Today, March 1, the Russian IT giant Mail.Ru Group spoke about the financial results of last year. The earnings of his gaming business amounted to 24.7 billion rubles ($ 395 million). This is a 40% increase compared to the results of 2017 (according to IFRS).

Hustle Castle — the main blockbuster Mail.Ru GroupFinance

The financial part of the published documents can be divided, as is often the case in reports for the whole year, into two parts. The first is the results of the fourth fiscal quarter, which Mail.Ru The group matches the calendar one. The second is for the whole year. For clarity, we have prepared a sign. Before it, we will note only a few points.

  • First: annual gaming revenue Mail.Ru Group is 32% of the company’s total annual revenue.
  • Second: the company is trying to earn more and more on games outside of Russia and the CIS. By the fourth quarter, it had achieved that 63% of the money came from the international market.
  • Third: to convert to dollars, we took the weighted average ruble exchange rate for 2018. According to the Central Bank, an average of 62.6 rubles were given for one dollar last year in Russia.
  • Fourth: we took the results of the gaming segment on audit reporting (IFRS), and not on management (they are slightly different).

The main successes of the company

In your report Mail.Ru The Group identifies three products as the main drivers of sales:

  • Hustle Castle. The game is openly called by the publisher the most successful game ever developed by internal studios. By the end of the fourth quarter, its audience reached 30 million people. The financial indicators of the game are not called, but Mail.Ru The Group believes that the LT-revenue of the project will overtake that of War Robots.
  • War Robots in the financial results is called “the second most successful game of the company”. According to the report, its indicators have grown significantly in 2018.
  • The third most profitable title Mail.Ru Group is a free-to-play shooter Warface. In the third quarter of last year, the game had a version for PS4 and Xbox One. To date, the console audience of the project has reached 6.5 million people. 95% of them are not from Russia.

The company also highlighted that Odnoklassniki stopped focusing on supporting native game projects in favor of those developed in HTML5, even held a competition for the best game. The new strategy made it possible to double the mobile library of the platform by the end of the year.

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