MAG Interactive generated 63 MSEK in adjusted net sales, a decrease by 7% compared to last year. The company scales up user acquisition in Crozzle, builds on the game's positive momentum.
Summary of the period March - May 2025:
Comment from the CEO in summary
"At the end of Q3 and into Q4, we significantly accelerated the scale-up of our new game, Crozzle. As of the final weeks of June, we are investing in user acquisition (UA) at more than double the average pace of Q3 - guided, as always, by the return signals we see in our data models.
"This increased investment has already delivered results: Crozzle is now our third-largest game in terms of June revenue. If this momentum continues, it is well on track to become our second-largest title before the end of Q4.
"We're particularly proud of these results, following a long and focused soft launch, where we doubled the average revenue per daily active user (ARPDAU) and refined the game into a title that can scale profitably. Our target for globally launched games is to reach at least 500 MSEK in lifetime revenue - and with Crozzle, that journey is now underway.
"Our adjusted revenues in Q3 decreased by 7% to 63 MSEK, and we generated an EBITDA margin of 20%. Currency fluctuations had an unusually large impact this quarter. Had the USD/SEK exchange rate remained stable versus last year, our reported revenue would have been down 1%. Adjusting for the Q2 divestment of Primetime, the business revenues are showing year-over-year growth of 1% in USD terms.
"Similarly-looking at the start of Q4-underlying growth remains strong, though FX volatility may mask it short term. On a positive note: as UA investments increase in USD during the scale up of Crozzle, our business becomes more naturally hedged, with more dollars earned being reinvested within the same time period.
"It is also worth highlighting the significant improvement in ARPDAU, which is up by 14% compared to last year. This reflects the strong momentum in product development, especially in our biggest game QuizDuel.
"Our new tech platform lets us build faster without sacrificing quality. We now have three new word games in the pipeline, along with the two puzzle games already in testing since last year. By reusing core functionality and following a modular approach, we shorten time-to-market and reduce development overhead.
"The shift in how we build games-combined with Crozzle's strong trajectory-injects new energy into the entire organization. We're excited to continue proving our ability to create innovative, scalable games in the word genre.
"Thanks to everyone at MAG for laying the foundation for this next chapter," says Daniel Hasselberg, CEO at MAG Interactive.
Summary of the period September 2024 - May 2025 (9 months):
Presentation & Report
On June 25th, 2025 at 10:00 CET, CEO Daniel Hasselberg and CFO Magnus Wiklander will present the Interim Report live on Twitch. The presentation is held in English. Link to the Twitch feed www.twitch.com/maginteractive
Daniel Hasselberg will also take questions on the social media platforms X and Bluesky during the course of the day, write on X to @d_hasselberg or @maginteractive, or to @mag-official on Bluesky. For more information and to read the full report please visit https://www.maginteractive.com/investors/investor-relations/reports/.
This disclosure contains information that MAG Interactive is obliged to make public pursuant to the EU Market Abuse Regulation (EU nr 596/2014) and the Swedish Securities Markets Act (2007:528). The information was submitted for publication, through the agency of the contact person, on "Innehållet inom klamrarna kommer ersättas med rätt tid och datum vid utskickstillfället">25-06-2025 08:00 CET.