Hello, welcome to the quarter two stream 2026 for Paradox Interactive with me, Fred Wester. I'm Alex Bricca, the CFO. Welcome, everyone. Welcome. Good to have you back. We start rushing through this with my name. That's me. Starting by saying that this is a solid first half of 2026. No big surprises, no big things that are upsetting in any way. It's been sort of a typical quarter. We release nine pieces of content for seven of our franchises. The only exclusion is "Cities: Skylines." However, we see a very positive trend for "Cities: Skylines II" since Iceflake Studios took over by New Year's. We see "Cities: Skylines" actually having the best sales quarter since release, without releasing any new content. That gives us a lot of reason to look forward to the future when we're going to release a lot more content for "Cities: Skylines II" and for "Cities: Skylines I" for that matter. Crusader Kings III" and "Stellaris" launched new expansion passes, and "Hearts of Iron IV" and "Age of Wonders 4" were both at the end of their expansion passes. They're going to recharge, as we say now, and starting over with new expansion passes. We entered the main list of the Nasdaq Stock Exchange in Stockholm, marking a new milestone for the company, giving us new opportunities to do new things, like a share buyback program that we announced last night just after our board meeting, and it's going to take place as soon as we can, right? Yeah. As we said, in my words from the CEO that we point out in the quarterly report, we have a very exciting Gamescom coming up in three weeks' time. We might just as well ask you to follow us on Gamescom as well for more news on because we're getting a lot of questions on future releases, but we can't say anything in these streams. We have to keep it in a certain marketing schedule as well. The releases, the key releases as you can see here for all franchises, like I said, almost. Stellaris, Age of Wonders 4, Victoria 3, Hearts of Iron IV, Europa Universalis V, and the last two pieces of content for Bloodlines 2 before we close that chapter of development. That was very quick, actually. Was it quick? Yeah, I think that's it. Yeah. I don't get any more attention this time. I think it was a good summary of what we've done so far on the product side, but I'll probably interfere with your- It wasn't little. -no. I'll interfere with your numbers instead. Sure. Let's go through them. Revenues for the second quarter came in at SEK 524 million, which is 14% up compared to same quarter of last year when we did SEK 459 million. Let's look into the drivers a bit. You that follows us knows there are mainly two things that impact the revenues. One is quite often the currency changes, when we compare quarter to quarter. It is negative for us this quarter as well, but not that much. It is roughly 2% negative on the revenue side. It has been much higher the latest quarters we have been through. Yeah. Now it has been fairly stable. Despite some 2% headwind on FX, we are still increasing 14%, and that of course has to do with the main driver, and that is what we release in the quarter. If we look a bit franchise by franchise, one of the biggest changes for Hearts of Iron IV, where we had a big release in the quarter. Last year we had that one in Q1 instead. Therefore Q2 versus Q2 comes with a substantial increase for Hearts of Iron IV. We released on Stellaris: Nomads, but there we had a big release last year as well. We did a lot of revenue this year for Stellaris, but we did actually even more last year. What is worth mentioning on the product side for Hearts of Iron is that Hearts of Iron IV: Peace for Our Time that was released in Q2 is also made with one of our modding teams, which also emphasizes our push for more user-generated content. We have a lot of talented community members among our 6 million gamers, and some of them are making a lot of quality content for our games as well, and this is one example of that. Yeah, you're right. We had two releases on Hearts of Iron IV in the quarter. Correct. Crusader Kings III released as Fred mentioned, a smaller release. Last year we had a massive release on CK3. Therefore the revenues on Crusader Kings III is down if you just compare quarterly. Last year was Khans of the Steppe which was the major in that one. I don't remember what was the name of the release this year. It was smaller. Songs of the Realm. Songs of the Realm. Yeah. It was a smaller release. Yeah. As you mentioned, Fred, this is a bit strange for us. Cities didn't have any release, but still made huge revenue because normally we push this message that if we don't have releases, we don't do much revenues. This didn't apply for Cities and- No. -of course it has to do with the fact that we have a lot of players that have bought Cities: Skylines I and are fans of the franchise that now little by little are starting to buy Cities: Skylines II. Yeah. You can see the sales climbing. Yeah. For sure. Age of Wonders 4," "Victoria 3" had releases this year's Q2, but they had releases last year's Q2 as well. Not much movement there. Of course, if you compare quarter-to-quarter or year-to-year, it's Europa Universalis was higher this year because we have Europa Universalis V. Vampire: The Masquerade – Bloodlines 2 had some revenues in Q2 this year. As you mentioned, Fred, we released the two final DLCs for Bloodlines 2 in the quarter. I think it was April and June, right? Top revenue contributors the same ones as always, Cities 1 and 2, CK3, Hearts of Iron IV, Stellaris, Europa Universalis V, Victoria 3 and Age of Wonders 4 and Bloodlines 2. No surprises there. Let's move to operating profit, SEK 182 million this year compared to SEK 133 last year. That's up almost SEK 50 million or 37%. That comes with the revenue increase, of course. Profit of the financial items or profit before tax SEK 188 million compared to SEK 139. The profit margin 36% this year compared to 30%. We think we can do better, right? We think so, yeah. On the margin side, we can probably be a bit over 40%, at least that's the long-term sort of strategy for us. Even though it's of course very strong with 36%. Equity to asset ratio 76% compared to 81%. Very solid company and balance sheet. The reason to the decrease is that we prolonged the office lease agreement here in Stockholm for several years. That is according to the accounting rules put on the balance sheet, so it increases asset and it increases debt, therefore the solidity goes down. Employees, number of colleagues to us during the quarter average 695, that's up significantly, I would say from 640 last year. The main growth is in our studios. Iceflake percentage-wise, makes the biggest of course, taking over Cities during this year. Naturally they are increasing. We've increased in Haemimont that are working on. They have one live game, Surviving Mars, and they're working on other things as well. Paradox Development Studios in Stockholm have increased. They have several projects going on and some increases on publishing as well, most in the studios. To the next page. Let's see this chart. It shows revenues and our three main cost, Cost of goods sold, selling expenses, and admin expenses. Cost of goods revenue we have discussed, 524 compared to 459 last year. Cost of goods sold is up from 232 to 259. We will look into that in detail on next page, let's save that. Selling expenses is very similar to last year, SEK 53 million compared to SEK 54 million Q2 of 2025. Almost the same movements within each game depending on what has been released, of course, and what's about to be released. Last year we had significant spending on EU5 and Bloodlines even though they weren't released, we were starting to prepare. This year it's up on HOI's since we released and also on an unannounced game. Right. Which sooner or later will be announced. The marketing cost we need to take in advance before we actually release a game and some of them even before we announce a game. Admin expenses slightly higher than usual this quarter, SEK 33 million compared to SEK 27 million last year. Half of that increase roughly is due to this list change we had that came with significant one-off costs. We don't see any major cost increases from being on this list. It came with extra cost to do the list change. Roughly SEK 3 million in Q2 was due to that. That means that it's up SEK 3 million, small changes between each quarter. This year we had a summer party for all employees here in Stockholm in June. Last year we had it in- I wasn't even there. -no, you were invited. I'm sure. I was invited, but I wasn't there, so it was not my fault Paradox was there. No. It was good. Last year we had it in September when we had the big staff conference. Right. That means that- Moving costs around corners -it moves a bit. Admin expenses normally stays quite flat, but with an increase of staff in general and an increase of the business, admin expenses comes up a little bit. Move on? Yes. Let's dig into COGS. There we go. Which is the biggest cost we have, SEK 259 million up from SEK 232 million last year. It's made up of seven cost items, or that's how we describe them. The ones that is often the biggest one is amortization of capitalized development. That came in at SEK 103 million this year, Q2, compared to SEK 79 million last year. It's a SEK 24 million increase, that is more than SEK 24 million is due to Europa Universalis V and Bloodlines. Mm right. Only those two projects came with a higher amortization in Q2 that then makes up this difference. That means that the rest is down and especially Crusader Kings III that is down. They had the huge release last Q2- Right -which has been almost fully amortized by now. Also, Millennia had significant amounts last year, but not this year. Write-downs, zero this year, zero last year, which is, of course, good. We have amortizations of licenses, trademarks, and similar rights. This is down from SEK 19 million-SEK 8 million. The SEK 8 million, it refers to the acquisitions of Haemimont and the game, Stranded: Alien Dawn, which we didn't have full of it last year. What we do is when we acquire companies like Haemimont or assets like Stranded: Alien Dawn, we prefer to put as much of the investment cost onto assets that we amortize. Yeah. It pushes down the profit in short and mid-term, but it's a prudent way to do it, and it helps us in the long term. Yeah. It keeps the balance sheet clean- Exactly -from all goodwill items and stuff like that. Yeah. I think our total goodwill now is under SEK 20 million. Yes. It's somewhere around there. Yes. It's right. Yeah. It keeps it clean. Yeah for sure. Of course, take Haemimont for example. We expect the value of Haemimont to actually increase over the years. Yeah As being part of Paradox, that's not how we account for it. We account as the value actually disappears over, I think it's fully after five years. Yep. It's a very prudent way to handle it. Why is it down? Last year we had amortizations of Playrion that we acquired back in 2020. five years has gone, then all amortizations have gone. Therefore, we have zero amortizations left to do there. Depreciations, SEK 7 million, same as last year, slightly down. This is how you account for the rent pretty much for all the studios. We have non-capitalized development costs. This is a spending on game development project that we don't capitalize for different reasons. It can be high risk. It can be early stages. For example, we released, as we mentioned, two DLCs on Bloodlines 2 in the quarter. We have taken the full cost of that development in- In this quarter -as they come. Yeah. Yeah. The significant part of that development came in this quarter. Yeah That is high. We have the profit share, which is company-wise, it is 6.5% of the quarterly profit. That is taken as cost in the same quarter, and most of it ends up here because most of our employees are within the studios that are part of the cost of goods sold. We have some of the publishing costs as well. For game development-related matters ends up here. Development support, operation, maintenance of games. It is pretty much the tech cost we have within the publishing unit. They do the launcher, mods, multiplayer functionality, forums. It is up to SEK 30 million this Q2. It was SEK 24 million Q2 of last year. It fluctuates a little bit from quarter-to-quarter, and it also increases or decreases with the business. Yeah. If we do more project, if we hire more people, this goes up a little bit. Royalties, the final item here or sub-item, SEK 28 million in this year's second quarter and SEK 26 million last year second quarter. Two things that drives our royalties, or historically it has been two things. It is the revenues of "Cities: Skylines" and "Age of Wonders 4. Yeah, they earn that from Age of Wonders 4 purchase. Yes. Yeah. That is fully paid now. That means, in Q2 we had much less, and in Q3 we won't have anything. On Triumph Studios. Correct All the games. Yeah. Correct. We can expect royalties to slightly go down, or it should go down in average. Let's move on to the next slide, I think. Yes. Let's go. Below our three main cost items, we have other income and other expenses. Net, SEK 4 million this year, net last year, - SEK 13 million. This is mainly currency movements within the quarter. Last year's Q2, if you remember, the dollar weakened significantly- which impacted us negatively in that quarter. This year it hasn't moved much. It has actually gone up a little bit during the quarter. Therefore, it's much less negative and- Fairly stable. Financial income is interest rate basically on money in the bank, I guess. Exactly. That's stable. It's down, very similar as last year. SEK 6 million last year. I think it was very much the same. Yeah, it was rounded off to SEK 6 million last year as well. Slightly changes in interest rates and the amount of money we have on the bank account. Sounds good. Let's move on. Move on. Rolling 12 months profit. This is to give you a better sensation of the trends. You can, of course, see that over a longer period of time, the growth trend of the revenue is very solid. There are ups and downs if you look at shorter periods of time. Over time, there has been a very stable increase. It varies with the releases. Profit is down a lot since Q4. Profit, of course, also depends on the releases, but also if we release bad games or projects that comes with write-downs, we had one in 2023, we had one in 2024, and we had one in 2025. The 2025 one was Bloodlines 2. That will still push down the rolling 12 months- Until Q4. -yeah. Next quarter it will still look like this, it will bump up again. I think we said it on the last stream, we have had three big negative projects. They are all gone now. Well, we have slightly little amortization left on Bloodlines, but in terms of what we have in the development pipeline, we don't have any big high-risk projects like these ones. That's very good. That's very good. Yes. Very good news as well. Yeah. Next. Yes. Let's go to next. Let's go. Cash flow in the quarter. If we look at cash flow from operating activities, it was SEK 105 million this year. That includes SEK 185 million payment for the publishing rights to the game that we're co-publishing. Without those SEK 185 million, it would be significantly higher. I don't know exactly if we have said when the game is. No, we haven't said exactly when the game is going to come. No. When it comes. It's basically for publishing rights for games. Yes. SEK 185 million in this quarter, which would've made it SEK 290 if those were left out. It's money that hopefully is coming back and hopefully quite soon. Yes. Good point. Very strong cash flow. Very strong cash flow. Cash flow from investing activities, SEK 166 million compared to SEK 161, so very similar to last year. If you follow us, you know that this number, it fluctuates between the quarters. I think it was like SEK 122 or SEK 124 in Q1. It differs a bit depending on when we get the invoices for the different projects. Great. I think that was it. Is that it? Yeah. Yes. Let's move over to the Q&As. Yes. We have received several questions during the morning and also during the stream, I think. First one, I think is for you, Fred. Do you see potential in working with third party owned IPs? That's a good question. We prefer as Paradox, we always have to own our own IPs and work with our own games, our own trademarks, intellectual properties, all of it. If we see an opportunity though, with something that matches our philosophy, matches our target audience, matches what we do, and we can come in at the reasonable price, with a good deal for both us and the partner, we're not alien to doing that deal. The way the market looks right now, it's been a bit volatile out there. I think Paradox is still very stable. I think we're having a good growth path forward. I think we have a great strategy, great team. It also gives us a lot of opportunity to work together with talented teams that are looking for either a publishing partner or funding or other things. We can provide a lot of stability for a lot of gaming companies out there. Opportunities will come up for sure. That was a very long answer. Good answer. I think it was actually fulfilling to whoever asked the question. Yeah. Alex, can you quantify the non-recurring Main Market listing cost and effects? Yeah, I think I did. The Main Market listing cost was SEK 3 million roughly in this Q2. It was roughly the same in Q1. Yeah. We expect it to be close to zero in Q3. Yeah. Yeah, I also touched upon the admin cost in general. FX, I said we had roughly 2% headwind. Yeah. These are estimates and it's difficult to be exact for us when we talk about the FX, because we can of course, see how much the different currencies have changed between the quarters. We can weigh that change with the currency mix we see from our products when we look at Steam, for example. That gives us, in this quarter, 2%, if we look at the average Q2 and compare to averaging of Q2 last year. FX actually impacts us when the payments are happening. It depends when are Steam getting the payments from the players, and when are we getting the payments from Steam. That timing differs from when we recognize the revenues in our income statement. Right. For example, due to expansion passes. We got the payments for the Age of Wonders 4 expansion pass already last year. Some of it comes up now in the revenue. Therefore you can't just take this 2% and multiply it with the SEK 459 million, which I think was the revenue from last year's quarter. Yeah. Just say that that is impact. Over time it kind of balances out. Yes. That's the point as well because the expansion passes sell at different times as well. Yes, exactly. Every day for the whole period of the expansion pass. Yep. It's more complex than just saying 2%. Yes. That's the thing. It balances out over time. Right. Here's one for you, Fred: Could you give an update on Prison Architect 2 and any other games in the pipeline? Follow-up question on that, can we expect something at Gamescom? Can you comment on rumors circulating about future management games? Three questions in one. All right. Three questions in one. Let's start with Prison Architect 2. I played some Prison Architect 2 yesterday. The new planning mode is absolutely brilliant. You can build plans that are transparent, then you can say push play when you have the money in the bank. It's really good. It's getting there. We're going to come out with news during fall. That was Prison Architect 2. Can we expect something at Gamescom? Yes, you can. It's going to be quite big for us this year. We already said in this stream, and I think I say that in words from the CEO in the quarterly report as well. We really hope that you follow what we do with Gamescom, basically, and the release that we have, because it's going to be a lot of fun. Can you comment on rumors circulating on a future management game? No, I can't. I'm sorry. You have to wait until we do official releases, because if we comment on all the rumors out there, it's going to be a completely separate stream about that. Not today, but hopefully we can iron out some details in a couple of weeks from now. Alex, given the quieter Q3 content schedule, how should we think about the sequential EBIT considering the higher headcount and ongoing amortization from Europa Universalis V and Bloodlines 2? Right. Good question. Yes. What will EBIT be in Q3? Exactly. Plus minus 2%. Yes. We don't give any guidance on the EBIT or any other financials. As the question points out, Q3 tends to be slower compared to Q2 if we count releases. Yep. It's likely going to be like that this Q3 as well. That of course impacts the EBIT. Almost all Q3s are lower than the Q2s. It's quite common for us as well, at least. Considering the higher headcount, we've had significant headcount increase compared to last year. Most of that is in the studios. That means that it's for developing, which means that it's been capitalized and goes into the balance sheet. That doesn't impact the short-term profit. Right. It will impact the quarter when we release a game. The plan is so that that game's going to come with more revenues than amortizations, of course. Yeah. It won't impact Q3 that much. Also, these are details, but when we speak about Q3, personnel costs tend to be significantly lower than other quarters because we have a lot of vacation, and that has an impact on the P&L. There was also a three-part question. Amortizations from Europa Universalis V and Bloodlines 2. Yes, good point. That is coming down. We released both games in Q4 last year. Yeah. We have the aggressive amortization model, which means that we take much more in the beginning. Now we are coming in in the kind of final period. Stage, yeah where we have amortized the vast majority of both games. That is going to come down. Right. Next one is for you, Fred. Is the team in Iceflake still working on the console version for Cities: Skylines II? Can you give any additional color on a possible release? Short answer is yes. Any color on release? No, because like I said, we're going out with official releases whenever we are ready. The progress is looking good. I don't actually know when we're releasing more info on this, but I think it's fairly soon. We're in a good place with Cities: Skylines II on console. Alex, is SEK 200 million the entire amount up until the AGM? If so, why is that considering SEK 1 billion of cash flows after dividend payment and the payment of the publisher contract? SEK 200 million refers to the share buyback program. I guess so. I'm pretty sure. Yeah. That we announced yesterday. It sounds like the round number that- Yes. -agreed upon in the board meeting yesterday. Yes. Yeah. Yes, that we announced late. Why is it only SEK 200 million? Yes. Per. The entire amount. Yes, it's a full amount that the board decided on yesterday. Yes. That's a total amount. The board made this decision based on the mandate that was given on the AGM that we had in May. That mandate is bigger. Yes. The board has only used a part of that mandate. Technically there's nothing hindering the board to take a new decision later on. If I understand correctly, we can buy back almost 10%- Yes -of the total shares. Yes. That just takes a new board decision. This is- Yes. -this board decision has the mandate of SEK 200 million. That decision was SEK 200 million, correct. Why isn't it more? The buyback program is SEK 200 million. Back in May, we distributed a little more than SEK 500 million in dividends. It's SEK 700 million this year if we complete the buyback program, a little more than SEK 700 million as shareholder distribution. Sure, we have more cash, but we think this is a good capital allocation for this year. Yeah. As always, our main priority is to invest our cash in game development and if the opportunity arises, acquisitions like we have done in the past. Yeah. What is not needed for that should, of course, be distributed to the shareholders. We have during the last years increased that distribution. It's not many years ago that we did SEK 100 million in distribution, then we increased it to SEK 200 million, then to SEK 300 million, then to SEK 500 million. SEK 700 million. With the complete buyback, it's at SEK 700 million. We are increasing it. Fred, when you think about releasing content more frequently across your main games, what's actually holding you back the most? Is it how much your teams can produce, how much players are willing to pay for, or something else entirely? I would say it's all of the above to different degrees. First and foremost, the ceiling is quality. We've had uneven quality on some of our titles. Some titles that do only things that get super reviews and some that are a bit up and down. We need to be able to provide a strong player fantasy with quality content every time we release something. That's our goal. I wouldn't say there is one dominant factor holding us back, but we strive to produce as much quality content as we can for our gamers. We don't hold back for other reasons than that, I would say. You could always argue we could have parallel teams and stuff like that, but it also increases complexity. I would say that our live teams work really hard to provide the content that we come out with every year, and I think we've found a good model with the season passes. We might do some adjustments to that in the future, but I think we've found a good model. If we're describing the Paradox, if you want to call it flywheel, which is very popular to describe it as that, what we need to do now partly is finding more games to fit the Paradox model that already is working. As you can see, no new releases this year, still stable. We can see that our portfolio can still grow the company. It's just adding new games on top of that is going to be icing on the cake. Or maybe more than icing, maybe a fully new cake. You never know. Good. I have really long answers today. I don't know. I'm just- Good answers -inspired. Regarding the SEK 30 million guaranteed to an external dev, how are the advances recouped and margins or revenue sharing economics from an investment standpoint? What protections exist if the project is delayed or underperforms? Okay, several questions. To start, we can't comment on the particular contracts, but we're happy to explain our standard procedure. Yeah. When we publish games developed by other studios, the normal setup is that we as a publisher, we finance a full project. We pay the full development costs, sometimes with markup, sometimes just as cost basis. Upon release of the game, we take often the full revenue from day one. Once we have reached a certain threshold, normally it is related to when our investment is recouped, sometimes it can be more than that, then we start to share the revenue with the development partner. Depends on when we come into the equation as well. If we start the funding from the beginning, the terms are in our favor, mostly, and it might be more balanced if we come in late and can evaluate the product. Yeah. It depends a bit on that as well. In this project, we came in quite late. Yeah. We actually have a couple of projects that we can't really. Sure Some that we can't talk about either. Sure. As you say, when we come in late, a lot of the risk is already taken. Yeah. That's of course, very beneficial for us, the risk is smaller. Yeah. Normally, that is something that you need to pay for through the terms. If you take less risk, it's likely that you get equally less upside. Yes. With less risk, you could a bit roughly expect slightly less margins. Also you have to remember that when you make a completely new product, it's quite high risk. When you come in later, the risk is significantly lower. Yeah As well. Then there was a sub-question in it, what protection exists if the project is delayed or underperformed? I think the best way to handle the risk is of course to come in late. That reduces the risk the most. The most, yeah. Another equally important thing is to work with studios that have a good track record, work with projects that have, is it a sequel that takes down the risk? Yeah Because it's a recognized brand, it has a player base already. Yeah. Those things impact the risk much more than the contractual terms, I would say. A sequel to a previous game is a lower risk than a fully new game. If you have a lot of overlap with the Paradox current portfolio, it's a lower risk for us because we know the target audience. There are a lot of factors that come into account when you make the decisions on what to publish. Fred, given how the EU5 launch has gone, including the issues along the way, has it changed how you think about Paradox focus on grand strategy games? No, not really. Grand strategy games is still our core, and it's also our deepest expertise, and we will continue to invest and expand that. We will continue to experiment a bit on what is considered grand strategy and maybe trying to reach certain new target audiences without leaving behind the core audience that we already have, because I think that's a mistake a lot of people do. It means when we're looking at existing games and new titles, grand strategy is still at the core of what we do, even if we experiment with other things around it that fits the gaming formula and also the business formula of Paradox. More questions. Alex, how should we think about the net royalty cost trajectory given the expiry of Age of Wonders 4 earn-out, but higher royalties from stronger Cities: Skylines and Cities 2 sales? Good point. Short answer, it should decrease over time. As we already mentioned, we have two main drivers as the questions suggest, revenues from Cities: Skylines and Age of Wonders 4. We already said it, Age of Wonders 4 is from now on royalty free, you could say. Cities, yes, revenues have increased over the last quarters, but there we pay royalties on the sales of content developed by Colossal Order. Yeah. Now when we and especially Iceflake have taken over the development, it means that revenue sales on content that is produced by us, we don't pay any royalties on. Right. Over time, the ratio of the revenue will likely swing towards- Yeah -own produced content. That will decrease royalty rates as well, even if the total revenue, as we hope for, will increase. More questions. This one is for you, Fred. Why the choice to work with external developers? If I'm not mistaken, Paradox shifted its strategy more towards in-house development. Does this studio have a strong proven track record? Which measures are in place to evaluate the developer's progress? Well, I think we explained it previously, it's not a shift of focus, I would say. In 2021, we had, I think, nine or 10 external developments, we pretty much closed all of them. We've reevaluated who we work with and why we work with external developers. I've explained it before. It has to meet the Paradox criteria for what a good game is or how we see games. Also have a good overlap with how Paradox does business and what we value, including, for example, modding and other things that are important both to drive revenue but also to drive player interest and make people more engaged in the game and basically drive player value. All the studios that we work with have a strong, proven track record, typically works with franchises that has been either proven before or has seen some sort of first touch with the market. We have a couple of studios that we work with right now on the games that we will co-publish. We think that's an excellent way to figure out ways to find new partners to work with over longer periods of time and sort of expand the Paradox universe for our gamers and for ourselves as well at a limited risk. Which measures are in place to evaluate developer progress? Well, we monitor everything closely from a milestone schedule, just like we do with our internal games. We do have more than a quarter of a century experience in making games, even if we fail from time to time as well, which is inevitable in the entertainment industry. I would say that we monitor all developments that we're a part of because we're invested in them. Good. Monthly active users in Q2, what is your reasoning behind no longer reporting these figures in the quarterly report? SEK 6 million. Was SEK 6 million in Q2. It's in the report, but unfortunately, the reader has missed it. We have done several format changes to the report. Yeah. One is that we have brought forward and increased the KPI sheet that we used to have. Right. We have more KPIs in it. That has replaced the slide or the page where MAU was previously set out. Now you can find MAU in the company description in the report. Okay, yeah. We have a page that talks about Paradox. There you will find the MAU. Fred, I was wondering if you could break down your thoughts/rationale behind Transport Fever 3 in both qualitative fit in the context of Paradox portfolio more broadly, and then how you think about ROI when you consider total sales of Transport Fever 2 so far. Several questions again in one. I think we've kind of answered this in a lot of different ways. You know what? I'll give it a new stab. First of all, I think the portfolio fit for this game is great, and we've done an extensive analysis on, for example, wishlist overlap in between this game, the Cities: Skylines series, Crusader Kings, and a lot of other games in our portfolio, and come to the conclusion that there are very few games out there that has more Paradox DNA than specifically the Transport Fever series. The game looks great. We've all played it. We got the opportunity to play it when we signed it, and that was actually one factor that got us to sign it, is actually trying out the game's quality. Just like I have with Prison Architect 2, it's much easier if you sit down with the game and actually play it yourself. It gives a totally different sort of feeling to, is this game a good game? Can this game actually sell? Can it reach the audience it's supposed to reach? This is a great game. It's exactly what this type of gamer wants, according at least to our own internal and to somewhat, to some extent, external user research tests as well has indicated. That's obviously, it's a competent developer. They've done games before that is virtually the same thing. It has everything we want, depth, replayability, engaged player base, modding scene. Pretty much this is what we do. It's just made in a different location than in the Paradox office. We never share details of contracts or partnerships like that because we've never done before. Yeah, we think this is a good opportunity for us to find a new good partner, all in all. Good. No more questions. With that long sort of explanation on Transport Fever 3, the Q&A session is over for this time. Thank you, Alex. Thank you. Thank you for watching. If we have missed to answer any questions, email us, and we will answer them by email. We will. Don't miss the Paradox announcements at Gamescom. It's going to be a lot of fun. Of course. See you at latest at the Q3 report. Yes. Perfect. Bye. Have a good day. Bye.
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