Thank you very much, and good morning, everyone. It will be me presenting as well as Andreas Uddman, our CFO. I will start with giving you on slide two an update with Stillfront at a glance. We are now 20 gaming studios that are working very much collaborative and creating operational synergies. We will come back to that later. We also have built a portfolio that is growing and evolving, that is typically characterized with loyal users and long lifecycle games. We are over 1,200 employees in our different offices, which you can see as red dots on the lower right corner of slide number two. We have a record level of users playing our games. There are now 67 million monthly unique and 13 million daily uniques. Our main markets are U.S., Germany, MENA region, U.K., and Canada. You can see the distribution of our revenues also on the lower right corner. North America is slightly up to 54%, Europe 29%, Asia slightly up to 11%, which are our main areas. Turning to slide number three, a few words about our game highlights in the second quarter. We added four titles to our active portfolio, which is now then 56 games. We have now more than 30 games under development and in soft launch in different stages, which is the highest number ever. That is giving us confidence that we will have the opportunities to grow, not only later this year, but also into several years to come. We acquired our first asset during the quarter, Crush Them All, an idle RPG game which is operated by Imperia Online and also supported by Goodgame Studios in marketing. We also had a successful early launch on Albion Online, the mobile version that reached in a very short period, two million downloads. We are very pleased with that, of course, and also that resulted in an increased Daily Active Users base of more than 50%. A very good start for Albion Online Mobile. However, we have a bit softer performance on Super Free titles as a direct result of lower download numbers, and which in turn is a result of a decrease in UA spend. Successful expansion of Big Farm: Mobile Harvest into Microsoft Store, an interesting and promising thing. Low volume so far, but we think that could be interesting in Q3, Q4, and onwards. Finally, I would like to comment on BitLife, which has had the all-time high here in May, and we are optimistic about what that could bring as we continue our localization and expansion on that game, and also adding new updates and new content. Going to next slide four. We recorded net revenues that were 16% higher in Q2 this year, amounting to 1,382 million SEK. We had an organic growth of -17%, which is obviously a direct consequence of that we had in Q2 last year, the exceptional intake of new user. It's a challenging comparison. However, it's important to note that we are very pleased with the ARPDAU, the average revenue per daily active user development since that. It is offsetting some of the user base decline, and as it is organically plus 13%, it shows that the COVID-19 cohorts and onwards has been of high quality, and that our teams are really good at the live ops that is so important for our business. Also very important is to note that since we have this exceptional comparison period, which is making things look a bit special this year as we have been a growth company for more than 10 years, it is important or could facilitate to look at the 24 months comparison instead. We have had on a pro forma basis, excluding KIXEYE, which is a separate topic, but otherwise, we have been growing like our addressable market. That shows that we have a quite steady development over 24 months, but of course, with a very high bump in Q2 last year. Also important in this quarter is that we had a UAC deployed representing 25% in relation to net revenues with very good profitability, so way shorter return times than the 180 days that we target. We did target to deploy some four to five percent more than that. That was not possible due to the IDFA challenges, but nevertheless, it is important to note that we did deploy the second highest number ever. Mainly it was Super Free that we couldn't market to the level that we hoped for, and since they move a bit faster than other products, that is basically what is part of the development of our top line, obviously. We will come back to that later in the call. Just another comment on the IDFA effect. We think that it's really paid off that we prepared ourselves for almost a year, or actually more than a year ago, we started the preparations. We have been benefiting from that. We have been benefiting from the fact that we have a very wide market universe and a strong market reach, many channels, many territories where we market. That is what explains that we were able to deploy on the second highest level ever, even though we have had the IDFA challenges. Of course, two things we did not expect out of all this unknown territory that the IDFA change come with, and that was, we did expect the update of the phones from the consumers to happen earlier, just as also Apple have commented on. That was a bit slower than we expected. Also that some of our partners, marketing partners and intermediaries, saw some unexpected challenges due to this, which of course, had an impact for us, especially that it had an unexpected impact on games and studios that normally don't work with targeting at all, such as SuperFree and others. That, of course, had an impact. Nevertheless, it's important to note that we had our second highest UA ever and a high level, 25%, in relation to our net revenues. Last comment on this, looking at the graphs, you can see that we have all-time high in recorded revenues, both looking at the individual quarter as well as the last 12 months, despite the fact that we also have a eight percent negative FX effect in the quarter. Turning to slide five, looking at our profitability. We have a very high profitability in Q2 of 35% EBIT margin. That is obviously then driven by the fact that we were not able to deploy more than 25%, even though that is a high number, targeted to deploy some four to five percent more. That has, of course, a direct correlation to the high profitability and high profit margins. We also can comment, It is important that we can conclude that we have 19% in advertising revenues, which was a target that we set up at our Capital Markets Day in November 2019, that we should be able to be up at high teens in advertising revenues. That is strategically important, whereas it is a perfect hedge towards volatility in market prices. That is up from five percent last year. We can also see that it's important to note, as we have explained and elaborated on earlier, that we have a different product mix compared to one year ago, and that is typically that we should have a higher UA spend in relation to net revenues than we had one to two years ago. We think still that 28% is a representative number, as we spoke about all that in the beginning of the year. We can also see that we have an all-time high in profits in absolute number, both for the quarter as well as 12 months. We recorded SEK 477 million in profit only. Turning to slide number 6, looking at our active portfolio. As mentioned, we added four titles, so we're now up to 56 titles in our active portfolio. The advertising booking increased, as mentioned, to 19%, mainly driven by the fact that SuperFree were included for the full quarter for the first time. Mobile booking is steady on a 77% portion of the total revenues, up slightly from last year, but very steady from Q1. You can see that we have a significant increase in the number of users worldwide that play our games, both on a monthly basis as well on a daily basis. They were up to 67 million on a monthly basis, and the DAU number is up to 13 million. We are pleased. We are heading for the 100 million user base that we would like to have in the future. We can also conclude, which is important, that our ARPDAU, the monetization that we're able to do, is really strong. It's organically up by 13%. Again, that is a product of good work in our studios with live ops, and that the cohort that we were able to acquire has been of good quality. Turning to slide seven, looking at the strategy product area. Total is that representing 25% of our active portfolio bookings. We have now 13 games in the portfolio. The bookings are declining by 17%, and that is, of course, driven by the fact that we have a much lower UA than we had last quarter, but also that we have basically a lower number of users, basically, than we have compared with Q2 last year. It's important to note that Conflict of Nations continues to be very strong for us. It's one of the most successful launches in September last year. War and Peace, that was launched in Q4 2017, has continued to perform very well, and a strong organic growth year-over-year. It's a low number, but it's important. As a last comment on the strategy area, that we are starting to see that ad bookings where ad revenues have actually started to kick in. We have been able to expand in absolute numbers factor three, but it's still only one percent. It's important because we didn't really expect one year ago that we would at all be able to generate ad revenues in the strategy area. As we see now that is possible, we are optimistic about that number can increase, and that is, of course, in line with our strategy to increase ad revenues. Turning to slide eight, simulation RPG area and action area. We can see that this is now 30% of our active portfolio. We have 26 games with Crush Them All, Naval Action, and This Land Is My Land added to the portfolio during the quarter. The growth is 22% compared to last year, primarily by newly acquired titles explaining that and driving that. The share of mobile bookings decreased actually to 59% due to that Albion Online, which is a cross-platform product, have significant revenues on non-mobile areas. As we mentioned earlier, we see that their mobile portion is promising, launched in the quarter. Ad bookings were steady at five percent. You can also see that we have some fluctuations and some lowering in MAU, especially and in DAU, and that is mainly explained by that we had significant pushes in Q1 for Land of Is in particular that we didn't have in Q2. Turning to next slide, which is the casual and match-up product area, slide nine. That area is representing 45% of our bookings. We had a year-over-year growth of 30%, which is both explained by the acquired titles, obviously, since this is our latest added product area, but also very strong organic growth from Candywriter. We are happy to see that Moonfrog have had a very strong first couple of months in the group, and we are already establishing several collaboration projects just to ensure that we leverage the business platform that we have. That is very pleasing to see. As touched upon already, SuperFree have a softer development on top line because they saw the challenges with spending as much as we planned on UA, but the flip side of that is that they are earning more money than we expected, and we earlier guided on. DAU and MAU, as you can see, are I would say, obviously rapidly expanding as we have added Moonfrog that has a significant, very high number of large user base, but they are monetizing on a lower level. That is what we knew already. With that, I would like to turn over to Andreas to look into some financial highlights. Please, Andreas. Thank you, Jörgen. Good morning, everyone. Just to turn to page 11, so the financial highlights of the quarter. We have a revenue growth of 16%, and it's paired with a strong adjusted EBIT margin of 35%. We did on the cash flow generate a record level of cash flow from operations of SEK 443 million. We continue to have a strong financial position with a cash balance of SEK 850 million and an undrawn total credit facility amount of SEK 2.6 billion. We took strides of improving our maturity profile by issuing our new bond of SEK 1.5 billion on very attractive terms. We have a leverage of 1.56, which is around our leverage target. The quarter, even if we have tough comps, strong underlying financial performance, we diversified our financing platform, and this creates diverse flexibility for future growth. Turning to page 12, the P&L income statement in more detail. As mentioned, revenue growth of SEK 190 million, so 16%. This was driven by acquired growth, which drove 41% of the increase. That's offset then by a negative organic growth of 17% and FX movements which creates a negative position of eight percent. Acquired growth continues to drive diversified revenue generation, with more games, with both SuperFree and Moonfrog contributing to the P&L for the full quarter. We also had Game Labs joining in May. While that is small and not material, it still contributed. Ad revenues increased to SEK 261 million or 19% of bookings. This is a key dynamics in our portfolio. As you can see, the platform fees actually decreased with SEK 29 million, so nine percent year-over-year. That ensures that the gross profit in absolute terms increased by SEK 220 million and 26%. This is driven by more ad revenues coming in. We improve our gross profit margin by six percentage points year-over-year, and that allows us to deploy SEK 130 million more, i.e., 60% more of UA in the quarter. The second-highest quarter that we ever had. This is very key in terms of the demand dynamics. We talked about this and the importance of this, and we can now see it in the financial numbers coming through. In terms of our other expenses, they increased SEK 25 million year-over-year, a 53% increase. Obviously some seasonality in that cost position, but mainly driven by the acquisitions that add sort of fixed costs. Our staff costs increased by SEK 58 million or 35% to SEK 222 million. It's also important to note that the actual P&L impact of that net of the onward capitalized is SEK 26 million, i.e., only a 32% increase. Moving down on the P&L, we have depreciation and amortization. That increased to SEK 26 million, and that is driven by more products being amortized for a full quarter, but also some depreciation, which is mainly driven by IFRS 16 and office leases. We increased our adjusted EBIT with SEK 14 million, i.e., three percent versus last year, and our margins were four percentage points below last year but still at 35%. Moving down to items affecting comparability. We were still very busy this quarter with two acquisitions, and that impacted our costs. The main cost is related to the Game Labs acquisition, and that total was SEK 13 million. We did change the list, and that had a charge of SEK 11 million, and we had some continued cost optimizations in KIXEYE. This total cost was actually offset by other income as well, which was due to a purchase price adjustment which came after the measurement period, hence taken over the P&L. The PPA amortizations increased as we've seen, and that's driven by our acquisitions that we made. They increased 74% to SEK 69 million, and that is the main driver that our unadjusted EBIT is decreasing for the quarter. In terms of financial items, we had SEK 72 million charged for the full quarter. The underlying interest cost is SEK 37, and then we have SEK 26 million, which is sort of non-cash interest on earn-out considerations that we book each quarter. We had a net effect of SEK 9 million, which is a net effect of FX and a small earn-out revaluation in the quarter. This gives us a result of the financial items of SEK 217 million, and we had a reported tax expense of SEK 68, and this is equivalent to a tax rate of 31%, but excluding the impact of non-deductible transaction costs, it would have been 29%. We ended the quarter with a net profit of SEK 149 million. With that, I turn into page 13. Cash flow and balance sheet metrics. As I mentioned before, we had a record cash flow from operations of SEK 143 million, even if we paid taxes of SEK 55 million in the quarter and we had just a small positive effect on working capital. It's a very strong underlying cash flow generation. We did invest just above SEK 1 billion, of which this was SEK 670 million related to settling all the cash earn-outs that we had outstanding. This is relating to the cash earn-outs for 2020. That has all been settled, and we have no more cash earn-outs going out this year. We also acquired Game Labs, and that was SEK 189 million. We did continue to invest, so we invested SEK 149 million in new product development or 10.8% of revenues. We also did the first charge payment for the Crush Them All acquisition, our first asset acquisition. We had small movements on our financing where we had approximately SEK 150 million on new debt taken out. Also we got some payments for the warrants programs which matured of SEK 74 million. As always, cash flow is on LTM extremely important to look at from that perspective. Here we continue to show that we could increase our cash flow from operations to almost SEK 1.4 billion, this is an increase of SEK 670 million versus the same measurement period in Q2. That's 92% increase of cash flow from operations. We still continue to invest, we've invested SEK 530 million in the last 12 months, in new products, new organic growth. That increases an increase of 60%. Here is the key metrics is that we do increase our operative cash flow more than we increase our investment cash flow, even if we deploy SEK 530 million in the last 12 months. Our free cash flow from after product development increased with SEK 490 million or 131% to SEK 865 million. This has obviously been key for us. This has enabled us, together with our ability to have different sources of financing to do the acquisitions that we have done in the past period. Underlying strong, I would say we have to sum up this a bit, underlying extremely good cash flows in the quarter. As for the balance sheet, we are now at around our leverage ratio, and we are at 1.56 in the quarter, which was expected. We did strengthen our maturity profile on our debt portfolio by issuing a new SEK 1.5 billion bond, which matures 2025, and we used majority of that to reduce the RCF utilization that we had. We have a good debt structure, which has become more diversified in this quarter. Just to summarize, underlying, even if we have strong comps from last year, we continue to deliver growth, we continue to deliver strong cash flows and good margins. With that, I will hand over to you. Thank you, Andreas. We are turning to slide number 15. We decided to give a guidance for the third quarter, because it is several factors that comes in of both the Stillfront we will have in Q3. We will get rid of the tough comps after that. We have the tough comps still being there in Q3, and also we have seasonality as always we've had in this firm in July and August. We thought that it was good to be explicit about what we expect for the third quarter. We expect some SEK 1.3 billion in revenues, ±SEK 25 million, and that is also providing us with a adjusted EBIT between SEK 375 million and SEK 416 million. The reason why we are expecting Q3, if you look at the seasonality, it's basically what we've had most years or if not all years in this company's history. That is very normal. What usually is that we increase the margins in Q3 compared to Q2. It's an important reason why we don't expect it this year, and that is because both we have a different structure, so 35 is not what we expected. We deployed less in Q2, but also that we expect and see early signs on opportunities to deploy more UA again. We do guide on the fact that tells you that we see that we can deploy more UA in Q3 than usually we are able to do. That is a very good and very important factor for us to be comfortable in that we see good opportunities to also comparing year-over-year, have organic growth as we go into Q4. I will come back to that in a second. This net revenue guidance means that we have a growth in Q3 year-over-year between 24% and 29%. Finally, slide 16. We are continuing our growth journey. Our business is growing. It is tough to see the comparison as we spoke about already. We knew that already last year, and we spoke about that already from the beginning of the year. Our business are performing well, we think, and also the monetization is supporting that, the growth opportunities and the growth journey we have. Also if you look at the 24 months period, which is then taking away the bump of Q2 and partly Q3 last year, we have both from the acquired studio in the last 24 months, a very good contribution. They grew by 27%, which shows that we can really leverage and create synergies on our Stillfront platform, but also that we, looking at 24 months, we do grow our business with approximately our addressable market, which is very important, of course. We have a stronger platform than ever of new games organically coming out from our existing studios, now up to 30. It has been more than tripled in 18 months. As Andreas pointed out, we have not nearby tripled our expenses. I think that we show that we are more efficient. We leverage what we have on the Stillfront platform to both deliver new games, but also how we operate the existing games. We also have an exciting pipeline of M&A targets still there. There are still many companies that will be consolidated in this industry for the next coming years, and also in the short period. We are executing on our strategy, we are executing on our plans, and it's largely following our plans, even though we have this comparison. We are in a very good position, and we are confident that we will return to organic growth also comparison year-on-year, as we have this comp thing out of the picture, and that means that it's the latter part of the year. Whether it's October, November, or something else, it's, of course, hard to say explicitly, but we have positioned ourselves to go back to organic growth, and we are definitely in a one record-breaking year for Stillfront on its journey towards reaching our long-term targets for 2023. With that, we are ready with the presentation and open up for questions, please. Thank you. If you would like to ask a question, please press zero one on your telephone keypad. If you wish to withdraw your question, you may do so by pressing zero two to cancel. There will be a brief pause while questions are being registered. The first question comes from the line of Nick Dempsey from Barclays. Please go ahead. Your line is open. Yes, good morning, guys. I've got three questions, if that's okay. The first one, just looking at the Q3 guidance, it's difficult to pull apart the revenue into organic progress and M&A on a year-on-year basis. I'm not seeing, when I try and do that, a rate of organic decline that is sharply better than Q2. You're also pointing to opportunity to spend more on UAC, which is reflected in your margin. Am I wrong on that organic calculation? Will it be better, or will it take time for more UAC to mean more revenue growth? Second question, on their call earlier this week, I think Zynga management said something similar about seeing signs of improvement in the marketing environment led them to put some more UA spend to work. You said something like that, but can you give us a bit more color on the improvement that you have been seeing? What is giving you more confidence to spend more on UA? The third question, if the IDFA effect you've been pointing to has been most impactful at SuperFree, that seems to be what you're saying, and that's not contributing to your organic growth number, is the organic growth you're seeing in Q2 and Q3 the kind of level you always would have expected from the start of this year? Thank you for the question. Starting with organic growth into Q3, we don't give that number. We have the guidance for the full. We're not reporting Q3. We will come back to that. I think that what we always have done, and I think is definitely one of our key strengths, is that we are not, when we operate our business, divide our studios, divide our products into the organic ones and the non-organic ones. That is actually one of the key reasons why we didn't report organic growth, because when you operate the game and when you have the ability that we have developed over many years to rapidly, with agility, reallocate marketing to whatever product that returns the best constantly, we are moving marketing money so that we get the best bang for the buck, so to speak. That means that it's not the way that we operate to say that we should, whatever it takes, increase that studio or that product, whether it's organic or not. We'll come back obviously to report that, but it's not how we steer the business. When it comes to the UA momentum, so as you rightly comment or in your question like that, we have lower margins in Q3, and as I also touched upon during my presentation, is that it is for the very fact that we believe that and see early signs that UA momentum is strengthening, but it's early signs. We obviously believe that during the third quarter, we'll be able to deploy higher UA levels than we usually are able to do in Q3. That is, of course, a key component in the fact that we are confident in that we will return into organic growth also comparison year-over-year during Q4. Yes, we see signs of improvement, definitely. When it comes to IDFA effects on SuperFree, yes, that was one of the two things that we didn't expect. Otherwise, most other things were according to what we expected. SuperFree not working with targeting, they shouldn't be affected very much or at all, more or less, from IDFA changes, whereas that is primarily making it harder to target traffic. That was not what we expected, and of course, that lower the UA spend there. As we commented on being a casual mashup game, they move faster in terms of when you can't spend the UA that you hope for or expected, the revenues drops faster if you don't start to compromise your profitability, which we do not. On the other hand, when the UA get traction on the levels that you expect and that you can deploy with the profitability levels that we expect, the uptick is much faster than in strategy as well. As we mentioned in the report, if we wouldn't have had Storm8 on board during Q2 last year, that grew by 60%-70% in a very short period because they are very fast-moving. If we would have had SuperFree at that point, we would have seen even higher numbers. It's fast-moving. That was the unexpected that they had an impact on IDFA. We are as confident as I mentioned that that is a short-term problem, and then they will be able to deploy it, and they have the existing product as well as the pipeline for taking opportunities during the fall here. Then again, if it's in September, October, November, or December, it's of course hard to be bold about. I hope that answers your question. Thank you. Thank you. The next question comes from the line of Marlon Värnik from Pareto Securities. Please go ahead. Thank you. Good morning, guys. Just a question here on your revenue guidance for Sandbox and Superfree. It was SEK 1.5 billion-SEK 2 billion for 2021 given in December. Can you please give us an update here on how we should view the contribution here for Q3 and Q4 for Sandbox and Superfree? We have chosen not to take that at this point in time because as you know, we are launching, for Sandbox, the Albion Online mobile. Obviously we are encouraged from the first 20 days, or actually 25 days, I think it is, in Q2 when they were out with two million downloads in a very short period. We think they will contribute. Also, we are confident that we will be able to deploy more UA on Superfree, that will have a quite swift impact on top line. The profitability is significantly higher on Superfree since we didn't deploy that. We think it's more important for the understanding of Stillfront to guide on the full Q3 for the full group, rather than just taking out Superfree and Sandbox. We will come back to that as we are approaching the year end. At this point, we think it's more important to see that, especially as we are seeing opportunities coming now and into Q4 for both these entities. All right. Thank you. Another question. On the mobile advertising market environment, you expect a short-term negative impact. How do you define short-term, and why do you think it will be short-term? If you can give some more flavor here, would be really helpful. Thanks. You mean on the opportunities to market our products, or the ad revenues we have, or both? The mobile advertising market to U.S. standards. We have definitely leveraged the fact that we have a very strong market reach, many channels in many territories in a way that few other of our peers, I think could match. That is the explanation why we are on the second highest level ever during the IDFA change. I'm completely open with that we had hoped to deploy maybe four percent more than we did, but we did reach 25% in relation to net revenues. The reason why we are quite confident is that the intermediaries that had some problems that were then affecting Super Free Games in the casual game part of our portfolio, which we didn't expect would have that short-term. We are confident that these intermediaries, their very particular and specific challenges that they have had, that they will not be there more than a few months. That is, of course, because we are in dialogue with them. Also, we see, as I touched upon in relation to the last question, that we see on other areas that we are picking up. It's early signs, but we do pick up and see that some other channels are also improving here as we speak. We think all in all, we have a good basis and a good opportunity to market. That's why we have the guidance we have, both in Q3, but even more importantly at the end of Q3, so that we fuel our top line into Q4 and onwards, and hence reach organic growth. Perfect. Thank you. That was all from us. Thank you. The next question comes from the line of Oscar Erixon from Carnegie. Please go ahead. Your line is open. Thank you, and good morning, Jörgen. Good morning, Andreas. A couple of questions from me. Starting here with Facebook and Apple. Just to be very clear, is Facebook's challenges and changes here the main reason for the more challenging top line outlook for Super Free Games? Was this complete surprise? Also follow up on that, what has changed for these user acquisition intermediaries as you see it into Q3 and Q4? Thank you. Yes. That is correct, that intermediaries like Facebook have been the main explanation. We see improvements already, but we shouldn't make predictions about Facebook, I think. It's not our role. We see improvements already. We are confident that that is a short-term disturbance, and the fact that that started later since the conversion into iOS 14.5 and iOS 14.6, and now iOS 14.7 came later than both Apple and ourselves, and Facebook expected, that didn't add to getting the adjustments in place faster. Basically, it's a bit delayed, and they have seen some challenges which becomes our challenges. It's a very far-fetched idea to think that these problems will not be fixed very shortly. We see signs of that already. Great. That's very helpful. When you try to track the CPMs on Facebook, it seems to have been quite stable actually, despite the changes here and the poor conversion that has been reported. Is there any signs of lower CPMs in the Facebook channel, or should this mainly relate to improved predictability and improved algorithms on Facebook side? I think it's very much a algorithm thing. The algorithm has been acting in a way which they have been unstable in the way that it's not a structural increase of CPIs for us. Actually, the CPIs have been quite steady. The thing is that when you scale something through that channel, all of a sudden it's not following the usual pattern because there's something in the algorithm that is not working as it's done previously. It's more that we don't know how much volume we didn't know in Q2, and that is still things to be ironed out. How much can we deploy? Because when we increased the volumes, all of a sudden the CPIs were acting without experience, unexpected. We have to slow down and then can push the throttle again. It has been a bit up and down there. Again, thanks to our market reach and our very agile allocation of marketing money, we're still up at the second highest spend ever, and we have not, and we will not compromise on profitability on marketing. We are way shorter than the 100-day return on marketing spend that we require. You might ask, which is part of your question, I read, why don't you deploy more if you have a margin to the 100, 90-day return mark? That is exactly because if as you scale, all of a sudden it doesn't work more, you have to decrease, it's much more labor intense for what our strong market here is than it used to be. That is also the very reason if you have taken part of that. If you would have been a company only or mostly depending on a few channels in a few markets, then I would have been concerned. We are not concerned. We have just a delay, and it took us a bit longer, for the reasons that I mentioned, than we expected. We're talking about a few months, nothing else. Perfect. The final question from me, and I think there was just a question on similar notes, but you guided in December last year for Super Free Games on Sandbox Interactive pro forma revenue of SEK 1.5 billion-2.0 billion and adjusted EBITDA of SEK 350 million-450 million. Is it fair to assume that it will be hard to reach the top-line guidance for the year, or can a strong Q4 recovery be enough? How about the EBITDA guidance given that, I suppose spending would be increased here in Q3 and Q4? Thank you. Yeah. As I just tried to answer that similar question, we think it's too early to say. That means that it's possible to reach, but we need to see what happens since on the profitability side, as mentioned, and also written in the report, we have a higher profitability for SuperFree, but lower top line due to the reasons that we discussed. They're also fast-moving, so it's definitely possible. We are reporting Q2, we're not reporting Q3 fully, so of course, that is possible to reach that. We have to come back to that later in the year. I think it's more important for the understanding of Stillfront and where we stand to guide for all studios instead of only two of them now at this point. Great. Thanks, Jörgen. I might be back with one or two questions later. Thank you. The next question comes from the line of Erik Lindholm-Röjestål from Nordea. Please go ahead. Yes. Hi, Jörgen. Hi, Andreas. Looking into Q4 here, and then into next year, can you highlight which games you expect to release here from your pipeline? Is this reliant on your ability to deploy more UA here and the UA trends improving perhaps? Well, having a 30 product on its way out, the way this works and has always been working is that we are not the kind of company that guess and hopes and cross fingers. We are data-driven. What we do is that we take our products to soft launch, we measure, we are data-driven in our approach, and we put the dollars and the euros and the SEK where it returns the best. It's pointless to say that it must be product three, five, 21, and 29 that is successful. Of course, we are pleased to see that Albion Online started off the first 25 days or 28 days, whatever it was, in this good way that is promising. There are other products that we have higher expectations on. Again, this is a numbers game. Some of them, typically 20%, will exceed our expectations. That has been the case all the time. Some of them will fade. All in all, the wider portfolio we have, and this is the very reason why we have this explicit portfolio theory paired with our being data-driven, amongst the 30 new products, there are products that will be successful and will build organic growth just as it is. We have opportunities in the existing 56 products as well. It is not that we expect any kind of miracles to happen in October or so. We are confident in the fact that with the things we have, with the capability of marketing we possess, the market reach we have, we are in a good spot to also report on 12 months comparison growth. On 24 months, we have never left that at this point. That is my answer to that. All right. A bit of a different topic, but what sort of impact have you seen on in-game advertising revenues in Q2 and also into Q3 perhaps? Have they improved on Android and dipped on iOS? Or any comment on in-game advertising would be helpful? Ad revenues is the very reason why we took the strategic decision November 2019 to have a significant portion of ad revenues were several-folded. One was that just it's a diversification in itself, and diversification is very important obviously for stability. Also the major reason is that that's a perfect hedge because to simplify a bit, but you can say that if market prices or nominal CPIs go up, it's not good for our own marketing of our products. On the other hand, our ad inventory that drives our ad revenues is benefited from that. That is the inbuilt hedge that we're well-pleased to have established in almost a perfect balance in 18 months only. In the quarter, as I said, the CPIs have been steady. The per inventory has been fairly stable, but as you increase volumes, there is also an increase of CPIs on Android because several companies have moved over more to Android than iOS due to the uncertainties with intermediaries, mostly. The CPIs have been stable or even dropped on iOS. That is reflected also in how much we get paid for per inventory, so to speak. The other factor is how much inventory we have, and we have increased the inventory. That's the reason why we are at the 19% increase in our ad revenues, even though the CPIs have not spiked in any way. On the contrary, they have been very stable, but we have increased the inventory. I hope that answers your question. Yeah, definitely. Thank you. I guess looking at Storm8 specifically, the trend appears to have continued to be quite weak. What gives you confidence in the trend improving here? Is there any new releases planned for Storm8? Thank you. Yes, I don't really concur with it. It has been weak. It has been stable, but it has stabilized. Also it's important to note that they grew. If you compare to last year, of course there is a difference because they grew by 67% Q2 last year. Of course, if you stick to the year-to-year, they have declining, but if you look at they have had some of the months this year growing on a level that was better than I expected. Some other months, they have not been growing, they have been declining. Yet again, it's depending on what kind of return on ad spend that they present. If they're not meeting our targets, they shouldn't and they couldn't spend any more UA. They have been more, some months growing, some months not growing this year. I talk sequels now, not comp numbers because they are so very strange. We see that the two main products of Storm8 will be stable and also growing for several years to come. Having said that, to answer your second part of your question, yes, they have other products in their pipeline to be announced later on. Perfect. Just a final question from me. This improvement that you're talking about in deploying UA here into August perhaps, is that included in the revenue guidance for Q3, or do you expect an equally hard UA, difficult UA environment into Q3? We have just given you a guidance, and that is, of course, what we believe. Otherwise, the guidance would have been different. What happens is that when we see also taken into consideration, obviously, in the guidance that we gave today, that we are seeing an improvement in the marketing opportunities. The way it works if you isolate quarter for quarter is that that is explaining why we are guiding on at around 30% margin instead of 32 or 33 or whatever. That is because we believe that we can deploy that, and that provides us not with growth. If that happens in September, obviously the revenues from that marketing is not very much impacted in September, but it's a very good thing for Q4 and onwards. Perfect. Thank you. Thank you. Just a reminder that if you would like to ask a question, please press 01 on your telephone keypad. There will now be a further pause while any further questions are registered. We have no further questions, so I will pass back for any closing comments. Thank you very much for dialing in this morning and listening and asking questions. I think we conclude with that. Thank you very much, everyone. Thank you for attending. You may now disconnect your lines.
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