Stillfront Group AB (publ) (SF) Earnings Call Transcript & Summary

September 18, 2020

Nasdaq Stockholm SE Communication Services Entertainment special 48 min

Earnings Call Speaker Segments

Operator

operator
#1

Hello, and welcome to the Stillfront Press Conference Call. [Operator Instructions] Today, I am pleased to present CEO, Jörgen Larsson; CFO, Andreas Uddman; and Marina Andersson, Head of M&A. Please begin your meeting.

Jörgen Larsson

executive
#2

Thank you, and good morning. This is a great day. We are most happy and very enthusiastic to announce that we have acquired and that Nanobit will join our group, and we are even more enthusiastic on what that could bring for many years to come. Going to Slide 3, that will provide an overview of Nanobit. We are very impressed with what the founders, Alan and Zoran and the whole 125 strong team have built during the years. So it was founded in 2008, based in Zagreb, Croatia. They have had a very systematic ambition and being very successful in building and focusing on the female audience, typically 18 to 35 years old, building narrative, lifestyle simulation and RPG games. They have lifetime, a track record of 145 (sic) 145 million downloads and installs to the games. And currently, in September, they have approximately 5 million monthly uniques and 500,000 daily uniques playing their games. In total, they have released 29 titles wherein 19 games, completely focused on mobile. And there are several very successful titles like Tabou Stories, Hollywood Story, My Story, but also Chef Town, Superstar, Fashion City, Fashion Design World, et cetera. So it's a long record of very successful titles. As I said, 125 full-time equivalents, and they have a very professional and lean organization, agile organization, working in a very impressive way from what we have seen. And also judging from the results, working very -- in a very good way. You can also see illustrated here some of the titles on this slide on its lower left side. The numbers are also very strong in Q1. We will come back to that, but had SEK 325 million in revenue first half this year with SEK 60 million in adjusted EBIT. And I should also add that more than 90% of the revenues come from in-app purchases, and the rest is then ad revenues. Turning to Slide 4, you can see a time line of the development from the inception of the company in 2008. You can see from 2011 and onwards, they have been very consequent and systematic in the way to release titles from Fashion City in 2011 and now in soft launch, it's Fashion Nation and a number of titles in between. And I think that the [indiscernible] what really is appealing for us to have the Nanobit team joining the group and the family of Stillfront and that is the [indiscernible] really being systematically, very professional in addressing the female audience, and you can see your [indiscernible] though the titles are Fashion, of course, and they have really been developing skills and understanding of how will you present games in these -- of these types towards this audience, but also that developing the narrative lifestyle, RPG and sim games. And also not the least, how you produce such games. And in a data-driven way, also understand how to optimize the game experience and the user experience, both from a technical perspective and interface perspective, but not the least, a content perspective. So they have a very impressive ability to produce top-quality content for their audience, as you can see on this Slide 4. Continuing to Slide 5, you can see both our rationale, why we are so enthusiastic about what this is today and not the least what it can bring in the future. And also the synergies that we see at this point as very likely that we can realize going forward. First of all, it adds to our portfolio, both further additional volume, of course, new titles that goes into our active portfolio. And also, of course, we add additional 145 million downloads to date. And the [indiscernible] that I mentioned in September. So it's a significant addition to our portfolio. And also with impressive growth that the current portfolio -- active portfolio of Nanobit have shown and show currently, and we hope and we are convinced, I should say, that it will continue to grow for many years to come, both based upon the data and the analysis we've done of the current portfolio, but not the least, the team and the capabilities of Nanobit looking forward, both with the product in the current soft launch, but also with the pipeline and ideas and the thinking they have of further titles coming for many years in the future, all that makes a very -- it's very impressive to us, and I think it will be impressive to many of us going forward. Fashion Nation is a very strong product. It's in soft launch. So of course, we cannot say how much it can scale, but it's a very -- from a product perspective, very impressive how they have combined and learned and refined what they have done in the fashion genre for nearly 9 years. So I think that is a very exciting opportunity going forward. And as mentioned, with this -- with Nanobit joining the family of Stillfront, we add another genre to our portfolio. So that is, of course, have a structural and strategic value to Stillfront, not only the numbers for Europe, so to speak. So I think that's very important. We will add this into our vertical simulation RPG games. And also, not the least, is that what we initiated in November last year was that we should broaden both our genre footprint, which obviously is further added by Nanobit, but also that we increase our offering towards the growing female audience, which has constituted approximately or even above 40% of the global demand. However, the supply of games globally has been significantly lower. So it's only a fraction of the games coming out to the market that actually are focusing on female audience and the seeming audience in argue, will be growing faster than the male audience. So this is very exciting and also very unique to the studio that has focused on this audience for nearly 10 years. So we think that adds also strategic value to our portfolio and our market position in Stillfront. Looking at the synergies, we think that there are many development and synergy opportunities here. First of all, again, the know-how and unique experience of targeting female players is a strategic value that adds to the group, collective knowledge of Stillfront. Also, we think that since we have a very, very strong reach in marketing and distribution through all the now 15 studios in the group and also all the data that we have collected and that we have in a very accessible way and with very significant analytics experience throughout the group, of course, that will add mutually as we grow the group, both with analytics and insight and experience from none of it serving and being available for the other studios and vice versa, all the experience that we have in the group prior to Nanobit will be available for Nanobit to further excel in what they're already doing very well. We think also that -- and that comes for the group in general. But as I know that many of you have heard us saying for some quarters now that we are step-by-step improving our capabilities within ad revenues and ad monetization. And that goes also for Nanobit. So I think that fits very well into what we have already started in the group to increase that and work very systematically with -- will be very applicable also to the Nanobit team and the Nanobit product. And since we have this reach and knowledge about many markets globally, that will also add, of course, growth opportunities for the Nanobit products compared to what it is today and further localization, which we have been working with for many years, and to a large extent, in Stillfront. We also really like the way that Nanobit has been working with engines to leverage already taken investments and how they really can leverage their own collective and increasing knowledge about certain types of game through engines. So we can procedure and they can produce and we jointly can produce several games based upon existing engines. And that is, of course, a very capital-efficient way of growing our business and also with a lower risk, basically a better risk-reward model, and that will really like -- the way that Nanobit has proven their capability, and that has been a cornerstone in the Stillfront strategy for many, many years, and that also fits well. And then also, we are, as I said, really impressed with the professionalism and skill in the -- what we've seen as the complete 125 strong Nanobit team. And the access and both in the existing team, but also in the market in Croatia, it's really impressive. So we are really in -- we really like to be represented in that region as well and that country as well. So that is something which we value significantly, of course. Further, there is an increasing thing, and that is cross-selling potential. I think today, it's -- we have a certain extent of cross-selling between products, but that is increasing significantly for every new studio that joins the group. So I think in a future point in time, cross-selling will represent a significant portion of traffic much more than it is today. And then, of course, with Nanobit into our portfolio further increases that potential. So these are some of the rationales and the reasons why we are so enthusiastic about what it is today and even more what it will be tomorrow and also some points and some synergy area where we are convinced that we can increase the performance of our group, including Nanobit. Turning to Slide 6, here you see some financial highlights, a tremendously impressive growth, to grow a business by -- organically by 170% from second half of '19 to first half of '20 is -- well, it stands for itself, it's just super impressive numbers. And you can see that the EBIT levels are increasing faster percentage-wise. So -- and here's a very important thing. The UA level, the UAC level during this period has been or during the first half of last year has been 44%, fueling this very high growth, and the combination of being able to scale up the game and grow by 170% with 44% UAC and still have close to 20% adjusted EBIT margin is really, really strong. That is not very often you can see that in any studio. So we are super happy. And well, it's basically just very impressive. And that also shows that if it would come into a situation where the UA is not scaling up -- being able to scaling up with such a tremendous profitability result that has been the case the last year, then, of course, it will be significantly higher margin than the current 19%, 20%. So the easy math of that would be, if the UA will be at levels that we have had in the group last 12 months, which is 19%, then, of course, the margin will be some 25% stronger. So that means that the potential margin capability of their portfolio and business is about 40%, which is very strong numbers and definitely supporting the group's profits. You can also see on the right graph there how this would have looked, pro forma, non-EBIT being in the group for -- on the first half. So it added -- would have added in first half of this year, some 17% to top line and 9% to our adjusted EBIT. Whereas, this transaction represents a dilution of 0.8%. It's very clear that this is value-accretive significantly to our group. And also you can see that the implied Q2 leverage ratio is not higher than 0.7%, significantly lower than our target, 1.5. And of course, these numbers are preliminary and unaudited. But the combination of UA and this growth is exceptionally strong, I would say. Turning to Slide 7. You can also see our guidance for full year. So we expect the net revenue to be between SEK 600 million and SEK 640 million with somewhere between 17%, 18%, up to 22% in adjusted EBIT margin. This correlates, as I touched upon, very strongly with how much you scale the game. So if the growth is lower, then the margin will rapidly increase. The implied valuation here is 6.4x multiple on EBITDA. And what is also important to mention here is that the total deal that we're doing now, in logical terms, is very close to the deal levels that we have done and the multiples level that we've had the last 4, 5 deals. So -- but we have -- for different reasons, we have a slightly different technical solution on how we do this deal, I will come into that in a second. But the levels, also considering the very rapid growth, so if we would look at the '21 multiples, it will -- of course, we expect those to look significantly different. But all in all, we think it's a very attractive deal terms and very close to how we usually do our deals. So turning into Slide 8. You can see the deal summary and transaction structure. So it's made in 2 tranches. The first tranche, we acquire 78% of the shares from Nanobit for consideration of USD 100 million on a cash and -- as always, cash and debt-free basis. So 70% will be paid in cash and 30% in newly issued Stillfront shares. We expect the completion of the deal, the last of September so that we can consolidate Nanobit from the 1st of October this year. Tranche 2, where we acquire the remaining 22% of the shares, that will be based upon the EBITDA development for Nanobit for the fiscal years of '21 and '22. And the consideration for tranche 2 is capped to a maximum of $48 million on the cash and debt-free basis. And that whatever amount it will be at the end will be paid in 70% cash and 30% newly issued stock -- Stillfront stock. And it will be paid in 2023, when we have the numbers for fiscal year 2022. The upfront consideration is financed from existing cash on hand from front end available credit facilities we have. And we are confident that this transaction will not limit our capacity for further M&A neither in the near or mid or even long term. So we are in a good shape, continue to building our group. And finally, on Slide 9, as I think many of you know that we have a high ambition with Stillfront, we are building a leading free-to-play powerhouse. We have put a lot of efforts into creating platforms, Stillfront is a platform for the best talent and the best studios to elevate their business. So it fits perfectly well into Nanobit coming in with their proven track record to elevate the business further. And I think they will find it very useful and valuable to use the different parts in our platform that we have created. Also, we focus on cross -- high-quality cross-platform games. And here, we have also broadened our audience that I -- which I have elaborated on already. But that fits perfectly into our strategy. And I think not the least, the proven operational excellence that Nanobit has, fits also very good into the ambition that we have to be really excelling in operations in many different areas: marketing, live operations and development and creativity to create first-class entertainment to the audiences that we're addressing, but not the least to provide predictable, high-profitable growth in our business for many years to come. So that was what I had to present. Now I'm available just as Andreas and Marina for Q&A. So please forward any questions that you might have.

Marina Andersson

executive
#3

We have a question from Hjalmar Ahlberg of Kepler Cheuvreux.

Hjalmar Ahlberg

analyst
#4

Okay. Perfect. So yes, maybe first -- just the first question on the growth. I don't know if you can add any more information on this or any specific game or if all these games, you mentioned that's behind the strong growth in 2020, first 6 months?

Jörgen Larsson

executive
#5

So we -- all we can say is that it's several games contributing to this. The flagship product, Hollywood Story, My Story and Tabou Stories are propelling this growth, but it's important that it's several growing games. And that puts this impressive number 170% growth in the different life. Because usually, if they have that high growth, it's coming from one game, but now they -- and basically you're one-game company. And they have shown that they managed to keep the already successful game even to grow as well as they have new games coming into the market and also have games in soft launch. So I think it's a very good composition of the Nanobit portfolio.

Hjalmar Ahlberg

analyst
#6

Got it. And maybe a question on the revenue streams. I mean you just said that 20% were in net purchases. I just briefly looked at some of the games and also, some had subscriptions, I think. Could you say something about mix there? Is it similar to current portfolio or is there anything to add there?

Jörgen Larsson

executive
#7

Nothing much to add, but I think, as I mentioned that there is a clear potential in adding further revenues because the nice thing with ad revenues is that it's not cannibalizing with -- in that purchases and further, it's a high-margin revenue stream because you don't have platform fees and so on. So I think that, that is -- represents an opportunity just as it does for Stillfront at large or for the whole group, but also for Nanobit, so that's the only comment on the revenue composition.

Hjalmar Ahlberg

analyst
#8

And you mentioned they're high focused on this lifestyle games, along with them female audience. Can you say anything about the competition in this genre? I mean as you said, there were a few games developed for this audience, but something more to add there -- are the unique with these kind of games? So what's the competition there?

Jörgen Larsson

executive
#9

There's always competition. So there are other games out there, but compared to many other of our genres, it's less competitive, I would say, and I think it's unique with 9 years' experience of targeting this audience, for what I know, we haven't seen anyone with that kind of track record. Potentially, there is someone. But of course, it is competition. But compared to other genres, I would say, less competition in the perspective of the female audience is growing fast and the supply of games is not growing that fast. But looking forward, of course, it would be an increase in supply, but that's also from the perspective, the value of the experience and the focus that they've had for so long time will be -- the value of that will be even larger as the market grow for female gaming.

Hjalmar Ahlberg

analyst
#10

And maybe just a last one for me, on the geographic mix is generally a large market that is -- the majority of the revenue? Or is it a good mix and this trend in market where you see a growth over the next 2 years for these kind of games?

Jörgen Larsson

executive
#11

They have a strong presence in -- or volumes in U.S., but also in parts of Europe. But I think without going into every detail of that, as we mentioned, we see great opportunities in leveraging the global capacity for marketing and distribution and the global collective knowledge that we have of different kinds of marketing and regional channels and so on, that will definitely be something that has a value and hopefully, will drive further growth for the Nanobit portfolio.

Operator

operator
#12

Our next question comes from the line of Edward James.

Edward James

analyst
#13

Great. Just a couple of questions from me. So firstly, would it be possible to sort of get some information or commentary on sort of the retention rates and the ARPU of the [ ends ] within Nanobit and is it more towards these sort of store-made Candywriter, it's a Casual and Mash-up? Is it more towards sort of the more traditional sort of RPG strategy games, just trying to get a feel for the interaction with the user base there? And then secondly, clearly, this is -- as you said, it's a new genre, quite a different type of player base than the existing [ cellphone ] portfolio. Does this in any way make reaping the synergies more difficult? Or actually, do you think that this will generate more learning and actually open up more doors, so to speak, down the line? So just any commentary on that would be great.

Jörgen Larsson

executive
#14

Yes. Thank you. So looking at the cohorts, what we always have as a criteria is that the games have a long life cycle. And that we are -- well, you can see that one of the growing games are -- was released in 2015. So it's 5 years, but also you have growth from younger products. So I think that only that conclusion that 2015 game is growing shows that the game has a longevity inbuilt. And also, we look at, of course, much more than just looking at -- to how the games actually is performing, so -- are performing. So I think that we are very certain about that. Looking on the other hand, and it's important to separate the longevity of the game and what capacity the game has to carry profits for a long time and particular cohorts, what kind of longevity user cohort has. So the user life cycle is one thing and the game life cycle is another one. So game life cycle, very, very long. The cohorts' just female, as we can see in store-made games are shorter, but I would say they are less short, the each cohorts, than you can see in Storm8 games. I would say there are somewhere in between. And there are definitely parts of the audience that play these games for quite some time, for years. So I think that also with the type of content that is represented here, where you can add on new chapters and new scenarios and new things in the games in a completely different way than you do in a nonnarrative game. So that experience and that expertise on how to work with narrative games is something that we really value because there are elements in that, that we can use in other portfolios. So I think that it's definitely very attractive longevity in the games, but then the cohorts are shorter in life cycle compared to strategy games, but they are -- but a higher degree becomes loyal users then again. So the same dynamic that we have discussed previously, but this will be in between mash-ups and strategy games in its characteristics. When it comes to synergies, so we have a very -- we would like to be able to provide our entertainment and types of game we have within the 3 verticals to both the female and male audience. So I think that, that is not limiting our -- the opportunities for synergies. It's opening new opportunities, I think, because even though it's a new audience, the craft of how to market, how to distribute is very similar. So I think that the experience that they have would also add to cross-selling opportunities that I mentioned earlier on. So I think that it's definitely adding more synergy opportunities when someone comes in that has a slightly different footprint in the genre and audience perspective compared to if it will be perfectly fitting what we already had in our portfolio.

Operator

operator
#15

Our next question comes from the line of Oscar Erixon of Carnegie.

Oscar Erixon

analyst
#16

Some good questions already, but I have a few more, starting with the market a bit. If you could just describe sort of the developments and trends in the female narrative lifestyle simulation RPG genre, what do you see in terms of trends? And do you think Nanobit is well positioned?

Jörgen Larsson

executive
#17

Oscar, so thank you. I think -- or I should say, we are convinced that this is a stronger with a high-structural growth. I cannot imagine the gaming market over time not be representing societies' demographics at large, which means that, just from that perspective, the female audience will likely grow faster than the male audience. And this is a very well-established genre targeting that audience and they excel in doing that. So we think that they are being -- I mean, just look at the numbers, they are able to grow because they have strong product, they know the market, they can scale up the marketing. But if the market would have been declining, it would have been almost unlikely to show this growth. So we really are confident that this market will grow. And just the fact that, again, the supply of games is counted in singular percentage that are targeting primarily female audience and it's 40-plus percent of the players. So of course, that also -- that imbalance is, of course, very exciting when you have an expert knowledge in targeting such an audience in such an unbalanced situation.

Oscar Erixon

analyst
#18

Excellent. And I will ask also on the cross-selling of games, I mean, which should have a big potential as we grow the sale and increase the portfolio. But could you elaborate a bit on that, sort of how you work with cross-selling? And perhaps how it impacts conversion, LTV CAC differences versus performance marketing? Just elaborating a little bit on how you work with that and what you see in terms of margin potential and -- yes, potential overall?

Jörgen Larsson

executive
#19

As I touched upon, when I presented, these volumes, the cross-selling volumes today are not very large in Stillfront. So it's representing a smaller portion. And since we have had -- just as Nanobit, we have had an opportunity to grow very profitable with performance marketing. Over time, however, I think it's not a quick change. But over time, coming 2, 3, 4, 5 years or something, I think that if you have the combination of a wide portfolio and a significant audience that combination allows you to cross-promote in different ways. That could be by targeting existing users directly, it could be by having in-game advertising for our own games and so on. So I think that it fits very well into the big picture of how we think this will develop. And I think that -- or it's clearly that if you, at some point, get a strong traction, the whole ecosystem of games and audience will, of course, increase and fuel further profitability. You don't have to pay, say that we will have a balance between in-game -- or sorry, marketing within our own ecosystem, we will not pay for that marketing and whereas performance marketing, of course, is associated with an external cost. So there, you have something supporting higher margin. And also, I think that knowing your audience, and you can look at data, so when, for instance, now this come into detail, but if you can see a pattern of someone that actually has a tendency or there's a risk that a user is churning, then you can go in with more clear marketing towards someone playing Big Farm. We know that many of them play both narrative games, and they play also puzzle games or mash-up games. So of course, then we can try to -- if they should churn, they churn to one of the other group products. I think that there's a lot of things to do here. Today, it's not large volumes, but I think in the future sometime, it will be significant volumes coming from that, which will support our margins for a long time.

Oscar Erixon

analyst
#20

Great. And final question from me, specifically on Nanobit, but could you [indiscernible] on sort of how the April-May cohorts are still performing in line with historical patterns? And also, if you see sort of similar pattern for Nanobit and what the dynamics are there?

Jörgen Larsson

executive
#21

Yes. So we -- as we have elaborated on the Stillfront, in general, so we think that -- we think that, we see that the cohorts are performing very similar to Q2 '19, Q2 '18 cohorts, like-for-like. So seasonality has similar pattern as always. And user behavior at large are quite representative for everything. So including that, for instance, which is also important to understand that in strategy, the cohorts are slower growing and slower declining because that's the dynamic in strategy game. In mash-ups and in the games that Nanobit represents, it goes faster up but also these cohorts, not the games. But the cohorts, it's usually also when it's a slower season like in Q3, they also are lowered faster. So it's just a faster-moving cohorts in these types of games. So that is what we've seen, but it's not an unusual pattern. But that is why you also can see that we are -- I think the Q2 were exceptional for not only other Stillfront [ users ] but also Nanobit with exceptional volumes, you can see that our full year forecast is not optically -- or it's not a strong growth from -- or no growth from first half to second half. But that is, of course built upon that Q2 were exceptional and also the ordinary seasonality pattern in Q3. But the growth potential being very strong, both with the existing games and the ones in soft launch, we think that Nanobit has a very, very strong position for growth for many years to come. So it's more a seasonality that are shown than anything else, first half to second half.

Operator

operator
#22

Our next question comes from the line of Erik Lindholm of Nordea.

Erik Lindholm-Rojestal

analyst
#23

So can you give a bit more flavor on sort of what the pipeline looks for Nanobit for the coming 1 to 2 years. You mentioned the Fashion Nation and so on. But can you mention any other games that you are looking forward to?

Jörgen Larsson

executive
#24

The very short answer is no. We don't present the pipeline. We present what we have in soft launch, and we think that's a very strong product with the exciting potential. Numbers have to show whether how much it could be scaled. But that is built upon the knowledge that I elaborated on within the fashion area that has been built. So we think that's very exciting. But then there are other products in their pipeline, but for -- also from a competitive perspective and also because we usually don't present upcoming titles to next year. We can just say that, both early productions and conceptual stages, there are several interesting ones and also a couple of ones that are -- where production have commenced. So that's what I can say just as we do with different in general.

Erik Lindholm-Rojestal

analyst
#25

Okay. And with the upcoming changes to IDFA that we've spoken about coming into effect in 2021. How do you believe a company like Nanobit is positioned to tackle these upcoming changes? And if this change is driving your view that cross-marketing will become more important?

Jörgen Larsson

executive
#26

We think that they are well positioned to tackle that as we think we are in general. They do not work with the same extent in these types of games and genre like you do. You don't target as much as you do in strategy games, for instance. So we think that they are in a very good position. But basically, it's a built -- that view is built upon the strength of the -- and the talent of the Nanobit team and the strength of their products, already proven and in the pipeline rather than anything else. But just if you take the targeting thing that -- if they don't work as much with targeting as you do in the strategy games. So we think they are well positioned. I think that over time, to answer your second question, it's a very relevant question. Over time, potentially -- or I would say, even likely studios or groups like ourselves that has a combination of many games and a large audience, if you manage to get this cross-promotion going, will be a substantial competitive advantage in the future, yes, I believe that. But if it's in 2 years or 3 years or something else, it's harder to say.

Erik Lindholm-Rojestal

analyst
#27

Yes. Excellent. That makes sense. And a question for Marina, if I may. How do you view -- sort of how do you view the current outlook for M&A in the mobile gaming market? And do you believe the competition has increased? And are there any trends that you wish to highlight here?

Marina Andersson

executive
#28

Yes. We see a very strong pipeline. And of course, there is competition in the market, but our visibility and attractiveness for potential family members is also increasing over time as we can prove that we have a very good place for new studios to join. So we are always in discussions. The pipeline, as mentioned, is strong, and it's more about the -- our choices to always identify the best ones who joins the family.

Operator

operator
#29

[Operator Instructions] Our next question comes from the line of Jesper Birch-Jensen of ABG.

Jesper Birch-Jensen

analyst
#30

First off, I have 3 questions. But first off, clearly, Nanobit is quite skilled at implementing and investing in user acquisition and performance marketing being able to -- been able to grow 170%, while still having an EBIT margin of 20%. Do you still see the same potential for improving user acquisition efficiency as you've seen in the most recent acquisitions?

Jörgen Larsson

executive
#31

It's always unique situation, but a very relevant question. They have proven by the numbers, not the least, but also as we have been in dialogue, we are very impressed with the Nanobit capabilities in -- on many -- in many areas, not the least in analytics and marketing. However, it's a numbers game. So the group has much more data and data is incredibly important. So just by adding all the data we have available in the group will, of course, everything else the same, just add further knowledge, further precision and further opportunities even though they're already skilled, but just that you can work with more data. Also, -- and this is -- it's a very good question. So even a studio that has a proven track record like this, there is always one channel, one market or several most of the time that you're not that strong in as some of the other studios. And that is the numbers game because that will always be the case. I will be super surprised if we have a new family member in Stillfront that is better than everyone else on all markets, all channels, have no -- nothing to learn from the collective knowledge from the now close to 1,000 talented game professionals that we have in the group and also from the data. So yes, they are good. I don't think we will -- they should just continue what they do so good. But now they will have more collective knowledge, more collective data and new colleagues to learn from and also to share their learnings. So that will definitely add to opportunities going forward.

Jesper Birch-Jensen

analyst
#32

Secondly, I was just playing around with the numbers here, and it seems that the average revenue per daily average user for Nanobit is around 15% to 20% higher than the average of the simulation portfolio in Q2, is that in the right ballpark? And what's driving the difference here?

Jörgen Larsson

executive
#33

I think that you can do a simple math, but I think we will come back to that when they are consolidated to describe what is their current performance, not the least from the perspective that we are -- we have -- we reported Q2 numbers quite some time ago, and now we're in the end of Q3. So we need to come back to the actual numbers. But I think you're right in that they -- that reflects that they have been good in capturing and keeping a high loyalty user base that enjoy that entertainment. Otherwise, you would not get good strong numbers in revenues per paying user. So I think that you're definitely right in qualitative terms, but the detailed quantity terms, we need to come back to, but it's reflecting the quality of their content and the talent working with audiences and the live ops not the least. So that is fitting very well into our strategy, we're focusing on live ops and scaling by performance marketing.

Jesper Birch-Jensen

analyst
#34

Okay. And my last question, just in terms of geographical markets, are there any specific markets you have in mind when looking at extending Nanobit's geographic reach?

Jörgen Larsson

executive
#35

No. I think there are -- yes, I think there are several opportunities in Europe, but also we have strong presence in -- not presence, but we have volumes in Japan, we have volumes in Middle East and so on. So there are a number of structural additions that we can do reach-wise. But if and when that will happens and what steps we take to further localization and so on, we will -- even though we have plans, we think that we should execute before talking about how it's exactly done for several reasons. But we see a good opportunity there.

Operator

operator
#36

There are currently no further questions on the audio. I will now hand back to the speakers.

Jörgen Larsson

executive
#37

Thank you. So thank you all for listening this morning. And I hope you also share some -- you have some more insights into this transaction to Nanobit and what opportunities we see from our side joining forces with very talented Nanobit teams and what that could potentially bring for many, many years going forward. So hope you share our enthusiasm. Thank you very much for your time this morning.

Operator

operator
#38

This now concludes our conference call. Thank you all for attending. You may now disconnect your lines.

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