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Qiiwi Games AB (publ)
11/13/2025
Vi är redo att starta dagens kvartals rapportspresentation och hoppas att alla ser vår presentation och så vidare. För de som inte vet så är mitt namn Erik Dahl-Rundberg, vd och the founder of Kiwi Games. Today we will talk about our Q3-rapport 2025, som jag kommer att presentera och gå igenom den först här tillsammans med Daniel Svensson, Head of New Games, och även Marcus Dahle som är CTO och ansvarig för live operations-delen inom bolaget. So, after that, we'll do a Q&A session, if possible, to send in and ask questions, where we answer the questions that we can do. And you can send in questions there via the Zoom client that you use. We'll keep going here. And quarter three, 2025. Bredspelskänsla plus underhållning i lika med framtiden har vi som rubrik och det binder samman en hel del av det arbete som vi har gjort under Q3 och Q4 med att genomlysa vår strategi och göra en del justeringar och nyanseringar. to get a really strong strategy here in the future, which we really believe is the way for the success of Kiwi Games. And we will talk more about this later during the presentation. But it has been a comprehensive work during the quarter. and also the introduction of Q4, with the game strategy for New Games. And we also see during the third quarter that Backpacker Go has achieved stronger and stronger results. And that's a game that we have under the third quarter, and also now a bit into Q4, it has been the game that we have focused on with the development of new functions, game content, and to try to improve the keyboard, and we will talk more about that as well, what we have done there. And let's look at... The revenue is about 3.5 million SEK, which is a reduction compared to the previous year, which ended at 4.4 million SEK. That it is a reduction compared to the previous year is still related to the fact that we have a smaller share of revenue from our older game titles. It is above all Wordington, Extreme Makeover and Midsommar Murders. But if we look at it sequentially, compared to Q2 2025, we increased the turnover by about 6%. And that is largely due to Backpacker Go, which is the game that we have worked a lot with and which has increased the turnover during these quarters sequentially. So Backpacker Go pairs a whole lot of... the decline that the older titles have, which is very positive. And if we look at the turnover, Backpacker Go has now come up to 51% of the total turnover generated. Word and Tom 22% and Midsommar Murders 8%. So Backpacker Go has become an increasingly important title for us and Moving on to the next slide, we have EBITDA. It landed at minus 0.8 million SEK compared to minus 0.3 million SEK in the previous year. The EBITDA results have been sequentially improved. It's the best EBITDA result this year and we are on the right track to reach the Black Even level with the current development we're seeing now. So the additional cost savings that we have made during the year have had an effect and we will see additional effects of that under Q4 here, where the last effects of the optimisation and cost savings that we announced here before the summer will have its full effect. Then we will see it fully first and foremost in Q1, when we do not have any costs related to the cost savings left within the company. So then we will really see the full effect of it. But if we continue with the stabilization and improvement of Backpacker Go, as we have seen in recent times, we will be able to reach break-even levels with the current development and the cost base that we have within the company in the future. Which is nice and creates a job for us to be able to develop. Nya spel som kan nå betydligt kraftigare tillväxt än vad vi har i dagsläget i portföljen. Men det är också väldigt positivt att vi har den spelportföljen vi har idag som ger en trygghet i sig och en arbetsro hos oss. Tittar vi på UA-marknadsföring så investerade vi cirka 1,4 miljoner SEK under rapporterade perioden. similar to the same period last year. Most of this investment is made in Backpacker Go as a game title. That's what we work with most of the time. We work a lot with AI-generated ad material, which has allowed us to create new kreativa vinklar och möjligheter med annonsmaterial som vi använder och det har gett en positiv effekt i resultat i U-arbetet att vi får en aning billigare install så vi kan också betydligt snabbare göra annonsuppdateringar och testa nya annonsmaterial som vi tidigare inte hade möjlighet att göra. Så där fortsätter vi att vara aktiva och take part in the new services that are coming in order to be able to generate ads and video material quickly and effectively. We are also increasing our UAV investment by about 17% compared to Q2 2025. One effect of this is that we have seen A positive development for Backpacker Go and we have been able to invest more and more under Q3 for that game title. And also on some new advertising networks that we have not used before for the game title. So it gives new opportunities for Backpacker Go to grow on new markets and so on. If you look at Conversion, it is on historically high levels. Conversion is a key word that shows how many players, on average, on a daily basis, make purchases in our games, which converts to making a purchase. During the period, it hits 1.20%. If we look at it compared to MAD, Q3 there, we see a big increase there at about 85%. And it's also related to Backpacker Go, which has seen a very nice development around the share of buying players. And it's mainly the in-app purchase revenues that have increased during the Q3 period compared to earlier We'll talk a bit more about why the in-app purchases have increased under the live operations slide. And then we'll jump over to some live operations focus. And since all of our game viewers are currently in live operations, Thank you very much.
And during the quarter, as Erik mentioned, the biggest focus has been on Backpacker Go. And we really feel that the work we have done there has It has brought fruit in a way with the conversion increase that Erik showed you on the previous slide and increased engagement. We have made several valuable efforts that have increased both the joy of playing and contributed to higher revenues. One of them is the launch of what we call Backpacker League. Therefore, the players compete in a division system and successively, week after week, rank up or down based on how well they perform. So the higher up you get in the divisions, the harder it becomes to stay in the divisions and to go up to the next. And this is part of the increase in conversion. The higher division you get in, you will probably indirectly need to spend a little more time and with that in some cases also money to stay. We have also introduced several new interactive events such as the Air Balloon, Race to the Gate and Souvenir race, as we call it. A bit different name in different languages. But where the players compete against themselves in the air balloon event to get as high as possible. And in these race events you compete against other players. And there we have also got a smart segmentation so that the players meet players who match their own level of skill, if you say so. So if you are a good player you get better resistance and with that it becomes it also makes it more fun to play games. It shouldn't be too easy, but it shouldn't be too hard either. And this is also part of the increase in conversion, that you get resistance as the game player's profile. We've also released more game passes, or battle passes, in the game. We have a new turning pass for those who feel that they need more turns. You can get a premium pass that gives that. We have one that gives souvenirs for those who are driven by the collection in the game. And also the classic, what we call travel pass, which covers the whole game in a way. And we also have a Halloween pass that we have had live now in October and into November. And soon the Christmas pass will also go live to the players with some unique Christmas souvenirs and Christmas thematization. En annan höjdpunkt är att oktober då blev spelets näst bästa månad någonsin sett till intäkter. Och det är väl ett bevis på att det vi har gjort faktiskt har gett resultat. Vi har även lanserat den 150e staden och flera därefter. Den 150e blev Kiruna efter en omröstning från spelarna. Och det är även så vi jobbar with improvements and new features in the game. We've had a close collaboration with the active players, we've had revisions and a close dialogue with the players who are most active in the game. For our other live-op games, besides Backpacker Go, we are still updating them, keeping them compliant and updating them with SDKs and announcement partners to give as good revenue as possible, especially now before Q4 and what is called Q5 around Christmas. And we are also trying to make sure that in those games we can keep some kind of theme or theme event to increase further engagement in those game titles. But that was all from LiveOps, so I'll pass it back to you.
Thank you very much. Exactly, a positive development for Backpacker Go, as Marcus mentions here, and A thing to connect back to from the UAE and marketing slide is that we have found some new markets to market the game against the last period. And one of the markets is the USA, which is a gigantic market that the game has not had. The market has moved on much earlier. We have had some difficulties with the American market, but there we have seen an improvement. And it's a gigantic market. If you manage to get some form of scalability and the opportunity to grow the game. So right now, and even earlier, we still have a very low number of daily active players in the USA. But if it were to continue as it has been so far, there are great opportunities to grow the game to new ones. to a new audience that we haven't been able to reach before. Other interesting markets are still the UK, but also Germany, where we've seen positive effects lately. So... Intressant utveckling för Backpacker Go. Vi går vidare till nästa slide och då ska vi hoppa vidare till New Games. Här blir det lite fokus kring vår nya spelstrategi som vi också pratar om en del idag i vårt vd-ord och i rapporten. And I'm going to hand it over to Daniel Svensson, who can take over and present a little bit about it.
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