Good day, ladies and gentlemen. Thank you for standing by, and welcome to Gamehaus' third quarter of fiscal year 2026 earnings conference call. Currently, all participants are in listen only mode. Later, we will conduct a question and answer session, and instructions will follow at that time. As a reminder, we are recording today's call. If you have any objection, you may disconnect at this time. I will now turn the call over to today's speaker host, Miss Ally Wang. Ally, please proceed. Thank you, operator. Hello, everyone. Thank you all for joining us on today's conference call to discuss the financial results of Gamehaus for the third quarter of fiscal year 2026. We released our earnings results earlier today. The press release is available on the company's website as well as from Newswire services. On the call with me today are Mr. Brian Xie Feng, Chairman of the Board, Mr. Carl Cai Yimin, Chief Executive Officer, and Mr. Shawn Zhang, Head of Capital Markets and Investor Relations. Brian will review business operations and company highlights, followed by Sean, who will discuss detailed financial results. They will all be available to answer your questions during the Q&A session. Before we proceed, I would like to remind you that this call may contain forward-looking statements which are inherently subject to risks and uncertainties that may cause actual results to differ from our current expectations. For detailed discussions of the risks and uncertainties, please refer to our filings with the SEC. Also, please note that unless otherwise stated, all figures mentioned during the conference call are in US dollars. With that, I would like to introduce our Chairman, Brian. Brian will deliver his remarks in Chinese, and I will follow up with corresponding English translation. Please go ahead, Brian. [Non-English content] Hello, everyone. Thank you for joining us for Gamehaus third quarter fiscal year 2026 earnings call. [Non-English content] This quarter, we continue to deliver on the efficiency-first profitability focus strategy we laid out over the past year. Despite a seasonally softer quarter across our key markets, revenue came in at approximately $26.2 million, above the upper end of the guidance range we set last quarter, underscoring the resilience of our core business. More importantly, the profitability improvement we have been building toward is now clearly visible on a trailing basis. Over the first nine months of fiscal 2026, we generated approximately $3.2 million in cumulative net income, up roughly 40% year-over-year. This is not the result of any single quarter. It reflects the compounding effect of the work we have done across our product mix, marketing discipline, cost structure, and payment channels over the past several quarters. [Non-English content] On the user and monetization side, our investment and more targeted live ops continues to pay off. ARPDAU reached $0.55, up approximately 13% year-over-year, and the daily payer conversion improved from 2.2%- 2.4%. These gains are driven by the player segmentation system we have built out over recent quarters. We use behavioral data to tailor in-game events and content for different player segments, and we are constantly iterating on the format and presentation of that content to drive stronger engagement and higher willingness to spend. [Non-English content] We recognize that MAU and DAU declined year-over-year this quarter. That is a direct result of our decision to pull back some low return user acquisition and focus on higher value players. We see this as a deliberate and acceptable trade-off as we shift toward a higher quality revenue mix. As multiple new titles launch through fiscal 2027, we expect our user base to return to growth, and the operational infrastructure and segmentation capabilities we have built will allow us to monetize those new users more effectively from day one. [Non-English content] On cost, total operating expenses declined approximately 10.1% year-over-year. Selling and marketing expenses were down roughly 15.5%, including a $2 million reduction in advertising spend. Cost of revenue also decreased approximately 12.7%, with DTC-driven savings on platform commissions now contributing meaningfully to profitability. [Non-English content] Notably, DTC hit another milestone this quarter. As of the end of March, company-wide DTC revenue mix reached approximately 13.9%, up from roughly 10% last quarter. Our flagship title GCS advanced to approximately 36.7%. We also completed the DTC rollout across our entire Social Casino portfolio during the quarter, opening up additional margin opportunity in that category. By fiscal year-end, we expect company-wide DTC penetration to reach 15%-20%. [Non-English content] We continue to view DTC as much more than a payment optimization. It is a way to build direct player relationships that create lasting value. As DTC adoption accelerates across the industry, we intend to remain a fast mover and invest aggressively behind it. [Non-English content] On our product pipeline, we made clear progress across both RPG and Puzzle this quarter. In RPG, the title we signed last quarter is now in commercial testing. Based on current pace, we expect it to go live around the end of Q2 calendar 2026, launching first in Hong Kong, Macau, and Taiwan, then extending into Japan and Korea, and ultimately into North America, Europe, and other regions. A second custom-developed RPG is on track to launch around September. This quarter, we signed an additional RPG title for global distribution, currently targeting an August to September launch window. [Non-English content] In Puzzle, we tested 7-8 prototypes this quarter. Two of those showed strong enough results to move into extended development. A moderately scaled Puzzle title that is already live, continues to serve as a valuable source of real world operational and monetization data, helping us refine our approach across the category. With their longer life cycles and hybrid monetization model, Puzzle titles remain an important part of our portfolio strategy. [Non-English content] On technology, AI at Gamehaus has moved past the standalone tool phase, and is now being integrated directly into our core business workflows, our R&D systems, and our GBS platform. We see this playing out across three areas. [Non-English content] First, AI is moving from individual adoption to company-wide standard practice. Vibe coding is now embedded in the day-to-day workflows of our product and engineering teams, shifting the way our R&D organization works from a traditional, fully manual model towards one where AI copilots work alongside human engineers as a matter of course. [Non-English content] Second, AI is expanding from a productivity tool into a decision support capability. This quarter, we rolled out AI-driven budget optimization tools and AI agent-powered market intelligence, bringing AI into higher stakes functions like ad spend allocation, competitive monitoring, and market analysis. [Non-English content] Third, we are building enterprise-grade AI infrastructure. This quarter, we advanced work in parallel on our internal Code Service, system-level MCP integration, and OpenCloud process automation, laying the groundwork for a reusable, scalable, and well-governed AI platform across the company. [Non-English content] These efforts are producing tangible, measurable results. Our HaoHan AI creative platform processed nearly 70,000 requests this quarter, exceeding the 60,000 target we set last quarter. Beyond creative production, our centralized AI gateway handled approximately 240,000 large language model calls during the quarter, with use cases extending well beyond the original asset generation to include customer service automation, market scanning, operational Q&A, and several early-stage AI agent workflows. AI is no longer a side project. It is now part of how we run the business across functions, and it is having a real impact on our speed, our productivity, and how our teams make decisions. The near-term financial impact remains modest, but the competitive advantage these capabilities are creating over the medium to long term is becoming increasingly clear. [Non-English content] Stepping back, the pace at which our AI capabilities are compounding is also shaping how we think about Gamehaus's long-term identity. Since the beginning, we have been focused on connecting global players with great game developers. As AI matures across development, content creation, marketing, and user intelligence, we see ourselves evolving from a pure-play mobile game publisher into an AI-native platform that integrates content creation and global distribution. This quarter, we made real progress on AI-generated in-game content, and over time we intend to build out the full chain from AI content creation through to worldwide publishing. We believe the next era of competitive advantage in content publishing will not be determined by operational scale or data volume alone, but by how deeply a company integrates AI into its publishing stack. This is one of the most important strategic directions for Gamehaus going forward, and it is the most significant long-term investment we're making on behalf of our shareholders. [Non-English content] Regarding capital return, as of March 31st, 2026, we have repurchased approximately 392,000 Class A ordinary shares for a total of approximately $482,000. We will continue to execute the buyback program opportunistically based on the market condition, share price, and our overall capital allocation framework. Management remains confident in the company's medium- and long-term prospects, and we are committed to balancing reinvestment in the business, profitability, and returns to shareholders with long-term value creation as our guiding priority. [Non-English content] For the fourth quarter of fiscal 2026, ending June 30th, 2026, we expect total revenues to be in the range of $23 million-$26 million. This reflects the current pace of product launches, pre-launch marketing investment for upcoming titles, and the reallocation of operating resources from certain later lifecycle titles for new products. [Non-English content] Looking ahead to fiscal 2027, as our next generation of titles reaches the market, backed by a healthier margin structure, a stronger balance sheet, and the durable advantages we have established in AI and DTC, we believe the company is well positioned to enter its next chapter of profitable growth. [Non-English content] With that, let me turn the call over to Shawn for a closer look at our financials. Thank you, Brian. Hello everyone. I will now walk through our financial results in more detail for the third quarter of fiscal year 2026, which ended March 31st, 2026. Please note that all figures are in US dollars, and all comparisons are made on a year-over-year basis unless otherwise stated. Starting from the top line. Top revenue for the quarter was $26.2 million, a decrease of 9.1% from $28.8 million in the year-ago period. Advertising costs declined 17.2% year-over-year, which dropped the lower traffic and user acquisition Brian discussed earlier. That said, revenue exceeded the upper end of our forecast for the third quarter. The trajectory remained in line with our long-term growth strategies, underscoring the resilience of our operating model. Breaking down our revenue. In-app purchase revenue was $23.4 million, a 9.9% decline from $26 million a year ago. Advertising revenue was $2.8 million, slightly down from $2.9 million in the same period last year. As we highlighted before, the monetization improvements we are seeing in ARPDAU and payer conversion helped partially offset the impact of lower user acquisition volumes. Turning to expenses, total operating costs and expenses were $25.7 million, down 10.1% from $28.5 million a year ago, reflecting continued progress in our cost discipline efforts and efficiency optimization. More specifically, cost of revenue decreased 12.7% to $12 million, mainly due to lower platform commission expenses as DTC adoption continued to increase and reduce profit-sharing payments to game developers as some mature titles moved further along in their life cycle. Research and development expenses increased 24.1% to $1.6 million, reflecting our ongoing collaborations with multiple developers across the development and testing phases as we expand our future game pipeline. Selling and marketing expenses decreased 15.5% to $10.3 million. The $2 million reduction in advertising spend was the primary driver, consistent with the efficiency-focused approach Brian discussed earlier. General and administrative expenses were $1.8 million, up 33.1% from $1.4 million a year ago. This is primarily due to higher salary expenses associated with our efforts to improve corporate governance, financial reporting, and investor relation capabilities, as well as strategic hiring to support business expansion. Turning to profitability, operating income improved significantly to $0.5 million from $0.3 million in the year-ago period. Operating margin expanded to 2.1% from 1%, which we believe further validates the operational adjustment we have been making. Other income net was approximately $0.02 million, compared with the $0.13 million in the year-ago period. Net income for the quarter was $0.5 million, up from $0.4 million a year ago. Looking at the first nine months of fiscal year 2026, cumulative net income increased approximately 40% year-over-year, reflecting the continued improvement in our profitability profile. We ended the quarter with eight- Pardon me, please stand by while we reconnect the speaker line. Thank you. Hello, this is the operator. We have reconnected the speaker line and we can proceed. Thank you, David. We ended the quarter with $18.3 million in cash and cash equivalents, compared with $15.3 million as of June 30th, 2025. We believe this provides sufficient liquidity to meet our working capital needs for the next 12 months. On capital allocation, as a reminder, our board authorized a $5 million share repurchase program in August 2025, with a one-year authorization period through August 18th, 2026. As of March 31st, 2026, we have repurchased approximately 392,000 Class A ordinary shares for approximately $482,000. Going forward, we will continue evaluating repurchase activity based on market conditions, share price performance, and our broader capital allocation priorities. Looking ahead, as Brian mentioned earlier, for the fourth quarter of fiscal year 2026, ending June 30th, 2026, we expect total revenue to be in the range of approximately $23 million to $26 million. Overall, we are encouraged by the progress we continue to make this quarter, revenue at the upper end of our guidance range, margin continue to improve, and both our DTC initiatives and AI-driven operational capabilities continue to gain traction. Looking ahead, we remain focused on disciplined execution, strengthening our publishing and platform infrastructure, enhancing our product, and delivering sustainable long-term value for shareholders. With that, we are now happy to take your questions. Operator, please proceed. We will now begin the question and answer session. To ask a question, you may press star then one on your touch-tone phone. If you're using a speakerphone, please pick up your handset before pressing the keys. If at any time your question has been addressed and you would like to withdraw your question, please press star and then two. When asking a question in Chinese, please repeat your question in English as well for everyone's convenience. Our first question comes from Zhenhui with Sanhye Capital. Please go ahead. [Non-English content] You have three RPG titles targeting an August to September launch window. That's a lot of titles in a narrow timeframe. Is there a risk of cannibalization of resource strain? How are you struggling the marketing spend across them? In Brian's earlier remarks, he mentioned that Gamehaus' longer-term goal is to evolve into an AI-driven, integrated platform, both content generated and distribution. Could you give us some more specific color on this? Beyond the games you are currently working on, what does this actually mean, and where are you today along this path? That's all. Thank you. Please pause momentarily while we reconnect the speaker lines. I have reconnected the speaker line. Can you please repeat your question? I think we know the question. I will just let Carl, our CEO, to answer the first question. [Non-English content] Okay. This is Carl. I will answer the first question. Regarding the three RPG titles planned for launch during the August to September window, we are paying close attention to launch pacing to avoid resource conflicts or potential cannibalization. [Non-English content] First, in terms of launch schedule, we plan to stagger the releases as much as possible with roughly three to four weeks between each title. This should help reduce internal resource pressure and give our marketing operations and data teams enough time to shift focus, analyze early performance, and optimize each launch properly. [Non-English content] Second, we have already started preparing the required launch materials in event, including creative assets, localized content and operational resources for testing and launch. Our goal is to have the key launch materials largely ready before the products complete their final testing stages, so that we can avoid last-minute resource constraints. [Non-English content] From a marketing spend perspective, we will allocate budgets dynamically based on each title's testing results, payback period, and ROI performance, rather than launching all three titles with heavy spending at the same time. RPG titles typically provide relatively fast early monetization feedback, and the payback period is generally more manageable. Therefore, we will manage user acquisition with a disciplined payback target and keep marketing investment within a healthy range. [Non-English content] In the short term, there may be some temporary fluctuation in profitability as multiple new titles enter the launch phase. That is normal during a new product ramp-up period. Because we will stagger the launches and carefully control the payback cycle, we expect the impact to be temporary. As these products move into a more stable operating phase, we expect profitability to return to a more normalized level in the following quarter. [Non-English content] Thank you for the question. Internally, this positioning has become an increasingly important strategic focus for us. As I see it, the core of this positioning is to connect the two ends of the capability chain we have already built. On one end is distribution. This is our core business, built on a decade of expertise in global publishing, user growth, live operations, and monetization capabilities. On the other end is content generation. As AI matures, the way content is produced is being fundamentally reshaped. Our goal is to use AI to connect these two ends into a closed loop. AI-driven content generation layered on top of our mature global distribution, forming an integrated capability that is difficult for others to replicate. [Non-English content] In terms of execution, the most direct step is AI-generated games. Brian mentioned earlier, this quarter we completed key capabilities building in AI-generated game content. This means we are embedding generative AI directly into the production process of game content itself, not just applying it to creative assets or live operations. This is our first concrete step toward making the content generation tangible. [Non-English content] That said, our understanding of content is not limited to games. We believe this set of capabilities, AI-driven content generation combined with global distribution, can in essence be extended to other forms of interactive content beyond games. While staying focused on our core business, we are also proactively exploring the potential applications of this platform capability in the broader content domain. This part is still in the exploratory stage. As conditions mature, we will update the market on our progress in a timely manner. We believe this direction will define the core competitive mode of the next phase for games and for the broader content industry, and we are laying solid groundwork to position ourselves for that opportunity. Thank you, Zhenhui. That's our answer. Okay. The next question comes from Hua Rong with Jinyu Asset. Please go ahead. [Non-English content] 13.9% company wide means 86% of your revenue still flows through platforms paying commission. What's preventing faster adoption? Is it player behaviors, platform restrictions, or something else? [Non-English content] Your operating margin improved to 2.1% this quarter from 1% a year ago, and the cumulative net income for the first nine months grew approximately 40% year over year. Candidly, much of that improvement has come from reduced marketing spend rather than revenue growth. As you move into fiscal 2027 and ramp up user acquisition again to support your new product pipeline, how much of this margin improvement is structural and sustainable? Should we expect margins to compress again once marketing spend comes back? Thank you. [Non-English content] Thank you for your question. This is Carl. I'll answer your first question. On DTC, we do see it as one of the important near-term levers to improve margins. That said, we need to balance several factors as we scale it, including compliance, user experience, payment conversion, and the broader platform ecosystem. [Non-English content] First, from a compliance perspective, not every market currently allows us to directly promote or trigger third-party payment options inside the game. At this stage, the U.S. is the primary market where we have relatively broad latitude to present third-party payment options in-game. We will continue to expand DTC only under a fully compliant framework. [Non-English content] Second, from a player behavior perspective, in-app purchases through app stores remain the simplest and most seamless payment method for many users. They require the fewest steps and benefit from strong user trust. If we push third-party payment too aggressively, it may negatively affect overall payment conversion. Therefore, our focus is not simply to maximize the DTC ratio, but to maximize total net revenue. In other words, we need to find the right balance between commission savings and payment conversion. [Non-English content] In addition, in-app purchase performance is also an important signal for platforms when they evaluate product quality and allocate organic traffic. When we increase DTC penetration, we also need to consider its potential impact on organic traffic, user experience, and the overall economics of each product. [Non-English content] Overall, we will continue to steadily increase our DTC share, especially in markets where compliance is clear and user acceptance is strong. We will do it in a disciplined and sustainable way, rather than forcing a rapid increase at the expense of conversion or platform relationships. Okay. This is Shawn, and I will answer your second question in Chinese first, and I will also let Ally to translate my answer into English. [Non-English content] Thank you for the question. It's true that part of our current margin does benefit from our deliberate pullback in low efficiency user acquisition. As we potentially scale that spending back up in fiscal 2027, there will be some give back on that portion. That's a fair point. At the same time, if you look at gross margin, it reached approximately 54% this quarter, up about two percentage points year-over-year. That improvement is unrelated to the level of our user acquisition spend. It is driven by two structural factors. First, the increase in DTC penetration directly reduces our platform commission costs. Second, the optimization of developer profit sharing arrangements as certain mature titles progress through their lifecycle. The portion is sustainable, and as DTC penetration continues to climb toward the 15%-20% range, this structural growth margin benefit will expand further. That is broadly how we see it. Thank you. Thank you, Hua Rong. That will be the answer of us. This concludes our question and answer session. I would like to turn the conference back over to Shawn Zhang for any closing remarks. Okay. Thank you, operator. Thank you all for participating on today's call, sorry for disconnecting for several times, thank you for your support. We appreciate your interest and look forward to reporting to you again next quarter on our progress. The conference is now concluded. Thank you for attending today's presentation. You may now disconnect.
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