STARBREEZE Company presentation
Transcript of STARBREEZE Company presentation
2Slide /
Presentationoutline
Introduction to Starbreeze
Key Strategies
The payday franchise
GROUP FINANCIALS
Appendix
4Slide /
Starbreeze in briefAt a glance▪ Independent game developer for PC- and console games
▪ Owns and fully controls the PAYDAY franchise, one of the most successful PC games of all times
− Total net sales from the PAYDAY franchise since initial release amounts to approx. SEK 1.1bn1)
− >28,000,000 installed base (PAYDAY franchise)
− On average – 134,723 daily active users played PAYDAY 2 in Q4’20
− Streamlined business with approximately 124 employees focusing on the core asset PAYDAY
▪ Stable and predictable revenue streams from PAYDAY 2
▪ PAYDAY 3 in development and ongoing publishing discussion
▪ PAYDAY : Crime War, mobile game in development and ongoing publishing discussion
Psychonauts 2
THE PAYDAY IP
Stockholm(HQ)
~103
Luxembourg
Barcelona
~11
Paris
~10
~124Employees2)
Office locations
Note: 1) Refers to all Starbreeze revenues from the PAYDAY franchise (excluding publishing share) since initial release.
6Slide /
Trends in the gaming industry
Games with a context
Continuous monetization
Technical progress
consolidation
Games as a service and keeping on releasing value for the gamers
long after the first release is key
New marketing channels supports a
much deeper community engagement
and user generated content
Technical bar and ease of use raised to new
amazing levels
Secure talent production capacity to
keep up with the content release cycle
In 2020, 91% of the revenue was made through digital salesSource: Newzoo.
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Our key target audience are hard core gamers on PC and console
our games builds our Starbreeze brand recognition
Service the community and they will serve you
Starbreeze is on a mission
Source: Global Games Market October 2020 by Newzoo.
Console Games +6.8% YoY
$45.2 Bn
PC Games +7.9.% YoY
$34.2 Bn
= 49% of the market in 2020
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Develop video game ip’s into entertainment properties WITH highly engaged communities
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PAYDAY 3 publishing deal – A great partnershipfinancial stability while building a world class game studio
Key strategies
PAYDAY IP development and utilisationFurther Grow our development capability
Cutting edge community developmentParticipatory entertainment and user generated content
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10Slide /
The PAYDAY FRANCHISE
Slide / 10Note: 1) Share of net sales from PAYDAY 2 base games (all units and formats) vs. net sales from PAYDAY 2 DLCs (all units and PC).
PAYDAY 2 release datesAugust 2013 (PC) & June 2015 (Console)
PAYDAY FRANCHISE IN GROSS SALES
>300M USDINSTALLED BASE
>28,000,000DLCS AND UPDATES
>190STEAM COMMUNITY MEMBERS
>7,100,000
Action / Co-op for PC and console
August 2013 (PC) & June 2015 (Console)
PAYDAY 1 & 2 STARBREEZE net sales
SEKm
15 31
140156
211161
120 98109
111
2011 2012 2013 2014 2015 2016 2017 2018 2019 2020
PAYDAY, Net sales Games Other Net Sales attributable to PAYDAY
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0
10 000
20 000
30 000
40 000
50 000
60 000
70 000
PAYDAY 2 - Revenue and KPIPAYDAY 2 – Peak CCU per month (OCT 2018-2020)
development
Grew +700,000 Steam community members fall-2019
frequent EXPANSION packs RELEASEd making 2/3 of revenue
96% positive steam reviews rating 30 days post content release
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PAYDAY 2 Base game vs DLC split PD2 Steam launch to date 1)
96%
54%44% 46%
23% 29% 35% 29%
4%
46%56% 54%
77% 71% 65% 71%
2013 2014 2015 2016 2017 2018 2019 2020
Base DLC
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Strong foundation for a successful launch of PAYDAY 3
Multiple platforms
Simultaneous launch on PC and console (PAYDAY 2
launched on PC first)
Large Installed base
>28,000,000Installed base
>190DLCs and updates
Strong Reviews
88/100Current steam rating
95/100Steam rating the past 30 days
>305,000No. of Steam ratings
Well establishedCommunity
7,100,000Steam community members
A strong franshise built over eight years Launch of PAYDAY 3
Games as a service
A game designed around content updates, new functionality added on a frequent basis and community services
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13Slide /
PAYDAY 3 – “Living the Heist fantasy”
Development started in October 2019 Using the Unreal game engineIP developed and owned by StarbreezeEstimated release date 2022-2023GAAS MODEL = AddING new functionality and content long beyond the original release date
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Legendary Outlaws
Urban Mayhem
Execute the perfect heist
Expansive Universe
14Slide /
Summary Q4
PAYDAY 2 sales demonstrate the power of PAYDAY and its community - stable foundation for PAYDAY 3’s launch in the coming years.
Cash position of SEK 157 m enables development until end 2021+.
Development organization continues to recruit, increased focus on marketing and business development
All this enables Starbreeze to close of a beneficial publishing agreement for PAYDAY 3.
▪ Increasing High demand for payday 2▪ PAYDAY 3 DEVELOPMENT AND ONGOING
PUBLISHER NEGOTIATIONS▪ Development capital 2021+▪ Optimising organisation
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16Slide /
350,0
280,0
118,0
13,3
19,2
1,8
363,2
299,2
119,8
2018 2019 2020 Q4'19 Q4'20
Net sales Other revenue
51,1 32,610,1
- 10,0
61,2
22,6
Revenue development - growth In paydayCommentary
▪ Net sales in Q4’20 totaled to SEK 32.6m, compared to SEK 51.1m in Q4’19. The PAYDAY franchise accounted for SEK 30.6m, compared to 50.8m in Q4’19 whereof extraordinary posts in Q4’19 amounted to SEK 28.9m.
▪ PAYDAY adjusted growth in net sales 39.7% in Q4’20.
▪ Net sales for the full year of 2020 totaled to SEK 118.0m, compared to SEK 280.0m in 2019 whereof extraordinary post in ‘19 amounted to SEK 228.9m.
▪ PAYDAY adjusted growth in net sales 66.7% in 2020.
▪ During Q1’20 PAYDAY 2 and its DLCs met the first sales criterion in Valve’s stepped approach to a higher revenue split on 3 January 2020. As a result, Starbreeze now has a revenue share of 75% on revenues from Steam after tax
▪ Other revenue mainly relates to currency effects.
Impact of COVID-19
▪ No direct impact on ongoing revenue-generating operations because the majority of revenues are generated through a digital distribution model
▪ The effect on Starbreeze’s revenues has been positive due to higher volumes
▪ Focus has been on business continuation. Most employees are currently working from home with limited operational impact
▪ The short-term effect on ongoing projects is viewed as minor
Revenue development
SEKm
Annual
Source: Company Information.
QUARTER28% 39% 94% 99% 95%
PAYDAY 2 - share of net sales, % and SEKm
Other - share of net sales, %
98m 109m 111m 51m 31m
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Operating expensesCommentaryCost base development
SEKm NOTE 2018 2019 2020 Q4’19 Q4’20
Direct costs -1,733.9 -661.5 -31.1 -225.5 -8.7
% of net sales 495% 236% 26% 441% 27%
Selling and marketing costs -91.4 -12.0 -8.5 -2.1 -2.2
% of net sales 26% 4% 7% 4% 7%
Administrative expenses -115.7 -109.6 -69.4 -24.5 -16.1
% of net sales 33% 39% 59% 48% 49%
Other expenses - -20.4 - -3.5 -
% of net sales n.a. 7% n.a. 7% n.a.
Number of employees at the end of the period
604 127 124 127 124
Average number of employees 634 331 123 138 123
A
B
C
▪ Direct costs for Q4’20 amounted to SEK 8.7 million, compared to SEK 225.5m in Q4’19, and consist of costs related to game production and game development. Q4’19 contained write-downs of non-core related assets of SEK 205.5m.
▪ For the full year of 2020 direct costs amounted to SEK 31.1m compared to SEK 661.m in 2019. The decrease is attributable to write-downs of non-core related assets of SEK 293.8m, capitalized development costs for sold publishing rights of SEK 169.6m that were expensed in 2019, but also to a reduction in the workforce and capitalization of a larger share of development work in 2020.
▪ Sales and marketing costs amounted to SEK 2.2 million, compared to SEK 2.1m in Q4’19 and to SEK 8.5m for the full year of 2020 compared to SEK 12.0m in 2019.
▪ Administrative expenses amounted to SEK 16.1 million, compared to SEK 24.5m in Q4’19, and refer to items including office costs and payroll for employees who do not work in game production or marketing, as well as costs related to the reconstruction process. Extraordinary expenses in the quarter of SEK 6.3 million.
▪ The reduction over years is mainly due to lower costs related to the reconstruction process and lower studio costs and lower headcount.
▪ Significant headcount reduction following discontinuation and divestment of non-core operations
A
A
B
C
C
Source: Company Information.
D
D
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Balance sheetCommentaryBalance sheet as per DECEMBER 31, 2019
Assets
▪ Intangible assets primarily consists of IP rights (SEK 228.5m), capitalized costs for own game and technology development (SEK 171.4) and Goodwill. Goodwill consists of synergies and other intangible assets such as market position and personnelrelating to past acquisitions (SEK 38.8m)
▪ PPE (property, plant and equipment relates to Right of use assets of SEK 48.9 m and IT and other equipment of SEK 6.7 m
▪ Current assets consists of – Cash and equivalents of SEK 157.4m – Prepaid expenses and accrued income of SEK 34.7m– Trades and other receivables of SEK 4.1m – Current lease receivable of SEK 2.6m
Liabilities
▪ Non-current liabilities amounted to SEK 329.8m, compared to 184.2m in 2019, including:– Convertible debt of SEK 270.1m– Long-term debt to Nordea of SEK 11.0m– Lease liabilities of SEK 37.1m– Other SEK 11.6 m (Unity)
▪ Current liabilities amounted to SEK 150.4m, compared to 400.2m in 2019
– Trade and other payables of SEK 103.3m, compared to SEK342.5m in ‘19 - out of which SEK 45 m refers to Nordea debt and SEK 44 m relates to advance royalty.
– Accrued expenses and deferred income SEK 27.9m.– Lease contracts SEK 19.1 m.
• Final settlement of reconstruction debt SEK 76.8 m and amortization of Nordea debt SEK 55 m.
SEKm
Source: Company Information.
Balance sheet as per DECEMBER 31, 2020
228,5
329,8
150,4
Assets Equity and Liabilities
442,8
11,5
55,6
157,4
41,4
708.7Current assets
IFRS/PPE
Financial assets
Intangible assets
Current liabilities
Non-current liabilities
Equity
708.7
6,2
184,2
400,2
Assets Equity and Liabilities
369,4
15,2
76,6
82,8
46,9
592.0Current assets
PPE
Financial assets
Intangible assets
Current liabilities
Non-current liabilities
Equity
592.0Assets held for
salesLiabilities held
for sales
Cash & equivalents Cash &
equivalents
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MANAGED BY An EXPERIENCED NEW TEAmOverview of the management team
MATS JUHLCFO since May 2020Born: 1973Education: Masters Degree in Finance, Lunds UniversityBackground: CFO Mips AB (publ.), CFO Tengbomgruppen AB, CFO Sweden Arena Management KB (Friends Arena), Finance Director Ticnet AB (Ticketmaster), Ekonomomichef Enea AB (publ.)Other assignments: Owner Juhl Management ABHoldings in the Company: Directly owns 200 000 shares of series B
Petra TakevaChief Growth Officer since 2021Born: 1977Education: IHM Business School, Forsbergs School, Bergs School of CommunicationBackground: Petra has over18 years of experience working with marketing and business development on both the agency and client side. She has developed concepts and formats for product, services and marketing, primarily in the tech and entertainment industry.Other assignments: -Holdings in the Company: -
PER JUHLÉNHead of Production since 2019Born: 1976Education: -Background: Has substantial industry experience, latest from 7 years as Senior Development Director at DICE, Starbreeze (2011-2012) and HansoftOther assignments: –Holdings in the Company: –
MARTIN TERNHEIMHR Director / Chief People Officer sedan 2019Born: 1977Education: Master degree in HRM, University of Greenwich, 2004, and Bachelor in HRM, Unitec, 2002Background: : HR professional with more than 16 years experience, recently as HR Manager at Telenor and prior as an HR Consultant at EY working mainly with HR in M&AsOther assignments: –Holdings in the Company: Directly owns 300 000 shares of series B
Staffan NyströmVP of Publishing since 2021Born: 1978Education: Master of Science - Industrial Economics, Luleå Technical UniversityBackground: Marketing professional with more than 18 years of experience on both the agency and client side. Previously ran Wargaming internal full service marketing agency and has been the Head of Marketing for Expansive Worlds (Avalanche Studios)Other assignments: –Holdings in the Company: –
TOBIAS SJÖGRENActing CEO since 2020Born: 1975Education: Eexc-MBA at MGruppenPrincipal occupation: Active in the video games industry since 1996. Recently CEO of White Wolf Entertainment and previously executive positions at Fox in a Box, Paradox Interactive, Stardoll, DDM Agents and DICE.Other assignments: Member of the board in Fox in a Box Stockholm ABHoldings in the Company: Directly owns 70 000 shares of series B and 30 000 shares of series A
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Board of directorsOverview of the Board of directors
TORGNY HELLSTRÖMChairman of the board since 2019Born: 1958Education: LL.M Stockholm University. Executive education Thunderbird (University of Phoenix)Principal occupation: Torgny Hellström is an active board director and management consultant and has held leading positions as Chairman of DDM Holding AG and MagComp AB, Director to the board of Ture Heading AB and Seapilot and within Anoto Group, most recently as CEOOther assignments: Chairman of the Board Precise BiometricsHoldings in the Company: Directly owns 500,000 Class B shares
JAN BENJAMINSONDirector since 2019Born: 1958Education: Degree of Master of Science in Business and Economics, Lund UniversityPrincipal occupation: Long standing experience as a CFO from different listed and private software companies in Sweden and is currently holding the position of CFO for G-Loot, an e-sports company. Jan has previously held the position of CFO and CEO for TargetEveryOneOther assignments: Chairman of Level Eight AB and Board member in Oxcia ABHoldings in the Company: –
KERSTIN SUNDBERGDirector since 2019Born: 1954Education: Degree of Master of Science in Business and Economics, Stockholm UniversityPrincipal occupation: Background as an authorised auditor and financial advisor, the most recent 17 years as a partner with DeloitteOther assignments: Chairman of the Board and chair of the audit committee in World Wide Fund for Nature (WWF)Holdings in the Company: –
ANNA LAGERBORGDirector since 2020Born: 1966Education: Bachelor in systems sciencePrincipal occupation: Executive Search and Business Development for SafemindOther assignments: –Holdings in the Company: –
TOBIAS SJÖGRENActing CEO since 2020Born: 1975Education: Eexc-MBA at MGruppenPrincipal occupation: Active in the video games industry since 1996. Recently CEO of White Wolf Entertainment and previously executive positions at Fox in a Box, Paradox Interactive, Stardoll, DDM Agents and DICE.Other assignments: Member of the board in Fox in a Box Stockholm ABHoldings in the Company: Directly owns 70 000 shares of series B and 30 000 shares of series A
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Ownership and share price developmentNasdaq Stockholm Share price development, B-sharesMajor shareholders (As per DEC 31, 2020)
Shareholder STAR A STAR B Holding, % Votes, %
DIGITAL BROS S.P.A61,758,625 24,890,329 11.96 28.57
SWEDBANK ROBUR 1)
20,360,306 86,655,786 14.77 12.91
FÖRSTA AP-FONDEN 15,590,358 58,000,000 10.16 9.51
FJÄRDE AP-FONDEN 21,241,790 1,400,000 3.12 9.51
FÖRSÄKRINGSAKTIEBOLAGET. AVANZA PENSION 2) 5,096,984 56,059,394 8.44 4.76
SWEDFACT HOLDING AB 5,173,890 - 0.71 2.30
MICHAEL HJORT 3) 2,858,210 121,600 0.39 1.28
NORDNET PENSIONSFÖRSÄKRING AB 1,113,578 11,667,264 1.76 1.01
FREDRIK LUNDGREN 505,762 8,723,029 1.27 0.61
WILHELM RISBERG - 13,000,977 1.79 0.58
Sum of major shareholders 133,699,503 260,518,379 54.37% 71.04%
Other 35,622,045 294,769,339 45.63% 28.96%
Total 169,321,548 555,287,718 100.00% 100.00%
Source: Euroclear as of September 30, 2020 and Factset as of August 18, 2020. Note: 1) Swedbank Robur consists of three funds; Ny Teknik BTI, Småbolagsfond Sverige and Småbolagsfond Norden. 2) FÖRSÄKRINGSAKTIEBOLAGET, AVANZA PENSION. 3) Michael Hjorth owns shares via Indian Nation Aktiebolag.
0
5 000 000
10 000 000
15 000 000
20 000 000
25 000 000
30 000 000
0
2
4
6
8
10
12
14
16
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Mar-15 Sep-15 Mar-16 Sep-16 Mar-17 Sep-17 Mar-18 Sep-18 Mar-19 Sep-19 Mar-20 Sep-20
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PAYDAY 2 Since Launch – Active releasesPAYDAY 2 - Net Sales per MonthKUSD
0
2 000
4 000
6 000
8 000
10 000
12 000
14 000
May
-13
Jul-
13
Sep
-13
No
v-13
Jan
-14
Mar
-14
Ma
y-14
Jul-
14
Sep
-14
No
v-14
Jan
-15
Mar
-15
Ma
y-15
Jul-
15
Sep
-15
No
v-15
Jan
-16
Mar
-16
May
-16
Jul-
16
Sep
-16
No
v-16
Jan
-17
Mar
-17
May
-17
Jul-
17
Sep
-17
No
v-17
Jan
-18
Mar
-18
May
-18
Jul-
18
Sep
-18
No
v-18
Jan
-19
Mar
-19
May
-19
Jul-
19
Sep
-19
No
v-19
Jan
-20
Mar
-20
May
-20
Jul-
20
Sep
-20
No
v-20
PAID
FREE
Summer sale / Big Bank release
Summer sale (95% discount first time)
Release
Armored Transport DLC
Death Wish update
Crimefest 2014
Diamond Heist / Clover / New Bundles
Yakuza Character Pack
Mask packs
Summer sale / Sokol / Golden Grin
Crimefest 2015
Summer sale / Biker Pack
Goat Simulator Pack
Scarface Pack
Crimefest2016
Summer sale / Ultimate Edition
PD2 Free to Play / 8 million copies given away
Spring Break 2017 / The Search for Kento
Free to Play
Crimefest 2017 Summer sale
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Resumed development, new cosmetic “suit system”
San MartìnBank Heist
Silk Road Campaign release
Spring Break 2016 / Hard Core Henry Free to Play
Summer sale/Breakfast in Tijuana Heist
Spring break 2015
Buluc’sMansion Heist
24Slide /
Overview of global Gaming market
Revenue split by region
Size and growth of game market
Source: Global Games Market Report 2020 by Newzoo.
139 152 165 178196 201
2018 2019E 2020E 2021E 2022E 2023E
USDbn
CAGR: 10%
Large and growing addressable games market
▪ Global sales estimated to USD 159bn in 2020
▪ Expected annual growth (CAGR) of 9,3% year on year
▪ Market expected to generate sales of USD 201bn by 2023E
▪ Market growth drivers are an increased ability to go online and mobile platforms
22%
4%
25%
49%
Europe, Middle East & Africa
Latin America
North America
Asia-Pacific
2020, %
25Slide /
Consolidated income statementKSEK 2019 2020 Q4’19 Q4’20
Net sales 280,002 118,006 51,108 32,592Direct costs -661,52 -31,074 -225,464 -8,73Gross profit (-loss) -381,52 86,932 -174,356 23,862
Selling and marketing costs -12,048 -8,464 -2,05 -2,16Administrative expenses -109,61 -69,428 -24,453 -16,11Other revenue 19,221 1,835 10,191 -9,973Other expenses -20,408 0 -3,542 0Operating profit (-loss), EBIT -504,36 10,875 -194,21 -4,381
Financial income 84,266 0,628 46,757 0,3Financial expenses -30,866 -139,864 -8,239 -11,91Share of profit or loss from holdings recognized using the equity method of accounting -1,462 -2,112 -1,043 -0,365Profit (-loss) before tax -452,42 -130,473 -156,735 -16,356
Income tax 51,325 0,193 58,456 -0,238Net profit (-loss) for the period -401,099 -130,280 -98,279 -16,594
26Slide /
Balance sheetKSEK 2019 2020
31/12/19 31/12/20
ASSETSNon-current assetsIntangible assets Goodwill 43,601 38,827Other intangible assets 240,221 228,514Capitalized development costs for own games and technology development
81,518 171,435
Investments in publishing projects 4,056 3,974
Financial assetsFinancial assets 6,258 7,683Investments in joint ventures 3,195 1,083Non-current lease receivable 5,716 2,612Deferred tax assets - 161
Property, plant and equipment
IT equipment and other equipment 12,850 6,704
Right-of-use assets - buildings 63,764 48,866Total non-current assets 461,179 509,859
Current assetsInventories - -Trades and other receivables 10,391 4,061Current lease receivable 3,106 2,627
Prepaid expenses and accrued income 33,425 34,736
Cash and cash equivalents 82,787 157,423Total current assets 129,709 198,847
Assets held for sale 1,084 -
TOTAL ASSETS 591,972 708,706
KSEK 2019 2020
31/12/19 31/12/20
EQUITY AND LIABILITIES
Equity attributable to owners of the parent
Share capital 6,587 14,492
Other contributed capital 1,711,334 1,979,111
Reserves 21,400 21,646
Retained earnings including net profit for the period
-1,733,163 -1,786,751
Non-controlling interest - -
Total equity 6,158 228,498
Non-current liabilities
Non-current liabilities, earnouts 62 -
Deferred tax liability 7,853 -
Non-current lease liability 55,272 37,147
Other non-current liabilities 121,009 292,702
Total non-current liabilities 184,196 329,849
Current liabilities
Current liabilities, earnouts - 18
Trade and other payables 342,468 103,345
Current lease liability 19,181 19,135
Accrued expenses and deferred income 38,506 27,861
Total current liabilities 400,155 150,359
Liabilities held for sales 1,463 -
TOTAL EQUITY AND LIABILITIES 591,972 708,706
27Slide /
Consolidated statement of cash flowsKSEK 2019 2020 Q4’19 Q4’20
Operating activities
Cash flow from operations -504 362 10 875 -4 381 -194 210
Adjustments for non-cash items 586 897 37 053 14 561 225 446
Interest paid -9 301 -385 - -7 947
Interest received - - - 709
Income taxes paid - - - -
Cash flow from (-used in) operating activities 73 234 47 543 10 180 23 998
Cash flow from changes in working capital
Increase (-) / decrease (+) in operating receivables 32 538 66 851 8 735 -98 784
Increase (-) / decrease (+) in operating liabilities -56 264 -139 034 -24 434 77 858
Cash flow from (-used in) operating activities 49 508 -24 640 -5 519 3 072
Investing activities
Purchase of property, plant and equipment -2 092 -944 -493 -
Sold non-current assets 217 51 25 217
Divested subsidiaries 67 202 -472 - -
Investments in other financial assets -1 067 - - -6 205
Investments in own games and technology -92 412 -94 541 -23 862 -28 340
Investments in publishing projects -8 087 -309 -132 -
Cash flow from (-used in) investing activities -36 239 -96 215 -24 462 -34 328
Financing activities
New issue - 270 999 - -
Increase in non-current liabilities - -1 598 -884 2 185
Repayment of loans - -55 000 - -1 214
Effect of financial lease - -18 802 -4 775 -
Cash flow from (-used) financing activities - 195 599 -5 659 971
Cash flow for (-used in) the period 13 269 74 744 -35 640 -30 285
Cash and cash equivalents at the beginning of the period 69 289 82 787 193 200 113 192
Exchange difference in cash and cash equivalents 229 -108 -137 -120
Cash and cash equivalents at the end of the period 82 787 157 423 157 423 82 787
28Slide /
Game development process and scalability ExampleTy
pica
l DEV
ELOP
MEN
T pr
oces
s
Game design stage Pre-production Production Release -> LIVE SERVICE
Definition of scope of the game
Technical Scope & Validation
Design Documentation
Feature set definition
Vertical Slice
Ramp up and full team size Live operations team size
Build out feature set
Build out content
Marketing / PR plans & execution
Continued developement
Technical playable
Release & Live operations
Team
siz
e ov
er p
roje
ct
Design Pre-Prod Production Release Live
29Slide /
Starbreeze in the value chain
Developers Publishing DISTRIBUTORS
IP
Illustrative example, Self PublishingSelling price (USD) 49.9
VAT, % 10
Cost per unit sold, % -
Distribution fees, % 30
Starbreeze's net sales 31.4
Illustrative example, PublishingSelling price (USD) 49.9
VAT, % 10
Cost per unit sold, % -
Distribution fees, % 30
Publisher’s netsales 31.4
Rev. share ext. dev.,% 50
Publisher’s share 15.7
Digital:
Physical:
2.2BNgamers globally
▪ Develop and produce games
▪ May wholly or partially own the development project or be externally contracted and work against fixed compensation and royalty after game release
▪ Finance all or part of development
▪ Control and quality assure development
▪ Marketing
▪ Sales
▪ Own distribution channels or the platforms on which the games are played
▪ Distribution may be digital or through traditional physical channels