Vivid Games published its preliminary results for April. In April, Eroblast generated revenues by 34% higher than in March and almost twice as high as in February.

10.05.2022

Vivid Games published its preliminary results for April.

In April, Eroblast generated revenues by 34% higher than in March and almost twice as high as in February.

Vivid Games revenues in April amounted to PLN 3 million and are the highest this year. The company also presented PLN 100k net profit. Real Boxing 2 maintains a high level of sales. Eroblast - with April sales of over USD 131k - is getting closer to the implementation of the strategic goal of monthly revenues on the level USD 300k .  

Revenues for the four months of 2022 are already PLN 10.6 million, and EBITDA is PLN 1.4 million. At the end of April, there were PLN 2.8 million in the Company's accounts.

Eroblast has received some significant updates in recent weeks. The launch of regular live-ops campaigns also impacted the increase in user engagement and the improvement of key metrics.

Before Easter, we released an update based on the Christmas event, containing a four-day calendar and a special offer. The update had a positive impact on both player engagement and conversion. In addition,ng in April, we are adding new levels to the game with the aim of extending medium and long-term retention. Nearly forty of them have already been added, and we plan to release them cyclically throughout 2022. We see the effectiveness of the strategy used. ARPU in the US increased in April by almost 50% compared to March." - emphasizes Łukasz Kamiński, product owner of Eroblast.

Real Boxing 2 is also constantly evolving. A new internal store is currently being tested on users. The team sees further opportunities to deepen monetization, including advertising. “We are satisfied with the April results. Monthly revenues are now almost halfway through the strategic goal of $ 1 million. The sale amounted to USD 432k and is three times higher than revenues for April 2021. Despite numerous featuring in sales channels, which usually reduce the global ARPU value, the indicator in the USA remains high at ~1 USD." - emphasizes Bartosz Biniecki, product owner of the Real Boxing brand.

"Currently, the key topic for us is the implementation of a new internal store. For the game in the GaaS model (game as a service), it is a milestone in the development of monetization. We expect a significant impact not only on the game's revenue but also on the balance, behavior and commitment of players. In addition to regular updates, we are also looking for new sources of income for Real Boxing 2. The option that we are currently verifying in terms of technology is cooperation with Anzu, which allows us to display real ads on 3d models inside the game, e.g. in the ring or banners in the background. If the tests are positive, the solution will be implemented in the title in Q2." - adds the product owner of the Real Boxing brand.

On May 25, the Company has planned the publication of a report for the first quarter of 2022. Vivid Games representatives will also represent the Company during the Digital Dragons fair, which will be held in Krakow on May 16-17, 2022.


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