Home / Transcripts / Embracer Group AB (publ) (EMBRACB) · November 11, 2026

Embracer Group AB (publ) (EMBRACB) Earnings Call Transcript

November 11, 2026

OM SE Communication Services Entertainment earnings 62 min

Earnings Call Speaker Segments

Operator operator
#1

Ladies and gentlemen, welcome to the Embracer Group Q2 Report Conference Call for the Fiscal Year 2026-'27. I'm Vicki, the Chorus Call operator. [Operator Instructions] The conference is being recorded. [Operator Instructions] The conference must not be recorded for publication or broadcast. At this time, it's my pleasure to hand over to Phil Rogers, CEO; and Muge Bouillon, CFO. Please go ahead.

Philip Rogers executive
#2

Thank you, operator, and good morning, everyone, and thank you for joining our webcast today covering our Q2 results. Muge and I welcome you today from our Stockholm office. And as usual, we've got a short presentation, the highlights from the quarter, the main updates from our 2 operating segments, Fellowship Entertainment and Embracer, then look at our financial development before we turn over to Q&A. So with that, let's get going. Our second quarter built on our encouraging start to the year, and it came in ahead of plan. Net sales of SEK 4.1 billion, a 20% organic growth year-over-year. Cash EBIT improved strongly to SEK 203 million against minus SEK 66 million in the same quarter last year. Free cash flow was positive at SEK 55 million, which also exceeded our expectations and was another important improvement year-over-year. Both segments delivered above plan. Now Fellowship was driven by licensing royalties from the very successful release of the trading card game, Magic: The Gathering | The Hobbit. Embracer continued its positive trajectory with strong growth in both Mobile and Entertainment & Services. Combine that with cost actions and divestments and better profitability followed. For the full year, after an encouraging first half, we reiterate our cash EBIT forecast of at least SEK 1 billion. Again, that is our floor, not our ceiling. Our focus stays where it has been, deliver consistently and translate the progress in our business into stronger cash earnings. And to the last block, bottom right, our goal remains clear: to continue to unlock value in both operating segments. The planned spin-off of Fellowship Entertainment in calendar year 2027 is progressing well. We are now well into the formation of Fellowship. So far, the work has covered engaging advisers, governance, carve-out structure, financing to studio collaboration, future development plans and the organization. As we move into the second half of the year, focus shifts towards planning for the CMD and listing readiness. We have done this before. We are well prepared and we are confident in the time line we laid out. From my side, the takeaway is a simple one. We set out what we would do in May. We're delivering on that step by step. And the next phase is about showing what Fellowship and Embracer can become. Now let's look at the progress in our 2 operating segments, starting with Fellowship Entertainment. Q2 net sales of Fellowship were SEK 1 billion, a stable development year-over-year. The strong licensing deliveries served to offset lower release activity and lower sales within Publishing & Development. Now this slide shows the scale of the release of Magic: The Gathering | The Hobbit from our partners at Wizards of the Coast, who reported last month that The Hobbit is already their fourth bestselling magic set in their history. That is what this IP can do in the right hands. Publishing & Development delivered a solid catalog performance led by Kingdom Come: Deliverance, Dead Island, METRO and Remnant. On cash EBIT, the margin was 12% in Q2, above our internal expectations. Now Muge will come back to this in a moment. But the short version is this is driven from our sales and sales mix, delivering an underlying adjusted EBIT margin of 37%, offset by our continued CapEx investments into our key franchises and future pipeline. Now we are inside the Publishing & Development business area. And the point of this slide is that the positive year-over-year earnings development for Fellowship came despite a quiet period. To be clear on the numbers, net sales for Publishing & Development declined 26% year-over-year with no releases in the quarter and lower other revenue than last year. The lower other revenues reflect the phasing of our co-development or work-for-hire contracts, but catalog remains solid at around SEK 510 million. As we said before, new releases create the revenue peaks. They feed the business in the catalog. And over the past several quarters, new releases have been limited. That changes now. In Q3, we have Warhammer 40,000: Dawn of War IV and Stage Tour. In Q4, Tomb Raider: Legacy of Atlantis and METRO 2039. And into the next financial year, the next Kingdom Come game and Darksiders 4, in line with our ambition of at least 2 major game releases with full economics per year.

Muge Bouillon executive
#3

Thanks, Phil, and good morning, everyone. Looking in a bit more detail at Fellowship's financial performance. While Phil has just spoken about the top line performance, where Fellowship delivered net sales of just over SEK 1 billion, broadly stable year-on-year and driven by the strong performance in licensing. The gross margin percentage for the quarter was 79%, down 3 points year-on-year, driven by sales mix effects within both business areas. In particular, had our other revenues in Publishing & Development, which is high gross margin but low cash EBIT margin, remained steady, the gross margin percent would be comparable with last year. Operating expenses before marketing came in at SEK 281 million, down from SEK 443 million in the prior year, driven by the run rate impact of prior year savings initiatives. Marketing costs of SEK 54 million were slightly up year-on-year, and we expect them to increase in H2 as we gear up for a number of new releases in the coming quarters, including METRO 2039 in Q4. CapEx increased to SEK 350 million from SEK 271 million, reflecting our continued investment in key franchises as we ramp up our release pipeline to drive future cash earnings growth. The adjusted EBIT margin increased to 37% from 23% with limited D&A of SEK 105 million as a result of low release activity in recent quarters and focus on licensing and catalog sales. Our cash EBIT amounted to SEK 124 million, up 28% year-on-year and representing a margin of 12%. The improvement was driven by both strong growth within licensing as well as continued cost control, which more than offset a softer contribution from Publishing & Development due to limited new content and the higher CapEx investment I mentioned earlier. As we highlighted last quarter, cash EBIT margins will be impacted by the level of capital we decide to deploy in growth CapEx relative to the revenue generated in a particular year. This quarter, we've increased investment ahead of our upcoming releases while still growing cash EBIT. And as release cadences increase, we can expect a steady improvement in the cash EBIT margins over time.

Philip Rogers executive
#4

Fellowship's H2 focus is on these games. METRO 2039 sold out its Collector's Edition within a week and has now surpassed 2 million wishlists, outpacing Kingdom Come: Deliverance II at a comparable stage. Our continued investment in the METRO catalog, including the recent next-gen updates, serve to reengage existing fans ahead of launch. METRO 2039 is an exciting next step for the franchise, and we look forward to putting this into fans' hands on the 4th of February. Tomb Raider: Legacy of Atlantis is also building good momentum ahead of its launch on the 12th of February. Tomb Raider's recent 30th anniversary celebrations drove high engagement. The teaser passed 7 million organic views in less than a week. Wishlists and pre-orders continue to exceed our targets. Together with our partners at Amazon Games, we look forward to the mainstream launch campaign starting in December. Now let's take a moment to look a bit deeper into December's releases. Dawn of War IV has received highly positive previews from press and creators. And the recent closed beta delivered encouraging retention and strong fan engagement. Pre-orders have continued to perform well in the quarter and were supported by a major global marketing campaign heading into launch on the 3rd of December, just a few weeks from now. Stage Tour from RedOctane Games first caught the attention of fans over the summer, and anticipation kept building through the quarter. At Gamescom in August, the team announced the 10th of December release date and opened pre-orders then on its own store, stagetour.com. Early pre-orders for game and hardware bundles are ahead of our expectations, with several hardware products already passed their launch allocation. The commitment from fans has been resounding. Engagement with RedOctane's marketing has been equally strong, and it is organically created by the team. As of today, the release date trailer is approaching 25 million views, more than 20 million of them directly through Stage Tour's own social channels. A word on the economics, because Stage Tour looks different to most of our other titles within Fellowship. The sales and gross margin profile will reflect the higher mix of hardware bundles and physical products together with licensed music and brands. Set that against a comparatively low capital investment profile driven by the short development cycle and a young and compact development team. So the overall economic waterfall is meaningfully different from a traditional large-scale development model. It's a relatively modest upfront investment supporting a broad game and hardware ecosystem. And I stand back for a moment. Nearly 2 decades ago, rhythm gaming was one of the biggest genres in the industry. We believe Stage Tour can reestablish this cherished genre in a modern way and take a leading position in it. The way the team is building it is deliberate, with community at the heart. It is intended to lay the foundation for a rich ecosystem that fans can enjoy for generations to come. And we look forward to the launch on the 10th of December and to building Stage Tour together with its community. Now we switch attention to the Embracer segment, which saw strong year-over-year growth and a clear earnings improvement in the quarter. Net sales of SEK 3.1 billion, up 21% or 29% organically, and cash EBIT improved too. Growth was driven primarily by Entertainment & Services and Mobile. Entertainment & Services did well across software, hardware and retro. Mobile was driven by the continued success of Sled Surfers with improved traction for Glow Fashion Idol as well. Looking at PC/Console revenue, the most significant new releases in the quarter were Aspyr's revival of the classic action RPG, The Lord of the Rings: War in the North, and Hot Wheels Infinite Rush from Milestone. War in the North was well received by fans and performed above management expectations, with an ROI already approaching 2x in the release quarter. Hot Wheels Infinite Rush saw a more mixed reception and performance. Other core revenue drivers in Q2 included June's release of Gothic 1 Remake plus REANIMAL in the catalog. Both these titles are already approaching profitability, namely an ROI of 1x soon after launch. Remember, REANIMAL is a completely new IP, while Gothic 1 is a substantial remake. Both IPs are expected to be important franchises for us over time. The earnings improvement in the segment came from strong top line in Mobile and Entertainment & Services, together with the cost actions and divestments of the past year. Finally, within mobile, it's encouraging to see DECA, through the acquisition of Island Hoppers, now resuming its accretive M&A strategy, complementing its very recent healthy organic growth.

Muge Bouillon executive
#5

Here, we see the business areas in more detail. All grew in the quarter, with Mobile and Entertainment & Services both growing net sales by around 40% year-on-year, while PC/Console grew by 2%. Within THQ Nordic, we formed a new retro and collectibles B2C-focused subgroup, including Limited Run Games, DPI Merchandising, Game Outlet, Clear River Games and Grimfrost. The aim is to improve governance, efficiency in procurement and business development as well as resource sharing. The subgroup is part of the Entertainment & Services business area. And on a rolling 12-month basis, it generated net sales of above SEK 1 billion with a mid- to high single-digit cash EBIT margin. Turning to the more detailed Embracer financials now. As Phil mentioned earlier, the Embracer segment delivered SEK 3.1 billion of net sales, representing 29% organic growth year-on-year, driven primarily by the Mobile and Entertainment & Services business areas. The strong growth for distributed products within E&S resulted in an adverse mix effect, which reduced the gross margin by 7 points to 51% for the quarter, although this is a 2 points improvement on Q1. Operating expenses, excluding marketing, declined to SEK 582 million from SEK 665 million. This was driven by divestments, closures and restructurings over the last year. User acquisition costs for the quarter amounted to SEK 410 million, scaled up to support the growth in Mobile, with the balanced scaling of UAC supporting improved profitability in the business area. Other marketing costs delivered -- decreased to SEK 92 million from SEK 115 million, with lower new release activity in PC/Console compared to Q2 last year. CapEx of SEK 331 million was down SEK 203 million year-on-year, partly impacted by different phasing of film CapEx in the E&S business area, but also benefiting from the divestments, closures and restructurings carried out over the course of last year. The adjusted EBIT margin improved by 7 points to minus 1% with lower D&A as a result of less release activity in the quarter. Cash EBIT for the quarter of SEK 128 million represents a significant improvement of SEK 237 million year-on-year, driven by strong Mobile performance, lower CapEx in the E&S business area and the positive run rate impact of prior year divestments.

Philip Rogers executive
#6

Taking a look at the pipeline for PC/Console within Embracer. Upcoming core releases include the full launch of Titan Quest II, The Guild 1 Remake: Europa 1410 and Wreckfest 2, as well as a new IP, The Eternal Life of Goldman. On Titan Quest II, since its release in PC early access, the game has sold well over 500,000 units and built a solid track record on Steam with more than 18,000 reviews, 81% positive. This gives us a strong base ahead of the full PC and console launch. Interest continues to build with well over 1 million outstanding wishlists across platforms. The game launches on January 19. And on top of the upcoming core releases you see here, there is a steady stream of new iterations of previous releases, an area in which Embracer excels.

Muge Bouillon executive
#7

Overall, we are very happy with this quarter's performance. As you've already seen this morning, we have delivered net sales for the quarter of SEK 4.1 billion, up 14% year-on-year and ahead of our plan. The top line performance was primarily driven by strong growth in Mobile and E&S in the Embracer segment and in Licensing in Fellowship, partly offset by lower Publishing & Development sales in the quarter with limited new releases. Sales growth was also impacted by divestments of unprofitable assets over the past year as well as FX translation effects, which had a combined impact of around minus SEK 180 million for the quarter. Well, if we exclude the divestment and FX impacts, our organic and pro forma net sales growth stands at 20%. The gross margin percent for the quarter was 58%, down 7 points year-on-year, but up 2 points on Q1. The primary driver remains the revenue mix with a higher proportion of distributed products within E&S and Embracer, and together with sales mix effects within Fellowship. Operating expenses, excluding marketing costs, decreased from SEK 1.2 billion to SEK 909 million, supported by targeted savings actions, including divestments. UAC decreased around SEK 170 million to SEK 410 million, supporting the strong sales growth seen in Mobile within the Embracer segment, while other marketing costs decreased by around SEK 13 million to SEK 148 million. In total, operating costs as a percentage of net sales reduced by around 8 points year-on-year. We continue to maintain discipline and focus on our operating expenses. CapEx for the quarter amounted to SEK 681 million, down from SEK 806 million in the prior year, driven by lower CapEx in Embracer and partly offset by increased investment in key franchises in Fellowship. CapEx is largely stable compared with Q1. This results in cash EBIT for the quarter of SEK 203 million, up SEK 269 million year-on-year and a cash EBIT margin of 5%. The improvement is mainly driven by Mobile growth, catalog momentum and the effects of cost actions in the Embracer segment, together with the strong high-margin licensing performance in Fellowship. Moving on to cash flow. We delivered positive free cash flow of SEK 55 million for the quarter, a significant improvement compared to minus SEK 508 million in Q2 last year. On a trailing 12-months basis, free cash flow amounted to SEK 755 million, up over SEK 900 million compared to last year. We are very happy to see another quarter where TTM free cash flow continues to trend positively. The improvement was driven by improved profitability and lower CapEx, which I've described on previous slides. Lower tax payments and a smaller working capital outflow of SEK 31 million, partly aided by timing effects, also contribute. Below free cash flow, the share buyback program resulted in an outflow of SEK 224 million in the quarter, bringing the total repurchase under the SEK 750 million program announced in May to around SEK 324 million. The net cash flow from acquired or divested companies of minus SEK 43 million is primarily driven by the acquisition of the Island Hoppers IP in Embracer's Mobile business area. Earnout payments in the quarter were limited, and total remaining obligations related to historical acquisitions amounted to SEK 221 million. Cash effects of items affecting comparability were minus SEK 52 million, relating primarily to one-off cash costs arising from savings actions implemented in Q4 last year. The total cash flow for the period was minus SEK 253 million. At quarter end, we have a net cash position of SEK 3.3 billion. In September, we also secured a new SEK 2 billion revolving credit facility with a 2-year tenure and an option to extend for 2 further years. While considering undrawn facilities, the total available funds at the end of the quarter amount to SEK 8.3 billion. Finally, looking ahead, as Phil said at the start, we are reiterating our full year guidance of at least SEK 1 billion cash EBIT with increasing confidence following our performance in the first half. In the third quarter, we expect cash EBIT to be broadly in line with the third quarter last year, balancing an expected higher sales contribution from new game releases with sales mix effects and the strong catalog performance for Fellowship Entertainment in the comparison period. Full year free cash flow is expected to strengthen in line with cash EBIT year-on-year. We expect to see working capital variation between Q3 and Q4, leading to a heavy weighting of free cash flow delivery towards the fourth quarter. Overall, we're happy with the quarter, and we're working hard with our teams to continue delivering on the ongoing business while preparing for the spin-off of Fellowship Entertainment, which remains on track for the calendar year 2027. With that, I'll hand back to Phil for some closing remarks. Thank you.

Philip Rogers executive
#8

Thank you, Muge. Before we hand over to Q&A, I want to end with some final thoughts on our priorities ahead and the longer view on our businesses. Since we announced the separation in May, we've spent a lot of time explaining the structure of what is changing. As we move forward, our focus will increasingly be on the underlying business cases, why these 2 companies are stronger on their own, how their different business models create value and what investors should expect from each over time. For Fellowship, that means building an IP-led entertainment company based around great IP and showing more clearly how these worlds create value across games, publishing and licensing. For Embracer, it means a more focused home for proven entrepreneurial businesses, combining strong local leadership and clear accountability, disciplined capital allocation and a more selective M&A approach. The spin-off is an important milestone for both Fellowship and Embracer, but it will not define us on its own. What will define us is how well we deliver year-by-year for our fans, our partners and our shareholders. And our momentum is strong. The long-term trend continues to move in the right direction. On a trailing 12-month basis as of Q2, cash EBIT was SEK 925 million, compared to SEK 511 million for fiscal year '26. And here is the part worth holding on to. As you've heard this morning, that improvement came without any major new game releases in the period. It is a result of a more diversified business with licensing, catalog, Mobile and Entertainment & Services all contributing. With Dawn of War IV and Stage Tour just weeks away, and METRO 2039 and Tomb Raider: Legacy of Atlantis, Titan Quest II and more on the near-term horizon, I'm genuinely excited about what lies ahead. And with that, I'll hand back to our operator for Q&A.

Operator operator
#9

[Operator Instructions] The first question from Simon Jonsson, ABG Sundal.

Simon Jönsson analyst
#10

I want to start, first of all, on METRO and the 2 million wishlists that you shared. I wonder, is that on all platforms? Or what is it based on?

Philip Rogers executive
#11

It's a fairly traditional split. It's -- there's nothing surprising for us in that data. It's a good split as we expect in terms of where players are wishlisting right now and traditional weighting with PC, et cetera. So it's good and directional.

Simon Jönsson analyst
#12

All right. But it's across -- it's including all platforms, the 2 million?

Philip Rogers executive
#13

Yes.

Simon Jönsson analyst
#14

Yes. Perfect. Then I wonder on the physical distribution revenues here that remain very strong, better than expected again. I wonder, are there any new partnerships or effects that play into the strong trend you've seen recently? Or is it mainly due to timing and good releases from the existing partners?

Philip Rogers executive
#15

I think some partnerships are deepening. I mean, really here, I'm thinking about PLAION Partners. We've got a deepening partnership with Sony PlayStation, which I think is coming through. We've got deeper distribution also on the PLAION film side. But I think it's really a broad performance, including looking at the data with THQ Nordic's Entertainment & Services group. We flashed up some data about how that's now being combined and working more as one team, and we gave some indicative numbers of that. So I think it's really a broad performance. And there's been a lot of talk about physical in the market this week, reading a lot of news about physical with Nintendo and Zelda. So it's a very dynamic market. And I think we do see these partnerships very important and the potential to add to them over time and deepen as well.

Simon Jönsson analyst
#16

I see. And you mentioned deepening partnership with Sony. What's your view on that compared to what they have been saying about phasing out physical? Is this part of their strategy to transition out of it, to outsource more of it right now and then transition fully out of physical? Or what's your view on the situation?

Philip Rogers executive
#17

I think Sony's strategy is really for them to talk to. I think with partners, we're offering great services that more and more of the industry are choosing to adopt, I mean. And the PlayStation partnership is, to be clear, for physical consoles. So that's where we really are deepening right now, and we talked about publicly. But I think for the rest of the Sony strategy, it's really for them to comment.

Simon Jönsson analyst
#18

All right. Then a final one from me on the guidance here for next quarter. Maybe seems a little bit conservative given peak season for the backlog. You should still have a boost from the Magic royalties, I think. But you also mentioned that the METRO marketing is potentially ramping up a bit. Is that one major factor holding back cash EBIT? Or are there other factors that you expect to hold us back in Q3?

Muge Bouillon executive
#19

Well, as we have said, we are reiterating a guidance of at least SEK 1 billion. And as Phil stated, this is not a ceiling, it's a floor. And we've been indicating the importance of the second part of the year where we have exciting but important releases, which are yet to come, which are not yet in the pocket. So we'd like to keep focus, a level of prudence and assess well diverse risks and opportunities. So we are just conscious of the weight of both Q3 and Q4. We are confident, but we'd like to steer it as things happen and are executed.

Simon Jönsson analyst
#20

Yes, I understand about potential pipeline shifts in Q4, but is Q3 also supposed to be that guidance that you expect relatively flat cash EBIT year-over-year? Is that also supposed to be some kind of floor? Or it sounded like that's more a firm guidance, but should we read it as a floor as well?

Muge Bouillon executive
#21

That is our base expectation, I would say. Maybe worth reminding that last year in the comparator, we had [ KCD ] that performed very strongly. So that is our best view as of today.

Operator operator
#22

The next question from Nicolas Langlet, BNP Paribas.

Nicolas Langlet analyst
#23

I've got 3 questions, please, and I will go one by one, if that's okay. Maybe first, on the Hobbit card, great impact in Q2. Do you expect further impact in Q3? And how big could it be relative to Q2? And then curious if you have any other KCD initiatives in the pipeline based on Middle-earth or any other of your IPs?

Philip Rogers executive
#24

Thanks for your questions. I think we're still reading the data really on the Hobbit. I'll go back to Hasbro themselves said it's very hard to model the growth that they're seeing. So I think we're just sticking with some base assumptions. We've obviously got experience of what we delivered with Lord of the Rings. I think that's a good sort of reference case for us. Speaking more broadly, we're very excited about the initiatives that Asmodee are driving on the tabletop side. And indeed, now, I think even though we've announced the licensing sort of division that we're standing up, I think now we're beginning to orchestrate ourselves and really sort of drive licensing more broadly across many IPs. So exciting things to come for the future for sure, nothing that I particularly sort of wish to call out at this early stage today.

Nicolas Langlet analyst
#25

Okay. Understood. Then on the Q3 guidance, can you be a bit more specific between Fellowship and Embracer? Do you expect stability at both? And within Embracer, the RemainCo, what are the trends between the different segments you're expecting?

Muge Bouillon executive
#26

I think the level of detail we can provide is that we expect both of our segments to continue. We've already shared there is the upcoming releases, but there is also a catalog. There is also Mobile and Entertainment & Services. So without being specific, we really expect diverse businesses, catalog and new releases to be spread and to be contributing to our Q3 expectation.

Nicolas Langlet analyst
#27

Okay. And then lastly, on the development process, can you update us on the use of generative AI tools across the development process, where it works best, where it's more challenging and whatever you feel more or less confident those tools can actually improve ROI over time once you include all the cost to access and use the models?

Philip Rogers executive
#28

Yes, it's a great question. It's a far-reaching question. I mean, lots of prediction in there. I think the first thing to say is that, I mean, it's consistent with how we talked about AI in our AGMs of late. We're seeing -- if you think about development in 3 rough phases of sort of preproduction, production, postproduction, I'd say right now, honestly, where we're seeing the broadest utility is in a lot of the preproduction. So concepting is really quickening up. And that's very interesting for teams. It's often smaller teams, more agile in their approach, and they're really sort of pushing AI more and more. And again, it's the copilot, right? The humans are piloting what those concepts are. But really, in terms of what we can see on the screen, it's way quicker today than what we would have had many months or a year ago. I mean, I think in previous AGMs, we talked about workflows that used to take a month can now take just a couple of days. So it's very exciting in preproduction. I think postproduction, there's lots of utility as well with testing, again, all with that view of improving the game that we can ultimately deliver to consumers. And I think there's equal excitement sort of in the production phase. It's probably where we're not -- because production cycles are typically longer in that phase, and for many games that are in production right now, we, of course, we're not retooling mid-production. We're very much building around what we've understood and pipelines and technologies, et cetera. But it's exciting. I mean, where it can go, I think I perhaps would try and convey some of the resonance that our best creatives, our best engineers, our best animators, artists, storywriters, a lot of them are really excited about what the potential can be. And I think for an organization, that's an exciting point to be at. But too early to predict perhaps.

Operator operator
#29

The next question from Jesper Stugemo, Handelsbanken.

Jesper Stugemo analyst
#30

I have 2, if I may. The first one is around Mobile as it was up quite significantly. So what do you see in the market here in terms of competitions, return on ads? And how do you assess the UA environment entering Q3 to drive continued growth and profitability?

Philip Rogers executive
#31

I think we see -- thank you, Jesper, for your questions. I think we see Mobile is -- it's the same competition. I'd say, we've answered this question consistently probably 12 months ago. We see it as a highly competitive market. I think our teams are very specialist in how they approach Mobile with CrazyLabs and DECA. So I don't think we see the trend as anything other than stable through that time. Yes, there's competition for ROAS and UAC, et cetera, but I think we've got smart and we've got good traction in the content that we're delivering, and that allows us to deliver the growth that you've seen here pretty much quarter-on-quarter. So I'd say it's a consistently competitive trend, and we're operating well within that.

Jesper Stugemo analyst
#32

Yes, I see. Okay. And perhaps could you maybe give some more color on this cyber incident that we have read about in Warhorse Studios? If there are any potential data losses or impact on development in the AAA titles that are slated for the next years? Anything would be helpful.

Philip Rogers executive
#33

Yes. Thanks for raising that question. It's an important one. There's nothing -- I mean, we put out through Warhorse the official statements, and that's very much what we stand behind right now in terms of, obviously, the commitment to keep updating. Our first priority was and remains today Warhorse's people, getting the studio back on its feet safely. We're still working with the cybersecurity specialists, relevant authorities. We take these incidents clearly, they're very important for us, and we're doing everything that we can do. Based on what we know today, there's no material change to release plans to our outlook. And standing back, we continue to understand the dynamic of such instances. And sadly, it's not uncommon now in our industry, as you've seen through other companies. But we're very committed to strengthening our security and recovery capabilities to make sure that we can weather such incidents if and when.

Operator operator
#34

The next question from Thomas Nilsson, Nordea Bank.

Thomas Nilsson analyst
#35

Two questions. First, there are a lot of articles about Chinese competitors in mobile gaming growing. What's your view on the Chinese companies as competitors in mobile gaming? And second, when it comes to the capital structure of Fellowship and RemainCo, what's your view on what would be the optimal capital structure for the 2 companies going forward?

Philip Rogers executive
#36

Thanks, Thomas. Perhaps I'll take the first and Muge, you take the second.

Muge Bouillon executive
#37

Sure.

Philip Rogers executive
#38

I can imagine there are lots of articles about Chinese competition. We've seen this again broadly across the industry for some time now. I think standing back, we welcome competition. It's -- the world is increasingly competitive. And I think it keeps us on our feet, on our toes as to how we deliver in the case of all gaming platforms, but particularly with Mobile, how we deliver games that attract human beings and people look to play, and that we've got the business smarts to drive the right level of player engagement and retention. So again, it's a trend for sure across multiple factors of life today, but nothing that we see as a major headwind.

Muge Bouillon executive
#39

Regarding your second question, so obviously, as part of the spin-off and as part of Embracer's current structure, we are and we will be identifying the needs for each group, each segment, and we want to ensure that the capital structure is in line with both short-term, but also strategic view in order to enable each segment to pursue the ambition. But this is really something that we'll be refining as we go through the process in the coming quarters.

Thomas Nilsson analyst
#40

Okay. And just a follow-up. Do you have any plans when you expect to host the capital market events that you have alluded to?

Muge Bouillon executive
#41

No, not yet, but we are on track with the listing window that we have expressed. So we'd like this to happen in course of calendar year 2027. So we've already engaged diverse streams. We are working on a focused manner. So I think each quarter, the more progress we have, the more we'll be in a position to give more color. So it is going to come, but a bit too early to say today.

Operator operator
#42

The next question from Erik Larsson, SEB.

Erik Larsson analyst
#43

Hope you can hear me and all is well. I have 2 questions. First, on Entertainment & Services with the strong performance here. When do you see this type of growth levels normalize? And are there any items in here today driving the outperformance that we will talk about as a headwind a year from now that you would like to highlight?

Philip Rogers executive
#44

That's a good question. We've got a growing -- I'll come back to the relationship with Sony. I mean, that is a growing relationship with PlayStation. I think that it is deepening. So I think that will continue to offer top line growth opportunities for us. I look at the roster of games also, which over this near short-term, we will be continuing to distribute. And as that broadens, I think, again, that gives us top line opportunities. So there isn't anything really in this immediate term that I'd like to flag. I think it is increasingly, as the industry matures, of course, there's partner-type businesses and PLAION Partners being a great example where it gives us more opportunity to extend relationships. Some time ago, we were obviously talking about NEOGEO on the retro side, which is also part of PLAION Partners in the E&S. And obviously, that's been delayed out from this fiscal year. So I think those are also growth opportunities on the horizon that I think we'll be talking about. So interesting time for sure, nothing that I really flagged that is overly seasonal or directional in that sense.

Erik Larsson analyst
#45

Okay. That's helpful. And then just a final question on free cash flow. It's been clearly affected by working capital here in the past 2 quarters. And you did talk a bit about free cash flow there at the end of the presentation, but how should we think about working capital here going forward? And maybe if you could give some specific flavor on the dynamics for Entertainment & Services, I guess that the strong growth there is tying up some capital as well.

Muge Bouillon executive
#46

So it is true that the fact of having diverse businesses with the recurring and the seasonal drivers might make the cash flow picture sometimes hard to understand. But as you say, Entertainment & Services is a big driver when it comes to primary working capital swings. Indeed, we are very happy with the first 2 quarters overall free cash flow performance, which came in more favorable and better than historical trends without key releases, as you know. So we have also improved our working capital management, which we expect to continue. But Q3 is a period where we built both working capital and we were able to advance part of Q3 into Q2. So that explains why we do expect a more normalized working capital movement, the buildup to happen during Q3.

Operator operator
#47

The next question from Amar Galijasevic, DNB.

Amar Galijasevic analyst
#48

A few questions here. Firstly, maybe digging into some of the topics already discussed a bit. But on the Q3 outlook and the flat cash EBIT year-over-year forecast, would it be possible to maybe talk about it Q-over-Q and then talk about the mix outlook here? I'm thinking perhaps positive effects from Stage Tour, Dawn of War IV, solid Mobile, but are you penciling in some negative catalog effects from the GTA release? Or would it be possible to put some words to that?

Muge Bouillon executive
#49

I'll perhaps start. So when we work and as we reiterate our full year, of course, we do take into account different risks and opportunities, but each Embracer segment is working on its catalog and new releases and trying to set its own objective based on what we already control. So last year, for example, KCD was a big contributor. So we know already which releases are lined up, which make the heavy weighting in Q3 and Q4. During Q2, as you know, licensing was a factor, which made a difference in the comparator period. And when I talk about Mobile performance, as you know, we've been investing heavily in the prior year where we said we expect these to deliver in the coming year and quarters. So it's a combination of several factors, which explain the view. I would say, overall, there is the licensing revenue. There is the new releases we talked about in Q3, Stage Tour, Dawn of War, there is a seasonality we talked about. And yes, that would be it, I would say.

Philip Rogers executive
#50

And I think on the bigger trends, I mean, I think everyone is excited about GTA and obviously, that does take out money, right? It does stand for a lot of consumer spend for that period of time. So there probably will be some impacts on catalog, which we're trying our best to model through in that sort of pragmatic way. I'd say counter to that, we have a holiday season where traditionally it's been very hard to predict. And often, we've underpredicted really the demand that we can get through our catalog. So we're balancing that very carefully. And I think just on the Stage Tour and Dawn of War, I mean, they're late in the quarter. I mean, they're launching in December. On Stage Tour, there is the physical bundles, which will reflect most of the revenues that we're driving in Q3, but really the digital sales of the base game, they're already starting sort of from that mid-December point going forward. So we push as much as we can through the end of December to deliver strong. So that's why I perhaps add some words hopefully helpful on that point, Amar.

Amar Galijasevic analyst
#51

Yes. That's very helpful. And then if I may also, you talked a bit already about the licensing on the Hobbit trading cards, and you mentioned you have some learnings from the previous sets of the Lord of the Rings trading cards. Do you mind sharing a bit on how that's trended, the 3 to 6 months after release, and what you learned from that?

Philip Rogers executive
#52

Well, we certainly saw the launch quarter as the major quarter. And I think we saw then historically, the following quarter was still fairly significant. But I think we're in a sort of different era a little bit now with the game and how consumers are playing it. I mean, that was some years ago, and I think Hasbro themselves have said how hard it is to predict. So we're looking sort of -- we're keenly looking at it, really, I'd say. But I think it's balancing that sort of historic trend with how players are playing TCGs right now. And we've maintained that sort of prudent view really sort of in our base.

Amar Galijasevic analyst
#53

Okay. Got it. And then just finally, if I may, on the Fellowship gross margin. Maybe I missed something that you said here, but the gross margin was down in Q2 here, both year-over-year and Q-over-Q. I mean, it should have been quite good drop-through on the licensing revenues? Or is there any other effect we should keep in mind? On Fellowship, I'm talking about.

Muge Bouillon executive
#54

Yes. So for Fellowship, the primary reason of the drop is really the sales mix effect. So it's the other revenues in Publishing & Development, which is really high gross margin, but low cash EBIT margin. So it's really mainly the other revenue. Had they been steady, the gross margin percentage would be comparable with last year, I would say.

Operator operator
#55

The next question from Rasmus Engberg, Kepler Cheuvreux.

Rasmus Engberg analyst
#56

Just coming back to the previous question, actually. So the reason that other operating expenses are -- they are extremely low compared to what I had thought. Is that the same reason then that in Fellowship that the other revenues are lower, therefore, the other expenses are also lower?

Philip Rogers executive
#57

That's right. I mean, so within the other operating expenses, we have the people costs, the co-development work, work-for-hire. So as that's declined, and I think that's showing in that line.

Rasmus Engberg analyst
#58

And that other revenue, is that something that it's been declining for a while and it's a difficult market, it's something that we should be a bit cautious of going forward as well or...

Philip Rogers executive
#59

Well, I think it's -- it reflects the nature of the contracts that we're working on. So 2 good examples there. And we call it work-for-hire, but I also call it co-dev, and it's very -- in some cases, very strategic. So the work on Tomb Raider, obviously, we're building 2 big games with Amazon, and that's been shown through that other revenue line. Obviously, as we get towards the launch of Atlantis, then that revenue declines because we're closing out those projects. So I think we have to watch it a little bit. Again, it's hard to predict. But I think generally, you're right, Rasmus, that the industry generally for work-for-hire is trickier than it was at its peak and stuff. But I think we'll continue to do selective contracts here, and we'll just make sure we -- that's understood.

Rasmus Engberg analyst
#60

And the second question, as we are approaching 2 launches in Q3 and 3 launches in -- or at least -- well, 2 large launches in the fourth quarter, do you expect that your CapEx, which was up sequentially, will it continue to ramp from this level sequentially?

Muge Bouillon executive
#61

On the full year basis, we had said that we expected the CapEx trend to be lower than of last year. And I think if you look at the quarterly run rate trend and so on, so it is consistent. So while, of course, from one quarter to another, in line with the releases, there is the investments that you can see, and we will continue investing in those areas. I would say, we are in a better position to size and shape them.

Rasmus Engberg analyst
#62

But on the coming 2 quarters, is it up now? Or is it stable? Or what should we be expecting?

Muge Bouillon executive
#63

So overall, it's going to follow the release cadence. So of course, if you were to look at the games releasing in February, it's mainly polishing, right? So not ramping up from -- further from these levels.

Operator operator
#64

The next question from Nick Dempsey, Barclays.

Nick Dempsey analyst
#65

I've got 2 questions left. So I guess you called out Sled Surfers and Glow Fashion Idol is helping strong performance in Mobile in this quarter. Should we think of those games as having a relatively short life in terms of their revenue contribution? So we should watch out for a tough comp next year? Or could they continue to be contributing well kind of at these levels for many quarters? So understand the nature of those games. And then second question, I guess, if the next Kingdom Come: Deliverance is coming in your next fiscal year, that doesn't feel like a long gap after the last one compared to some of your development patterns for games in the past, also some other players. So how ambitious are your plans to develop that game in new directions compared to the second title in around 3 years or a bit less?

Philip Rogers executive
#66

Yes. Thanks, Nick. I'd say that Glow has been around actually for close to 2 years, and it's now growing. So I listened hard to your question thinking about these games. I mean, Sled Surfers -- I thought, are we going to see seasonal impacts there? But actually, it really performed well through each and every quarter that we've reported on it. So I don't see anything right now that gives me sort of reason to doubt the longevity. Again, it's all powered by a very strong team at CrazyLabs who are smart at finding gamers and retaining gamers. And so I think that's how I'd answer the first question. We believe in those titles. I think with Kingdom Come next, one thing -- we don't -- not all games are sort of -- some games are more developed in parallel. So I think that's one way that teams have traditionally used to shorten development cycles in terms of perception, because you can actually start reusing systems and a lot of the underlying tech and games to actually produce, then think about that sort of preproduction, production phase. You can actually produce and really benefit from all the investments in previous titles. So I'm sure you don't believe this, but games aren't started from scratch, a complete sort of blank canvas. We're starting creatively and production-wise, technology-wise. And obviously, the strength of KCD gives us sort of massive backbone there to really build off. And of course, make sure that it delights fans. We know the audience for Kingdom Come: Deliverance, how they played it, the stories they love, then it's really serving that fandom in the best way possible. So I think that allows us to think differently about the production cycles.

Operator operator
#67

The next question from Jacob Edler, Danske Bank.

Jacob Edler analyst
#68

I think most of them have already been answered. But I just wanted to pick your brains a bit on GTA from a more kind of medium-term perspective. You've discussed that there may be some catalog impact during Q3. But a lot of consumers have ahead of this release and buying consoles, and the online version of GTA is not releasing until some time next year. So when consumers have kind of finished the campaign, they might be wanting to buy some other games to play heading to the start of next year, and you have a very robust kind of pipeline for Q4, right? So just to kind of pick your brains, do you think there could be some kind of positive midterm impacts from the GTA launch of kind of reactivating gaming communities? That's the first one.

Philip Rogers executive
#69

Yes. I mean, absolutely certainly. I mean, I believe in the positive catalyst that is GTA. Of course, you've got lapsed fans or gamers coming back in consoles that have been turned on now when they haven't been, and that offers us opportunities to sell. I think that's the trading side of our business to make sure our titles are in front of people at the right price points and right opportunities. And that's what we've been successful at sort of recently in terms of growing that catalog. None of our games reach a saturation point. If you think about a game like Kingdom Come: Deliverance, the player base can grow, and that's our job now to find those gamers as ever. So more and more people connected online, online stores is that opportunity. Of course, the other factor is just the spend within GTA and how that impacts consumers, but we've got to make sure we've got the right propositions in front of the right people, and we know we've got the right titles. So there's definitely confidence there. And as I say, I love the fact when our industry has been talked about at the scale when you've got launches like GTA, it's exciting.

Jacob Edler analyst
#70

Very clear. Just a last housekeeping question. Just talking a bit about -- you're talking about marketing costs ramping up a bit ahead of the releases here in Q3 and Q4. But should we expect marketing costs to be a bit more tilted towards Q4, given the marketing campaign for METRO, so to speak? So come up a bit in Q3, but even more in Q4, yes.

Muge Bouillon executive
#71

I think that will be a fair assessment, Jacob.

Operator operator
#72

The last question from Simon Jonsson, ABG Sundal.

Simon Jönsson analyst
#73

Just coming back with one more question on Entertainment & Services here in the quarter, Call of Duty. I guess Call of Duty was releasing a little bit early to not be affected by GTA. Have you seen any impact of that? I mean, it released already in early October. So did you have any spillover of revenues usually coming in next quarter, arriving here in Q2?

Philip Rogers executive
#74

I think it's too early to comment on that. You're right that we work with Call of Duty, but that's really a comment for the Call of Duty team.

Operator operator
#75

That was the last question. I would like to turn the conference back over to Mr. Phil Rogers. Thank you.

Philip Rogers executive
#76

Well, thanks, everyone, for joining today. Thank you for your questions. Thanks for our teams also around the world. And with that, we will close the conference.

Operator operator
#77

Ladies and gentlemen, the conference is now over.

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