Remedy Entertainment Oy · OMXHEX:REMEDY

Remedy Entertainment Oy — Q1 2021 Earnings Presentation

29 slides from Remedy Entertainment Oy's earnings presentation, May 2021

  1. Slide 1: Q1 2021 review

    ly A (ck i 2 ¢2021 REVIEW |i eaes 6 REMEDY

  2. Slide 2: Agenda

    agenda 1 Q1 2021 in Review 2 Financial Results 3 Outlook 4 Questions & Answers Tero Virtala Terhi Kauppi CEO CFO

  3. Slide 3: Q1 2021 in review

    Q1 2021 in review Tero Virtala, CEO

  4. Slide 4: Q1 2021 summary

    Q1 2021 summary • Revenue 8.1 M€ (7.8), +3.4%. • Operating profit 0.9 M€ (1.1), 10.5% of revenue. • Control Ultimate Edition released on PlayStation 5 and Xbox Series X|S. • Remedy raised 41.5 million euros with a directed offering of new shares to a limited number of domestic and international inst

  5. Slide 5: Our production capabilities have grown

    OUR production capabilities have grown In 2020 we worked on: 5 15 to 10 main games projects different platforms 274 Remedy Talent 31 external development partners Representing 14 disciplines 370 external talent

  6. Slide 6: Games we are now working on

    Games we are now working on Two unannounced Unannounced projects new project WITH WITH WITH

  7. Slide 7: Control keeps growing over time

    CONTROL KEEPS GROWING OVER TIME Selling stronger than ever NOVEMBER 2020 2M OVER Expanding to new platforms and services CONTROL ULTIMATE EDITION STRONGEST TWO METASCORE MONTH MILLION 85 on PlayStation 5 87 on Xbox Series X|S (copies sold) COPIES SOLD 12/2020

  8. Slide 8: Crossfire – 2 games to launch in 2021

    CROSSFIRE – 2 games to launch in 2021 Developed by Smilegate Developed by Smilegate Published by Tencent Published by Microsoft Platform: PC Platforms: Xbox One & Series X | S Closed alphas and open-beta phases held To be released in 2021 throughout 2020 Continuation to the Crossfire game in China A

  9. Slide 9: Epic Publishing & Remedy

    EPIC PUBLISHING & REMEDY • 2 games in development: AAA project and a smaller project • Remedy to retain IP ownership • Epic will fully fund the development • For console and PC platforms • Significant marketing investment • Net revenues shared 50/50 • The AAA project is close to moving into full pro

  10. Slide 10: Vanguard

    vanguard • Long-lasting service-based co-op multiplayer game combined with selected Remedy world- building and narrative strengths • Iteratively developing the first playable version • Being designed as a Free-to-Play game • Publishing model yet to be decided • Many of the core elements of the game

  11. Slide 11: Global Games market 2020

    Global Games market 2020 TOTAL MARKET North $175Bn America Europe, Middle +20% YoY $44.7Bn East & Africa Asia-Pacific $84.3Bn +21% YoY $39.1Bn MARKET SHARES +21% YoY +17% YoY PC Console +6% YoY +21% YoY Latin 21% 29% America $6.8Bn +25% YoY Mobile +26% YoY 50% SOURCE: NEWZOO

  12. Slide 12: Our focus stays the same

    Our focus stays the same CONSOLES & PC PC Cloud / Subscription BIG SCREEN PlayStation 4 Steam Xbox Cloud & Game Pass GAMES for CASUAL PLAYERS CORE GAMERS PlayStation 5 GAMERS Nintendo Epic Google Stadia Switch Games Amazon Luna Xbox One Store Xbox Series X|S PlayStation Now GOG.com Switch Cloud MOBI

  13. Slide 13: Gaming console user base continues to grow

    Gaming console user base continues to grow INSTALL BASE Strong demand for new generation consoles, but: • Supply is still limited. 115M 50M • New gen is backwards compatible. • Still only few "new gen exclusive" games. 84M  New generation: Long-term outlook good, growth takes time.  Previous gener

  14. Slide 14: Western PC-market has two strong marketplaces

    Western PC-market has Two strong marketplaces Steam (Valve, 2003) Epic Games Store (Epic Games, 2018) 2020: 2020: • 120M active monthly users (2019: 95M) • 56M active monthly users (2019: 32M) • 21% increase in games sold • Number of games 471 (2019: 190) • 103 weekly free games

  15. Slide 15: Subscription & streaming services grow and evolve

    Subscription & streaming services grow and evolve

  16. Slide 16: High demand for good AAA games, but fewer studios

    High demand for good AAA games, but fewer and fewer available studios to create them ~ 150 AAA-studios in the world. Building new AAA studios is slow. Most are already owned by publishers and platform owners. 35 Independent studios remain.

  17. Slide 17: Conclusions for Remedy

    Conclusions for remedy We have a very strong basis to build on. Market has developed favourably to us. We are aiming for bigger opportunities.

  18. Slide 18: Long-term objectives

    Long-term objectives • To create several successful games, and at least one major hit game. • To own at least three expanding game brands, all with long-term hit potential. • To have capabilities to select the right commercial model for each game: self-finance, self-publish, or work with publishing

  19. Slide 19: Share issue in February 2021

    Share issue in February 2021 • We raised EUR 41.5 million to support the implementation of our updated strategy • Gives us the possibility to expand our capabilities and to self- finance and self-publish selected future games

  20. Slide 20: Category-defining, creative super-developer

    Category-defining, creative super-developer • Creator of world-class gaming brands. • Developer of distinctive, benchmark-setting games. • Professional multi-project developer. • Ability to self-publish, and partner with publishers. • Highly attractive home to world-class talent. • Profitable growth

  21. Slide 21: Financial results

    Financial results Terhi Kauppi, CFO

  22. Slide 22: Key figures Q1 2021

    Key figures Q1 2021 Revenue M€ Operating cash flow M€ 8.1 (7.8) 4.0 (-0.4) 3% growth EBIT M€ Net cash M€ 0.9 (1.1) 62.4 (14.0) 10.5% of revenue

  23. Slide 23: We have progressed in a sustainable way

    We have progressed in a sustainable way 45 35% 41.1 Revenue (M€) EBIT % 32.2 % 40 30% 35 31.6 25% 30 24.1 % 20.6 % 20% 25 18.9 % 20.1 20 15% 16.4 17.2 15.5 15 13.7 11.7 % 11.9 10.5 % 10% 9.8 % 10.5 10 8.1 4.7 6.1 % 3.8 4.7 % 5% 5 2.4 % 3.0 % 1.7 % 0 0% 2010 2011 2012 2013 2014 2015 2016 2017 2018 20

  24. Slide 24: Growth analysis

    Growth analysis Net sales Staff expenses 9000 7000 8000 6000 • Both royalties and 7000 5000 development fees increased 6000 4000 slightly net sales. 3000 5000 2000 • EBIT affected by 4000 1000 increased headcount and Q1 2020 Q1 2021 Q1 2020 Q1 2021 outsourcing as well as change in timing Capital exp

  25. Slide 25: Multi-project future with more games: balancing risk and reward

    Multi-project FUTURE with more games: Balancing risk and reward Self-published Own IP with Publishing Partner Subcontracting Work

  26. Slide 26: We are in a strong position for the future

    We are in a strong position For the future

  27. Slide 27: Outlook

    outlook Tero Virtala, CEO

  28. Slide 28: Outlook for 2021

    outlook for 2021 • We continue according to our long- term growth plans with an aim to launch at least one game or game expansion annually. • CrossfireX on Xbox platforms and Crossfire HD on PC expected to be released by Smilegate during 2021. • We expect 2021 to be a good year and expect our revenu

  29. Slide 29: Thank you!

    THANK YOU! Contact ir@remedygames.com investors.remedygames.com RemedyGames

Remedy Entertainment — Q1 2021 Earnings Presentation on 6ix