Hello, and welcome to Embracer Group's Q1 report. In a quarter of focus on opening up effects and IDFA, the company reports solid organic growth of 10%, and also a solid release for Biomutant, which was profitable within one week. I think we have a lot to discuss today. We'll start with a presentation by CEO and Founder, Lars Wingefors, and CFO, Johan Ekström. Then we will have some guests from the U.S., I believe, and then I will be back for a Q&A session. Without further ado, I will leave it over to Lars Wingefors and Johan Ekström. Please go ahead, guys. Thank you very much, Oscar, and hello, everyone, and once again, very welcome to Karlstad and Värmland. I'm glad to report another stable quarter. We had record revenues of SEK 3.4 billion, and the games business area segment growing 83% to close to SEK 3 billion in the quarter, with underlying organic growth of 10% on a constant currency basis. The profitability came in nice at a record new of close to SEK 1.3 billion, which is a 79% growth in the quarter. We did have a negative free cash flow driven by increased working capital and increased CapEx into the future games pipeline. The key drivers in the quarter was the success of "Biomutant" selling more than 1 million units, as well as a great performance of the recently acquired Easybrain's title, sudoku.com, as well as the continued performance of "Valheim." Overall, we have more than 180 projects in the pipeline. Looking to the second half of the year, we have a very wide range of titles in all sizes to be released. We are expecting our publishers and developers to announce these titles starting quite soon or very soon up until Christmas for titles coming in the current year, as well as in the future years. Looking at the KPIs again, we did make eight acquisitions a few weeks ago. I was really happy to welcome Ghost Ship Games, Easy Trigger, 3D Realms, Force Field, CrazyLabs, Grimfrost, Slipgate, and DigixArt into the group. This morning we also announced a further three acquisitions, SmartPhone Labs, Fractured Byte, and Demiurge, all three within the Saber Interactive vertical. Overall, including the eight acquisitions, but not this morning's acquisitions, we are 77 game development studios internally and are about 8,000 in engaged headcounts across the world. Pleased to see that we are able to increase our investments into game pipeline. We had a record of SEK 770 million invested in the quarter, up from just about SEK 500 million. If you compare that to the completion value in the quarter reported of SEK 300 million, there is a significant difference. I wouldn't define it as growth CapEx, but there is a difference that will drive the organic growth in the coming years. If you read the report this morning, we are expecting accelerated organic growth driven in the second half of this current financial year, as well as a stable or great growth ahead of the general gaming market in the years to come. We are expecting to complete games in the current quarter ending September of between SEK 225 million and SEK 275 million. That's the value of the new releases in the quarter ending now in September. For the full financial year ending in March, we are expecting to complete games of a value of between SEK 2.9 billion and SEK 3.3 billion. We have started our journey within mobile games a year ago with the acquisition and welcoming DECA and Ken Go as entrepreneur into the family. Since then, we have acquired a number of businesses, including Easybrain in February, and now recently, CrazyLabs that are expecting to close in the end of this current quarter. I'm really pleased this morning to announce that the KPIs in the combined business on a pro forma basis looks solid. We have 33 million players playing our games on a daily basis during the quarter, or we have 286 million active players of all the games during the quarter. The mobile business had a IDFA change in the end of the quarter ending June. Now that is widely implemented, and during the past weeks, we have seen an improved return on investment on user acquisition. In line with our strategy, we are now investing to drive as much value-enhancing growth in the future as possible. Our balance sheet is fully loaded for more acquisitions and welcoming more entrepreneurs and creators into the family. With the closing and payment of the current acquisitions, we are expecting or roughly estimate to have about SEK 8 billion in net cash and SEK 17 billion available including credit facilities. We have a large number of ongoing discussions to join the family, including large and transformative acquisitions. We're being prudent and this process takes time, sometimes years, at least a notable period of time. It's important that we make our homework, the due diligence, get to know the entrepreneurs, feel the culture, and obviously having the right terms to welcome them into the family. If you combine all ongoing discussions, those companies' enterprise values way exceeding the available funds, including the upcoming mandate for share issue. We need to pick the right companies and being very prudent in our approach to do M&A. With that said, I would like to welcome our CFO, Johan Ekström. Thank you, Lars. Yes. Let's start by looking at our P&L for the period. We can conclude that net sales reached SEK 3.4 billion in the quarter, up 66% versus last year. Our EBITDA grew 59% to SEK 1.5 billion, and operational EBIT reached almost SEK 1.3 billion in the quarter, growing with 79% over last year and yielding an operational EBIT margin of 37% for the period. The growth in net sales is driven by the solid performance in Business Area Games, where we had a growth rate of 83%. Growth in Partner Publishing Film was 4%. The healthy growth in Business Area Games has a favorable product mix impact on our gross margins. Gross margins in the period are up from 63%-76% in the quarter. We also see a positive effect within Business Area Games with the inclusion of Gearbox and Easybrain. Adjusted EPS for the period is SEK 2.36 per share, up 52% versus last year. Looking at the trailing 12 months, we see that we surpass SEK 10 billion in net sales on a 12-month basis, reaching an operational EBIT of SEK 3.4 billion, yielding an operational EBIT margin of 33% and an adjusted EPS of SEK 7.23. If you take a close look at our amortizations in the quarter, we have operational amortizations of SEK 261 million. These are mainly related to our game development or finalized games that are being amortized. If you look at our acquisition-related amortizations in the period, they were SEK 1.796 billion, which is about SEK 126 million above the forecast that was given last quarter. The reason for that is that when you build a forecast, you use the volume-weighted share price in the share purchase agreement. When you look at closing, share price can be different and also exchange rates is different, which explains the gap. The majority of the acquisition-related amortization is related to goodwill. Looking at the cash flow statement, we are growing our free cash flow before changes in working capital with 36% over last year, reaching SEK 466 million in the quarter. This is despite the fact or in addition to us having all-time high investments into our games portfolio of SEK 770 million. The increase in the investments into our games portfolio can be explained by the addition of Aspyr and Gearbox in the period and also increased organic investments into new game development. We also see a shift from co-publishing projects towards internal development, mainly in Saber Interactive. We had a negative effect from changes in working capital in the quarter, -SEK 726 million in the quarter. This is explained by royalty payments of SEK 464 million in the quarter, and also seasonal variances in trade payables that were reduced with SEK 372 million. Net cash flow effect from acquisitions closed in the quarter amounted to almost SEK 2.3 billion. If we take a closer look at our investments into intangible assets, that was SEK 829 in total in the quarter. SEK 770 million of those are related to investments into our games portfolio, where the majority, SEK 469 million, is investments through our internal studios. We also have investments into other intangibles of SEK 43 million in the quarter, which is mainly related to our film segment. The value of finalized and completed games was, as Lars said earlier, approximately SEK 300 million in the quarter. Looking at the development of investments into our games portfolio, we are growing with 69% compared to the first quarter of last year. You can also see here that the share is increasing in terms of internal development. The increased investments into our games portfolio also show in our pipeline and development capacity. At the end of the quarter, we had 136 studios engaged in project development. 69 of those are internal and 67 external. We have almost double the amount of developers engaged in project development, reaching almost 6,400 people at the end of Q1. The pipeline of projects amounts to 180 at the end of Q1, as opposed to 125 a year ago. If you look at the value of finalized game development over the year, we expect to, during this fiscal year ending March 2022, complete more than 90 game development projects with a total completion value in the range of SEK 2.875 billion-SEK 3.325 billion. For this second quarter, the value of completed and released games is estimated in the range of SEK 225 million-SEK 275 million. The level of completion is expected to be back-end loaded towards the later part of the year, mainly the fourth quarter. Looking at our balance sheet, total assets amount to SEK 52 billion at the end of June. A big portion of that is related to intangible assets. That's about SEK 35 billion. If we look at the intangible assets, we can divide them into acquisition-related intangible assets and operational intangible assets, where the operational intangible assets amount to approximately SEK 4.7 billion. The majority of that is related to investments into our ongoing game development projects, SEK 3.8 billion. The value of completed games at the end of June was approximately SEK 700 million. Of the acquisition-related intangible assets, goodwill is the majority. It's SEK 27 billion. We continue to have a strong balance sheet with a healthy liquidity. At the end of the quarter, available funds were SEK 19.8 billion. As per today, it's approximately SEK 17 billion in available funds. Net cash at the end of June was SEK 10.3 billion. Today it's approximately SEK 8 billion. If we look at the outlook for non-operational amortizations, we estimate that they will amount to SEK 1.9 billion for this second quarter ending September, and for the full fiscal year amounting to SEK 7.7 billion. This includes transactions closed as per the end of June, also the transactions that was communicated in the beginning of August from the expected closing dates. It's important to note that the forecasts are based on the average exchange rates for the period April to June, and that is based on the purchase price allocations that we have available today, which includes both preliminary and finalized purchase price allocations. Also important to note is that consideration shares related to transactions that were not closed per the end of June are valued at the price set forth in the relevant share purchase price agreement. When you look at post-closing, when you do the PPA, they will be valued at the price at that point in time. Business areas. Thank you so much, Johan. Let's look a bit into the business. In the Games business area, we have had a solid performance year-over-year, and the Games business area is now trailing at SEK 7.8 billion in revenues. If you look at the share of new releases versus the back catalog, in the quarter, we had 29% of the revenues coming from new releases and the balance coming from back-catalog titles. The share of digital sales are in the quarter at 87%, and on trailing basis, it's 84%. Also, if you look at the share of own titles, this quarter driven by, for example, "Biomutant," the share is 79% in the quarter. Moving over to Vienna and THQ Nordic, and the original company that I was part of funding 2010/2011. They actually have a 10-year anniversary coming up. They just ended the best quarter ever in June by the release of Biomutant, selling more than 1 million units. We stated in the report this morning that the full investments in development, marketing, as well as the acquisitions cost for Experiment 101 and the IP was recouped within a week after launch. We expect the title to be a solid contributor in our catalog for the years to come. They also released the Switch version of Destroy All Humans! in the quarter, as well as the next-gen version of Wreckfest, performing well in the quarter. Looking ahead, they're having a very wide pipeline of new games coming out. They have 57 titles or game development projects in the pipeline, whereof 43 of them is not announced yet. Looking here, they, for example, have announced titles such as ELEX II, Expeditions: Rome, and expansion of Kingdoms of Amalur: Re-Reckoning Fatesworn. The business is now generating close to SEK 2 billion in revenues on a trailing 12 months basis. The Koch Media publishing business. We renamed the business area Deep Silver to Koch Media Publishing, because Koch Media Publishing consists of not only Deep Silver, but a range of other publishers, such as Milestone in Italy, Vertigo Games, the VR publishers in Holland, the recently launched publishing label out from Munich, Prime Matter, as well as Ravenscourt. Those are the publishers currently within Koch Media. In the quarter, they had new releases of primarily MotoGP 21 performing well, as well as the next-gen version of Saints Row: The Third Remastered on PS5 and Xbox Series X. Catalog was strong as usual, driven by "Metro Exodus," primarily, as well as "Kingdom Come: Deliverance" and "Saints Row," and many other titles. A few weeks ago, they announced acquisitions of two new companies, Force Field in Amsterdam. That will be renamed Vertigo Studios Amsterdam, and that will be part of the VR vertical within Koch Media, driven out of the acquisition of Vertigo Games. As well as DigixArt, the leading or great French indie development studio, and I've been really pleased recent days to follow their new release of "Road 96" performing well on Steam. Koch Media has a huge pipeline of notable titles coming up this year and coming years. Here we mention a few titles such as Chorus, Hot Wheels Unleashed, Dead Island 2, King's Bounty II, PAYDAY 3, After the Fall, and the project at Volition, Saints Row. On the trailing 12 months basis, they are at just about SEK 2 billion in revenues, and on a quarterly basis, they had revenues of SEK 638 million. Moving to Florida and New York, or Jersey, we have had a stable performance from Saber Interactive. They came in exactly a year ago into the group, and the comps was a bit tough with the fantastic performance of SnowRunner. SnowRunner continues to perform well, as well as World War Z and other titles. On a trailing 12 months basis, they are stable at SEK 1.1 billion in sales, and in the quarter it was just about SEK 300 million. Saber is growing fast, both organically but also by M&A, as you saw this morning. We set a goal when Saber joined the group a year ago to grow from 600 to 1,500 developers over time. I'm really pleased to see that they have been able to grow from 656 to 1,567 end of the quarter, and that is not obviously including the acquisitions announced a few weeks ago and this morning. A few weeks ago, glad to have the Scandinavian companies, Slipgate and 3D Realms, joining from Jylland. 3D Realms has a fantastic heritage within the industry, going way back, and are the publishers of the cult game series, "Duke Nukem," that also the group owns through Gearbox. Looking into the pipeline, Saber also has a significant pipeline. I would say primarily that will be released in the coming years. Announced titles, that is not that many right now, but looks strong, is, for example, Evil Dead, Insurgency: Sandstorm on console, World War Z: Aftermath, as well as Zen Pinball Party from our friends in Budapest. Also worth noting on Saber, I was glad to see that they have been starting capitalizing some development within their resources, meaning they will have own projects of titles coming out in the future. Saber has a very diverse mix of revenues coming from work for hire, from co-development or publishing, as well as own titles. I'm always supporting the companies if they would like to take some business risk and try to leverage our capacities as a publisher within the group. Moving over to Amplifier. They continue to develop as a company. Amplifier still has very small revenues because more or less all their studios are still working on their games, and that will be released the coming years. They have a strong growth model and a model how they cooperate with the industry, attracting senior talents to set up new companies, and with strong incentives, they becoming part of the group. When we made the acquisition of Amplifier under a different name two years ago, they had a portfolio of minority-owned game studios, and we have been pleased and very proud to see one of the Swedish investments studios, Neon Giant, to have their first release, The Ascent, to perform very well on Steam with a strong Metacritic and feedback from users. Congratulations to that team. Amplifier currently owns roughly 29% of that studio. They've been building organically to also set up new services within Amplifier, mainly publishing services that would support the studios within that group. Moving to Coffee Stain. They continue to develop as a group and a company. Compared to last year, they had a solid performance. Close to SEK 200 million in revenues in the quarter, and on trailing 12-month basis, SEK 1.2 billion. Main revenue drivers were the old Goat Simulator, Satisfactory, Deep Rock Galactic, as well as Valheim. Valheim selling 1.1 million copies during the quarter. The team at Iron Gate, that we own to a minority, are adding more talents to that team, and they are building more content for that game in the future. Also, I'm pleased to see that Anton and the team are start doing and allocating some capital into M&A. I'm happy to welcome Easy Trigger from Trollhättan, the developers behind Huntdown into the group, as well as finally being able to welcome Ghost Ship Games, one of the absolute leading indie games developers in the world with the community-driven co-op, Deep Rock Galactic from Denmark, as a sister company to Coffee Stain. Anton and Søren and the rest of the management have some great ideas how to develop this group in the future. Stay tuned. Coffee Stain has a strong pipeline. It's not that many titles announced, but they are very keen to develop the absolute highest quality and together with the communities. I'm confident about their growth in the future. Right now, they announced Midnight Ghost Hunt and Songs of Conquest to be released. Gearbox. I was pleased to welcome them into the group in closing 1st of April. Gearbox is a fantastic company, as all companies with, in a positive way, a different culture and a different business, and a true AAA development studio. Obviously, the makers and creators behind "Borderlands," during the quarter, they had the "Borderlands 3: Director's Cut" released together with their partners at 2K. They continue to work with the external publishing title, "Risk of Rain 2." After the quarter end, they released "Tribes of Midgard," another Viking game, and happy to see that sold more than 250,000 copies just within three days. During the quarter, they had revenues just above SEK 400 million. Gearbox has a strong organic business plan for the future and are building a number of projects. One of the projects were announced with their partner, 2K, "Tiny Tina's Wonderlands" that will be released in the future. They have the title "Homeworld 3," our own IP in under development within external the games development studio. They also wrapping up the principal photography in Budapest for the "Borderlands" movie that was completed now in June this year. Moving over to Cyprus and Easybrain. Easybrain had a very strong organic growth and a solid performance exceeding the management expectations of Easybrain. The main revenue contributors was Sudoku, Nonogram, and Blockudoku. Revenues in the quarter was SEK 576 million. The effect of IDFA was lighter than they expected. That helps outperform our initial plans of Easybrain. They see existing opportunities now to scale up the user acquisitions and will do so in this quarter and onwards. They also have a number of promising titles in soft launch, as well as in development pipeline that further will grow their business. User acquisition spent for Easybrain in the quarter was SEK 289 million. In general, I'm super pleased to have them on board. I think the onboarding process with Easybrain as well as Gearbox and Aspyr has been very good. They have a very solid management team, both in finance and operational. DECA Games also had a solid quarter, with revenues of SEK 146 million at the all-time high in the quarter. On trailing 12 months basis, they are SEK 355 million. "Party In My Dorm," "Realm of the Mad God," and "Kingdoms of Heckfire" has been the main contributor to the revenues in the quarter. The management of DECA, led by Ken Go, is very ambitious. They have multiple IP deals in the works with their core business model of DECA, as well as a substantial M&A list. I was really pleased to welcome the management and CrazyLabs into the group to become a sister company of the DECA and forming a new unit. Within mobile, there is more synergies you can have at once, and I'm really pleased to see the cooperation between DECA and CrazyLabs. CrazyLabs is one of the leading hyper-casual publishers of the world. They released 11 new titles worldwide last year, of which eight of them had more than 20 million downloads within the first 12 months. In total, have had 4.5 billion downloads of their games since inception, which of 1 billion was last year. They have 110 million unique monthly active users. As well as being hyper-casual, they also have a strong casual business, and the leading title currently is Super Stylist. They also have a number of other titles under development. We're expecting the CrazyLabs acquisition to close in the end of this quarter. The Koch Media or the partner publishing business segment led of the Koch Media distribution business, but as well as the business within Game Outlet Europe. My original company here from Karlstad, as well as our friends at Quantic Lab in Romania, forming this financially business unit. Revenues was SEK 466 million in the quarter. On a trailing 12 months basis, it's actually all-time high to SEK 2.6 billion. No notable key drivers in revenues in form of titles, but worth mentioning is obviously Resident Evil Village and NieR Replicant being released in certain territories across Europe. The film business continues to have a solid profitability and performance, and really excited to see their success at the Cannes Film Festival, and they have the exclusive German rights for the horror movie, "Titane," that won the Golden Palm award. If you remember last year, they had a Golden Palm winner, "Parasite," as well. Overall, Koch Media, including the publishing business, now has more than 2,000 employees, 1,300 in development, 650 people within publishing and distribution, and about 80 people within the film segment. Looking a bit on the M&A and outlook for that. Before I comment on that, we can just recap a bit on the KPIs on the M&A side. Perhaps you one, you could help me to Yeah get this KPI slide. Yeah. What you can see is that during this calendar year, 2021, we have done 15 deals, and 14 of those within Business Area Games and one within partner publishing film. You can also see on the left-hand side here that the absolute majority of capital allocated to M&A is towards Business Area Games. If you look at the type of companies that has been joining the group, we can see that we have had two new operative groups in Easybrain and Gearbox joining this calendar year, and then 13 bolt-on transactions has been made. If you look at the capital allocation of M&A spend, you'll see that approximately SEK 18 is towards new operative groups, and the remaining SEK 8 towards bolt-on transactions. I prefer to say mergers rather than acquisitions or bolt-on, because that's what it's all about, to merge with the industry and to bring new fantastic talents and people on board. Financially, I guess, acquisitions and bolt-ons is the right definition. Talking a bit on the M&A and the coming periods here and what we're building. I would like to state again that I'm a firm believer in the ecosystem we are building, the independent ecosystem. Not running our own end consumers platforms and complementing the industry, working with the industry leaders to leverage our businesses. I'm a firm believer of the larger our ecosystem becomes, the greater our output will have over the long term in terms of synergies and what we are able to achieve and create. I'm humbled by the interest among creators and entrepreneurs to join the family. I think it's stronger than ever. We continue to have a large number of ongoing discussions, including large and transformative acquisitions that could create new operating groups. I'm not stressed. We stay prudent. We need to do our homework. Again, we need to understand the culture. We are bringing companies with the right mindset on board, and preferably with long-term incentives with management and entrepreneurs and the sellers to be in the same boat with them for up to 10 years, preferably. If you combine the ongoing discussions we have, it's exceeding the available funds we have, including the upcoming mandate for share issue. I'm just saying this because it's important to say, one, we have many alternatives. Two, that we need to stay, perhaps not to use the word picky, but to really pick the right companies out there to form the Embracer of tomorrow. I'm positive and currently again state that we have SEK 17 billion available in cash, plus the potential mandate we will have at next week's extra general meeting. The sustainability. Before I hand over to you, Johan, I would like just to state a few things. COVID-19 is one of today's biggest challenges that we must face. As recent times have shown, there is also other challenges in the society and in our industry. It is important that we, as an industry, but also as individual companies and as a parent company, each take our responsibility to change these social structures and discrimination. For Embracer as a parent company, our common foundation is our code of compliance, which aims to support inclusion, diversity, and gender equality. We trust that each company in our group listen, discuss, and act. A way to measure and follow up our employees is done via a global survey that allows each employee to answer several questions anonymously. With that said, Johan, do you have some more sustainability update here? Yes. If you look at activities or initiatives for the quarter, we have sorted them into our four pillars that we have in the Sustainability Framework, the Business Sense, the Solid Work, the Great People, and the Greener Planet. Looking at Business Sense, governance is a part of that. As Embracer Group evolves and grows, it's important that we continuously monitor and develop our internal control system and governing documents. What has been done, especially during the quarter, is that we have updated our Compliance Code to include more elaborate guidance on areas such as social media and political activity. We also launched an elaborate insider Q&A document in the quarter. We think that Embracer Stories is a great way to share stories across the world from our employees. The focus of this quarter has been on mental health awareness, corporate culture, and the heritage of games within the Embracer Stories. As you mentioned, Lars, we do our annual global employee survey. It was conducted previous quarter. This quarter it has been presented to the respective operative groups. We're also pleased to note that we scored an NPS of +29, which according to the scale, is good. We also realized that it's always important to strive for continuous improvement within the area. Looking at greener planet, we have compensated for our measured emissions by a factor of 1.5 through supporting two projects, Prony Wind Power and Solvatten. They are focused on health, diversity, and generating sustainable energy. For the year, we are setting a climate strategy. That will include reduction targets that are in alignment with the Paris Agreement. We also feel that it is important to support local communities globally and locally. Here is a flavor of what we currently are supporting as some examples. Yeah. Thank you, Johan. Talking about the heritage and games culture, it's one of the Embracer parent company focuses. We are building this games archive. There's something always happening each quarter. We now found a head of the archive. He's recruited starting in September, David Boström, one of the leading experts on retro gaming in Sweden. Also the founder of a leading YouTube show called Gaming Granner, he will recruit a further team on this. If you're interested, please reach out on this email address. We also made a number of fantastic purchases that I've been happy to look at that I think will contribute to the archive very well. Archive is, I think, 40,000, 50,000 different games. Obviously we just get started. There is hundreds of thousands of different games, we believe, in the world. Please reach out if you want to contribute to this. Deep dive, non-recurring information, Johan. Yes. Let's have a look at the preliminary PPAs for the quarter. There were significant completion of transactions during the quarter, and this is a summarized view of how they have impacted our financials from a PPA perspective. First, it's important to note that SEK 329 million is recognized as ongoing game development and finished game development in the opening balances. Further, it's important that during the PPA process, we have identified notable projects to be co-publishing projects, or classified as co-publishing projects. This means that they will be accounted for under the percentage of completion method. That means that revenues are recognized as a percentage of total project income as work is being performed in the project and you incur expenses. There is no recognition of intangible assets for co-publishing projects. There is no capitalization of those projects. No. True. Then there will be potentially further income on royalties in the future of those projects. Such as "Borderlands" being one example. Yep. Worth mentioning on the SEK 325 million, that is primarily a value that was not in the balance sheet of the companies we acquired. We added this to the balance sheet, and this will then be amortized and deducted before we account the operational EBIT. Yep. Just to be clear. Yep. If we look at the surplus values, registered transactions, it's in total SEK 20 billion. The majority is allocated to goodwill, and there is a SEK 1.8 billion allocation towards IP rights, trademarks, and other. We also provide information in our quarterly on how the consideration is split. If you look at this, we have upfront consideration paid by shares issued. There is also shares issued on a clawback to cover for earn-outs, and also provisions made for conditional purchase prices, earn-outs that can be settled either in cash or in shares in the future. Talking about conditional purchase prices, we have extended information in the quarterly report to show longer time periods for provisions, but also to include clawback shares. If we start with looking at provisions, they amount to SEK 9.8 billion at the end of June. Out of these, approximately five is to be settled with the issuance of shares in the future, and the remaining part to be settled through cash payments. If we look at the maximum earn-out consideration, there is a cap on the amount of shares that could be issued, and that cap is 26 million shares. If we look at clawback shares, we have out of our 500 million outstanding shares as of end of June, there are approximately 56 million shares issued under clawback rights. Important to note is that these shares have already been issued, so we have the full dilution effect at day one. There will be no further dilution or effects of clawback shares. What we have provided is the release of the clawback shares over time if certain performance criteria are met. The clawback shares are released when the earn-out target is met. Yes. The shares are free, so to say. There could be a minor lockup post at the clawback date. Normally it's that date or just a minor period of time. Yep. An update on our IFRS Conversion and the Regulated Market Project. We are happy to see a solid progress during the quarter within the IFRS Project. We have conducted or collected supplemental data to be able to do the analysis and identify possible differences that need to be documented and covered in the IFRS Conversion. It's progressing well. We want to complete the phase one before we communicate any more solid time frames than what we have communicated earlier. We also expect to complete phase one of the conversion project during this quarter and will be back with a date in the next quarterly report. Looking at the Regulated Market Project, we have signed an agreement with an external partner to provide support expertise through that process. We have also started with key activities in the quarter, such as conducting a Regulated Market Gap Analysis. We've also looked at factors such as the potential dual listing or similar. Yes. There is a lot of activity here. Finally, we have updated our project ROI slide, where we look at the contribution from released games and relate that to the investment. This is done based on the reported information as per the end of June. The sample includes projects that have either sold more than SEK 40 million or cost more than SEK 40 million. Currently, it's 37 projects. Contribution is calculated as gross profit earned, reduced with marketing expenses for that relevant title, and also if relevant, also including profit from associated companies related to the specific title. Investment is, of course, then the capitalized development expenses, including any follow-on investments and investments in associated companies. We are happy to see that we have a weighted average return of 3.2% for the total sample. Of course, that's an attractive return profile, and also one of the main reasons why we focus and prioritize investments into organic growth. Yeah. Thank you, Johan. Let's now welcome our friends from America. Matt? I can't hear you, Matt. I think I was on mute. I think you can probably hear me now. Okay, now I hear you. Great. I didn't want to disturb your presentation, so good morning. I don't know if you can see me. Morning. I know you can hear me. What's the time? I have Andrey. It's 4:00 A.M. here. Yeah. Fortunately, your presentation has been riveting so far, so I'm fully awake now. Thank you for that. 4:00 A.M. That was about the European time we closed the last deal. Yeah this morning. Yes, it was. Do we have Andrey here as well, or? We do. He's here. I think he's sitting in a lobby in a hotel in Madrid. That's what it looks like. Oh. Am I right? All right. Close? It's dark a little bit. Yes. Okay. I think I've sat in that lobby, too. I'm sure you have. Well, God, I guess the first time I stood up there was in February of last year, and a lot has happened since then. A lot of unexpected things have happened since then, but a lot has happened generally. We just wanted to go over some of Saber's latest activity and a couple of the acquisitions that we've been fortunate enough to sign over the last, actually, I should say last couple of weeks, but really, I guess you would say it's the last 12 hours because everything always seems to wait until the last possible minute so we can get as little sleep as possible. Should we start with presenting the three companies? Sure. Yeah. We could sum it up with some general chat before entering a Q&A. Sure. You made the three acquisitions, and we are welcoming 220 new colleagues. I will try to flip slides here while you and Andrey are presenting the companies. I'm sorry, Andrey, for not having you on picture, but I'm super excited to hear you present the Demiurge. Demiurge is a great acquisition for Saber, and they're a perfect fit. We have a similar history with Demiurge starting in the work-for-hire space. Demiurge is close to 70 employees. They're based out of Boston, Massachusetts, and they've been doing this for two decades now and have established relationships with all of the leading industry players and have worked on a tremendous number of successful titles over the years, including "Marvel Puzzle Quest" and "Rocket League" and "Medal of Honor" and "Mass Effect" and "Gears of War," our own "Borderlands," and a tremendous number of other titles. At the moment, they are solidly growing their studio. They were part of Sega, but purchased their interest back and have grown the company significantly since then. We look at Demiurge on a go-forward basis as the hub of our efforts to significantly expand our work-for-hire business within Saber in the future. We have a desire, and we see a tremendous market opportunity to create tremendous cash flow with highly decreased risk by continuing to work in the work-for-hire sector. We've done that successfully at Saber, and it's been our bread and butter for so many years that we are going to be continuing and growing that business because it's highly profitable and because the demand for resources, especially in light of the absolutely incredible number of acquisitions that have taken place, not only by our company but by our competitors and peers over the past couple of years, has really created a demand for high-quality resources that are managed by companies that have significant experience doing that. I should state that we're super excited about the prospects of this business. Obviously, Saber has a tremendous number of our own projects that we are working on. That number is growing, and over the coming months, we'll be sharing more about some of these great products that we're working on internally. We feel that the work-for-hire space is solid, it's steady, it generates significant cash flow, and we know how to do it better than anybody. There are a few companies that are out there in the market that are successfully doing this and that are trading at high multiples and that are qualified and capable, but there's way too much work for the small number of companies that are out there in the market. Demiurge Studios is a perfect complement to Saber and does exactly what we've done. They have great contracts in place with some of the leading industry peers. Those contracts will continue, and we'll grow them. The one thing I can say about Demiurge which is super interesting, and the one thing I can say about Embracer generally, is that we are one of the few game companies in the world that although we're sizable and we have a tremendous number of great IP and great projects, no one views us as a competitor. Everyone views us as a partner and a peer, and that's our advantage is that we're considered to be complementary to many of the other companies in the industry, and therefore it makes it easy for us to. It's part of the strategy, Matt, to be complementary. We have many complementary businesses, distribution, work for hire, and many other businesses. You're absolutely right. Well, I think it's just because everybody likes you, Lars. I think that's why we're able to continue to do that. I think it's in spite of me. Oh, yeah. I think it's because they all like you. No. The reality is there are companies out there that say, "Hey, we're not going to work with this other company," because they consider them to be a competitor. Nobody considers Embracer to be a competitor because we're an open company, because of our structure and the way we operate. We will work with all of our peers, and they will work with us. We were a little bit concerned when we initially signed our deal to join whether or not some of our work-for-hire partners would continue to work with us, but frankly, it's just accelerated. We see this as a major opportunity, and it's just growing, especially with the latest round of consoles and the new platforms that have come out. The demand for content and competent people that can create that content has just exploded, and really that opportunity is almost endless at the moment, and we're going to be taking advantage of it. Demiurge with Kurt and Al and Bart sit at the top of the company who've done this for 20 years and know everybody in the industry, are really the perfect people to help lead us towards becoming the world leader in the work-for-hire space as well. We're already one of the leading companies doing it, even within Saber, but this is just another step in that direction. Thank you, Matt. Sure. Should we leave over to Andrey a bit here talking about the two complementary acquisitions this morning as well? SmartPhone Labs. Andrey, why did we bring these talents on board? Yes, absolutely. I am super excited to welcome two more companies to Saber's Embracer family today. One of those is SmartPhone Labs, SPL. It is a company based in Russia, about a two-hour drive from our main Saint Petersburg office. We started working with those guys a few years ago, started working on some more mobile projects, but over time, that relationship grew, and SPL grew with us. They have quite a few competent developers, engineers who are able to help us with some of the most challenging projects. The most recent one was putting "World War Z" on the Nintendo Switch, and these guys did a very good job handling that project, which is a massive technology challenge, maybe to the level of putting "The Witcher 3" on Nintendo Switch. Those guys showed their capability. They speak the same language as many of our Russian developers speak, and they're located geographically very close to where we are. We know it's a very strong team, and they will help feed the beast. I can't agree more with Matt that there's a huge demand for content, and many successful games require the general business ideas by putting them on various platforms, such as, for example, "World War Z." It's a successful game, and putting it on Switch will certainly generate additional earnings as well in the future. Somebody has to do the job, so I'm very excited to have SPL on board, and they will help with many of those opportunities moving forward. Exciting. I know you talked highly about that team when we acquired Saber, and I'm really pleased to see they've become part of the family, Andrey. That's exactly true. I remember talking about it a year ago when we were working on our deal. We were thinking about just how we can expand. SPL was on the list. I'm excited that a year later, SPL is part of the team. Yeah, look, it's the one thing, Lars, that's happened since we joined. Everything that you said we would be able to do, we've been able to do to grow our business. The results are showing, and they're going to continue to show. It's fantastic that we're able to have the ability to go out and acquire the resources that we need, not only for our internal projects, but also to move outside and continue to find new partners and new opportunities with both of these acquisitions. That, I guess, can lead us onto our third acquisition as well. Andrey, please tell us a little more about our friends here in Estonia and Ukraine. Yeah. We identified this team a while ago, and we're super impressed by what those guys can do. They actually worked on putting Borderlands on Switch, and they did a fantastic job. They have a long history of working with our brothers and sisters in the family of Gearbox, and they've been working directly with those guys for a very long time. They did other high-profile projects, such as they did a lot of work on remakes of Tony Hawk, one and two. The company has about 50, 60 employees in Ukraine. The company operates multiple offices in the territory, and I feel like together we'll be able to grow this team quite substantially. They're already working on a number of games with Saber, and those games haven't been announced yet, but they will be in a short amount of time. It's probably worth mentioning here that one of the things that we've done over the last 18 months is to utilize our resources in combination with the other divisions within Embracer to exploit product that we've seen opportunity internally in. When you have a studio that's capable of porting a game like Borderlands, there are other games as well within the group that require porting. We're doing a lot of that with the other divisions within Embracer to bring those products to life, and adding these resources is not only for the work-for-hire business, but it's also so that we can take existing Embracer IP or existing product that has the opportunity to generate significant revenues on new platforms and bringing them over to those platforms as well. Great. Thank you, gentlemen. Before we're finishing this call, how is business, and are you busy in terms of M&A and what's happening, or have you slowed down your? I'm going to slow down after this phone call. I'm going to try to go to sleep for two hours, but then we're going to start up again. It never ends. Lars, even if I wanted it to end, you wouldn't let me let it end, so it's good. Everything's been great. I don't even know how many projects we have in the pipeline now at Saber. Andrey tells me, and every time he does, I fall off my chair. Not only are we doing a lot of amazing things internally that we're going to be announcing over the coming months that I'm super excited about, I would say some of the best work Saber has ever done is certainly ahead of us, including some projects that we'll be announcing in the next months without revealing more because I know that you don't like me to talk too much, Lars, and I can't help myself. Also on the M&A side, we're very active. We've gotten disciplined. Not like we weren't from the start, but we look at a lot of companies, and we try to find the companies that have the best cultural fit. We try to find the companies that can achieve certain objectives like we have now. We want to add to our cash flow and add to our cash flow significantly. Demiurge is a perfect example of a company that will help us to do that because we have a plan for growing that very rapidly. We're balancing that. This is the way Saber has always operated. We've always done a mix of our own IP, our own projects, then projects that are funded by external parties that are profitable basically on a monthly basis. By doing that, we hedge our risks a little bit, we still give ourselves all the upside from those new projects that are coming in. Our acquisition strategy is in place primarily to affect that particular type of business, although we are open to any transaction which makes sense and that we think will add benefit to us and to the group. Well, great. I think you have a fantastic machinery for that, and you are also forwarding opportunities to the group and other companies. I think it is great. Running out of time here. I would like to thank you guys for joining us this morning, and once again, very welcome to these three new fantastic companies into the group. Thanks for having us, Lars, as usual. I can't wait to give you a big hug in Sweden without a mask on. Okay, thanks, Matt. See you soon. All right, thanks. Thanks Okay. With all this said, I would like to leave over to Oscar. Thank you for that, Lars. Let's dig into the Q&A session. I think as always, a lot to discuss here today. First of all, nice to see Matt and Andrey happy and doing well. Let's dig into the Q1 report first. There's been a lot of talk here about opening up effects possibly affecting the performance of companies in the industry, and also about IDFA, Apple's changes to its marketing ecosystem having an impact. 10% organic growth despite very tough comparisons from last year. What can you say about that performance? Are you happy? After that, I want to break it down a bit as well. Well, I think, looking in the general market, I think the market is at the same roughly stable level as last year, which was a significant growth from the year before. I'm glad to see that people still consuming a lot of games and our games. We expect this stable situation in industry this year, and then we are expecting a continued nice growth in the industry. Looking at our business, it's obviously hard to measure a premium games business on a daily basis in the same way. Many of our titles is premium and you pay to play. Our revenues in that segment is driven by new releases, and the performance on the back catalog. I think, obviously we had Biomutant driving organic growth. We also had a wide catalog of products did contribute. It was a mixed bag of that performance of the back catalog, titles that we had content updates for or brought to next- gen and so on, obviously had more revenues. I think we're having a growing wide catalog of titles adding to the revenues every quarter. Looking at the mobile business, I think, driven by Easybrain and CrazyLabs on a pro forma basis, had a fantastic growth of 37% in a quarter, which is a fantastic achievement if you compare it to last year. They both had underlying growth in their business, adding more titles, higher performance, and a solid process how to grow their business faster, I would say, than many others in mobile. Yep. Just breaking down the organic growth performance here, despite tough comparisons, of course, it's being driven long term about investments that are accelerating as you acquire companies and invest in them. In this quarter, Biomutant, as you say, probably a main driver. How about Deep Silver seems quite stable along with Coffee Stain, while Saber a bit lower year-on-year. If you could just break it down a little bit? I think Deep Silver, or the Koch Media publishing, as we defined it today, had a solid performance, especially driven by the wide catalog. For example, they had a next-gen update on the "Metro Exodus" on PS5 and Xbox Series X. That was driving both physical and digital revenues in the quarter. They had a good performance on the "MotoGP 21" new release. Obviously they also made a number of acquisitions, adding Vertigo and many others over the year. Looking at Saber, they came in a year ago, and I'm super happy to have them on board. Look, having organic growth case, they had a fantastic first quarter with the "SnowRunner," so it was tough comps on that. I think we saw that in the numbers that was a bit down from last year. Also the acquired companies is mainly resource companies, not really driving revenue today. It's more driving revenue of tomorrow. They having a huge pipeline of things coming out, it's not coming out like this quarter. That's the thing with Saber. Also, on the revenue side, they put some resources that they've been kind of defined as selling as revenues to work on their own projects. That work is capitalized and will drive further revenues and growth and higher margins in the future. That's when you transition a bit of resources within work-for-hire to own projects that are obviously on the short term lowering the revenues a bit. On the long term, it will drive margins and the revenues. As Matt stated, they will continue complement the industry with work-for-hire projects, co-development publishing projects, as well as totally own publishing projects. Yeah. This is really interesting with Saber, really strong pipeline, apparently both from you and from the team. What can you say about the pipeline for this year? We know that Evil Dead is coming in fiscal Q4, I believe, and that it's self-published, as I understand. Is the pipeline strong for this year, or should it be seen beyond this year, especially strong? I would say if you take a higher level view on Saber and look at pipeline, they will have the years ahead, like next financial year and the years after that. There is a significant difference in management expectations revenues on those years and this year. In the respect of the team and all the titles they have planned for this year, I'm sure it's fantastic and great titles. Looking at the actual expected revenues, it's a huge difference. I think that is the color I would like to give you on that. Great. Then we have to touch upon Biomutant. I remember last time I was here, or we were here, it was five days until release. It came out with very high expectations, and it seems to have performed quite strongly despite ratings that were, I would say, decent, but perhaps not the slam dunk that one would have perhaps hoped for. What is your view here after three months later, and what do you see ahead? I think the team and THQ made a fantastic achievement of building this product and shipping it. 20-person team built over five, six years, and to create this enormous game of that small team is just a hell of an achievement in this industry. They nailed it. They delivered the game according to my expectations, especially financially. We recouped the investment both for the acquisition and the investment into the game and marketing, and we made profit. What else could you expect? Obviously, there could have been some wrong expectations, and you can debate pricing and other things on the title. I know there is a lot of fans out there loving it, and there is some other fans out there, or gamers, having a more difficult time in the beginning playing the game. In the end of the day, I'm confident the game will find a lot of new players over the coming years and decade, both on the current generations, but potentially also on more platforms in the future. Great. I think a question that many will ask themselves here in the ROI graph, we saw one game having, I think if I saw it correctly, 2x ROI and one game having 3x ROI in the past quarter. Which one is "Biomutant"? Are you willing to shed some hint of that at least? No, I think this is the work of you, Oscar, and I think you know the title. I don't want to give too much color on that. I'm glad they made profit. I think that's the first KPI, making the money back and on a healthy return. Both releases in this quarter here made it, so. Great. Looking ahead for Biomutant. We're halfway into Q2 now. We haven't seen discounted sales as far as I know yet. Can we expect that in Q2? I expect that to probably be a sales driver given the high initial price. Yeah, let's see. I think obviously big promotions will be a good revenue driver in the future of the product. The question is what price point? To be honest, it remains to be seen. As usual, I want you to be realistic and not expect too much too soon of everything, and I guess confident Biomutant will bring good revenues in the future and especially on potentially other platforms as well. Great. "Valheim" we'll have to talk a little bit about. It came in bang in line with guidance, I think 1.1 million units in Q1. As far as I saw, no guidance for Q2, Q3, Q4. What can we expect here ahead? Obviously, it had initial very strong performance. Yeah, it's still performing good, and it's a fantastic game. As you noticed, it's been declining a bit in terms of concurrent users and sell-through. Still being one of the top titles, I would say, on Steam, and so I'm confident it will continue to perform, but perhaps continue to slow down until they are able to create more content and ship more content whenever. I will let that team and the publisher to communicate that when they are ready. They're obviously working on it. Yep. Deep Silver, "Metro" being a strong performer in the quarter, with quite strong performance, I would say, for Deep Silver compared to previous quarters. Are there any notable sort of platform deals in Q1, or is it driven mainly by game sales? Anything we should be aware of? Well, there is a bit of platform deals on one of the titles that we highlighted here in the presentation as well. Okay I wouldn't say exceeding Metro, but some money was accounted for according to accounting rules on that platform deal. Yep. Also just had to check, Chivalry 2, which seems to have been quite a success. Yeah. Mainly digital title, and you have the physical side. Is that the meaningful contributor at all? I care of all dollars or kronas, so it's always a meaningful contribution. Financially, it was not a significant contributor, especially not in gross margin or- No EBIT contribution. Everything counts, and it's a fantastic title. It's a hell of an achievement of the title, of the team at Tripwire and their developer of the title. I'm happy to see the success of it. Great. A few more questions on Q1, then I'm going to go to some guidance questions or outlook questions. Two or arguably three notable companies or acquisitions consolidated now in Q1. Easybrain and Gearbox, separate segments, Aspyr. Starting with Easybrain, quite a remarkable performance in Q1 given the guidance. I think, the interesting question is regarding IDFA here, the impact here, because you spoke in late May about limited impact, it was very early at that time. We have seen peers report some issues with regards to Facebook, for example, and lower Q3 guidance. How has the impact been felt? I think the IDFA is now widely implemented. That's happened during the summer, but obviously that will continue. Also, Easybrain is a different business. They are one of the leading companies in that genre, and they having advertisement-driven business. I'm super impressed with the team, how they're able to understand the business and prepare for changes and then finding the opportunities and now able to actually invest back into marketing again or use acquisition that might put down the profitability in terms of EBIT on the short-term, but obviously will drive a lot more profitability and growth on the long term. You mention in the report that you're seeing increased return on ad spend in the past couple of weeks. Does that mean Easybrain had some issues or so in July? If you spend the money on marketing or user acquisition, you need to believe that you will have a return on investment. I think without commenting too much, and it is not really my background in mobile gaming, but obviously you need to believe you get the money back you spend to drive new customers. I think a lot of potential industry peers are struggling with that because they need to find some whales or certain customers. Easybrain's business is different. They do not have this in-app purchase to the same degree. Understood, and costs for advertising has been relatively stable. Is it reasonable to expect sort of growth sequentially from Q1 levels, or is it any seasonal effects to take into account? I stated we're expecting growth from Easybrain business this year overall, from last year's numbers, and we saw growth this quarter. Potentially, it could be top-line revenue growth this quarter and coming quarters. The profitability will be depending on the user acquisition. It's quite important. Right now, I would say they then perhaps more entering an investment phase to drive further growth. They will still make good money, but they made a lot of money in Q1. I'm sure they will make even more money in the future, but I leave that to the management to decide how. All companies in the group should always invest for the long-term best outcome. That seems wise. It's possible to get, just because it's mentioned specifically, could you give some indication on sort of the margins in Q1 and the margins in Q2? How big can the difference be, and what can the user acquisition investments differ? I think it could be quite a significant different. I need to remember if we disclosed their margins in the acquisition of them. We did. I think it was 40%- Yeah roughly if I remember correctly. Easybrain is a highly profitable company, about 40% EBIT margins with a fantastic cash conversion. Top quarters could be about 40% potentially then and perhaps a bit more, but roughly that. Then investment quarters could be lower. Would that be 20% or between 20%-40%? It's hard. It's a new business for us, but obviously, it doesn't matter for the long term. What I want them to do is just to invest as much as possible to drive their business forward. I understand your model, Oscar, for the current quarter ending September is important. I want to be stating that they are investing. Yep. Then Gearbox, clearly above my expectations, at least, in Q1 here. What can you say about the drivers? Is it mainly "Borderlands," the "Borderlands" franchise? Anything else? No major releases as far as I know. No, I think it's a mixture of royalties and then the ongoing projects, and as Johan stated, it's a percentage of completion accounting. They have most of their teams working on a number of projects, and then they could account for it. Yep. I think Gearbox, in general, have a stable year, but this is a starting point for Gearbox. They are investing aggressively into various different sorts of things that will drive the long-term growth of Gearbox. I think the quarters over this year on the financial will be roughly stable or a bit up and down, but I think you should look at the years ahead if you value or define Gearbox, rather than looking at the quarters this year. It's also a bit complex accounting now. Percentage of completion is not complex because now it's implemented, but these royalty things is a bit complex. When are those revenues coming in? Not necessarily always the same quarter as the game is released, because it could be depending on specific agreement definitions. Yeah. Two final questions from me for now, before heading over to some questions that I've received here from the stream. Just want to touch on the cost structure, and I think we discussed this a little bit earlier. Obviously really strong gross margins in this quarter and really high other operating costs in a quarter where these two companies, Easybrain and Gearbox, were consolidated. Is it correct to assume that the high gross margins is driven mainly by Easybrain, which has high degree of advertising revenue? Yes. That's true, also driven by Gearbox. They have a high gross margin. Both companies are high, there's a sizable cost structure added as well. We have the marketing investment. Yeah. The user acquisition cost is within the operating expenses and disclosed separately, the SEK 289 million, so that's not part of our gross margin. Great. Will you be reporting user acquisition costs separately or mention it by quarter ahead, given it's an increasing share of the cost and strategy? We are defining how we are ought to report our mobile business. Right now, I think we will continue reporting user acquisition costs because I think it's a relevant KPI in the mobile business. We want to be transparent, we want to show the business. At the same time, we don't want to disclose too much for the fierce competition that is out there. There is a balance. Yeah. We need to learn as well as a parent company on how to report this. I'm super confident talking about retro gaming and Biomutant and things. There is some very complex data-driven stuff here on mobile gaming. Yeah. Understood. Final question from me. You wrote in the report about limited releases here in fiscal Q2. We know that the comparisons are again quite tough. Is this an indication that organic growth will be limited or even slightly negative in Q2? I think you need to put realistic expectations on the quarter ending now in September. There is not really any significant releases. There is a good number of fantastic games coming out at the end of the quarter, Hot Wheels and World War Z, but there is just a few days, and obviously those are not significant investments as well. I think the business will be driven by the back catalog. I think put realistic expectation on the current quarter. I think I'm long-term and just looking at the financial year, we will have a great year and with a much higher organic growth than we were reporting this morning on the constant currency basis for the year. That's definitely my expectation. That's driven by Q3 and especially Q4. Yep. Great. Then some questions here from the stream. Let's start with the questions from Martin Arnell from DNB Markets. Regarding your comments about Q4 to become even busier than previously expected, should we interpret this mainly as a slight shift of pipeline from Q2, Q3 to Q4? Could you say something about trends so far in Q2, in addition to the comments about improved ROI in mobile advertising? I think in premium gaming, it's hard to see a trend. You have new releases, you have some performing well, like Tribes of Midgard and a few other titles. I think it's hard to give a lot of more color on that. I think we see a fair stability of the performance now during the summer. Looking at Q4, obviously, we have titles, yes, moving from Q2 to Q4 or Q2 to Q3. Basically polishing more and making sure we're hitting the right release spot. Again, we put quality first, and we want to maximize the potential of each and every IP we have in the pipeline. Yep. Fair enough. A question from Nick Dempsey of Barclays. I think we've talked a little bit about it before, but I'll read it here. "You have commented that Easybrain is seeing less of an impact from IDFA than you were expecting. Is that a comment that includes what they have been seeing in July and August or just up to the end of June? Also, how is the change impacting CrazyLabs, which will be consolidated here from the start of October, I suppose? I think that comment includes the business up until today. At the same time, you can say the management team is very realistic, very data-driven, and they had perhaps a base case that was very conservative, and they're now exceeding that significantly. I love that management style. Over-deliver, under-promise. In terms of CrazyLabs, I'm hearing positive things, and what I see or hear is they also been tackling the IDFA in a good way. I think it's a bit early to comment that deeper, though. Obviously, we would like to onboard them now and to close the transaction and then look closer into that business. They have a significant growth on a pro forma basis expected this year compared to last year and obviously a business plan the coming seven, eight years that we have been buying into. Yep. I think when you announced just on the CrazyLabs here, because I think certain people may have been out when those deals happen. Could you talk a little bit about the growth outlook for CrazyLabs compared to the last 12 months' performance? What do you expect for this fiscal year? Also the phasing between quarters here. Is it any seasonality or strong sequential growth that one should factor in? Well, we gave a bit of color of that. We gave a financial range of all the acquisitions made two weeks ago, SEK 2 billion-SEK 3 billion. We said in the low range, taking for this financial year, meaning close to SEK 2 billion roughly, divided by four quarters, so obviously then roughly SEK 500 million. How much of that is CrazyLabs? I would say the absolute majority of that is CrazyLabs. 80%-85% or so. -ish. Okay. That's enough for me. Thank you. Then we have another question from Nick Dempsey of Barclays here. "Given the weighting of releases to Q4, how important is it for you to get all of these releases out there within this financial year? If a number of releases slipped into next year, would that matter to you, provided those games met your expectations eventually? I am running a business, and at the end of the day, I want to complete as good, great games as soon as possible and have that revenues coming in. At the same time, it will not come at the cost of releasing a bad game or releasing it too early, because that would not be wise for all the shareholders and return on investment. There is a balance, but that is one of the operational freedoms that my companies have. They should maximize the potential of each and every IP. I know everyone is working very hard to make all these fantastic games, and I let them decide when to release and how to release it. With that said, it is really hard to give more color on that. On the long term, a few weeks or a month or a few months or a quarter's difference doesn't really matter so much, especially if you've been working on a game invested for a number of years. At the same time, I always want to deliver. Yeah. It's an interesting topic, and I actually looked at the list of notable game delays just during this year. I think it was approaching 40 notable game delays. You have a policy of letting the developers, the publishers announce news about the releases and potential delays as well, I suppose. The fact that there are no delays announced today, you reiterate the guidance. What should we read into that? Would you have announced a delay if there was- I think the forecast we gave is based on the information I have at hand. We collect all data, we talk to the teams. What titles do you have on hand, when do you expect to release them? That's the guidance we provide. Yep. Looking ahead here, we have two interesting game events coming up. For sure. in the coming weeks. In general terms, what type of events do you consider good to announce new titles? No, I think I don't want to put too much color on that. I think we will be on a lot different events. Stay tuned. Stay tuned indeed. Great. Save that question for later. Johan, a question for you. Some context, cash flows quite weak in Q1 here. The question is from Martin Arnell at DNB Markets: "Could you elaborate on the negative change from working capital? Is it mainly Koch Media season swings and royalties to Iron Gate? Do you expect it to swing back in coming quarters? What do you expect in terms of dividend from associated companies? I think that the explanations, as he mentions, is what we have said. If you look at the seasonal swings in trade payables, they are seasonal swings, so they can swing both ways. When it comes to payments of royalties, that's not a seasonal swing. On the other hand, during this quarter, it was an exceptional amount. We don't expect to have the same exceptional amount looking ahead. The final part, when it comes to dividends from Iron Gate, basically. I guess first they need to close the year before they can do it. I wouldn't expect to have that in the coming two quarters, at least. Obviously, we love to pay a lot of royalties in the future to Iron Gate, because that would mean we're selling a lot of "Valheim. Yeah. Driving revenues and profitability. Yeah. At the current level, obviously, it's been a decline in that compared to February, March, and that's driving this. Yeah. It remains to be seen how "Valheim" will develop in the future. I hope there will be a lot of players returning when they bring out more content. I'm sure there is the potential to work on that on a very long-term basis. Yep. I guess it should be seen in the light of a very strong free cash flow in fiscal Q4 last year, and then the royalties being paid now, so it should be seen perhaps over two quarters. Yeah, I think it's hard to see. The performance was fantastic. It continued a bit. Now it's been declining a bit. It's far to estimate this. Obviously, if the performance of Valheim would have been continuing during the quarter, we would not have seen this. No big change over time. I think you're right also there, Oscar, that you should predominantly look at cash flows over more than one time period. Yep. I think that's absolutely correct, and that's why we're also presenting it on the TTM basis. Although we are investing more than ever into our games portfolio, it's a positive free cash flow on a trailing 12 months basis. I would like to state that perhaps we got a bit, not carried away, but the free cash flow is obviously something that shareholders and analysts have been asking us about all the time, and why don't you have it. Now we had it, we start reporting it, talk about it. To be honest, it's not really a KPI we're driving the business for. To be honest, I'm happy to see we have a negative free cash flow in a way, because then part of that at least meaning that we are investing more into organic growth for the future. It's not like we are chasing the cash flows as such, because then we would stop all the growth CapEx-like investments and focusing just on the evergreen titles and maximizing the margins in percentage and all that, what many of the peers are doing, but that's not how we operate. Yep. A question on the investments, which were quite high in the quarter. We expect high organic growth here. Going to have to raise my estimates, I think. No, just kidding. The investments were I think just slightly higher than what I had expected. Primarily, as it seems, driven by external investments, and obviously the mix is now different to the previous quarter with Gearbox and other things. Could you talk through a little bit. It's driven inclusion of Gearbox as their publishing investments. They have a lot of external developers that's added. There is also a significant increase of investments within, especially, I would say, Koch Media publishing segment. They have a number of big titles they are now investing into with partners, such as Starbreeze, for example, with "Payday" and many others. Obviously with the inclusion of Aspyr, they have a number of products, but they have one significant project that has a sizable investment. That's internal. Yep. The other effect, as mentioned, is when we see a shift from co-publishing agreements towards internal development agreements, as we can see in Saber as well. Yep. Excellent. I want to touch also on. Yeah, actually, we have a question from Jesper Birch-Jensen here as well. We've seen quite few game delays from several of your peers this year. Do you see this affecting any of your titles in Q4 with them being shifted into the next financial year? No, as stated, with the information at hand, we don't see that those significant titles, they are still scheduled. What we have seen is that there's been a number of titles shifting from Q2 to Q3, Q4. I feel good about the pipeline. Great, I have a number of questions here which I will run through quick. Could you give us an update on the outlook for partner publishing for the rest of the year, new releases, what to expect with the reopening of cinemas, et cetera? Yeah. I think the Koch Media film business has been able to convert revenues from physical distribution and cinemas to digital platforms in a good way, especially on the profitability level. I think perhaps if cinema is opening up and physical retail, it should be a bounce back, but I think that's a stable business. Look at the partner publishing business at Koch Media, it's as usual, there's a base business, but then significant growth in those revenues is driven by big AAA titles. They have one sizable title that I know is scheduled for our Q3, coming out. At the same time, they have this new cooperation with a major American publisher for Europe. I think that is still in the transition period to be implemented across Europe and to have a significant revenues of that this year and the quarter remains to be seen, but I know there's a long-term relationship on that, and obviously that publisher also have big titles coming out. They had another American publisher, indirectly, that internalized one of the labels of Koch Media, which over now will disappear from the Koch Media lineup, as we talked about last quarter. I see a stable business. Codemasters out and Activision Blizzard in, I think that's been known since before, and I presume, I think I saw some hints about "Call of Duty: Vanguard." I suppose that could be an interesting fiscal Q3 title. With the respect of all our business partners, I don't would like to comment on that. Yep. I have a really interesting question here from the stream, which I'll be interested to hear the answer to. It's regarding how a sentence in the report should be interpreted. A strong pipeline on new launches during the second half of the year should drive an increasing organic growth for the entire year. Should this be read as the organic growth for this year to be higher than last year's 70% organic growth? I think, as I stated before, it should be seen out of the organic growth in this current quarter and what the organic growth will be for the full financial year. I suspected as much. Let's see if we have some more questions here. Here's another one. My impression from following the news is that competition for Embracer on M&A is much more fierce than it was two years ago. Has there been a change in how potential acquirees approach folks with Embracer? How long it takes from first talk to signature, price expectations and such, compared to two years ago, for example? Yeah. Well, it's more competition. There is more players out there. There is, again, all the bankers of the world are engaging in gaming and SPACs. I think the main competitors is significantly larger companies to Embracer, and especially one company being very active and pushing a lot. I love that competition, and that keeps me awake every morning and love to see that we are winning most cases we want to win and having fantastic companies. I think we have a competitive offering at the same time. We work with the industry. We don't need to buy all and every company that's available, and people that want to maximize cash exits and all the respect of that, but that is not the way to go with Embracer. Embracer is something else. It's a starting point of a long journey together on how we could grow their business together. That appeals to a good number of creators and entrepreneurs out there, and I think that offering is stronger today than it was two years ago. As stated, the larger our ecosystem becomes, the better we become, and the greater output we will have. I think when I talk to creators and entrepreneurs, they can see the benefit of becoming part of the ecosystem. All these great companies, IPs, abilities we have within this ecosystem, and that's why they would like to join. Aside of we being whatever, what we are, based in Europe, independent, not running our own end consumer business, not being controlled by anyone. It's owned by the management to the minority. Yep. Great answer. Then we have a question on Tribes of Midgard. What's the percentage cut Gearbox gets from each sale of Tribes of Midgard? If you can't answer that, smart addition there, can you provide me with a ballpark estimate in percentage? Are the percentages aligned with the rest of the publishing industry? I think it's a very good question, and I'm happy to see the performance of Tribes of Midgard. I can't really talk for the actual margins in that. To be honest, I don't really have that exact number. Even if I had it, I can't disclose it. I know that Gearbox has a good publishing business. I'm sure they're having a margin in line with what you should expect from such a corporation. I can't really give you color because I don't have it in front of me. We made a lot of work when we brought them on board, and I'm happy to see one of the first publishing titles performing well. I suppose a typical arrangement, correct me if I'm wrong, maybe 70%-80%, or, sorry, paying out 20%-30% royalties after the investment is recouped. Is that the standard deal, would you say? Yeah. Well, it ranges from 15%-50%, so depending on many factors. Considering if they are financing the development, it should be in that range. Yep. The presentation now is nearing two hours, but I think maybe five more minutes, if that's fine. Sure. I have an interesting question here on the VR side, which I think is interesting and getting more interesting, perhaps, throughout the year as well. Yep. Regarding the acquisition of Force Field, this is strengthening Embracer within the VR segment, and I'm wondering, first, how much in percentage of Embracer's revenue will the VR segment now stand for? What's your view on VR in general, and is it a growing segment, would you say? What is the potential? And how prioritized is the VR segment going forward for Embracer, mostly regarding the M&A side? Number of questions. There's a lot of questions. I think on the revenue side, talking about overall Embracer, it's not significant today. Vertigo, we disclose EBIT numbers. Obviously, Force Field will add to that a bit, but it's a work for hire business that we will, I think, to a higher degree, use their resources to produce more own content. That will drive revenues in the coming years, but obviously not on the short-term. There is a number of other VR development across the group, both within Saber and other group members. I'm a firm believer in VR. I think it's a fantastic experience. It's a true immersive experience. I know there is strong platforms investing into the future in this. There is a viable commercial basis now to make your games and make profit. If it's successful, like Arizona Sunshine, the actual margins is really good if you create a leading IP. I think now in the early years of VR, you're able to establish new IPs. Yes, I would say it's a prioritized area of investment. The relative development cost for VR games, comparing to traditional premium games, is much lower, and shorter development lead times, I would say, than big premium games. From that perspective, it's also quite interesting. This doesn't mean that we will go out and buy. There is thousands of VR developers in the world. I would say a good number of hundreds of VR games development studios out there. I'm sure we will add a lot of more in the future, but we need to bring the best talents with the right mindsets on board. I think Vertigo built a fantastic experience, reputation, knowledge, how to grow Vertigo, both publishing and through own IPs, and I hope they will make more acquisitions in the future as well. It's really up to Klemens and Richard and the team, of course, to support that. Yep. On the topic, After the Fall. Yeah. It was supposed to come out during the summer. It's now been delayed. We don't have a release date as far as I know, but when should we expect it? I don't think it's delayed too long. Okay. It's a complex game. It's a big game. It's a AAA VR game, and it's multi-platform cross-play. It's coming. Stay tuned. Stay tuned. Finally, let's end it with some questions just on the latest acquisitions here today. Demiurge seems to have a really long and strong track record, and seems to have been a coveted asset, is my impression, among competitors. Could you talk a little bit about their shift from AAA to free-to-play, and what they're doing now, and what will they scale up for ahead? Well, you saw a few IPs on the screen today, and there is at least one major other IP they're working on with a major peer, which in the same category, free-to-play-ish. A real gaming product, I would say. They will continue doing that. They will continue working with those business partners. Obviously, as you're hearing Matt, they will scale up their capacity to make more products and better games. I just love the heritage of them. 20 years going back, and the IPs they've been working on is fantastic. I don't know them personally myself, but I've been hearing fantastic things from Matt and Andrey about their abilities on a technical level as well. It's a rare asset in that sense. There is not that many companies in the world that are able to do what they are building, doing. I think especially on that high level, AAA-ish, free-to-play, it's a rare asset. Yep. It's cross-platform as well, I think I read. I can't comment further on that. I need to refer to the presentation. Yep. Then the M&A outlook as the final question here. SEK 8 billion in net cash currently, and SEK 17 billion including Currently it's a bit more, but we haven't closed the transaction of CrazyLabs, for example, yet. Yep. When that is closed, it's expected to be roughly SEK 8 billion. Yep. Depending on- Yep the cash flow a bit up and down. SEK 17 billion including credit facilities. There was really nothing new with regards to your comments on discussions. Compared to the previous quarter, when you were perhaps more explicit, would you say discussions with larger potential acquisitions has accelerated? Well, I don't think it has really changed a lot. I would say if it's changed, I think it's more in a way, or more mature dialogues. Now, I would say a few more sizable. I don't want to put a number out there because it's creating headlines, and I don't want to be seen as this big thing just buying it for the sense of buying. It's not what it's all about. It's about finding the right partners. We are busy. We have more opportunities than we have time to allocate to them. That's the problem, yeah. Time allocation is the biggest challenge. Great. I think that's a good spot to wrap this up. You're busy, and stay tuned. Yes. Thank you very much, Lars. Thank you very much, Johan. Thank you very much, everyone, for listening in. That's it for today. Thank you. Thank you. Thank you.
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