tinyBuild FY2025 Annual Results
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2
PRESENTING TODAY
3
Alex Nichiporchik
–
CEO, Founder
20+ years’ industry experience. Pro-gamer,
shipped tens of titles as Producer,
discovered pillar titles and built
relationships with key influencers.
Giasone (Jaz) Salati
–
CFO
20+ years’ finance experience. Top ranked
equity research analyst, and Chief
Innovation Officer for tech and media
companies.
AGENDA – FY 2025
4
OPERATIONAL REVIEW
FINANCIAL REVIEW
STRATEGY
APPENDIX
OPERATIONAL REVIEW
Alex Nichiporchik, CEO
▪
Investments in new IP bearing fruits (e.g.
The King is Watching)
▪
Strong operating leverage resulting from
Own-IP strategy
▪
Growth ambitions supported by strong
pipeline (seven games in the top 200
Steam global wishlist)
▪
Data-driven capital allocation boost
investments in high-potential games
▪
Cost management and focus on cash
generation here to stay
FY 2025 – BACK IN THE GAME
6
7
$35.5m
consolidated revenues
86%
of sales from Own-IP
>100
games portfolio
$4.6m
cash at the end of Dec ‘25
FY 25 HIGHLIGHTS
$5.6m
Adj. EBITDA
1
88%
of sales from catalogue
1 Adjusted EBITDA is presented net of amortisation of development costs, excluding impairment of intangible
assets, depreciation, share-based compensation expenses, releases of accrued royalties and other significant
one-off other income or expense items
DIVERSIFIED PORTFOLIO/ OWN-IP
* Gaming revenues exclude revenues from Development Services and Events
86%
OWN-IP
AS % OF GAMING
REVENUE*
FY24
OVER
100
GAMES
FOR A DIVERSIFIED PORTFOLIO
8
FY25
BACK CATALOGUE / FRONT LIST
88%
BACK CATALOGUE*
AS % OF GAMING REVENUES**
* Back catalogue is defined as any games released in the prior financial year and before
** Gaming revenues exclude revenues from Development Services and Events
9
FINANCIAL REVIEW
Giasone (Jaz) Salati, CFO
FY 25 – SUMMARY
▪
Investments in software development
decreased to $11.8m, or 33% of revenues, in
line with pre-pandemic trend
NOTE: results are presented on a continuing basis, excluding Red Cerberus (April 2025 disposal)
1 Net Game Revenues exclude Events revenues; 2022-2023 include Red Cerberus
2 Adjusted EBITDA excludes expenses related to the IPO, one-off legal fees and share based compensation expenses;
includes amortisation of Development costs2022-2023 – H1.2025 include Red Cerberus
Software Development
▪
Adj. EBITDA was $5.6m in FY 2025 ($6.1m
loss in FY 2024) demonstrating high
operating leverage
Adj. EBITDA
2
Net Game Revenues
1
▪
Net game revenue returned to growth in
FY 2025 were $33.9m (+16.5% y-o-y)
thanks to strong catalogue performance,
including Deadside launch on console.
11
ADJ. EBITDA
12
$5.6m
Adj. EBITDA in FY 2025
▪
Swing to positive Adj. EBITDA in
2025 primarily driven by more
favourable revenue mix (own-IP)
▪
Continued cost control enhances
operating leverage
▪
Impairments also includes a $1.8m
charge for the Versus Evil brand
▪
Revenue from game sales (including Licensing)
increased 7%; DevGAMM continued to perform well
with a 19% increase
▪
Cost of sales dropped 10% in spite of higher
revenues, primarily due to a favourable revenue mix
(own-IP)
▪
G&A decreased due to the direct impact of cost
action taken at the end of 2023-24
▪
Adj. EBITDA improved to $5.6m ($6.1m loss in FY
24),
demonstrating strong operating leverage
PROFIT & LOSS
1. Excluding platform deals
2. Including platform deals
3 Excluding share based payments, Excluding amortisation of acquired IP
13
(12m to 12/31/2025, audited, $’000)
2024
2025
Change
Game and merchandise royalties
29,861
31,965
7%
Development Services
(805)
1,896
n.a.
Events
1,382
1,650
19%
Total Revenue
30,438
35,511
17%
Growth
-24%
17%
41%
Cost of Sales
(18,672)
(16,821)
-10%
Impairments of development costs
(13,663)
(3,927)
-71%
Administrative Expenses
(19,235)
(14,804)
-23%
Impairments of intangible assets
0
(3,305)
na
Exceptional costs
1,024
500
-51%
Operating profit
(20,108)
(2,845)
na
Margin
-66.1%
-8.0%
58%
Add back:
Impairments
13,663
7,231
-47%
Other Operating Income
(1,024)
0
na
Share-based payment expenses
147
231
57%
Amortisation of purchased IP & Intangibles
3,471
3,181
-8%
Other
(2,207)
(2,200)
0%
Adj. EBITDA
(6,058)
5,597
na
Margin
-19.9%
15.8%
36%
DEVELOPMENT COSTS
▪
Software development investments decreased in FY
2025 while the budget for a number of games increase
significantly to reflect growing audience validation
14
▪
9 projects have an annual spend of over $500k, including catalogue
and
unreleased titles. Spending on a single game rarely accounts for over
10% of the total, maintaining a well diversified pipeline of new games
40
PROJECTS UNDER DEVELOPMENT
$11.8m
DEVELOPMENT INVESTMENTS
CASH FLOW
(12m to 12/31/2025, audited, $’000)
2024
2025
Change
Profit/ Loss for the period
(20,594)
(4,180)
na
Share-based payments
147
231
57%
Amortisation of intangible assets
13,892
10,497
-24%
Impairment of goodwill & intangible assets
13,663
7,231
-47%
Depreciation of tangible fixed assets
522
165
-68%
Finance costs/ Interest received
144
4
-97%
Income Tax (credit)/ expense
333
531
59%
(Increase)/ decrease in receivables
5,691
596
-90%
Increase/ (decrease) in payables
(6,469)
(2,054)
-68%
Gain on disposal of intangible assets
0
(500)
na
(Profit)/loss on disposal of operations
0
707
na
Income tax paid
0
(559)
na
Other
(1,039)
(4)
-100%
Net Cash Generated from operations
6,290
12,665
101%
Software development
(19,315)
(11,784)
-39%
Proceeds from disposal of intangible assets
2,594
763
-71%
Purchase of property plant and equipment
(22)
(55)
150%
Net cash used in investing activities
(16,743)
(11,076)
-34%
Proceeds for share issue
11,409
0
na
Purchase of own shares
(69)
0
na
Lease Payments
(299)
(64)
-79%
Net cash used in financing activities
11,041
(64)
na
Cash (at end of period)
3,088
4,615
49%
▪
Net cash generated from operations doubled to
$12.7m (FY24: $6.3m), as higher adjusted EBITDA
more than offset the adverse working capital
movement.
▪
Investment in software development decreased to
$11.8m (FY24: $19.3m), while the Group continues to
maintain a strong development pipeline.
▪
Net cash at the end of the period increased by
$1.5m, strengthening the Group’s financial position.
CASH UTILISATION
$4.6m
CASH
AT 30 DECEMBER 2025
16
▪
Cash position improved to $4.6m at the
end of December 2025 thanks to a
strong operational performance
▪
$11.8m investments in development of
new games
▪
M&A generated $0.8m net proceeds
(disposal of Red Cerberus)
BALANCE SHEET
17
▪
Intangible assets decreased as a result of impairment
charges, including a $1.8m impairment of the Versus
Evil brand.
▪
Receivables decreased by $1.9m, primarily due to the
timing of receipts on several large contracts.
▪
Accounts payable decreased by $5.1m, primarily due to
a reduction in accrued royalties.
▪
Deferred revenue increased to $1.9m, primarily
reflecting cash received in advance under larger
contracts for which revenue recognition is deferred.
(12m to 12/31/2025, audited, $’000)
2024
2025
Change
Intangible Assets
41,750
35,301
-15%
Property, Plant and Equipment
661
133
-80%
Other Assets
408
412
1%
Total non-current assets
42,819
35,847
-16%
Trade and Other Receivables
7,951
6,031
-24%
Cash
3,088
4,615
49%
Total Current Assets
11,039
10,646
-4%
Total Assets
53,858
46,493
-14%
Lease Liabilities
218
0
-100%
Provisions for Liabilities
154
236
53%
Total Non-Current Liabilities
372
236
-37%
Accounts Payable
14,441
9,320
-35%
Other Current liabilities
164
71
-57%
Deferred Revenue
0
1,878
na
Total current Liabilities
14,605
11,268
-23%
Total Liabilities
14,977
11,504
-23%
Equity
38,881
34,989
-10%
Total liabilities & Equity
53,858
46,493
-14%
Net Cash Position
3,088
4,615
49%
STRATEGIC REVIEW
Alex Nichiporchik (CEO, Founder)
CASE STUDY: THE KING IS WATCHING
19
▪
from jam prototype to stronger roguelike
▪
1 million+ players on free Itch.io and Opera GX
▪
Steam Next Fest key breakout (60k wishlists)
▪
11-hour playtime boosted Steam’s algorithm
▪
Localisation led to ~40% of sales from China
-> top 3 launch on Steam
CASE STUDY: HOZY
20
▪
Revealed at tinyBuild Connect 2025 + demo
▪
Hit 150k wishlists within ~4 months of reveal
▪
Steam Next Fest Feb 2026 breakout, top cozy demo lists
▪
300k wishlists milestone (Feb 18, 2026)
▪
400k wishlists (Mar 11, 2026)
-> March 30, 2026 launch
CASE STUDY: D-SIDE
▪
Dead
side console launch after 5y early access PC
▪
150k new players in 2 weeks (trial conversion)
▪
Duck
side from April’s fool to real survival game
▪
Traction exploded as big survival influencers jumped in
▪
Systems cross
‑
pollination: progression, base
‑
building, etc.
-> “engine franchise” based on HN blueprint
21
ANNOUNCED PIPELINE
22
1.
ALL WILL FALL
(#167)
– a physics based city builder
2.
Hello Neighbor 3
– a physics-powered heist / home-alone game by the creator of Hello Neighbor
3.
Hozy
(#135)
– a cozy renovation and decorating sim
4.
Kingmakers
(#7)
– an action/strategy sandbox to change history with time travel
5.
Restory
(#175)
– cozy, narrative-driven shop management simulation game
6.
Sand
(#49)
– a multiplayer sandbox shooter from the developers of Secret Neighbor
7.
SpeedRunners 2
– highly anticipated sequel to tinyBuild’s competitive platformer and first published game
8.
Streets of Rogue 2
(#81)
– an immersive RPG sandbox set in a vast randomly generated open world
9.
The Lift
(#142)
– First-person puzzle simulator / Atmospheric exploration
10.
Trainfort
– unique physics-powered co-op survival crafting game
FRANCHISE EXPANSION
▪
Hello Neighbor 3 devlogs traction
▪
Season 3 Animated series + movie
▪
Modding relaunched Hello Neighbor
▪
Portfolio effect expands brand reach
-> full multimedia development
CLOSING REMARKS
Alex Nichiporchik (CEO, Founder)
CORE STRATEGY
Global
developer
publisher…
…focused on IP
ownership…
…creating long
term scalable
franchises…
…across
multiple
media
formats
25
OUTLOOK
26
The Board remains confident the Company has adopted
the right strategy and is on track to deliver
results at least in line with expectations
Q&A