Hello, everyone. We would like to welcome our existing shareholders, potential new shareholders, and the general public to sunny, beautiful Stockholm, and this presentation of the second quarter of 2021 in Thunderful Group. Next slide, please. Today's presenters are these two guys. It's me, Brjann Sigurgeirsson, I'm the CEO of Thunderful Group, and it's Anders Maiqvist, the CFO of Thunderful Group, who will be running through the financials a bit into the presentation. Next slide, please. Let's start by looking at the key highlights for the quarter. Next slide, please. The Q2 highlights are strong growth and good profitability in terms of adjusted EBITDA in the Games segment. We've had several successful game announcements, "Lost in Random," which is published by EA and developed by internal studio Zoink, and also "Planet of Lana," which is published by us at Thunderful Publishing and developed by Gothenburg studio Coatsink, and the game "REPLACED," which is published by Coatsink and developed by Sad Cat Studios. Coatsink has signed new agreements of a total value exceeding $20 million in the second quarter. Finally, we have made an asset acquisition of the film studio Tussilago, which is a long-term partner with Thunderful Development. Go to slide five, please. In more details on the key highlights. It's been a stable quarter with strong growth in our Games segment. You can see that our operating income is up around 13%, and here the Games segment is up a whopping 165%, whereas Distribution increases just slightly. Our net sales growth is up 10.3%, again driven by Games, which is up around 149%. Our adjusted EBITDA is up 26.1%, and our adjusted EBITDA is up 8.8%. Let's go to slide six, please. Let's have a quick look at Thunderful Group and our strategy. Let's go to slide seven, please. We operate in two segments, Games and Distribution. While the Distribution business covers the Nordic, the Games business is global. That means that we sell our games all over the world and on multiple platforms. As of today, we're around 370 people in the group across Europe. We have 13 internal games in development at this moment, and we've got an additional 26 games from external developers in our pipeline. Across the segments, we manage a portfolio of around 100 brands, and we've had a unique Nintendo partnership for 40 unbroken years now. Let's go to slide eight and talk about business strategy for a minute. Our business rests on three main strategies. For starters, we accelerate investment. We want to constantly increase our investments in game development and publishing. We strive to acquire complementary businesses and IPs, and we also strive to acquire gaming companies that continue to operate with a great deal of independence. Second, we keep our IPs and we maintain them. We aim to use our IP rights and brands to also reach outside the gaming space into new mediums. We make sure our products are available on relevant platforms and in proper channels. In gaming, we prefer to work with our own IPs. In distribution, we work to increase our share of our own breadth. Finally, quality is at the core, not only in our product, but also in how we do things. We maintain an entrepreneurial culture, we make sure to keep and develop our staff, we make sure to keep and cultivate our corporations and partnerships. Let's go to slide nine. Here, let's look at our two segments in slightly more detail, Games and Distribution. Let's go to slide 10. Our two business segments, Games and Distribution, they complement each other. Our overarching strategy is to use the strong cash flows, both from the Distribution segment and the Games segment, and invest all of it in the Games segment. That results in a Games segment that is growing rapidly, both in terms of financial results and share of the total, but also in terms of organization. Let's go to the next slide, please. Slide 11. As you can see here on the left side, the net sales of the Games segment has more than doubled compared to the second quarter last year. It's gone from around SEK 34 million to about SEK 85 million today. If you look at the right side, you can see that the adjusted EBITDA of the Games segment continues to grow quarter by quarter, and this quarter, Games as it is at 65% of the total. Let's go to slide 12, please. As an overview of the Games segment. Within Games, we do a few things. We develop games mainly based on our own IPs. As mentioned, we're convinced that quality is vital to earning success. Our recent Metacritic scores are simply best in class among our peers. We publish our internally developed games. We also publish many games that have been developed by others. As a part of our publishing business, we also invest in externally developed games. Investment in external games is an area we want to explore and expand in the future. At the moment, we're committing SEK 135 million in our pipeline of externally developed games. We think that investments in games can vastly increase the number of tickets that we hold. We believe there will be strong synergies with the divisions that we already have, which are Development and Publishing. We will continue to recruit wisely going forward in order to take full advantage of these opportunities. I'm convinced we're well-positioned for that. Let's go to slide 13. Slide 13. Fittingly, we have 13 internal titles in development as of now. 11 of those are based on our own IPs. As an update for the second quarter, we can mention that "Lost in Random," which is a collaboration with EA and a game being developed internally in Gothenburg, was recently announced for release in mid-September and was received very well. Let's go to the next slide. As mentioned, we currently have 26 external games in our release pipeline for the next year. It should be noted that these 26 titles are in addition to the 13 games that we are developing internally. Let's go to slide 15. Yeah, this slide. We couldn't fit all of the coming titles on one slide, here are the rest. It could be good to mention that many of the titles that we've added to the pipeline have come through the acquisitions of Coatsink and most recently Headup, the German publishing unit. Let's go to slide 16. A brief overview of our distribution business is that we have three areas in the distribution segment. First, there's Bergsala, that has held the license to sell all Nintendo products in the Nordics and Baltic States for 40 unbroken years. Started in Sweden and then it grew into the Nordics and the Baltic States. There's AMO Toys, our toy distributor that holds the MGA license with products such as L.O.L. Surprise!. Finally, there's Nordic Game Supply that distributes consoles, games, and gaming accessories. Let's go to slide 17, and let me here hand over the words to Anders since it's time to talk about the financial. Please, Anders. Thank you, Brjann, good morning, everyone. Let's move over to slide 18. In the second quarter, we've seen a growth in net sales with 10% year-over-year, reaching SEK 540 million in this quarter. The games segment has a growth of 149%, while the distribution segment is flat year-over-year. For adjusted EBITDA, the growth is SEK 3.4 million or 9%, reaching a total of SEK 42 million. The adjustment in this quarter is SEK -0.6 million from one-timers related to the acquisition of Headup in the previous quarter. The games segment contributes with a growth of SEK 20.2 million, while the other segments have negative growth in this quarter. The operating cash flow in Q2 2021 is SEK -67 million, which corresponds to a negative growth year-over-year by SEK -100 million. The main reason behind this is the inventory buildup in Nordic Game Supply and AMO Toys totaling almost SEK 241 million. Move to slide 19, please. Looking at the games segment, the growth in net sales year-over-year is 149%, reaching SEK 85 million in this quarter. The organic growth is negative, and all of the growth in this quarter is from companies that have been acquired in the recent 12 months. In the previous quarter, organic growth was stagnating, and in this quarter we've seen negative organic growth. The main driver for this is that we have now passed more than two years since the most recent significant game release from the Swedish development studios, and we're now only one to two quarters away from releasing the three big titles being developed in Sweden. One of those three games, "Lost in Random," has now been announced for September 10th, which is the latter part of Q3, and the two other AA games developed in Sweden will be released after "Lost in Random," but before the end of this year. For the acquired companies, Coatsink has a good momentum and is the top contributor in both net sales and EBITDA in the second quarter. Looking at the profitability, adjusted EBITDA is more than 200% up, reaching an all-time high of SEK 30 million. The EBITDA margin reaches 31%, which is lower than the 34% we presented in the previous quarter, and this is a result of the mix from Q2 being the first quarter in which the publishing company Headup is fully consolidated. It's also so that the high-margin organic companies, primarily being Thunderful Development. That's in total -29% in negative growth in this quarter. Move to slide 20, please. Looking at investments in games, the core strategy for Thunderful Group is to reinvest the cash flows from the distribution segment into the game segment. In this quarter, we have started to separate the investments into publishing licenses in the group cash flow. This is based on the reclassification that we did in the previous quarter of the balance sheet item that is now called publishing license. We see total investments in publishing license of SEK 4 million in this quarter and investment in development CapEx of SEK 11 million. We had one acquisition in the quarter, the asset deal with Tussilago, but the entire purchase price of SEK 1 million has been allocated to equipment on the balance sheet. That was because we only bought game production equipment. Finally, the last quarter I reported that we had 220 employees within game development, and by the end of the second quarter, we've now reached 230 employees. It's still so that the majority of these developers are working on game projects that are not being capitalized. Move to slide 21, please. For the segment distribution, we have a flat net sales development year-over-year, but we are once again seeing high levels of diversity among the three subsidiaries. Bergsala is decreasing with -27%, primarily driven by the release of Animal Crossing in the comparison quarter, but we've also had hardware limitations during the first half of this year's second quarter. Nordic Game Supply continues to outperform the comparison quarters. This time we are up with 55% year-over-year. It's still primarily driven by the new distribution contract with Razer, from which we had full distribution as from Q3 2020. AMO Toys there's a growth of 5% year-over-year. It's primarily driven by some spring/summer products not arriving on time in the first quarter and shipped to customers in the second quarter instead. For profitability measured in EBITDA in distribution, the segment has negative growth of - 36%. The decrease is mainly driven by Bergsala with SEK -9 million in EBITDA, in total having about 85% of the segment's negative growth in EBITDA. Bergsala's decline in EBITDA is perfectly in line with the decline in gross profit. Naturally, the gross margin in this quarter is significantly higher than what it was in the previous quarter. This is primarily driven by the decreased hardware sales in this quarter versus the comparison quarter. For both Nordic Game Supply and AMO Toys, we see a pressure on EBITDA margins in this second quarter. This is primarily caused by increased logistics costs as we've seen significant inventory build-up in this quarter. From the challenging supply chain conditions, we have increased buffers for when we are placing purchase orders in Far East, and this has resulted in earlier than usual deliveries of peak season products that are normally arriving in the third quarter. Slide 22, please. For the consolidated group, organic net sales is decreasing with SEK -11 million, while net sales from companies acquired within the last 12 months is growing with SEK 61 million. Since net sales development in distribution segment is nearly flat, all of the development is related to the games segment. Moving to the next slide, 23. The next waterfall model is presenting the EBITDA increase from Q2 2020 to 2021. All of the growth is related to games companies being acquired in the last 12 months, while we see a decrease in both organic games and distribution. Organic EBITDA development in games is caused by negative net sales development and reduced margins for organic games caused by higher ratio of third-party publishing sales. We are now only one to two quarters away from releasing the AA games projects being developed in Sweden. Overall, in this model, it looks like the entire Thunderful Games is following a market trend with negative organic growth. It's actually so that if we're looking at the acquired studio Coatsink, they have a positive EBITDA growth of more than 200% year-over-year, comparing with the management accounts from Q2 2020 before we bought Coatsink. Moving to slide 24. For the operating cash flow, there's no acquisition adjustment in this quarter since the SEK 1 million purchase price for Tussilago was fully booked as investments in equipment. Hence, the graph to the left and in the middle has the same values for the second quarter. The operating cash flow is SEK -67 million, a reduction of SEK -100 million year-over-year, and the net cash position is SEK 215 million with a negative net debt versus EBITDA of SEK -0.7 million. Moving to slide 25. In the calculation of the operating cash flow, we include the change in LTM net working capital, which is SEK -97 million in the second quarter. The key driver for this development is the inventory build-up totaling SEK -241 million. With the current very challenging supply chain conditions, we have increased buffers for when we are placing purchase orders in Far East, and this has resulted in earlier than usual deliveries of peak season products that are normally arriving in the third quarter. As a result of this, our good planning and safety buffer has secured product availability for customers in this year's peak season, starting now in the third quarter and finalizing in the fourth quarter in both for Nordic Game Supply and AMO Toys. That was the end of the financial section. Move over to slide 25, please. 26, sorry. Thank you, Anders. We'll just go straight to the next slide, please, and talk about events after the end of the quarter. There are two main things to report from time after the quarter, and that is we have acquired the newly founded Gothenburg-based game studio, To The Sky. To The Sky is made up of industry veteran developers, and the studio is headed by Jugo Mirkovic, who most recently comes from EA Ghost Games. At Thunderful Group, we're very excited about this game project that they're currently working on, and we expect to invest in excess of $5 million in it. Also, really worth mentioning is that we have recruited Agostino Simonetta as our Chief Strategy and Investment Officer. Agostino, or Ago as we call him, he comes from 20 years in the gaming industry. He's formerly been, among other places, THQ, Sega, and PlayStation, and most recently comes from seven years as a director at Xbox. He just recently joined us after the end of the second quarter, but that doesn't mean that he hasn't started performing already. We're very excited to see what Ago is going to achieve in his role as CSO at Thunderful Group. That concludes our presentation. Please, moderator, open up for the Q&A session. Ladies and gentlemen, if you have a question for the speakers, please press zero one on your telephone keypad now. If you wish to withdraw your question, you may do so by pressing zero two to cancel. Our first question comes from the line of Jesper Birch-Jensen of ABG. Please go ahead. Your line is now open. Good morning, Brjann and Anders. I hope you are well. A couple of questions from me here. I'd like to start with a question on the Games segment. Given that we know approximately what the Headup contributes here in Q2 and also your organic decline for Thunderful Games in Gothenburg, it would seem as if Coatsink is outgrowing their revenues by over 60% here in Q2. What's the main driver here for the growth within Coatsink? Hi, Jesper, thank you for the question. Yes, it's really so that Coatsink is showing a good growth in the second quarter. The key drivers behind this is the catalog sales, mainly driven by the recent release of the Jurassic title, and it's also so that we've reached a higher rev share for the Jurassic World game than we had in the first quarter. Thank you. Given that you're about to release the second part of Jurassic World here, would you give this as sort of a baseline, which are set to improve here, perhaps in Q3 when you, I don't know, announce, but when you release the part two? The part two hasn't been announced yet. We have only got it for the second half of 2021, there hasn't been a release date yet. Of course, it's a game release that we are looking forward to, and we do have some hopes for it as well. Thank you. Also on Games, you mentioned in the report that you're preparing to host a public event here, where you'll reveal more about your new games. I was wondering when approximately do you think this event will take place, and will it include announcement of your currently AA game, which is unannounced as of yet? Those are very good questions. We are looking forward to hosting this event towards the end of the third quarter or the beginning of the fourth quarter, which we think that would be a good time to do it. We will present quite a few things during that event. It's not unlikely that we would unveil the hitherto unknown AA project that is being developed in Gothenburg as well. Thank you. Lastly, just in terms of the logistical issues here within Nintendo and perhaps the distribution segment as a whole. Just wondering, you mentioned that you've seen an improvement towards the end of Q2. What's the situation looking like here so far in Q3, and do you foresee this being a problem throughout the latter half of the year? Thinking in terms of the new Nintendo products here that are about to come out. Yeah. Good question. The third quarter has started with good availability, same as it had at the end of the second quarter. As you know, Switch OLED has been announced for release on the 8th of October, meaning that the new console will not be affecting our net sales in the third quarter, only in the fourth quarter. Currently it's a little bit difficult to estimate whether it will affect sales in Q3 negatively for the existing Switch flagship. We can say that the start in this quarter was good based on that we had a good availability of hardware. Okay. Thank you. That is all from me. Thank you, Jesper. Our next question comes from the line of Oscar Eriksson of Carnegie. Please go ahead. Thank you. Good morning, guys. A few follow-up questions from me, starting also in the Games segment. Strong performance here by the Games segment, driven primarily by the acquired companies. First off, could you talk a little bit about the split between Coatsink and Headup? Try to assume that it's rather stable for Headup and Coatsink driving the sequential improvement. Yes, that's perfectly correct. It's actually so that in the first note one in the report, we are stating exactly what Headup contributed with in the first quarter report, and since the note is here also in the second quarter, it's actually quite easy to calculate what Headup is contributing with also in the second quarter. It's really so that Coatsink is the key driver for both net sales and [EBITDA] in the second quarter. Great. You mentioned "Jurassic World Aftermath," higher rev share, but surely there must be some other explanation for the strong performance here. I think you've lost the contract for a game to Facebook here as a publisher in Q2. Is there any other games that are performing strongly, given also the strong margins, of course? Yeah. The game sales from the top titles are performing well. It is also so that the game that we sort of lost when we did this press release, the "Onward" game, we still had "Onward" revenues for April. That is the first month in the second quarter. Those April revenues were quite good for Coatsink as well. Perfect. Without having read all the notes here, maybe you've written it somewhere, but the back catalog sales here for Coatsink, could you just go through them a bit and sort of point out the absolute key games here in Q2 also? Yeah. Top two on that list is "Jurassic" and "Onward. Okay, great. Quite an interesting shift here, or acceleration in investment in publishing, which is exciting for the future, and definitely some positive reception here for some of your announcements at game shows and in other venues. Can you guide a little bit or talk at least a little bit about the publishing investments ahead here in the second half of the year in 2022 and 2023, just to get a sense for the investments, and then also if you could talk about the potential when these investments will mainly come to fruition. I suspect there is a bit of a lag between them. Thank you. Yeah, definitely. Publishing is basically lag. It's a lag business, if you like. You start investing in titles at one point in time when you sign a new title with a developer. In many cases, you invest in the project, not only your time, but you invest in milestone payments so that the developer doesn't go bust during development of the game. You can certainly talk about investing for the future when you're talking about publishing. We acquired Headup in Germany. They've been publishing for a little bit more than a decade now. We started Thunderful Publishing in 2018. We have sort of firsthand here in Sweden, we know what we're talking about when we call it a lag business. In the beginning, you can't really expect huge returns, but they must come sort of down the line. Also with the acquisition of Coatsink, we have acquired a third-party lineup, meaning external games that are being developed by external developers. With that said, as mentioned in the presentation, so far we have 26 games in the pipeline to come out from the end of June, I should say this year, and forward. Obviously, we are continuously signing titles, but just diving a little more deeply into what publishing is, there is a danger in signing too many titles. Currently, I would say that we are well-staffed in publishing in England, Germany, and Sweden. If you sign too many titles, obviously, your support levels, the quality of the support that you lend to the titles, is going to suffer. It's very important to sign titles that you believe in, and then not grow the pipeline too heavy. It can certainly look very impressive with very many titles in the pipeline, but it also comes down to the quality of those games. With that mentioned, this year we are doing something that we've never done before, we are setting up an event for this fall where we present this lineup. Not all of it, I should say, but most of it. There are a few titles that, for various reasons, we are going to sort of keep under wraps. We are also going to announce quite a bit of exciting content that we have in the pipeline going forward. Now I've been talking for so long that I already forgot what your initial question was, but I think you wanted me to give you a little bit of flavor on how our publishing business is developing at the moment. I would say that on paper, it looks like there's a lot of stuff happening in publishing, but that is also true in reality. We've never had a pipeline like this. We've never had this many great games that we are going to publish, both internal and external. I'm very excited because myself, Oscar, I come from development first, and then I moved into publishing when we started self-publishing titles. It's very dear to me how we publish and invest in games going forward. Just touching a little bit on that as well, I think with the recruitment that we have done recently, we are better positioned when it comes to strategic investment in titles. I think we're going to continue to see exciting recruitment, leveling up the team at Thunderful Group and Thunderful Publishing in how we invest in titles and how we publish titles. Very interesting. Thank you very much. Regarding one of your internally developed titles that is so far unannounced, I believe it should be with some sort of platform that is not announced yet. Of course, one can speculate, and I note here that earlier in the year, some streaming platforms, without naming any names, are having some issues here and are perhaps scaling down investment and ambitions in gaming. What's the potential to release titles in general broader from a platform sense? Is that something that could be interesting? Yeah, looking at the pipeline that we had in the report, and that we also had in this presentation, there is an unannounced title that we previously only had in the streaming category. That title is now also available in the PC and console categories. Yeah, well, that indicates something. It is of course difficult to talk about a title that we haven't announced, but basically in the previous report, it was exclusive for streaming, but now we have ticked the PC console and streaming boxes. As you say, it is a title that we are pushing to release on more platforms than just one streaming platform. Fantastic. Thanks for highlighting. That's very helpful. I think that's it from me actually for now. Thank you. Thank you very much, Oscar. Ladies and gentlemen, once again, I remind you, if you do wish to ask a question, please press zero one on your telephone keypad. Our next question comes from Danesh Zare of Redeye. Please go ahead. Your line is now open. Good morning, congratulations to a wonderful quarter, guys. Thank you, Danesh. Thank you. Yeah, starting off with questions about the game sales, as everyone else. You touched on Jurassic World Aftermath being a strong contributor to the quarter. Could you say anything about the sales development within VR, basically, because the installed base is growing quickly, thanks to Oculus Quest 2 sales. Is that noticeable or are you experiencing any quarter-over-quarter growth within mainly Jurassic World, but also the back catalog of Coatsink and the VR type of that? Thank you for the question. I think we understand it. It's hard to go into real specifics, but certainly, the release of the Quest, and now most recently, the Quest 2 obviously is propelling the VR gaming as such. With every new generation of the hardware, VR becomes more accessible to a wider audience. I don't mean that it's not only that it's easier to use and so on, but it's actually the quality is improving. It's so noticeable with every new iteration that it actually becomes more accessible to a wider audience. For example, the Quest platform is wireless, which lets you move around more freely, which is sort of a prerequisite to play most VR games, I should say. Yeah, we obviously see movement in more recent titles, but also in the catalog titles. VR is historically, if you compare it to regular games or flat games, it's a young technology, and that means that the volume of titles that have been published for VR is relatively small. That means that if you have a catalog consisting of good games for VR, you are going to be doing good business as the VR segment grows. I think also you can see that a player like Oculus is being quite aggressive in their growth strategy. They want to make sure that VR is cemented as a truly viable platform going forward. Great. Thanks. You talked a lot about Coatsink and that sales contribution, but the legacy portfolio or the unacquired organic portfolio didn't grow, of course, but still contributed quite nicely to the quarter. Could you say anything about the sales development within that? Is it a large part of legacy games, SteamWorld games? You're talking about. Because maybe I misunderstood this, but the organic net sales development is negative, right? Yeah. Exactly, but you had no releases, so the back catalog was still contributing even though it's in steady growth. Yep, exactly. I'd say that is typically the key reason why we do see negative growth in organic game sales is basically that the back catalog is of course one year older, so to speak. It's about two years ago since we've released SteamWorld Quest. Based on that, we're still having back catalog sales, and that kind of proves that even though the SteamWorld games are quite old at this time, I think the first one was released back in 2011, the most recent one, two years ago. It's still generating back catalog sales, but of course, it would be good to have these releases in this autumn so that we can add some new games to the back catalog. Okay. My question was, could you give any flavor on that back catalog sales? Is there anything that sticks out or anything you can see from those sales? Yeah. It is nothing sticking out. I would say that in general, it is the SteamWorld games perform well. That is also actually one of the VR games that has been released from Zoink back in the years has had a good back catalog sales for a while. That is the Ghost Giant game. Mm-hmm. Okay. The margins were good within the game segments. Was there a large effect of milestone payments with a positive margin effect in the quarter? Pardon, can you repeat that one? I'm not sure I understood it. Based on your development deals, some of the milestone payments have a positive margin effect. Was that a large contributor to the increased margin this quarter within Games because there are large milestone payments? Is there something that you can comment on? Yeah. You can say that we are now approaching the releases for the games where we have milestone payments. Lost in Random is one of those games, and the other one is this to-be-announced game that both Jesper and Oscar asked questions about. It's really so that the contribution from those milestone payments is not at its best. If you're looking at the entire game development plan for two years, the last two quarters are not the best quarters, so to speak. It's not a very good contributor in this quarter compared to previous quarters, the milestone payments. Okay, great. Regarding the latest acquisitions of Tussilago and To The Sky, could you maybe give some more color than you already given on that regarding how they fit in within Thunderful? For example, especially on Tussilago, like film and TV production, what's your view or your long-term strategic goal when it comes to that? Definitely. For a long time, we've wanted to maximize our IP, if that term makes sense. Right now, we develop and own IPs, and they have a value in the gaming space as it is. We want to explore going outside the gaming world with those IPs, and one step is, of course, going into more mainstream media, if I can call it that, talking about making comics and so on, but also TV series. We see it already, and it's having discussions with operators around that. It's something that a few years ago it was far-fetched, but you see more and more examples of that happening now. I think with the IPs we have and the discussions we're having, I think we are well-positioned to actually succeed in taking our IPs outside of the gaming space. I think we can flesh that out more when we have more concrete things. That is one of the plans of the acquisition of Tussilago. Obviously, Tussilago is a company of less than 10 people, so they are not going to be able to produce everything. They are definitely experienced enough to lead those productions, and that is the aim in that regard. There's the obvious upside of having video or film production professionals within your team of game development. All our games need to be marketed, and they need to look good in many different stages. Not only when we release the games, also when we tease the games or when we want to discuss games with platform or partners so on. Having great production value throughout the development cycle is vital, I would say. There, I would say Tussilago is definitely strengthening what we have today. I think we have some really good video content creators within Thunderful Group as it is, but this is definitely a step up in that regard. I think Robert Danielsson, who heads up Tussilago, when we talked about it, he said that the match between Thunderful and Tussilago is a no-brainer. It's good that you're giving us the opportunity to talk a little bit more about it because maybe not obvious to everyone, but to us, it's a really good fit for us, and it's great that we have them. We've worked with them before. They are based in Gothenburg, and we know what they can do. Great answer. Very interesting. Lastly, "Lost in Random," you released a gameplay trailer, which by the way looked exceptional in my own view. Could you say anything about the reception from industry professionals and just players in general or users in general? Yeah. I need to be careful with metrics here because this is a game that we are not publishing the game. Lost in Random is developed by Thunderful, and it's published by EA. Without any metrics, I would say that the way it was received when it was shown at the EA Play in July, if you thought the trailer was exceptional, the reception was equally exceptional. Lost in Random did great for EA during that show. We are confident that it was received really, really well. Okay, great. I think that's all from me for now. Again, congratulations. It was a wonderful quarter. Danesh, now you did it twice, that's what we call doing a Gothenburger, and so we really appreciate it. Puns is what we live for. Thank you, Danesh. Thank you. Thank you. At this stage, we have no further audio questions. I will hand back to the speakers for any further remarks. No further remarks from us at this point, other than we want to thank the audience for listening in and also for the questions so that we get an opportunity to elaborate on some of the finer points. I hope we'll all see you at the event that we talked about now, that is coming this fall. Of course, there will be more information to follow about the events. Thank you so much. Cheers.
Loading workspace