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Huuuge Games FY2024 Q1 Earnings Release

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May, 2024 Q1 2024

PRESENTATION

MAY 2024

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Wojciech Wronowski

Chief Executive Officer

Marek Chwałek

Treasurer, EVP Finance

To learn more please visit:
https://ir.huuugegames.com/governance

TODAY’S PRESENTERS

$70m Share Buyback executed in April 2024

Strong cash position: $163m as of 31 March, 2024

Core franchises: main KPIs stabilize

DAU consecutive growth since Q2 2023

$
67
m

REVENUE

vs.
$71m
Q4 ’23

$
22
m

Adj. EBITDA

vs.
$26m
Q4’23

$
46.34

ARPPU

vs.
$47.73
Q4’23

Maintaining cost discipline

User Acquisition costs almost doubled YoY, but overall operating

expenses were flat YoY (savings in R&D, G&A and platform fees)

EBITDA margins high despite marketing spend increase

Direct-To-Consumer channel growth

DTC responsible for 12% of sales in April

HIGHLIGHTS

BUSINESS

UPDATE


Core franchises revenue in Q1 2024 decreased

QoQ as in Q4 2023 we took advantage of seasonal

effects and stronger monetization.


UA spend for core franchises in
Q1 2024

increased by 86% YoY
, and 13% QoQ.
We are not

planning to significantly increase UA spending in

the coming quarters
. We aim to further refine our

marketing mix and maintain expected paybacks

within our targets.


Sales profit
for Core franchises in Q1 2024

decreased by
18% QoQ mainly due to higher

marketing spend.

CORE FRANCHISES

Q1 2024 revenue slightly decreased QoQ, UA spending increased significantly YoY

Player base trend reversal

Stabilization of our player base is a result

of increased marketing spend. Average

monthly installs have doubled compared to

Q1 2023

Managing the growth

Broadly stable performance expected in Q2

2024, we are trying to balance churn and

longevity vs monetization

Core franchises’ main KPIs stabilize

Q1 24 DAU +2% QoQ; Q1 24 DPU -1% QoQ

CORE FRANCHISES: MAIN KPIs STABILIZE

Our core games have stabilized since Q2 2023: operating KPIs flattened


DTC revenue reached over 8% of the total revenue

in Q1 2024 with the ratio improving further

to almost 12% in April.


We continue to invest further in this channel

and we expect more long-term upside, with DTC

as % of revenue
expected to reach low to mid- teens

in 2024.


We are exploring new third party solutions in order

to
improve our offering in terms of UX, geographical

coverage, number of payment providers and login

systems.
We are in the testing phase and will report

more on progress in due course.

Direct-To-Consumer (Webshop) Revenue as % of Total Revenue

CORE FRANCHISES: DTC CHANNEL GROWTH

Direct-To-Consumer channel share in revenue reached low teens (12%) in April 2024


Several
Pods
are working on new games, with

the total headcount of these teams below 40

FTEs


There are three new games, each at a different

stage of the product life cycle


We are continuously testing and validating

new concepts and planning to tech launch 2

games in coming quarter.


When any of these products reach commercial

viability, we will prudently increase marketing

investments to support these games.

HUUUGE PODS

Multiplayer multiplatform
games for worldwide audiences

FINANCIAL

UPDATE

Effective tax rate in Q1 24 at 18% (vs 17% in FY 23).

04

03

02

01

In line with our prior guidance for the first half of the

year, overall Q1 24 revenue decline YoY and QoQ

driven mostly by core franchises revenue decrease.

Q1 24 UA expenses were significantly higher YoY, we

were ramping up spend throughout the last year as

we continue to optimize paybacks.

The Q1 24 savings in R&D and G&A expenses
are

primarily due to a lower headcount, a result of

restructuring carried out in Q1 2023.

02

03

01

05

Q1 24 EBITDA decrease YoY driven mainly by

higher UA spend.

05

04

$ m

Q1 24

Q1 23

YoY

Q4 23

QoQ

Core Franchises

65.1

68.0

-4.2%

69.3

-6.0%

Other

1.9

3.8

-50.2%

2.0

-9.5%

Revenue

67.0

71.7

-6.6%

71.3

-6.1%

Gross profit/(loss) on sales

47.9

50.6

-5.3%

50.8

-5.7%

Sales and marketing expenses

-15.1

-9.4

60.7%

-14.5

4.3%

Research and development expenses

-5.7

-7.5

-23.7%

-4.5

25.9%

General and administrative expenses

-8.0

-9.6

-16.3%

-8.9

-9.5%

Other operating income/(expense), net

-1.0

0.3

-0.3

218.4%

Operating result

18.1

24.5

-26.0%

22.6

-19.9%

Finance income/expense, net

2.0

1.5

31.9%

0.7

176.1%

Profit/(loss) before tax

20.1

26.0

-22.7%

23.4

-13.8%

Income tax

-3.6

-3.6

-1.2%

-3.9

-9.0%

Net result for the period

16.5

22.4

-26.1%

19.4

-14.8%

Adjusted EBITDA

21.9

27.6

-20.5%

26.1

-15.9%

FINANCIAL PERFORMANCE

$ m

March 31, 2024

December 31, 2023

Non-current assets

32.6

29.8

Current assets

196.8

187.6

Total assets

229.4

217.4

Total equity

193.8

177.1

Non-current liabilities

6.5

7.2

Current liabilities

29.1

33.2

Total equity and liabilities

229.4

217.4

01

02

02

01

Includes mainly intangible assets and office

leases and $3.5m long term investment.

Primarily cash and cash equivalents ($163.2m,

or 71% of current assets as of Mar 31, 2024;

$70m buyback executed on April 23, 2024).

BALANCE SHEET

03

02

Pre-tax profit decreased significantly YoY in Q1 24

mainly as a result of increased UA spend

The negative investing CF in Q1 24 was mostly

driven our $3.5m investment in Bananaz Studios and

was partially offset by interest received on

short-term bank deposits and money-market mutual

funds

$ m

Q1 24

Q1 23

Q4 23

Pre-tax profit

20.1

26.0

23.4

Net Operating CF

14.4

16.9

24.8

Net Investing CF

-2.6

1.4

0.9

Net Financing CF

-1.0

-0.9

-1.1

Change in cash

10.8

17.4

24.7

Cash End of Period

163.2

238.5

152.1

01

02

03

01

Net operating CF decreased YoY and QoQ in Q1 24

largely following the trends of adjusted EBITDA.

Income tax paid was higher in Q1 24, mainly due to

higher tax liability for FY’23 than for FY’22

CASH FLOWS

In Q1 2024 we delivered
adjusted EBITDA of $22m

and net operating cash flow of $14.4m

We recognize that we are one of the most cash

generative businesses in the games industry
(as

measured by Net OCF to adjusted EBITDA conversion)

This positioned us well to execute share buyback of

$70 million in April 2024

Despite returning up to
$220 million
to our

shareholders
within 9 months
, we will maintain a

strong cash balance, allowing us to pursue inorganic

growth opportunities

HIGHLY CASH GENERATIVE BUSINESS


Adjusted EBITDA and Adjusted EBITDA margin (%) to decrease

mostly due to investments in future growth, but we still aim to

maintain high profitability


In the first half of the year, we expect our revenue to decrease

slightly, with a projected recovery in the second half, driven by the

new feature release calendar. Overall, we anticipate our revenue for

2023 to remain flat YoY


Marketing spend increase follows the paybacks observed in the

second half of 2023 (and expected in 2024) – we keep optimizing

our UA strategy in the post-IDFA reality. We are not planning to

further significantly increase UA spending in the coming quarters


We are mindful of our costs and based on Q1 2024 performance

and current run rate, our operating expenses might actually be

slightly lower YoY (not flat as previously guided)

KEY HIGHLIGHTS

2024 OUTLOOK (YoY)

Revenue

Marketing spend

Opex (non-marketing)

Adjusted EBITDA

Adjusted EBITDA margin (%)

DECLINE

DECLINE

SLIGHT DECLINE

SIGNIFICANT

GROWTH

FLAT

2024 OUTLOOK – INVESTING IN FUTURE GROWTH

Keeping our profitability on high levels

Q1 2024 EBITDA margins remain high

User Acquisition costs almost doubled YoY, but overall operating

expenses were flat YoY (savings in R&D, G&A and platform fees)

Core franchises’ KPIs stabilize

DAU QoQ improvement for 4 consecutive quarters

For more information please see
ir.huuugegames.com

THANK

YOU

Direct-To-Consumer channel growth

DTC responsible for 12% of sales in April

FINANCIAL DATA

APPENDIX – KPI’S

ARPDAU

Average revenue per daily active user.

ARPPU

Average revenue per paying user.

DAU

The number of individual users who played a game on a particular day.

DPU

The number of players (active users) who made a purchase on a given day.

EPS

Earnings per share

Live Ops

Activities aimed at increasing the player engagement, among others, by adding new features to games, recurring and one-off virtual events in which players can

participate, and active management of promotions within the game.

MAU

The number of individual users who played a game during a particular month.

Monthly Conversion

The percentage of MAU that made at least one purchase in a month during the same period In-app purchases. Payments made by users after downloading a

game, in connection with the purchase of additional game features. In-app purchases can be made through various non-cash payment instruments (e.g.

payment card, transfer), various electronic channels (e.g. e-banking, mobile phone) or using payment service providers (e.g. PayPal).

MPU

MPU is defined as the number of players (active users) who made a purchase at least once in a given month.

Retention

The number of users who continued to use the game after a certain period of time after downloading the application.

UAMC

User acquisition

marketing campaigns

Process of the acquisition of users through paid campaigns or promotional offers

APPENDIX – GLOSSARY

Effective tax rate in Q1 24 at 18% (vs 17% in FY 23).

04

03

02

01

In line with our prior guidance for the first half of the

year, overall Q1 24 revenue decline YoY and QoQ

driven mostly by core franchises revenue decrease.

Q1 24 UA expenses were significantly higher YoY, we

were ramping up spend throughout the last year as

we continue to optimize paybacks.

The Q1 24 savings in R&D and G&A expenses
are

primarily due to a lower headcount, a result of

restructuring carried out in Q1 2023.

02

03

01

05

Q1 24 EBITDA decrease YoY driven mainly by

higher UA spend.

05

04

$ m

Q1 24

Q1 23

YoY

Q4 23

QoQ

Core Franchises

65.1

68.0

-4.2%

69.3

-6.0%

Other

1.9

3.8

-50.2%

2.0

-9.5%

Revenue

67.0

71.7

-6.6%

71.3

-6.1%

Gross profit/(loss) on sales

47.9

50.6

-5.3%

50.8

-5.7%

Sales and marketing expenses

-15.1

-9.4

60.7%

-14.5

4.3%

Research and development expenses

-5.7

-7.5

-23.7%

-4.5

25.9%

General and administrative expenses

-8.0

-9.6

-16.3%

-8.9

-9.5%

Other operating income/(expense), net

-1.0

0.3

-0.3

218.4%

Operating result

18.1

24.5

-26.0%

22.6

-19.9%

Finance income/expense, net

2.0

1.5

31.9%

0.7

176.1%

Profit/(loss) before tax

20.1

26.0

-22.7%

23.4

-13.8%

Income tax

-3.6

-3.6

-1.2%

-3.9

-9.0%

Net result for the period

16.5

22.4

-26.1%

19.4

-14.8%

Adjusted EBITDA

21.9

27.6

-20.5%

26.1

-15.9%

FINANCIAL PERFORMANCE

$ m

March 31, 2024

December 31, 2023

Non-current assets

32.6

29.8

Current assets

196.8

187.6

Total assets

229.4

217.4

Total equity

193.8

177.1

Non-current liabilities

6.5

7.2

Current liabilities

29.1

33.2

Total equity and liabilities

229.4

217.4

01

02

02

01

Includes mainly intangible assets and office

leases and $3.5m long term investment.

Primarily cash and cash equivalents ($163.2m,

or 71% of current assets as of Mar 31, 2024;

$70m buyback executed on April 23, 2024).

BALANCE SHEET

03

02

Pre-tax profit decreased significantly YoY in Q1 24

mainly as a result of increased UA spend

The negative investing CF in Q1 24 was mostly

driven our $3.5m investment in Bananaz Studios and

was partially offset by interest received on

short-term bank deposits and money-market mutual

funds

$ m

Q1 24

Q1 23

Q4 23

Pre-tax profit

20.1

26.0

23.4

Net Operating CF

14.4

16.9

24.8

Net Investing CF

-2.6

1.4

0.9

Net Financing CF

-1.0

-0.9

-1.1

Change in cash

10.8

17.4

24.7

Cash End of Period

163.2

238.5

152.1

01

02

03

01

Net operating CF decreased YoY and QoQ in Q1 24

largely following the trends of adjusted EBITDA.

Income tax paid was higher in Q1 24, mainly due to

higher tax liability for FY’23 than for FY’22

CASH FLOWS

In Q1 2024 we delivered
adjusted EBITDA of $22m

and net operating cash flow of $14.4m

We recognize that we are one of the most cash

generative businesses in the games industry
(as

measured by Net OCF to adjusted EBITDA conversion)

This positioned us well to execute share buyback of

$70 million in April 2024

Despite returning up to
$220 million
to our

shareholders
within 9 months
, we will maintain a

strong cash balance, allowing us to pursue inorganic

growth opportunities

HIGHLY CASH GENERATIVE BUSINESS


Adjusted EBITDA and Adjusted EBITDA margin (%) to decrease

mostly due to investments in future growth, but we still aim to

maintain high profitability


In the first half of the year, we expect our revenue to decrease

slightly, with a projected recovery in the second half, driven by the

new feature release calendar. Overall, we anticipate our revenue for

2023 to remain flat YoY


Marketing spend increase follows the paybacks observed in the

second half of 2023 (and expected in 2024) – we keep optimizing

our UA strategy in the post-IDFA reality. We are not planning to

further significantly increase UA spending in the coming quarters


We are mindful of our costs and based on Q1 2024 performance

and current run rate, our operating expenses might actually be

slightly lower YoY (not flat as previously guided)

KEY HIGHLIGHTS

2024 OUTLOOK (YoY)

Revenue

Marketing spend

Opex (non-marketing)

Adjusted EBITDA

Adjusted EBITDA margin (%)

DECLINE

DECLINE

SLIGHT DECLINE

SIGNIFICANT

GROWTH

FLAT

2024 OUTLOOK – INVESTING IN FUTURE GROWTH

Keeping our profitability on high levels

Q1 2024 EBITDA margins remain high

User Acquisition costs almost doubled YoY, but overall operating

expenses were flat YoY (savings in R&D, G&A and platform fees)

Core franchises’ KPIs stabilize

DAU QoQ improvement for 4 consecutive quarters

For more information please see
ir.huuugegames.com

THANK

YOU

Direct-To-Consumer channel growth

DTC responsible for 12% of sales in April

FINANCIAL DATA

APPENDIX – KPI’S

ARPDAU

Average revenue per daily active user.

ARPPU

Average revenue per paying user.

DAU

The number of individual users who played a game on a particular day.

DPU

The number of players (active users) who made a purchase on a given day.

EPS

Earnings per share

Live Ops

Activities aimed at increasing the player engagement, among others, by adding new features to games, recurring and one-off virtual events in which players can

participate, and active management of promotions within the game.

MAU

The number of individual users who played a game during a particular month.

Monthly Conversion

The percentage of MAU that made at least one purchase in a month during the same period In-app purchases. Payments made by users after downloading a

game, in connection with the purchase of additional game features. In-app purchases can be made through various non-cash payment instruments (e.g.

payment card, transfer), various electronic channels (e.g. e-banking, mobile phone) or using payment service providers (e.g. PayPal).

MPU

MPU is defined as the number of players (active users) who made a purchase at least once in a given month.

Retention

The number of users who continued to use the game after a certain period of time after downloading the application.

UAMC

User acquisition

marketing campaigns

Process of the acquisition of users through paid campaigns or promotional offers

APPENDIX – GLOSSARY