Slide 1: Presentation
PRESENTATION Ch g G oe \Y b.
Slide 2: Q3 2025 Summary
Q3 2025 SUMMARY TOP 10 – Q3 2025 Revenues in $M KEY HIGHLIGHTS $13.0M in sales revenue Darts Club 1.95 $1.7M adjusted EBITDA Hunt Royale 1.77 $0.3M adjusted net profit Car Sales Simulator 1.33 Strong start to Q4 October $5.1M in revenue Car Driving School Simulator 0.49 Dawn of Ages 0.47 Downhill R
Slide 3: Big Helmets | Heroes of Destiny
BIG HELMETS | HEROES OF DESTINY Release date: 03.10.2025 Initial results similar to Hunt Royale 32.5min Average Session Time Positive ROI after days 19% 47k Average DAU 40.9% D1 Retention 18.3% D7 Retention
Slide 4: Mobile Games Segment
MOBILE GAMES SEGMENT $13.0M revenues in Q3 2025 4.8% q/q) REVENUES ($M) * The presented revenues do not include the value of the adjustment from the soft launch phase, which, in accordance with the accounting principles of the Group, are capitalized as development expenditures.
Slide 5: Mid-Core & Casual
MID-CORE & CASUAL $6.3M in revenue in Q3 2025 11.3% q/q) $3.6M in revenue excluding UA 20.0% q/q) $2.5M in October, strong start Q4 thanks to Big Helmets REVENUES & USER ACQUISITION ($M) Strong start Q4 * The presented revenues do not include the value of the adjustment from the soft launch phas
Slide 6: Hyper-Casual
HYPER-CASUAL $6.5M in revenue in Q3 2025 22.6 q/q) $2.2M in revenue excluding UA 29.4% q/q) Revenue excluding UA in October – the highest level in over a year REVENUES & USER ACQUISITION ($M) Reve - UA: the highest level in over a year The data presented for October comes from the Groupʼ current
Slide 7: Variable Costs
VARIABLE COSTS $9.0M variable costs in Q3 2025 9.8% q/q) $4.0M revenues minus variable costs in Q3 2025 1.3% q/q) MAIN VARIABLE COSTS ($M) REVENUES REDUCED BY VARIABLE COSTS ($M)
Slide 8: Costs
COSTS $5.4M in operating costs reduced by variable costs (0.0% q/q, 5.3% y/y) Decrease in personnel costs 3.4% q/q, 9.7% y/y) DIRECT COSTS BLOCKCHAIN PROJECTS COSTS ($M) REDUCED BY THE MAIN VARIABLE COSTS ($M)
Slide 9: CAPEX
CAPEX $2.0M investments in Q3 2025 5.6% q/q) 64.2% total capital expenditures is for MidCore and Casual CAPEX AND INVESTMENT ($M) CAPITAL EXPENDITURES STRUCTURE (CAPEX & P&L) IN Q3 2025 Mid-core and Casual category includes applications.
Slide 10: Group Results
GROUP RESULTS Reversal of the negative trend Q/Q results improved in the mobile games segment - EBITDA 13%, net result 213% ADJUSTED EBITDA ($M) MOBILE GAMES* Q2 2025 Q3 2025 CHANGE % Revenues 12 414 12 829 3.3% EBITDA adjusted* 1 528 1 732 13.3% ADJUSTED NET PROFIT ($M) Net Result adjusted* 113 3
Slide 11: Key Conclusions – Q3 2025
KEY CONCLUSIONS – Q3 2025 Mobile Games segment – solid q/q improvement Reversal of the negative trend, increase in EBITDA and net profit Strong October – clear signal of rebound in Q4 October Revenue: $5.1M 27% m/m), the highest since January Big Helmets – successful launch Scalling Continues, pos
Slide 12: Perspectives for Q4 and 2026
PERSPECTIVES FOR Q4 AND 2026 Strong start to the quarter: October: $5.1M, highest revenue since January Preliminary data for November indicates a continuation of the positive trend compared to October Strong results in the mobile games segment Mid-Core and Casual continue to grow, with Hyper-Casual
Slide 13: Thank You for Your Attention!
Thank You for Your Attention!