Ctw · NASDAQ:CTW

Ctw — CTW Cayman — Investor Presentation (March 2026)

29 slides from Ctw's investor presentation, Mar 23, 2026

  1. Slide 1: Investor Presentation March 2026

    CTW NASDAQ: CTW Investor Presentation <8) March 2026

  2. Slide 2: Disclaimer: Forward-Looking Statements

    Disclaimer 2 Forward - Looking Statements This presentation by CTW Cayman (the “Company”, “We” or “Our) contains forward - looking statements . All statements other than statements of historical facts contained in this presentation, including without limitation statements regarding our future result

  3. Slide 3: CTW

    CTW

  4. Slide 4: CTW at a Glance

    CTW at a Glance Games since 2013 Strong game portfolio KPI statistics Established in Tokyo, Japan Countries with paid users 1 : 191 G123 platform users 2 : ~1 billion 36 games in operation 3 6 games in pre - registration 3 19 new games in backlog 3 FY 2025 Revenue: €90.3M Cumulative active users 1 :

  5. Slide 5: Investment Highlights

    Investment Highlights CTW stands out in the large and fast - growing gaming market as a unique IP game platform offering an attractive combination of high margin, low risk, and scalable sustainable growth Strong consumer interest in Japanese anime brings CTW huge growth potential as a leading global

  6. Slide 6: Growing Demand for Anime IP-Based HTML5 Gaming

    $381M $620M $871M 2019 2024 2028E Growing Demand for Anime IP - Based HTML5 Gaming $60B $84B $124B 2019 2024 2028E All Mobile Games Anime HTML5 Games Key Drivers of Global H5 Games and Anime IP - based H5 Games Market x IP licensing and content innovation x Globalization and geographic user base exp

  7. Slide 7: Furthering Presence for Anime Beyond Japan

    $87.3M Tencent Games Poki GameSamba DMM Games Furthering Presence for Anime Beyond Japan Global Top Anime IP - based HTML5 Platform (2023 gross billings) 1 82% Japan 18% ROW CTW established its leadership in anime IP - based gaming in Japan… …and is now going after a global audience Rising popularit

  8. Slide 8: Proprietary Technology Platform: G123

    Autonomous Ad ROAS AI - Driven Intelligence Free - to - Play Cross Platform Multi lingual Payment Management Platforms Fraud Detection Data Insights Proprietary Technology Platform: G123 Open G123 on mobile Partnerships with >26 experienced game developers 1 Partnerships with 30 renowned Japanese an

  9. Slide 9: Monetization Via High-Margin, Low-Risk Revenue Share Model

    Monetization Via High - Margin, Low - Risk Revenue Share Model IP HOLDER / PUBLISHER G123 GAME PLATFORM USERS E NGINEER DIGITALIZE and AUTOMATE business flow to maximize capability Build partnership with TOP TIER engineers to develop high quality games with limited cost and timeline Build strong rel

  10. Slide 10: Turning High Quality Japanese IP into Exciting Video Games

    10 Turning High Quality Japanese IP into Exciting Video Games Established partnerships with 30 renowned Japanese animation holders 1 45 IP licenses obtained from rights holders to distribute 28 games 1 (with additional IPs to be launched in remainder of 2025 through 2027) Top - Tier IP Quality Marke

  11. Slide 11: Globally Recognized IP Franchises on G123

    11 Globally Recognized IP Franchises on G123 Doraemon Queen’s Blade Negima! Magister Negi Magi The Apothecary Daries Palace Chronicles High School DxD Arifureta Vivid Army Kakegurui So I’m a Spider, So What? Legend of the Galactic Heroes

  12. Slide 12: Collaborating with Top-tier Third-Party Game Developers

    12 Collaborating with Top - tier Third - Party Game Developers Challenges to Game Developers & Opportunities to CTW x Restrictive licensing x Difficulties in monetization x High cross - platform development costs x Increasing user acquisition costs CTW Provides Comprehensive Offering that Meets Deve

  13. Slide 13: Intuitive User Engagement Experience

    Intuitive User Engagement Experience x Free to play x No installation x Instant game launching x Native app feel x Multi - device support x Rich variety of genres x Cross - device data syncing 13

  14. Slide 14: Growing Global Community of Gamers & Anime Fans

    Growing Global Community of Gamers & Anime Fans Where do G123 gamers play? 70% Japan U.S.A 7% South Korea 10% (1) For the year ended July 31, 2024, (2) For the year ended July 31, 2025 14 Taiwan 4% Hong Kong 1% Canada 1% In - game Purchases by Country 2 x Paying users from 191 countries in 2025 2 ,

  15. Slide 15: Repeatable Model with Scalable Upside and Controlled Risk

    Repeatable Model with Scalable Upside and Controlled Risk Drives Long - term Sustainability Low Upfront Investment per Game IP + Game Pairing Hits Scale Up Mitigate Losses Expand Reduced Ad Spend 15 • Moderate prepayment • Fast go - to - market • Limited IP risk • Drive user acquisition • Maximize m

  16. Slide 16: Data-driven ROAS Optimization

    Data - driven ROAS Optimization x Analyze user behavior acquired at each touch - point x Support and maximize monetization opportunities x Invest in marketing activities year - round x Invest in high growth drivers Marketing Funds ROI driven model underpins our scalability High ROAS + Efficient User

  17. Slide 17: AI-Enhanced Operations

    AI - Enhanced Operations Project Management System Creative Operation System Localization Tool Ad Management System Customer Support System Game Launch Game Growth x AI - assisted creative production x AI localization for global markets x AI - driven ad campaign optimization x Real - time performanc

  18. Slide 18: AI Improves Platform Scalability

    AI Improves Platform Scalability Case Study: Vivid Army - 40% CAC 1 reduction in FY21, first year after AI launch - 90% CAC 1 reduction in FY25, six years after AI launch Traditional Game Publisher More Games More Employees Higher Costs More Games Controlled Cost Growth AI - Assisted Operations x su

  19. Slide 19: Platform Engagement Drives Attractive Unit Economics

    116% Return on Ads Spent (ROAS) 1 $2.64 Avg. In - game Purchase Per Monthly Active User (ARPMAU) 1 $100.74 Avg. In - game Purchase Per Paid Monthly Active User (ARPPMAU) 1 1.6 hours Avg. Daily Time per Daily Active User Spent on Platform 1 59.6% 37.5% RETENTION RATE FOR PAYING USERS Day 1 Day 7 1 1

  20. Slide 20: Growing a Base of Highly Engaged Users

    Growing a Base of Highly Engaged Users Our paying user base grew by 384% from 121,835 in 2021 to 589,800 in 2025 Cumulative Active Users In millions Our average MAU grew by 252% from 958,578 in 2021 to 3,378,835 in 2025 Mid - Term Scaling 47.1 62.6 88.5 2023 2024 2025 2.17 2.30 3.38 2023 2024 2025 M

  21. Slide 21: Multiple Levers for Continued Growth

    Multiple Levers for Continued Growth IP Acquisitions • New genres • New regions • IP remix Continuing to invest in high quality IPs and top tier developers Developer Expansion • Global expansion • New collaborations 19 new games in backlog, including 6 already in pre - registration Overseas is leadi

  22. Slide 22: Featured Recent Releases and Robust Pipeline

    Featured Recent Releases Robust Pipeline of New Titles Drives Growth October 2024 April 2025 January 2025 February 2025 June 2025 December 2025 (1) As of March 2026 22 7 new games launched during fiscal 2025 $32.3 million of in - game purchases collectively generated during fiscal 2025 6 new games i

  23. Slide 23: Case Study: Vivid Army

    Case Study: Vivid Army 23 1) On cumulative basis through July 31, 2025, (2) for fiscal 2025, (3) As of July 31, 2025 Launched March 2019 March 2019 Gross Profit July 2025 $334 million in - game player purchases 1 39,382 daily active users 2 Since launch : Recent performance : $2.4 million average mo

  24. Slide 24: Recent: So I'm a Spider, So What?

    Recent: So I'm a Spider, So What? Ruler of the Labyrinth Launched October 2024 €1.4 million i n - game purchases in first full month of operation 24 1,238,759 active users through July 31, 2025 €6.5 million total revenue in first ~3 months of launch

  25. Slide 25: Accelerating Growth

    $32.2 $30.8 $33.4 $35.0 $41.2 $49.2 $42.0 $39.4 $41.9 $42.5 $49.1 $57.9 H1 2023 H2 2023 H1 2024 H2 2024 H1 2025 H2 2025 Accelerating Growth High demand for in - game purchases through our unique monetization model In - Game Purchases Revenue $90.4M FY2025 Y/Y $107.0M +27% +32% Fiscal 2024 In - Game

  26. Slide 26: Growing Profitability

    Segment Profits ($m) Growing Profitability Net Income ($m) Adjusted EBITDA ($m) $25.0 $27.0 $31.3 $3.4 $6.0 $3.8 $10.6 $12.0 $8.0 % of Revenue % of In - Game Purchases FY2025 FY2024 FY2023 FY2025 FY2024 FY2023 FY2025 FY2024 FY2023 8.8% 17.5% 16.9% 4.2% 8.7% 5.4% 30.7% 32.0% 29.3% +16% Investments in

  27. Slide 27: Key Definitions

    Key Definitions References in this presentation to: 27 “Active User” are to any user that spend at least one ( 1 ) minute on G 123 . jp platform during the applicable period . Active users are calculated based on cookie - based uniqueness, meaning that each unique browser - cookie combination is cou

  28. Slide 28: GAAP to Non-GAAP Reconciliation

    GAAP to Non - GAAP Reconciliation 28 Fiscal 2025 Fiscal 2024 FY 2025 H2 2025 H1 2025 FY 2024 H2 2024 H1 2024 FY 2023 $3,828,563 $3,189,778 $638,785 $5,977,639 $2,006,412 $3,971,227 $3,398,384 GAAP Net income 2,673,255 1,350,159 1,323,096 2,067,706 1,168,302 899,404 779,368 Depreciation and amortizat

  29. Slide 29: Thank You

    Thank You FNK IR – Matt Chesler, CFA i nvestor@ctw.inc 29

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