Vivid Games presented the results for the first half of 2021.

30.09.2021

Vivid Games presented the results for the first half of 2021.

The company announces an update of its strategy for 2022.

The company's results for the first six months of 2021 do not differ from the previously published preliminary results. Revenues for 6 months are nearly PLN 10 million, EBITDA is PLN 1.6 million and the net result is PLN -1.76 million. The company started the second half of the year with higher sales. The published preliminary revenues for July and August are already PLN 4.3 million, and the net result generated in August is the best this year.

'2021 is a new beginning for me for Vivid Games. We are preparing the ground for intensive development in 2022 and beyond. The first half of the year brought a lot of changes and challenges which, as a company, we managed well. We are implementing the provisions of the bond agreement, we have already paid off all installments due in 2021. In the first half of the year, we released a great and very perspective game - Eroblast. And most importantly - we have transformed the knowledge and experience in free-to-play that we have built over the years into growing revenues from Real Boxing 2. In November, the official premiere of Mobbles Cards awaits us. We are also updating our plans for 2022, and in Q4 we will present our strategic goals for the coming year.' - summarizes CEO - Jarosław Wojczakowski.

In the report for the first half of 2021, the Management Board, apart from the description of key events and financial results, provided a brief explanation of the specificity of the free-to-play model. The increase in ARPU (average revenue per user) for Real Boxing 2 from the last dozen months, as presented in the document, confirms that the company has learned its lesson. Between January and August 2021, the US average player revenue increased by more than 50%.

'Real Boxing 2 has been modernized this year, we have paid off the technological debt, which was the basis for further development. Subsequent updates give us a lot of data that we use to build an engaged community of players, improve their retention and monetization. The next step was to start LiveOps activities on a previously unused scale. After analyzing the results, we know that it was a good decision. As a team, we are satisfied with how RB2 is developing and we haven't said the last word yet.' - summarizes Bartosz Biniecki, the product owner of the Real Boxing brand.

In November, the company will publish its report for the third quarter, and in the first half of October, preliminary results for September.


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