are, because we have all the contributions from the fans in terms of like finding bugs and helping us translate the game and promote the game to their friends and so and so.
Mikkel Martin Pedersen
executiveYes. And then to some degree, I think you could say that it's also a part of our marketing strategy.
Soren Lundgaard
executiveAnd now we're part of Embracer Group, and we are extremely proud to be now a sister company to Coffee Stain. We've been working together very closely with Anton and Albert and the other great guys from Coffee Stain. And now being in this position in Embracer Group just feels like the natural next step for Ghost Ship and a way for us to further expand on the Deep Rock Galactic IP to create new IPs and to also move on, on our interest in investing into game startups.
Lars Wingefors
executiveYes, because you have a very, I would say -- you are well positioned with your colleagues in Denmark and well elsewhere in the world as well, obviously. But you already have made a few investments into other companies in Denmark, haven't you?
Soren Lundgaard
executiveYes. So we've made one and we have one ongoing, which we'll likely close quite soon, yes. And we are looking at several more. When we started announcing that we were interested in doing this and have the ability to do it, we've got quite a lot of attention, especially also -- of course, people want money, but they also want the knowledge that we and Coffee Stain have on how to develop and publish indie games.
Mikkel Martin Pedersen
executiveAnd early-access games.
Soren Lundgaard
executiveAnd early-access games specifically, the Steam platform expertise.
Mikkel Martin Pedersen
executiveYes.
Lars Wingefors
executiveI think it's very interesting, and I highly believe in the vision and the strategy you put forward. I'm super excited that we also have agreed on a very long-term alignment, 8 years incentive for you. And I think you will contribute a lot to both the Coffee Stain ecosystem but, obviously, the wider Embracer Group, yes.
Soren Lundgaard
executiveWe expect to, yes.
Lars Wingefors
executiveSo thank you very much. And with that said, I would like to say, again, thank you to Copenhagen and then move over to Anton and -- yes, Anton in Trollhättan, in a way.
Anton Westbergh
executiveHey, everyone. A very exciting day, obviously. I'm super happy about Ghost Ship. It's been a long discussions with you guys to get you into the group, and I was happy that we finally could make it work out. But today, we also have another announcement and that is like the Easy Trigger acquisition. And the Easy Trigger is a quite small company down in Trollhättan, which we have been working way before a couple of years now as well. And it was actually one of the first games that we signed in our publishing -- as the publishing was started as a separate company. And then Easy Trigger is mainly known for Huntdown, which is a old school arcade platform shooter, which when it was pitched to us, it was supposed to take 1 year to develop. But in the -- and it took 4 years to get it to the market, but it takes a lot of time to make great games and it turned out well. And yes, it just felt like a small nice team that I think is going to be a very natural addition to the Coffee Stain group. And Easy Trigger is becoming a part of Coffee Stain, not as Ghost Ship, which is going to live as a sister company. And then yes, I'm just super happy, pretty much to have Easy Trigger as part of Coffee Stain now. And the plan with Easy Trigger is to establish this little company in Trollhättan that will grow just as Coffee Stain does slowly. But with the development, as they need more people, they will grow and create new amazing IP just like Huntdown. Hopefully, new IP as well. And yes, I can't wait to see what we will make with Easy Trigger in the coming years.
Lars Wingefors
executiveThank you, Anton. I think we all have loved retro and arcade and are absolutely amazed of the product of Huntdown. It's one -- it's really well received, great reviews. And I know there's a lot of love from a lot of fans out there, and it's also now actually coming in a physical edition. So it's close to my heart, and super excited to have them on board.
Anton Westbergh
executiveYes.
Lars Wingefors
executiveSo thank you, Anton. With that said, we are leaving Trollhättan and moving over to Amsterdam. Arthur, Martin, John?
John Coleman
executiveThank you, Lars.
Lars Wingefors
executiveHow is everyone?
John Coleman
executiveVery, very excited to be welcoming Force Field to the Vertigo and Embracer family. But I'm going to let them speak and introduce their company. I think it's a better way to approach this. But Arthur Houtman, as you can see, is the CEO of Force Field; and Martin de Ronde is the Creative Director. And so I thought, Arthur, if you would introduce the company to our audience and give a little bit of description of your journey and how you've moved into VR?
Lars Wingefors
executiveWhy don't you -- hello, Arthur. Sorry for jumping in here. Why don't you -- because we spoke yesterday, and I'm very highly impressed about your background. Why don't you tell us about it? Your background before starting with Force Field, and then jumping over to Force Field.
Arthur Houtman
executiveSure, Lars. I can do that. Thanks, John, for the introduction. Good morning, everyone. Yes, myself in the industry since the early 90s with the arrival of CD-ROM at the time, multimedia, CDI was on our road to where we are today. So I've worked at companies like Infogrames, Atari, Disney in the U.S. I've been hopping around from country to country a lot and back where I'm -- originally, I'm from Amsterdam. Force Field Studio, the core team has been working together for well over 15 years. So we have a really very senior management team on board. And we've been very interested in new emerging technologies. That's how I got into the industry as well when I saw digital and distribution being possible on CDs. And then that's been more or less through our history as a company and my own runway as well in my career, things that we work for Amazon on new platforms. We work for Microsoft supporting Halo to mobile devices. So yes, it's really -- we did a lot of OEM work and very specialized work for hire, making showcase software for new platforms, new devices. So when we saw VR starting to emerge and the affordability of the new devices that started to come up, we got very interested and started working on some R&D next to our other work and very quickly, we got in contact with Oculus, who was, of course, preparing the launch of the Rift platform, the Rift device. And yes, they asked if we wanted to make a game for the Oculus Rift when that was in -- still in gestation at Facebook. So yes, and that was 2015, and we haven't looked back. Over the time, we did a very wide variation of all kinds of VR experiences and games. We're always trying to explore and demonstrate what the possibilities of VR are. Through that time also, we're also quite a technically-oriented company. So we've been able to develop enormous amount of technology specific to VR. And we've worked with great franchises. We worked on the Star Trek franchise. We worked with National Geographic doing travel applications. So yes. And today, of course, seeing the market grow, we were looking what the next step for the company was. Very excited, of course, to go into less business to business, more of this -- have more consumer-related business. And yes, that's when we started talking with Vertigo, and here we are today.
John Coleman
executiveThanks, Arthur. Diving in a little bit further to that process as you started talking with us and what led you to joining the Vertigo and Embracer families. Could you sort of walk us through the rationale for the deal from your perspective? And what opportunities do you see this creating for Force Field?
Arthur Houtman
executiveYes. As I said, having business to business, of course, was a great way to get on board with VR as it was not a big market in 2015, 2016. So that definitely gave us the opportunity to explore the possibilities and to work on our pipeline and technologies and grow the team. And we saw, of course, with the growth and the rapid growth that the market has been doing over the last 18 months, we definitely saw, okay, now is the moment that we can do the next step and go over to more of the passion of the studio is making games that we want to make and not being asked to make a specific kind of game by a client. We know Richard and Vertigo, of course, as fellow countrymen, an extremely successful VR company. So we've had continuous talks with Vertigo over the time. And when we wanted to make that step, we had a discussion with Richard. And it was clear that this was a really, really good match to join the 2 companies and come together and being actually the biggest dedicated VR studio in the world today with, I think, over 140 employees.
John Coleman
executiveAnd Martin, from your perspective in terms of the creative view of the type of games you're looking at, what does this combination do from that perspective?
Martin De Ronde
executiveI think as Arthur mentioned, I think it's fair to say that we've more or less grown along with the growth of the VR market over the past 6 years. And as Arthur just pointed out, we really, really enjoyed a very close partnership with Oculus, working on creative work for hire and launch titles for almost every single one of their VR devices that they launched. And because of that, we've been able to more or less build and grow this -- what actually is amazingly talented and wonderful group of people. And they are now capable of delivering best-in-class VR experiences and games. And obviously, now that the VR market is growing and you've got next-gen devices that are going to be hitting the market soon, I believe that we're starting to see the moment where consumers are going to be looking for full-featured console-style AAA VR games. And I'd like to think that we are a fantastic team. We're more or less perfectly positioned to deliver on those kinds of applications. And the only question that remain for us was will we be doing that independently or as part of a larger group? And the answer was more or less quite simple. When you have the opportunity to partner with yourselves, arguably one of the most successful developer and publishers in VR over the past 5 years, and you're also located in the same [ roots ], this opportunity to create the world's biggest VR studio, a true VR powerhouse, which will allow us to focus on a truly creative, truly VR development instead of -- exciting, but still with the kind of stuff that we've been doing, it was simply an opportunity that we couldn't pass on. And that's obviously even regarding the fact that Vertigo is part of the Embracer Group and the subsidiary, of course, in Deep Silver, because as far as that, that was the icing on the cake, to be part of such a large and diverse group with all these amazingly talented and different development studios, some of which we have been listening to today. I think it's tantalizing from a creative and a commercial point of view in terms of VR. The fact that we're able now to engage in discussions with our fellow new colleagues and studios about bringing some of these beloved franchises into the world of VR is extremely exciting.
John Coleman
executiveAnd certainly, from our perspective, bringing together these 2 studios allows us to much more rapidly grow in terms of our internal development, capabilities and what we can bring in terms of AAA VR. We've talked about this a lot as a group. But for those who may not know, we're certainly -- the VR market continues to grow rapidly. We're seeing continued growing investments from third-party platforms to grow the installed base of this market and really believe that this transaction helps us stay in and continue to be a leader in this segment. From your perspective, Arthur and Martin, what do you see these acquisitions -- what does this mean for the VR landscape? And maybe a little bit more of what you see the group's ability to do?
Arthur Houtman
executiveWell, I think we're definitely showing the larger game industry and the route to success in VR. Vertigo has already done that. And now we're really upgrading the whole company to a new level. A lot of the bigger publishers and colleague studios have always been waiting for it to happen. And I think we're definitely sending out a clear signal together with, of course, the growth that everybody is noticing in the market. And I think we're going to be taking a lot of people along in our slipstream into this new and exciting entertainment platform.
Martin De Ronde
executiveYes, I echo that. It feels like a perfect combination. We've got Vertigo and Force Field as veteran VR developers, many of the very successful publishing power and know-how vertical publishing. And then we have the, if I can call it that, the IP candy shop of Embracer, which I think is a recipe for creative and commercial success because the market is growing, the stakes are getting bigger. Yes, and you've got consumers craving for console style to play VR experiences. So I think there's never been more exciting moments for VR both commercially and creatively. And I think the coming 5 years are going to be amazing. If you're a hardware VR gamer and you like some of Embracer's most popular IP, then I think you have every right to be excited by this announcement and partnership.
Lars Wingefors
executiveThank you so much. Thank you, John. Thank You Martin. I'm super excited about what we'll -- what the future will bring with you in VR. So with that said, I would like to thank you, the team in Amsterdam and L.A. and move over to somewhere in France. Where are you? Are you out there camping?
Yoan Fanise
executiveYes, we are. I don't know if Klemens is there today.
Klemens Kundratitz
executiveYes, I absolutely -- I am following the presentation of trends in VR. It's -- for Koch Media, this is a big day. And we are about -- this industry is about creativity and other companies building few IPs bigger every year. We believe in diversification. And VR is very close to our heart because it's going at a far base than the [ gen ] business. And the other areas where we believe we can [indiscernible] and this is narrative games. This takes me to DigixArt where -- which we are presenting now. Two years ago, we -- this was the first touch point with DigixArt was -- The Road it was called at the time. And I mean we see hundreds and hundreds of games, right? But then we are all looking for this -- the hidden gem. We are looking for something we have not seen before, and The Road really ticked all these boxes. So we're really following closely the development of the game itself and then got in touch with the team behind it. And I must say it was a way to see [indiscernible] in their office now. And we immediately clicked. And so Yoan and Anne-Laure, please tell me -- tell us about your story and your vision. It's an amazing unique setup that you have there.
Anne-Laure Fanise
executiveHere. So first of all, we're really happy and excited to join the Koch and Embracer family today. So we founded DigixArt, so Yoan and I, 6 years ago. And our goal is to create a meaningful narrative stories. And so I will let explain, Yoan.
Yoan Fanise
executiveSo yes, we are working on the third title right now. Like you said, Klemens, Road 96. We're launching, in fact, in a few days, on August 16, on the Switch and PC. So it's a very exciting moment. It's a big year for us. And we are really happy to join the group that will allow us to expand and to double the studio very soon because we have a lot of ideas. We have a lot of things we want to make. And now we can do it. So it's a really nice thing. And we are based also in the south of France, as you can see on the map, in Montpellier. It's a very nice area for video games. There are a lot of developers and talents here, a lot of nice schools also in the area. So it allows us to expand quickly in the next months because we have so many ideas we want to try in the narrative adventure space, more than just narrative, in fact. So we want to explore new fields, how -- like how can multiplayer interact with narrative, for example. This is kind of thing we want to try. So we are really innovative based. Road 96 is a procedural narrative game. That can sound a bit strange, but we managed to make this. So we believe we can do other new things in the future, very exciting for players. And when we see the whole hype around the game, we are pretty sure it's a good way to go to try very different things. So it's a very exciting moment.
Klemens Kundratitz
executiveSo as a publisher, we are always looking for the next thing. We are always looking for innovative studios. And this team, it is a small team. It's an indie studio. But strategically, I believe that this is a great launch for us as a global partner. [indiscernible] and big [indiscernible] wait until Road 96 launches. But then the future will really show -- a good potential for many of similar games. And this is a new area in a new type of games in our roster. We, as you know, Deep Silver and Prime Matter and Ravenscourt, we have a wide portfolio of games. But narrative games are underrepresented, and this is now the starting point of -- we are opening a door into a new era.
Yoan Fanise
executiveAnd then when we look at all the IPs that are -- within been Embracer, we really think there are good synergies we can make and I... [Technical Difficulty]
Lars Wingefors
executiveI think we lost you there. Yoan?
Yoan Fanise
executiveSorry.
Lars Wingefors
executiveYes. Don't worry. But I think we need to thank you very much. And again, very welcome to the group. And thank you, Klemens, for joining this presentation as well. So leaving France, we are...
Anne-Laure Fanise
executiveThank you very much.
Lars Wingefors
executiveHeading over to Denmark again and [indiscernible]. So I think we have Frederik and Andrey here, Andrey from Saber on the call.
Tim Willits
executiveYes, and me.
Lars Wingefors
executiveAnd Tim. Sorry. Great. Great to see you all here.
Andrey Iones
executiveYes. We're all here. We're all here.
Lars Wingefors
executiveI know it's in the middle of the night in the States, but thank you for staying awake.
Tim Willits
executiveNo problem. It's very exciting for us. The Slipgate and 3D Realms, we've always been a big fan of what they've done. The legacy of 3D Realms and the exciting new projects that Slipgate has currently worked on is -- and is currently working on are very exciting to us. And we feel that we'll have many opportunities to do something exciting.
Lars Wingefors
executiveAnd Frederik, are you online?
Frederik Schreiber
executiveYes, I'm here. Hi, Lars. Hi, Tim.
Lars Wingefors
executiveHey. So finally, we got together in the same family. We got to know each other a few years now through THQ Nordic, I think.
Frederik Schreiber
executiveYes, absolutely. I think we've been working together for -- yes, it's almost 5, 6 years now in different capacities.
Lars Wingefors
executiveAnd so why Embracer, Frederik, and Saber?
Frederik Schreiber
executiveSo we started working with Saber, I think it's almost a few years ago now. We had a very aligned strategy overall. Also with Tim and Todd joining Saber, there's a lot of both creative and business alignments with Saber Interactive. And we've had the honor and pleasure of working together with Saber now for some time on various projects. And when this opportunity came to us, it was very clear that Saber was the perfect home for us. We also knew you, Lars, and we knew Embracer from previous collaborations, previous IP that we have worked together on a few years ago. So this was pretty much a match made in heaven for us.
Lars Wingefors
executiveThank you. And can you tell us a bit about how Slipgate is looking today?
Frederik Schreiber
executiveAbsolutely. So Slipgate was founded in 2017. The core team was established way back in 2011 under the name Interceptor. We did the first -- you can call it, the first boomer shooter that kind of created this whole subgenre of old-school, retro first-person shooters with a very obscure game called Rise of the Triad. It became kind of a viral hit. It was a very [ junky ] game, but a very fun game. This was way back when Steam was still at its infancy almost. But the game did incredibly well for us, and we built up Interceptor and our team. We did a few more games. The last game we did, we sold to THQ under Embracer. And then we, in 2017, rebranded as Slipgate. We almost exclusively do hard-core action games in first-person shooters. As some of you might know, Slipgate actually stems from a series that Tim was very involved with, the Quake series, where the Slipgate portals were essentially ways that you go through the different universes in the Quake universe. And we named our studio Slipgate because that resonates really well with what we do. We primarily focus on hardcore, old-school shooters. Over the past 4 years, we started expanding what we do to other subgenres of the games industry. We started helping out some of our good friends with some of their games. We've built up an expertise for almost a decade in -- specifically Unreal Engine going back to the early days of Unreal Engine 3 and then, of course, following all the different revisions. And we started helping out other studios within also the THQ and Embracer family with their games using the Unreal Engine, helping them port the different games to other platforms. This is a way for us to both learn more but also help out studios that we really like working with on other projects. So as part of that, we established a porting department, where we don't necessarily market ourselves as a supporting studio, but we like helping out studios that make games that resonate really well with what we like to do. We then, as part of that, also started codeveloping. The biggest game -- one of the biggest games of this year, Ghostrunner, we co-developed almost from day 1. We were presented with an early vertical slice of the game a few years ago and have been working on that game together with All In!, One More Level and 505 for a few years. The game was released recently to fantastic reviews. We have also done all of the ports for the game, including all the way from Switch to the next-gen ray-traced ports for PS5 and Series X. And then last but not least, we have our internal development, where we're currently making 4 games internally at Slipgate, almost all original IP. The games range from classic hardcore first-person shooters. We also have an unannounced real-time strategy game that we're working on with some great partners, one of them also being THQ from Embracer. So we have our hands in a lot of different things these days. But I think what's common for all of it is that it's all within this genre that we feel really comfortable with, hard-core action games.
Tim Willits
executiveYes. As a hard-core action game studio, they fit so well with Saber and what we do and how we are improving our portfolio. And as Frederik said, his old retro shooters are some of the games that I worked on. I feel like I'm getting old. But the -- but their future is more than just updating retro shooters. Like he said, the portfolio is increasing. And we really see exciting things, Frederik, for you and your teams in the future as well.
Lars Wingefors
executiveThank you so much, Tim.
Tim Willits
executiveYes.
Lars Wingefors
executiveI move the slide over to 3D Realms. Could you explain the connection here? And what's the ambition is with 3D Realms? I know it's a well-known brand for a lot of people.
Frederik Schreiber
executiveAbsolutely. We have been working with 3D Realms from day 1. The first game we did on the Slipgate under the Interceptor name was actually a 3D Realms IP. Way back in the early days of the first-person shooters, they made a game under the Apogee name called Rise of the Triad, which was originally called Wolfenstein II, Rise of the Triad. And the first game we did was a remake, a reboot of that game. So we had a long relationship with 3D Realms. And in 2014, we were lucky enough to acquire parts of 3D Realms and help build up a new version of 3D Realms, which homes back to the -- you can call the good old days of what 3D Realms were known for in the mid-90s, games like Duke Nukem, Max Payne, Shadow Warrior, Prey and so on, a lot of classic games that many of us grew up playing. These days, we have built up 3D Realms as a new publisher and, call it, a team builder. What we primarily do is build smaller development teams and create new IP just as 3D Realms did back in the day. Among those are games like Iron Fury, which came out last year, which was a big success for us, a spiritual successor to the classic first-person shooter made popular with games like Quake and Duke Nukem. We also have brand-new IP and new teams that we're working together with Core Decay and Raft being some of them. And then we're working together with other great partners such as Interplay and Nightdive on bringing back some of the old-school shooters, which were part of the legacy of the '90s, games like SiN, which was a game originally done by Ritual Entertainment, which was a studio formed by previous 3D Realms employees. Kingpin as well, kind of a forgotten classic also from the mid-90s, first-person shooter. So as you can see, the theme under 3D Realms is mostly what it was back in the '90s. We focus on what we're good at and what we know best, which is hardcore first-person shooters. We also have some new titles that are unannounced. We have a big event coming up here in a few weeks, where we're going to announce a range of new titles under the 3D Realms label. So we're incredibly excited to have the honor to follow and build this company that was founded the year I was born.
Lars Wingefors
executiveYes. Fantastic.
Tim Willits
executiveYes. Yes. For us, having -- 3D Realms has a name that we're all familiar with. And to now have these titles and these legacy brands in our portfolio and to now be able to [ do exciting things ] with them, for Saber, working with Frederik and his team is again very, very exciting for us. So we're looking forward to it.
Lars Wingefors
executiveAndrey, I know you have been working hard to get this done as well. Do you have any last comments here from the Saber side on this?
Andrey Iones
executiveI certainly want to welcome Slipgate and 3D Realms personally into the family of Saber Interactive family. Like Frederik said, we met a few years ago. And then, I guess, it was the love from the first sight. We always looked at Slipgate and Frederik as, I guess, Saber's younger days, meaning those guys are doing some work [ for hire ] there, working on original IPs. They are publishing some of their games through some other publishers. And they're bringing some other titles to market themselves, which is kind of similar to what we do. In certain respect, they are creative; in certain respect, they are technical jobs. I would say that Frederik is a little bit of a fearless kind of guy, which I certainly appreciate. When we started working together, we try to encourage him to take on one of a super challenging project, which he was a little bit hesitant of engaging, but I managed to convince him and did a very good -- he and his team did a very good job. And now we can clearly see the results of that -- of those efforts. So I have very high degree of confidence that Slipgate or 3D Realms will do very well as a member of Saber family, and we will be able to grow the team and help elevate them come to -- graduate to the next level.
Lars Wingefors
executiveThank you so much. And I would like to say as well, I'm happy to see that one of the founders is staying on Board as adviser, Mike Nielsen, one of the most brilliant guys I know in the industry and I know since the '90s and the founder and the past CEO of 3D Realms. So thank you so much and very welcome to the family. With that said, we would like to leave Denmark and move over Sweden again. And I having the honor to present the last acquisition of this morning, which is a bit different from the others, and it's Grimfrost. And Grimfrost is the leading e-commerce merchandise specialists with high-quality viking merchandise under their own brand. And they built a very successful business since the foundation in 2014 with 3 amazing entrepreneurs actually located here in Karlstad and very close by to Falköping. And the idea is to bring them on board. And obviously, I see a number of potential synergies within the group. First of all, the knowledge how to build a global merchandise e-commerce business under one brand, but also the viking-themed merchandise are very well suited against viking-themed games within the Embracer Group. So please stay tuned for further announcements in the future on that regards. We are acquiring 70% of the business and the founders remain with 10% each and have a very long-term commitment. By this investment, the company will be able to grow even faster and more, offering a wider range of products and the better supplier products to consumers. They've already grown substantially in the past years, but we're looking forward to grow even further the coming decade. So I know they are one of the most respected companies within the viking merchandise products. And I know they've been supplying leading TV series and films across the board the past years. So with that said, I know they are online listening here, so very welcome to Embracer family. So with that said, about Grimfrost, I could just say a final word that I'm really pleased to see all these companies joining. It's been a lot of hard work during the summer for all of us in this call. And I can't wait to see what the future will bring. I think all companies have a strategic rationale why they are joining, and it's all making us -- combined us stronger. And as you've been hearing today, it's all about creativity and entrepreneurship. And that's -- it's Embracer is all about. And I really feel a strong connection with all of you guys, and it is -- in that regard. So with that said, I would like to leave over. Please stay online. It might be a few questions from Ben that I can't answer, and you might be able to answer them during the Q&A session. So Benjamin from Berenberg?
Benjamin May
analystYes. Thank you very much, Lars and to each of the management teams who presented today. Just as a reminder, you can submit your questions on to the message board, and I'll be able to pick up some of those. But perhaps jumping straight into a question from myself, Lars, and before we go into some of the nitty gritty on some of the businesses you are acquiring or merging with today, we've seen a lot of news in the industry that acquisitions are becoming increasingly difficult to complete in the video gaming space, given it's very hot right now, Tencent, EA, Microsoft paying big sums for businesses. You've clearly not had that issue. You've managed to do 8 acquisitions this morning in very different areas of the market, too. Can you maybe just give us an update on practically how you've been able to achieve completing all of these deals in such a competitive market?
Lars Wingefors
executiveWell, I think that question is somehow better answered, obviously, by the centers and entrepreneurs. But I think to answer it from my side, obviously, Embracer is offering a different proposition. And it's all about the long-term alignment with creating something greater and bigger in the future. And that's why you can see this long-term alignment and earn-outs over up to 8 years. And I think, yes, it's a competitive environment. There is a lot of activity. At the same time, it's a lot of fantastic entrepreneurs and creators out there. And I think our operating model really has -- is the strength here in terms of M&A, obviously, having 8 management teams all across Embracer, most of them working on M&A on a daily basis. It's not all about acquisitions and driving all these financials. It's all about connecting with people. And I think in most cases, what exactly people -- you start doing business, publishing business, you are creating a relationship, that might end up just in a relationship or in the publisher relationship or in an M&A. So -- and I'm super long term. And I think we all are very long-term aligned here at Embracer. I have in decades in my horizon building this. So for me, it's important not to rush any M&A. And I know some shareholders are a bit impatient and emailing me why can't you make an announcement. But I'm please asking all shareholders and to be -- have some patience. It's important that we don't rush and we're making things patiently and that we are bringing the right companies on board with quality. So with that said, as I stated this morning, Ben, that we have -- I stated that last report, but we have a lot of ongoing conversations all the time, I think, more now than ever and including large or even transformative conversation. Whether they will end up in an acquisition or not remains to be seen, but I'm confident about the future of Embracer on the M&A side but also, obviously, on the organic side for most.
Benjamin May
analystOkay. That's very helpful. And one of the areas that clearly with the acquisition of Crazy Labs this morning that you ventured deeper into is the mobile space. And I have to say, looking at some of the KPIs from CrazyLabs, I was particularly impressed, which is interesting because there's been nervousness amongst the investor community in the mobile gaming space in the last few months as a result of IDFA and the challenges it could have potentially on customer acquisition. But growth at CrazyLabs doesn't seem to be affected at all seemingly by this. I'm just interested to hear how they have been able to achieve this when seemingly some of the peers have been struggling.
Lars Wingefors
executiveDo we still have a team from Israel onboard here, Sagi? I think, Ben, either Sagi is on board here and answering that question for you. Otherwise, we need to wait until our public reporting on August 18. As you know, we are in a silent period, and I don't want to comment on things that are outside these acquisitions. And I think that question partly is a bit outside CrazyLabs. But just to say, I'm confident about the team, the CrazyLabs business, their growth and their success. And I'm highly, highly impressed about what they are able to achieve.
Benjamin May
analystYes. Well, you know how analysts are always trying to get as much information as...
Lars Wingefors
executiveI know that. I know.
Benjamin May
analystBut it does seem like a great acquisition and one that's bucking the trend and doing very well. Maybe onto the indie space. I think I'm right in thinking that Ghost Ship and Easy Trigger are Coffee Stain's first or at least amongst their first acquisitions. I know Ghost Ship will operate separately. But with 3D Realms also joining Saber, which will have a strategic focus on publishing of independent developer titles, also, it seems like you're doing more in this space. Is that a strategic push? Was it sort of opportunistic as these good businesses came about and you had started to have discussions with them? Maybe talk to us a little bit about that.
Lars Wingefors
executiveI think you're talking about Coffee Stain. Obviously, it's been a great success and an amazing team. And you're right, they haven't been doing a lot of acquisition. Obviously, Ghost Ship has been one of their key products under the publishing label over the past years and highly successful. And I'm really pleased to see that team joining now as a sister company. There is some substantial ambitions in the future, what we're able to create within that, let's call it, operating group with further successful indie companies. I think stay tuned on that part what will happen in the future. But Ghost Ship is a way in Coffee Stain, they are in Denmark. They are very well connected to the Danish or the global industry and well-respected. So I think it's a strategic value for us to actually being able to fully adding Ghost Ship within the group not only financially -- obviously, it helps. And to be clear, financially, on Ghost Ship, it doesn't actually add any revenues because the revenue is already coming on the Deep Rock right now under the publishing, but it obviously helps the operational EBIT because we're getting the full margin. But obviously, in the future, they would be able to hopefully have more product lines and investments going in under the Ghost Ship. Anton, are you still online here? Perhaps you can just share a bit why -- what you saw with Ghost Ship and Easy Trigger and...
Anton Westbergh
executiveYes, sure. I think, Lars, I guess, mentioned here, we haven't done a lot of acquisitions, which has been, I guess, kind of natural of how we built Coffee Stain. It's always been about 100% focus on the products and just not focusing on just growing the company in any way pretty much. And so acquisitions has maybe not been a natural part of how we wanted to build Coffee Stain. But I think like when it comes to Ghost Ship, for example, it became very clear for us early that there were so many similarities. And I mean the first time I met Soren, I mean, I think I was super impressed with their thinking being -- I mean, they were a new company at that time. But I mean they're super experienced. They've been in the gaming industry for a long time. And I was so impressed by seeing all their thoughts on how they wanted to run Ghost Ship. And it was -- I think it was very clear already from the beginning that they were very independent. And when we joined as a publisher on the title, it was also, I guess, a special publishing relationship where they do a lot themselves. So when we started discussing, we wanted to get them into the group for quite some time, but it was not maybe super clear to them what the benefit would be. And I think in the end, when we figured out this way, where we would set up the structure where they will reside as a sister company to us and operate kind of independently, that opened up that door. And I think it's a very interesting way forward. So yes, super happy about that. And like when it comes to Easy Trigger, I think it's more of a natural acquisition for us. We've been working with them, I guess, a little bit even more closely as a publisher. And they are a small company in Sweden. It makes total sense for us to get them into the Coffee Stain Group. So yes.
Lars Wingefors
executiveThank you, Anton.
Benjamin May
analystMaybe just one very quick follow-up on that. When you're having those conversations, Anton, and looking to publish a title within Coffee Stain, how important is it to see a pathway to potentially sort of acquiring the developer going forward? Is that important to you to be able to think that, that's a possibility?
Anton Westbergh
executiveIt hasn't been that important, to be honest. But I think that -- I mean, our strategy has already from the beginning been a little bit different where we've always been very flexible with how we do our publishing and investments. So in the Ghost Ship case, we had the 30% that we own in Ghost Ship from the start. And the idea with that, at that point, was maybe not necessarily to acquire them at some point, but we just wanted to align ourselves more tightly with them. And obviously, if you're just going with only publishing, it's a little bit more short term than what we wanted. So having that minority share from the get-go made it more clear that it was a long-term commitment, but we didn't really know like whether it would end up in an acquisition or not. But I mean, so -- and all in all, everything worked out, and now we're here. And that's great, obviously. So...
Benjamin May
analystOkay. Great. Well, one of the other areas that clearly you've bought into today, Lars, is the VR space. And we know that Oculus is a big area of focus from Facebook. They've been making big hiring into that business unit for them. And they're providing big incentives to developers who create content onto that platform. You completed the acquisition of Vertigo last year and now Force Field today. Is this like a strategic push into VR? How do you see this market developing over the coming years? And I guess how much does VR excite you over the next few years?
Lars Wingefors
executiveWell, obviously, as stated with the acquisition of Vertigo, we are -- really excite me. First of all, it's really -- it's a commercial-viable platform now for developers to build VR products. And the Vertigo, that could be highly profitable as a business. And I see further growth in that market. And as Klemens stated, I think that market will grow with a higher case than the rest of the more traditional gaming market. So -- and I think the plan with Vertigo from the beginning was to also using or having them as how could we expand our business by allocating further capital and resources to Vertigo, so Vertigo becomes kind of an even stronger VR company. And I'm really pleased to see this morning acquisitions. And John, are you still on the call here?
John Coleman
executiveI am.
Lars Wingefors
executiveDo you believe in the VR market, John?
John Coleman
executiveYes, I do, obviously. I think the big picture of what we're seeing as -- into that and the comments earlier is a rapidly growing ecosystem. And certainly something that Vertigo sees and I, believe, as Lars has said, Embracer and Koch Media do as well that this is an area that's going to grow faster than the overall gaming market because what you're seeing is, one, the creation of a new medium and different creative expressions of what gaming can be. And Martin has talked about that a little bit from Force Field. And then also, there's this amazing opportunity to bring classic and well-known IP from other gaming mediums into VR and allow people to experience these worlds in a way they've never had before. And so we think that also that dynamic creates a lot of opportunity for growth.
Lars Wingefors
executiveI know -- I always said about VR, I know there is a number of other VR games under development across the group. And there's efforts being taken against VR. So we have a long-term commitment against VR. And I know we are working closely with the platforms to support them with content in the coming years. So I'm super excited.
Benjamin May
analystAnd is Vertigo in time, if you make more acquisitions in that space, could it become its own operating segment? Or will it still remain within Koch Media, Deep Silver?
Lars Wingefors
executiveNo. It's not a discussion. I think it will remain within Koch Media. I don't think it makes sense. I think Koch Media has a very strong ecosystem, and it makes sense to have the synergies with that ecosystem with Vertigo. So what I'm hearing, the synergies and cooperation works out very well. And -- but with that said, I -- personally, I love to see more acquisitions or capital allocation and bringing more fantastic creators and entrepreneurs on board Vertigo in the future. It's really up to John and Arthur, Martin and Richard and [ Tamara ] and the team to do that. It's their business, and they are driving it.
Benjamin May
analystOkay. Maybe last question for me before I take a couple from the web. There's been a lot of companies of late who have been delaying titles because of challenges with development. Clearly, a lot of the businesses you have today have got big plans for their pipelines over the next few years. When constructing your earn-out payments, some of which is financial, some of which I know is operational, how important is getting titles out on time view when creating and structuring those agreements with regard to milestone payments?
Lars Wingefors
executiveYes. Well, there's a few milestones. It depends on the agreement that there is a definition of number of titles to be released over a number of years. Obviously, again, it's important for us not to construct these milestones that we push -- or the companies are pushing releases too early. So I think we have taken, I'd say, enough space here to be aligned on that. And quality comes first. That's important all across Embracer.
Benjamin May
analystYes. And it's something that's put you in good stead in many years in the past. So not changing that is probably the right thing to do. So a couple of questions from the web here, one of which is on China. So there's been a lot of news surrounding stricter rules around younger players in China in the past week. I know Embracer hasn't historically had a huge amount of exposure to the Chinese market. But on the acquisitions this morning, do you anticipate these new regulations being an issue for any of the businesses being acquired?
Lars Wingefors
executiveNo.
Benjamin May
analystOkay. That's very simple. But we have seen the likes of -- we had an announcement from Team17 a few weeks ago when they acquired StoryToys and albeit in a completely different market. One of the reasons why they bought that business was to expand their knowledge of sort of regulatory hurdles in selling to younger audiences. Is that something that Embracer is concerned about at all like across the broader business? Or is it something that you feel was in check and is more noise in the market than anything else?
Lars Wingefors
executiveWell, it's a delicate question you could spend hours answering. Obviously, we do have products for children, not that much in China, I would say, but obviously for the Western market, even though our core, I would say, still are older audience. But I'm confident about my management teams, how they develop and manage these products against these audiences. So it's not a concern for me. And obviously, we've done a lot of due diligence. And so I'm sorry, Ben, I can't really give you any more color on that.
Benjamin May
analystNo, no, that's absolutely fine. And one of the other questions from the web is with regard to sort of first-person shooters. With Slipgate and 3D Realms acquisition this morning, there's an expansion deeper into this market. And you already have a lot of presence in that area already. The question is how much shared learning do you get from bringing more experience and expertise into a specific genre into the group given how sort of decentralized the model works?
Lars Wingefors
executiveI think just from my own point of view, you learn things new every day, and you can never get enough learning and context. And I think the sharing of knowledge across Embracer and each operating unit just becomes greater every quarter and/or every year. So I'm confident there is a lot of synergies in that regard, and let alone the commercial reasons that IP is king and having more IPs available and resources to develop them. Because, again, remember, the bottleneck for growth is the talent. It's always to find the talents and the creators, the developers and the business people to bring more products to the market, that's the bottleneck. And that's why we are making all these mergers or acquisitions this morning.
Benjamin May
analystOkay. Well, that's very helpful. And I think we've run through most of my questions and those on the web as well. So perhaps the last question I'll ask you is over the next or maybe perhaps longer term, few years, clearly, Embracer has got significant opportunities, very well-respected for being a group that sort of harnesses the opportunities of the businesses that join you. What is it that you're, I guess, most excited about from an acquisition perspective over -- both with these acquisitions and over the coming years? That will be my last question, and then I'll let you wrap up, Lars.
Lars Wingefors
executiveNo. I'm excited about just seeing all my colleagues and the teams really buying into the model and continue to grow the model. We continue to find and hire more talent, but we also continue bringing more fantastic creators and entrepreneurs on to this platform. And I think the greater and the bigger we get in a way, the greater we become. And I think the ecosystems we are building is unique, it's many ways. And I think it will leverage a lot of businesses that we onboard. And I think it just makes completely sense for people to join because they could see the benefit of becoming part of the group. Obviously, capital, we can bring them, but also all the synergies, IPs, distribution, marketing, technologies. And we have seen nothing yet of this coming out -- or we have seen a bit. But over the coming decade or decades, I think you will see some amazing things coming out from this ecosystem. So I think that's why it makes sense. And that's why -- that excites me that the greater and bigger we become, the great -- the more rationale there is for people to join. And remember, it's not all about owning everything everywhere. It just makes sense, and we are an independent platform. We have no ambition to build our own exclusive end-consumer platform, for example. We are complementing the industry. We work with our industry partners. We work with the leading platforms, and we would like to continue doing that. They are business partners and friends to us. And we are just 1% roughly of the global gaming market. So I could see plenty of growth the coming years and decades to come.
Benjamin May
analystGreat. Well, thank you so much for having me, Lars, and thank you to all of the management teams who presented. And I appreciate that some of my questions were a little bit tricky to answer this morning, but I appreciate you taking the time.
Lars Wingefors
executiveNo problem. And thank you, everyone. And remember, we have our quarterly report coming up the 18th, August 18, and I'm sure there will be a lot of more questions then from everyone. So thank you.
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