Paradox Interactive AB (publ) (PDX) Earnings Call Transcript & Summary

August 6, 2026

OM SE Communication Services Entertainment earnings 46 min

Earnings Call Speaker Segments

Fredrik Wester

executive
#1

Hello, and welcome to the Quarter 2 Stream 2026 for Paradox Interactive with me, Fred Wester and.

Alexander Bricca

executive
#2

I'm Alex Bricca, the CFO. Welcome, everyone.

Fredrik Wester

executive
#3

Welcome. Good to have you back. So we start rushing through this with my name, that's me. And starting by saying that this is a solid first half of 2026, no big surprises, no big things that are upsetting in any way. It's been sort of a typical quarter. We release content for -- we released 9 pieces of content for 7 of our franchises. The only exclusion is Cities: Skylines. But however, we see a very positive trend for Cities: Skylines 2 since Iceflake Studios took over by New Year's. So we see Cities: Skylines actually having the best sales quarter since release without releasing any new content. So that gives us a lot of reason to look forward to the future when we're going to release a lot more content for Cities: Skylines 2 and for Cities: Skylines 1 for that matter. Crusader Kings 3 and Stellaris launched new expansion passes and Hearts of Iron 4 and Age of Wonders 4 were both at the end of their expansion passes. So they're going to recharge as we say now and starting over with new expansion passes. We entered the main list of the NASDAQ Stock Exchange in Stockholm, marking a new milestone for the company, giving us new opportunities to do new things like a share buyback program that we announced last night, just after our Board meeting, and it's going to take place as soon as we can, right? So -- and as we said in my words from the CEO that we point out in the quarterly report, we have a very exciting Gamescom coming up in 3 weeks' time. So we might just as well ask you to follow us on Gamescom as well for more news on -- because we're getting a lot of questions on future releases, but we can't say anything in these streams. We have to keep it in a certain marketing schedule as well. So the releases, the key releases, as you can see here, for all franchises, like I said, almost, Stellaris, Age of Wonders 4, Victoria 3, Hearts of Iron 4, Europa 5 and the last 2 pieces of content for Bloodlines 2 before we close that chapter of development. And that was very positive actually. I think that -- I don't get any more attention this time. So -- but I think it was a good summary of what we've done so far on the product side. But I'll probably interfere with your.

Alexander Bricca

executive
#4

It wasn't little.

Fredrik Wester

executive
#5

I'll interfere with your numbers instead.

Alexander Bricca

executive
#6

Sure. Let's go through them. So revenues for the second quarter came in at SEK 524 million, which is 14% up compared to same quarter of last year when we did SEK 459 million. Let's look into the drivers a bit. You that follows us knows that there are mainly 2 things that impact the revenues. One is quite often the currency changes when we compare quarter-to-quarter. It's negative for us this quarter as well, but not that much. It's roughly 2% negative on the revenue side. It has been much higher the latest quarters we have been through. So now it has been fairly stable. But -- so despite some 2% headwind on FX, we are still increasing 14%. And that, of course, has to do with the main driver, and that is what we release in the quarter. And if we look a bit franchise by franchise, one of the biggest changes for Hearts of Iron 4, where we had a big release in the quarter. Last year, we had that one in Q1 instead. So therefore, Q2 versus Q2 comes with a substantial increase for Hearts of Iron 4. We released on Stellaris, Nomads, but there, we had a big release last year as well. So we did a lot of revenue this year for Stellaris, but we did actually even more last year.

Fredrik Wester

executive
#7

And what's worth mentioning on the product side for Hearts of Iron is that Peace for our Time that was released in Q2 is also made with one of our modern teams, which also emphasizes our push for more user-generated content. So a lot of -- we have a lot of talented community members among our 6 million gamers. And some of them are making a lot of quality content for our games as well. And this is one example of that.

Alexander Bricca

executive
#8

Yes, you're right, we had 2 releases on Hearts of Iron 4 in the quarter.

Fredrik Wester

executive
#9

Correct.

Alexander Bricca

executive
#10

Crusader Kings 3 release, as Fred mentioned, a smaller release. Last year, we had a massive release on CK 3. So therefore, the revenues on Crusader Kings 3 is down if you just compare quarter.

Fredrik Wester

executive
#11

Last year, it was Khans of the Steppe, which was a major in that one. I don't remember what was the name of the release this year.

Alexander Bricca

executive
#12

Is Songs of the Realm?

Fredrik Wester

executive
#13

Songs of the Realm, yes, it was a smaller release.

Alexander Bricca

executive
#14

And as you mentioned, Fred, this is a bit strange for us. So Cities didn't have any release, but still made huge revenue because normally, we push this message that if we don't have releases, we don't do much revenues, but this didn't apply for Cities. And of course, it has to do with the fact that we have a lot of players that have bought Cities: Skylines 1 and our fans of the franchise that now little by little are starting to buy Cities: Skylines 2.

Fredrik Wester

executive
#15

Yes, yes. And that is -- you can see the sales climbing for sure.

Alexander Bricca

executive
#16

Age of Wonders 4, Victoria 3 had releases this year's Q2, but we had releases last year's Q2 as well. So not much movement there. And then, of course, if we compare quarter-to-quarter, it's or year-to-year, it's -- Europa Universalis was higher this year because we have Europa Universalis 5 and also Vampire: The Masquerade - Bloodlines 2 had some revenues in Q2 this year. As you mentioned, Fred, we released the 2 final DLCs for Bloodlines 2 in the quarter. I think it was April and June, right? Top revenue contributors, the same ones, as always, Cities 1 and 2, Cities 3, Hearts of Iron 4, Stellaris, Europa Universalis 5, Victoria 3 and Age of Wonders 4 and Bloodlines 2. No surprises there. Let's move to operating profit, SEK 182 million this year compared to SEK 133 million last year. So that's up almost SEK 50 million or 37% and that comes with the revenue increase, of course. Profit after financial items or profit before tax, SEK 188 million compared to SEK 139 million. And the profit margin, 36% this year compared to 30%. But we think we can do better, right?

Fredrik Wester

executive
#17

We think so, yes, on the margin side, we can probably be a bit over 40%. At least that's the long-term of strategy for us.

Alexander Bricca

executive
#18

Even though it's, of course, very strong with 36%. Equity to asset ratio, 76% compared to 81% a very solid company balance sheet. The reason to the decrease is that we prolonged the office lease agreement here in Stockholm for several years, and that is according to the accounting rules put on the balance sheet. So it increases asset and it decreases debt. So therefore, the solid EBIT goes down. Employees, number of colleagues to us during the quarter average 695. So that's up significantly, I would say, from 640 last year. The main growth is in our studios. Iceflake percentage-wise makes the biggest, of course, taking over Cities during this year. So naturally, they are increasing. But we've increased in Haemimont that are working on -- they have one live game surviving Mars, and they're working on other things as well. Paradox Development Studios in Stockholm have increased. They have several projects going on and some increases on publishing as well, but most in the studios. Let's move -- page. Let's see this chart. So it shows revenues and our 3 main costs, cost of goods sold, selling expenses and admin expenses. Cost of goods revenue we have discussed SEK 424 million compared to SEK 459 million last year. Cost of goods sold is up from SEK 232 million to SEK 259 million. We will look into that in detail on the next page. So let's say that. Selling expenses is very similar to last year, SEK 53 million compared to SEK 54 million Q2 of 2025. So almost the same. Movements within each game depending on what has been released, of course, and what's about to be released. So last year, we had significant spending on EU 5 and Bloodlines, even though they weren't released, but we were starting to prepare. This year, it's upon HOI's since we released and also on an unannounced game, which sooner or later will be announced. So the marketing costs we need to take in advance before we actually release the game and some of them even before we announce the game. Admin expenses, slightly higher than usual this quarter, SEK 33 million compared to SEK 27 million last year. Half of that increase roughly is due to this mix change we had that came with significant one-off costs. We don't see any major cost increases from being on this list, but it came with extra cost to do the list change. So roughly SEK 3 million in Q2 was due to that. And then -- so that means that it's up SEK 3 million, small changes between each quarter. So this year, we had a summer party for all employees here in Stockholm in June. Last year, we had it in

Fredrik Wester

executive
#19

I wasn't even there.

Alexander Bricca

executive
#20

No, you were invited.

Fredrik Wester

executive
#21

I was invited, but I wasn't there. So it was not my fault. [ Paradox was there ].

Alexander Bricca

executive
#22

No. It was good. But last year, we had it in September when we had the big staff conference. So that means that.

Fredrik Wester

executive
#23

Moving costs around [indiscernible].

Alexander Bricca

executive
#24

It moves a bit. And then -- so admin expenses normally stays quite flat, but with an increase of staff in general and increase of the business, admin expenses comes up a little bit. So let's -- yes, let's dig into COGS.

Fredrik Wester

executive
#25

Here we go.

Alexander Bricca

executive
#26

Which is the biggest cost we have, SEK 259 million, up from SEK 232 million last year. It's made up of 7 cost items or that's how we describe them. The one that is often the biggest one is amortization of capitalized development. So that came in at SEK 103 million this year, Q2 compared to SEK 79 million last year. So it's a SEK 24 million increase. And that is more than SEK 24 million is due to Europa Universalis 5 and Bloodlines. So only those 2 projects came with a higher amortization in Q2 then makes up this difference. So that means that the rest is down. And especially Crusader Kings III that is done. They had a huge release last Q2, which has been almost fully amortized by now. Also Millennia had significant amounts last year, but not this year. Write-downs, 0 this year, 0 last year, which is, of course, good. Then we have amortizations of licenses, trademarks and similar rights. This is down from SEK 19 million to SEK 8 million. So the SEK 8 million, it refers to the acquisitions of Haemimont and the games Stranded: Alien Dawn, which we didn't have -- while we didn't have full of it last year. So what we do is when we acquire companies like Haemimont or assets like Stranded: Alien Dawn, we prefer to put as much of the investment cost on to assets that we amortize. It pushes down the profit for the -- in short to midterm, but it's a prudent way to do it, and it helps us in the long term.

Fredrik Wester

executive
#27

Yes, it keeps the balance sheet clean.

Alexander Bricca

executive
#28

Exactly.

Fredrik Wester

executive
#29

From all goodwill like items and stuff like that. I think our total goodwill now is under SEK 20 million.

Alexander Bricca

executive
#30

Yes, it's somewhere around there.

Fredrik Wester

executive
#31

That's right. So it keeps it clean.

Alexander Bricca

executive
#32

For sure. And of course, so take Haemimont, for example, we expect the value of Haemimont to actually increase over the years as being part of Paradox. But that's not how we account for it. We account as the value actually disappears over -- I think it's fully after 5 years. So it's a very prudent way to handle it. And why is it down? Well, last year, we had amortizations of Playrion that we acquired back in 2020 and 5 years has gone and then all amortizations have gone. Therefore, we have 0 amortizations left to do there. Depreciation, SEK 7 million, same as last year, slightly, slightly down. But -- and this is how you account for the rent pretty much for all the studios. Then we have noncapitalized development costs. So this is a spending on game development project that we don't capitalize for different reasons. It can be high risk, it can be early stages. For example, we have -- we released, as we mentioned, 2 DLCs on Bloodlines 2 in the quarter. We have taken the full cost of that development in.

Fredrik Wester

executive
#33

In this quarter.

Alexander Bricca

executive
#34

As they come, yes. And a significant part of that development came in this quarter. So therefore, that is high. We have the profit share, which is company-wise, it's 6%, 6.5% of the quarterly profit. That is taken as cost in the same quarter. And most of it ends up here because most of our employees are within the studios that are part of the cost of goods sold. And then we have some of the publishing costs as well for game development-related matters end up here. Development support operation, maintenance of games. So it's tech -- pretty much the tech costs we have within the publishing unit. They do the launcher, mods, multiplayer functionality forums. It's up to SEK 30 million this Q2. It was SEK 24 million in Q2 of last year. This -- it fluctuates a little bit from quarter-to-quarter, and it also increases or decreases with the business. So when the business -- if we do more projects, if we hire more people, this goes up a little bit. Royalties, the final item here or subitem, SEK 28 million in this year's second quarter and SEK 26 million last year second quarter. 2 things that drives our royalties or historically, it has been 2 things. It's the revenues of Cities: Skylines and Age of Wonders 4.

Fredrik Wester

executive
#35

Yes, the earn-out from Age of Wonders 4 purchase. Yeah.

Alexander Bricca

executive
#36

And that is fully paid now. So that means in Q2, we had much less. And in Q3, we won't have anything.

Fredrik Wester

executive
#37

On Triumph Studios.

Alexander Bricca

executive
#38

Correct.

Fredrik Wester

executive
#39

All the games, yes.

Alexander Bricca

executive
#40

Yes, correct. So we can expect royalties to slightly go down or it should go down in average. Let's move on to the next slide.

Fredrik Wester

executive
#41

And yes, let's go.

Alexander Bricca

executive
#42

So below our 3 main cost items, we have other income and other expenses. Net SEK 4 million this year and net last year, minus SEK 13 million. And this is mainly currency movements within the quarter. And last year's Q2, if you remember, the dollar weakened significantly, which impacted us negatively in that quarter. This year, it hasn't moved much. It has actually gone up a little bit during the quarter. So therefore, it's much less negative.

Fredrik Wester

executive
#43

Fairly stable. Financial income is interest rate basically on money in the bank.

Alexander Bricca

executive
#44

Exactly. And that's stable. It's down very similar as last year, SEK 6 million last year. I think it was very much the same. Yes, it was rounded off to SEK 6 million last year as well. So slightly changes in interest rates and the amount of money we have on the bank account.

Fredrik Wester

executive
#45

Sounds good.

Alexander Bricca

executive
#46

Let's move on.

Fredrik Wester

executive
#47

Move on.

Alexander Bricca

executive
#48

Rolling 12 months profit, this is to give you a better sensation of the trends. And you can, of course, see that over a longer period of time, the growth trend of the revenue is very solid. There are ups and downs if you look at shorter periods of time, but over time, there has been a very stable increase, and it varies with the releases. Profit is down a lot since Q4. Profit, of course, also depends on the releases, but also if we release bad games or projects that comes with write-downs. And we had one in '23, we had one in '24, and we had one in '25. '25 one was Bloodlines 2. So that will still push down the rolling 12 months.

Fredrik Wester

executive
#49

Until Q4.

Alexander Bricca

executive
#50

Yes. So next quarter, it will still look like this, but then it will bump up again. And I think we said it on the last stream, we have had 3 big negative projects. They are all gone now. So -- well, we have slightly little amortization left on Bloodlines. But in terms of what we have in the development pipeline, we don't have any big high-risk projects like these ones. So that's very good.

Fredrik Wester

executive
#51

That's very good. That's very good news as well. Next.

Alexander Bricca

executive
#52

Yes. Let's go to next.

Fredrik Wester

executive
#53

Let's go.

Alexander Bricca

executive
#54

Cash flow in the quarter, we -- so if we look at cash flow from operating activities, it was SEK 105 million this year, but that includes SEK 185 million payment for the publishing rights to the game that we're co-publishing. So without those SEK 185 million, it would be significantly higher. And I don't know exactly when we have -- if we have said when the game is -- no, we haven't said exactly when the game is going to come, but when it comes

Fredrik Wester

executive
#55

It's basically for publishing rights for games. SEK 185 million in this quarter, which would have made it SEK 290 million if those were left out. But it's money that hopefully is coming back and hopefully quite soon.

Alexander Bricca

executive
#56

Yes. Good point. So very strong cash flow.

Fredrik Wester

executive
#57

Very strong cash flow.

Alexander Bricca

executive
#58

Cash flow from -- sorry, from investing activities, SEK 166 million compared to SEK 161 million, so very similar to last year. And if you follow us, you know that this number, it fluctuates between the quarters. So I think it was like SEK 122 million or SEK 124 million in Q1. So it differs a bit depending on when we get the invoices for the different projects.

Fredrik Wester

executive
#59

Great.

Alexander Bricca

executive
#60

I think that was it.

Fredrik Wester

executive
#61

Is that it?

Alexander Bricca

executive
#62

Yes.

Fredrik Wester

executive
#63

Yes. Let's move over to the Q&As.

Alexander Bricca

executive
#64

Yes. We have received several questions during the morning and also during the stream, I think. First one, I think, is for you, Fred. Do you see potential in working with third-party owned IPs.

Fredrik Wester

executive
#65

That's a good question. I mean we prefer as Paradox we always have to own our own IPs and work with our own games, our own trademarks, intellectual properties, all of it. If we see an opportunity, though, with something that matches our philosophy, matches our target audience, matches what we do and we can come in at a reasonable price with a good deal for both us and the partner, we're not alien to doing that deal. So we're getting -- I mean, the way the market looks right now, it's been a bit volatile out there. I think Paradox is still very stable. I think we're having a good growth path forward. I think we have a great strategy, great team. But it also gives us a lot of opportunity to work together with talented teams that are looking for either a publishing partner or funding or other things. So we can provide a lot of stability for a lot of gaming companies out there. So opportunities will come up for sure. That was a very long answer. But I think it was actually fulfilling to whoever asked the question. So Alex, can you quantify the nonrecurring main market listing costs and FX?

Alexander Bricca

executive
#66

Yes. I think I did the main marketing listing cost was SEK 3 million roughly in this Q2. It's roughly the same in Q1. And we expect it to be close to 0 in Q3. Yes. And I also touched upon the admin cost in general. FX, I said we had roughly 2% headwind. Now these are estimates, and it's difficult to be exact for us when we talk about FX because we can, of course, see how much the different currencies have changed between the quarters. And we can weigh that change with the currency mix we see from our products when we look at Steam, for example. And that gives us in this quarter, 2% if we look at the average Q2 and compared to averaging of Q2 last year. But FX actually impacts us when the payments are happening. So it depends when are Steam getting the payments from the players and when we are -- and when are we getting the payments from Steam. And that timing differs from when we recognize the revenues in our income statement, for example, due to expansion passes. We got the payment for the Age of Wonders expansion pass already last year, but some of it comes up now in the revenue. So therefore, you can't just take this 2% and multiply it with SEK 459 million, which I think was the revenue from last year's quarter and just say that, that is the impact.

Fredrik Wester

executive
#67

But over time, it kind of balances out. So that's the point as well because the expansion passes sell at different times as well.

Alexander Bricca

executive
#68

Yes, exactly.

Fredrik Wester

executive
#69

So every day for the whole period of the expansion pass. So it's more complex than just saying 2% that's the thing. But it balances out over time.

Alexander Bricca

executive
#70

Right. Here's one for you, Fred. Could you give an update on Prison Architect 2 and any other games in the pipeline? Follow-up question on that. Can we expect something at Gamescom? Can you comment on rumors circulating about future management [indiscernible].

Fredrik Wester

executive
#71

Three questions in one. Let's start with Prison Architect 2. So I've played some Prison Architect 2 yesterday. The new planning mode is absolutely brilliant. You can build like plans that are like transparent and then you can say, push play when you have the money in the bank, right? So it's really good. It's getting there. We're going to come out with news during fall. That was Prism Architect 2. Can we expect something at Gamescom? Yes, you can. It's going to be quite big for us this year. So -- and we already said at this stream, and I think I say that in words from the CEO in the quarterly report as well. So we're really hoping to follow our -- what we do with Gamescom basically and the release that we have because it's going to be a lot of fun. And can you comment on rumors circulating on a future management game? No, I can't. I'm sorry. You have to wait until we do official releases because if we comment on all the rumors out there, it's going to be a completely separate stream about that. So not today, but hopefully, we can iron out some details in a couple of weeks from now. So Alex, given quite a Q3 content schedule, how should we think about the sequential EBIT considering the higher headcount and ongoing amortization from Europa Universalis V and Bloodlines 2.

Alexander Bricca

executive
#72

Right. So.

Fredrik Wester

executive
#73

Good question.

Alexander Bricca

executive
#74

Yes. What will EBIT be in Q3?

Fredrik Wester

executive
#75

Exactly. Plus/minus 2%.

Alexander Bricca

executive
#76

Yes. We don't give any guidance on EBIT or any other financials. But as the question points out, Q3 tends to be slower compared to Q2 if we count releases, and it's likely going to be like that this Q3 as well. Now -- so that, of course, impacts EBIT. Almost all Q3s are lower than the Q2. It's quite common for us as well, at least. Considering the higher headcount, yes, we have had significant headcount increase compared to last year. Most of that is in the studios. So that means that it's for developing, which means that it's been capitalized and goes into the balance sheet. So that doesn't impact the short-term profit. It will impact the quarter when we release the game. But the plan is that, that game is going to come with more revenues than amortizations, of course. But it won't impact Q3 that much. And also when we -- these are details, but when we speak about Q3, personnel costs tend to be significantly lower than other quarters because we have a lot of vacation and that has an impact on the P&L. Yes, there was also like a 3-part question. Amortizations from Europa Universalis and Bloodlines, yes, good point. That is coming down. We released both games in Q4 last year, and we have aggressive amortization model, which means that we take much more in the beginning. Now we are coming in, in the kind of final period, where we have amortized the vast majority of both games. So that is going to come down.

Fredrik Wester

executive
#77

Right.

Alexander Bricca

executive
#78

Next one is for you, Fred. Is the team in Iceflake still working on the console version for Cities: Skylines II? And can you give any additional color on the possible release?

Fredrik Wester

executive
#79

Short answer is yes. Any color on release? No. Because like I said, we can -- we're going out with official releases whenever we are ready. But the progress is looking good. And we I don't actually know when we're releasing more info on this, but I think it's fairly soon. So we're in a good place with Cities: Skylines II on console. Alex, is SEK 200 million the entire amount up until the AGM? If so, why is that considering SEK 1 billion of cash post after dividend payment and the payment of the publisher contract?

Alexander Bricca

executive
#80

So SEK 200 million refers to the share buyback program.

Fredrik Wester

executive
#81

I guess so, yes.

Alexander Bricca

executive
#82

I'm pretty sure.

Fredrik Wester

executive
#83

Yes. It sounds like the round number that we agreed upon in the Board meeting yesterday.

Alexander Bricca

executive
#84

Yes.

Fredrik Wester

executive
#85

So yes.

Alexander Bricca

executive
#86

Yes and that we announced later.

Fredrik Wester

executive
#87

And why is it only SEK 200 million is the question I just have.

Alexander Bricca

executive
#88

Yes. Well, the entire amount -- yes, it's a full amount that the Board decided on yesterday. So that's the total amount. But -- the Board made this decision based on the mandate that was given on the AGM that we had in May. And that mandate is bigger. So the Board has only used a part of that mandate. And technically, there's nothing hindering the Board to take a new decision later on.

Fredrik Wester

executive
#89

I mean if I understand correctly, we can buy back almost 10% of the total shares, and that just takes a new Board decision. So this is -- but this Board decision has the mandate of SEK 200 million.

Alexander Bricca

executive
#90

The decision was SEK 200 million, correct. Why isn't it more? Well, so the buyback program is SEK 200 million. Back in May, we distributed a little more than SEK 500 million in dividend. So it's SEK 700 million this year. If we complete the buyback program, a little more than SEK 700 million as shareholder distribution. Sure, we have more cash, but we think this is a good capital allocation for this year. As always, our main priority is to invest our cash in game development. And if the opportunity arises acquisitions like we have done in the past. What is not needed for that should, of course, be distributed to the shareholders. We have, during the last years, increased that distribution. It's not many years ago that we did SEK 100 million in distribution, and then we increased it to SEK 200 million to SEK 300 million and then to SEK 500 million. And now with the complete buyback, it's at SEK 700 million. So we are increasing it. Fred, when you think about releasing content more frequently across your main games, what's actually holding you back the most? Is it how much your teams can produce? How much players are willing to pay for or something else entirely?

Fredrik Wester

executive
#91

I would say it's all of the above to different degrees. But the first and foremost, the ceiling is quality. I mean we've had uneven quality on some of our titles, some titles that do only things that get super reviews and some that are a bit up and down. But we need to be able to provide a strong player fantasy with quality content every time we release something. That's our goal. So I wouldn't say there is one like dominant factor holding us back, but we strive to produce as much quality content as we can for our gamers. So there's nothing -- we don't hold back for other reasons than that, I would say. I mean you could always argue we could have parallel teams and stuff like that, but it also increases complexity. But we have -- I would say that our live teams work really hard to provide the content that we come out with every year. And I think we found a good model with the season passes. We might do some adjustments to that in the future. But I think we found a good model. I mean if we're describing like the Paradox, if you want to call it flywheel, which is very popular to describe it as that, what we need to do now partly is finding more games to fit the Paradox model that already is working, as you can see. The no new releases this year, still stable. We can see that our portfolio can still grow the company. It's just adding new games on top of that is going to be icing on the cake or maybe more than icing, maybe a fully new cake. You never know. I have a really long answer to that. I don't know. I just feel sort of inspired. So regarding the SEK 30 million guaranteed to an external dev, how are the advances recouped and margins and revenue sharing economics from an investment standpoint? And what protections exist if the project is delayed or underperforms?

Alexander Bricca

executive
#92

Okay. So several questions. How -- right. So to start, we can't comment on the particular contracts, but we're happy to explain our standard procedure. So when we publish games developed by other studios, the normal setup is that we as a publisher, we finance the full project. So we pay the full development costs, sometimes with a markup, sometimes just as cost basis. And then upon release of the game, we take often the full revenue from day 1. And then once we have reached a certain threshold, normally, it's related to when our investment is recouped, sometimes it can be more than that, then we start to share the revenue with the development partner.

Fredrik Wester

executive
#93

And it depends on when we come into the equation as well. If we start the funding from the beginning, the terms are in our favor, mostly, and it might be more balanced if we come in late and can evaluate the product.

Alexander Bricca

executive
#94

Yes.

Fredrik Wester

executive
#95

So it depends a bit on that as well.

Alexander Bricca

executive
#96

Yes. And in this project, we came in quite late.

Fredrik Wester

executive
#97

We actually have a couple of projects that we can't really -- some that we can't talk about.

Alexander Bricca

executive
#98

Sure. But as you say, when we come in late, a lot of the risk is already taken. So -- and that's, of course, very beneficial for us that the risk is smaller. And that's -- normally, that is something that you need to pay for through the terms. So if you take less risk, it's likely that you get equally less upside. So with less risk, you could a bit roughly expect slightly less margins.

Fredrik Wester

executive
#99

Yes. But also, you have to remember that this is -- when you make a completely new product, it's quite high risk. When you come in later, the risk is significantly lower as well. So it's always.

Alexander Bricca

executive
#100

And then there was a sub-question in it, what protection exists if the project is delayed or underperformed? Yes, I think the best way to handle the risk is, of course, to come in late. That reduces the risk, the most.

Fredrik Wester

executive
#101

The most, yes.

Alexander Bricca

executive
#102

And another equally important thing is to work with studios that have a good track record, work with projects that have -- is it a sequel that takes down the risk because it's a recognized brand. It has a player base already. So those things impact the risk much more than the contractual terms, I would say.

Fredrik Wester

executive
#103

Also a sequel to a previous game is a lower risk than a fully new game. If you have a lot of overlap with the Paradox current portfolio, it's a lower risk for us because we know the target audience. So there are a lot of factors that come into account when you make the decisions on what to publish.

Alexander Bricca

executive
#104

Fred, given how the EU 5 launch has gone, including the issues along the way, how has it changed how you think about Paradox focus on grand strategy games?

Fredrik Wester

executive
#105

No, not really. Grand strategy games is still our core, and it's also our deepest expertise, and we will continue to invest and expand that. We will continue to experiment a bit on what is considered grand strategy and maybe trying to reach certain new target audiences without leaving behind the core audience that we already have because I think that's a mistake a lot of people do. But it means when we're looking at existing games and new titles, grand strategy is still at the core of what we do, even if we experiment with other things around it that fits the gaming formula and also the business formula of Paradox. So Alex, how should we think about the net royalty cost trajectory given the expiry of Age of Wonders 4 earn-out, but higher royalties from stronger Cities: Skylines and Cities 2 sales?

Alexander Bricca

executive
#106

Good point. Short answer, it should decrease over time. As we already mentioned, we have 2 main drivers, as your question suggest, revenues from Cities: Skylines and Age of Wonders 4. We already said it Age of Wonders 4 is from now on royalty free, you could say. And Cities, yes, revenues have increased over the last quarters. But then we pay royalties on the sales of content developed by Colossal Order. And now when we and especially Iceflake have taken over the development, it means that revenue and sales on content that is produced by us, we don't pay any royalties on. So over time, the ratio of the revenue will likely swing towards own produced content. So that will decrease royalty rate as well even if the total revenue as we hope for will increase. More questions. This one is for you, Fred. Why the choice to work with external developers? If I'm not mistaken, Paradox shifted its strategy more towards in-house development. Does this studio have a strong proven track record, which measures are in place to develop -- to evaluate the developers' progress?

Fredrik Wester

executive
#107

Well, I think we explained it previously, but it's not a shift of focus. I would say -- so in 2021, we had, I think, 9 or 10 external developments, and we pretty much closed all of them. And we've reevaluated who we work with and why we work with external developers. And I've explained it before, it has to meet the Paradox criteria for what a good game is or how we see games, also have a good overlap with how Paradox does business and what we value, including, for example, modding and other things that are important, both to drive revenue but also to drive player interest and make people more engaged in the game and basically drive player value. So all the studios that we work with have a strong proven track record, typically works with franchises that has been either proven before or has seen some sort of first touch with the market. So we have a couple of studios that we work with right now on the games that we will co-publish. And we think that's an excellent way to figure out ways to find new partners to work with over longer periods of time and sort of expand the Paradox universe for our gamers and for ourselves as well at a limited risk. So which measures are in place to evaluate developer progress? Well, we monitor everything closely from a milestone schedule, just like we do with our internal games. So I mean, we do have more than 1/4 of a century experience in making games, even if we fail from time to time as well, which is inevitable in the entertainment industry. I would say that -- we monitor all developments that we're a part of because we're invested in them so.

Alexander Bricca

executive
#108

Good.

Fredrik Wester

executive
#109

Monthly active users in Q2, what is your reasoning behind no longer reporting these figures in the quarterly report?

Alexander Bricca

executive
#110

SEK 6 million, was SEK 6 million in Q2. It's in the report. But unfortunately, the read there has missed it. So we have done several format changes to the report. One is that we have brought forward and increased the KPI sheet that we used to have. So we have much more -- we have more KPIs in it. That has replaced the slide or the page where MAU was previously set out. Now you can find MAU in the company description in the report. We have a page that talks about Paradox. There you will find the MAU. Fred, I was wondering if you could break down your thoughts/rationale behind Transport Fever 3 in both qualitative fit in the context of Paradox portfolio more broadly and then how you think about ROI when you consider total sales of Transport Fever 2 so far? Several questions again in one.

Fredrik Wester

executive
#111

I think we've kind of answered this in a lot of different ways. But you know what, I'll give it a new stab. First of all, I think the portfolio fit for this game is great, and we've done an extensive analysis on, for example, a wish list overlap in between this game, the Cities: Skylines series, Crusader Kings and a lot of other games in our portfolio and come to the conclusion that there are very few games out there that has more Paradox DNA than specifically the Transport Fever series. The game looks great. We've all played it. We got the opportunity to play it when we signed it. And that was the -- actually one factor that got us to sign it is actually trying out the game's quality. Just like I have with Prison Architect 2, it's much easier if you sit down with the game and actually play it yourself. It gives a totally different sort of feeling to is this game a good game? Can this game actually sell? Can it reach the audience it's supposed to reach? This is a great game. It's exactly what this type of gamer wants according at least to our own internal and to somewhat -- to some extent, external user research tests as well has indicated. So that's obviously -- it's a competent developer. They've done games before that is virtually the same thing. And it has everything we want, depth, replayability, engaged player base, modding scene. So pretty much this is what we do. It's just made in a different location than in the Paradox office. So we never share details of like contracts or partnerships like that because we've never done before. But yes, we think this is a good opportunity for us to find a new good partner, all in all.

Alexander Bricca

executive
#112

Good. No more questions.

Fredrik Wester

executive
#113

And with that long sort of explanation on Transport Fever 3, the Q&A session is over for this time. So thank you, Alex.

Alexander Bricca

executive
#114

Thank you. Thank you for watching. And if we missed to answer any questions, e-mail us, and we will answer them by e-mail.

Fredrik Wester

executive
#115

We will. And don't miss the Paradox announcement at Gamescom. It's going to be a lot of fun.

Alexander Bricca

executive
#116

Of course.

Fredrik Wester

executive
#117

And see you at latest at the Q3 report.

Alexander Bricca

executive
#118

Yes.

Fredrik Wester

executive
#119

Perfect. Bye.

Alexander Bricca

executive
#120

Have a good day. Bye.

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