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Selskabsmeddelelse

MAG Interactive AB (publ) publishes Interim Report September - February 2025/2026

MAG Interactive
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MAG Interactive generated 64 MSEK in adjusted net sales, a decrease of 3% compared to Q2 last year. Optimizations in live games improved ARPDAU by 35% year over year.

Summary of the period December 2025 - February 2026:

  • Adjusted EBITDA for the quarter was 16,485 KSEK (18,112 KSEK), a decrease of 1,628 KSEK
  • The Group's net sales for the quarter were 64,270 KSEK (67,035 KSEK), a decrease of 4%
  • The Group's adjusted net sales for the quarter were 64,270 KSEK (66,549 KSEK), a decrease of 3%
  • The Group's adjusted net sales in USD for the quarter were 7,079 KUSD (6,078 KUSD), an increase of 16%
  • The Group's game contribution for the quarter was 42,085 KSEK (46,228 KSEK), a decrease of 9%
  • Average revenue per daily active user (ARPDAU) for the quarter was 8.8 US cents (6.5 US cents), an increase of 35%
  • Earnings per share during the quarter were 0.02 SEK/share (-0.02 SEK/share)
  • Adjusted earnings per share during the quarter were 0.02 SEK/share (0.09 SEK/share)
  • The cost of user acquisition for the quarter was 14,036 KSEK (11,939 KSEK)

Comment from the CEO in summary

"Adjusted revenues in Q2 declined by 3% to 64 MSEK compared to the same period last year. Measured in our main currency, USD, adjusted revenues grew by 16%, highlighting the significant currency headwinds. Despite this, we continued to run the business with solid margins while investing in our platform and product portfolio. We delivered an EBITDA margin in Q2 of 26%, and our cash position improved to 84 MSEK, an increase of 6 MSEK compared to Q1.

"The average revenue per daily active user (ARPDAU) in Q2 improved by 35% relative to the same period last year, and the number of monthly unique payers grew by 5%. We attribute the improved ARPDAU to optimization of QuizDuel live-ops as well as our new game Crozzle monetizing significantly better than the portfolio average.

"MAG's largest game, QuizDuel, delivered a record revenue quarter in Q2, demonstrating the strength of our live-ops strategy and continued player engagement. The focus on creating a more exciting and varying event cadence in the game is continuing to pay off. We aim to replicate this in other main titles as well, enabled by our modular approach to building and reusing features across games. 

"Thanks to geographic expansion of Crozzle as well as continuous improvements, our expectation is for the game to return to growth during Q3 after a period of stable revenues in early 2026. User acquisition (UA) remains challenging, especially in the US market, whereas we see more traction in the European markets in Q2 and beginning of Q3. Our ambition is to be able to increase UA volumes during the year, while keeping payback profiles intact.

"We have rolled out Wordzee on our new tech platform, replicating all of the game's functionality with a much smaller unique code base. About 80% of the previous code base has been removed and replaced by platform functionality. This significantly lowers the marginal cost of both building and operating new games, as they don't need to implement any of the general functionality they have in common with Wordzee.

"Thanks to our platform, the time to market for a new game concept is shorter, and a more complete version of a new game can be configured rather than being built from scratch. We currently have two new word games and two puzzle side cores in development.

"MAG is gradually becoming a platform-based company with reusable modules, rather than a collection of uniquely developed games. We believe that this frees up more time for the creative work and the attention to detail that makes MAG games stand out from the rest of the market. 

"Overall, we continue to operate our business with disciplined cost control, allowing us to invest in our platform and product development while maintaining a solid profitability profile.

"Thanks to everyone at MAG for making this a reality and to our shareholders for believing in our ability to execute on this strategy," says Daniel Hasselberg, CEO at MAG Interactive.

Summary of the period September 2025 - February 2026 (6 months):

  • Adjusted EBITDA for the period was 30,645 KSEK (36,372 KSEK), a decrease of 5,726 KSEK
  • The Group's Net sales for the period were 135,020 KSEK (136,031 KSEK), a decrease of 1%
  • The Group's adjusted Net sales for the period were 135,020 KSEK (133,625 KSEK), an increase of 1%
  • The Group's adjusted Net sales in USD for the period were 14,575 KUSD (12,430 KUSD), an increase of 17%
  • The Group's game contribution for the period was 83,037 KSEK (91,532 KSEK), a decrease of 9%
  • Average revenue per daily active user (ARPDAU) for the period was 9.1 US cents (6.7 US cents), an increase of 35%
  • Earnings per share during the period were -0.01 SEK/share (0.09 SEK/share)
  • Adjusted earnings per share during the period were -0.01 SEK/share (0.23 SEK/share)
  • The cost of user acquisition for the period was 33,367 KSEK (25,138 KSEK)

Presentation & Report
On April 1, 2026 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). The information was submitted for publication, through the agency of the contact person, on 01-04-2026 08:00 CET.

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