Operator
Thank you for standing by and welcome to SNAIL Inc. second quarter 2026 earnings conference call and webcast. I would now like to turn the call over to Stephen Shinmachi with Investor Relations.
Thank you and good afternoon everyone. Welcome to SNAIL Inc. second quarter 2026 earnings conference call and webcast. Joining us for today's call are SNAIL Inc.'s Chief Executive Officer Haishi, Chief Financial Officer Heidi Chow, and Senior Vice President Director of Business Development and Operations Peter Kang. The company's second quarter 2026 earnings press release was filed earlier today and is available on the investor relations section of Snail Inc's website at www.snail.com or the SEC's website at www.scc.gov slash Edgar. During this call, management may make forward-looking statements regarding future events and the future financial performance of the company. Actual events or results may differ materially from our expectations and forward-looking statements are subject to certain risks and uncertainties. Please refer to the company's Form 10-Q that has been filed with SEC and other SEC filings. The company makes these forward-looking statements as of today. It disclaims any duty or obligation to update them or to release public updates or revisions to any forward-looking statements to reflect any change in its expectations or any change in events conditions or circumstances on which any statement is based additionally on today's call we refer to bookings and ebitda which are non-gap financial measures and provide useful information for the company's investors you will find the historical reconciliation of bookings and ebitda to the corresponding gap measures in the earnings press release and the company's sec filings And now I will turn the call over to Peter Kang, Senior Vice President and Director of Business Development and Operations of Snail. Sir, please proceed.
Thank you and good afternoon everyone. Thank you for joining us today to review our financial and operational results for the second quarter ended June 30th, 2026. Over the last several months, we have made encouraging strides across our gaming pipeline and diversified content roadmap through dlc releases console launches meaningful progress across key titles in development and advances in our strategic initiatives we have strengthened our foundation for the remainder of 2026. with additional content products and growth initiatives planned over the next several quarters we believe snail is well position to build momentum across our portfolio starting with arc we maintain consistent activity and engagement during the quarter asc sold approximately 574 000 units with average dau of approximately 105 000 and peak dau of approximately 131 000 asa sold approximately approximately 1.2 million units with average DAU of approximately 120,000 and peak DAU reaching over 155,000. And across ARC Mobile, average DAU was approximately 129,000 while total downloads exceeded 13 million. We are also pleased with the progress we have made in executing our ARC content pipeline. Starting in May, we released the ARC Fantastic Thames Season 1 pack, which included three DLC creatures, Burrowback, Cerberax, and Enigmasaur. Burrowback was available at launch, while the latter two creatures are scheduled for release during the third and fourth quarter respectively, to extend the pack's content cadence through year-end. And more recently, early July marked the return of the iconic Genesis Part 1 DLC to ASA and the Unreal 5 Engine experience. In tandem with Genesis, we released Arc Tides of Fortune, a new premium expansion that transformed the Genesis Ocean into a massive map-wide natural frontier. And alongside these two DLC releases, we also shadow dropped ARC Dragontopia. Content for the Dragontopia DLC will be released in phases throughout 2026, with DLC owners expected to receive included content updates throughout Q3 and Q4. Together, these launches further expanded the ASA experience and established a strong foundation for the additional ARK content planned through 2027. Beyond ARK, we officially launched BellRite on PlayStation and Xbox during the second quarter. BellRite originally launched in 2024 as an early access Steam title and has since achieved over 1 million lifetime units sold, over 46.4 million playtime hours and maintained a very positive Steam rating for the past two years. The strong and established Steam following carried into the console launch as well. Following the launch on console platforms, Bellright reached the top five paid games list on Xbox and earned strong early user ratings on both PlayStation and Xbox. Additionally, during the first 30 days after the console launch, combined console DAU demonstrated positive early engagement, suggesting console monetization potentials. During a relatively measured second quarter for new game and content releases, felt right sales help support our overall performance more importantly its success reinforces our confidence in expanding beyond the arc ip our rich history in the sandbox survival genre continues to support our broader diversification strategy and we remain focused on growing this portfolio as we evaluate new investments and pipeline opportunities Operationally, we are pleased to report a new initiative through our subsidiary Eagle Fold, which is focused on the development of our new AI technology. Just last week at the AI4 conference, we introduced the AI Ranch initiative and unveiled a new product called the Non-Human Player, or NHP. at its core nhp is an ai companion designed for gamers unlike traditional npcs or scripted bots nhp is intended to behave learn and adapt like a real human teammate to ultimately create a personalized and dynamic ai partner through a player's gaming journey what makes nhp unique is its approach to understanding games rather than relying on scripts API's or game modification NHP observes the game the same way a human player would it watches the screen interprets what is happening in real time understands players objectives environment and user interfaces develops a plan and then executes actions through standard keyboard and mouse inputs. Over time, the technology is designed to learn from each user's play style and preference, creating an increasingly personalized companion experience. Our vision is for NHP to accompany users across multiple game titles, helping them not only enjoy games more, but also improve their skills and shorten the learning curve when entering new games. We believe this technology has the potential to address several common challenges faced by both casual and hardcore gamers. These include difficulties finding reliable teammates, frustrations with inconsistent multiplayer experiences, the repetitive nature of content grinding, and the time required to learn increasingly complex games. NHP is being developed to serve as an AI partner that adapts to each player's individual goals and preferences to help elevate the overall gaming experience. To illustrate the concept, imagine a virtual pet that can play chess against you, learn how you play, and help you improve your game. That is the type of personalized consumer experience NHP aims to deliver. this new initiative reflects a broader effort to expand snail's growth platforms while staying anchored in the communities creators and gameplay experiences that define our core business as we move through the second half of the year and into 2027 we are pairing this new initiative with a clear slate of gaming content designed to sustain engagement broaden our portfolio, and support long-term revenue diversification. As we look ahead to the rest of the year, our gaming content pipeline is well-defined. Across Arc, we have phased releases planned for the Fantastic Games Pack and Dragontopia DLC throughout Q3 and Q4. In addition, ArcMaker, our content creation tool, and the return of ARC, Survival of the Fittest, are slated for launch in the second half of 2026. At IGN Live in June, we unveiled a teaser trailer for ARC Maker as we continued preparing for the tool's official launch and also released new details about the upcoming ARC animated series ahead of Part 2's return to Paramount+. We're also pleased to share updates across the PixArk franchise. In addition to PixArk Worlds, which we unveiled in March, we recently announced the upcoming PixArk TerraCrip DLC. TerraCrip marks the largest paid DLC expansion for PixArk and is planned to introduce more than 200 hours of gameplay 80 new creatures and a vast new environment designed to extend player progression and exploration opportunities within the pix arc universe we were pleased to showcase a playable demo at the china joy event as we are preparing to launch the dlc this fall with much of the upcoming art content centered around asa we are pleased to include pixar's largest paid dlc expansion into our pipeline as well lastly we are pleased to highlight continued progress across our three highly anticipated aaa titles in development for the stars nayan sutra immortal and nayan sutra wuxia in april we released a new developer diary for for the stars offering an in-depth look at the upcoming games development progress new pre-alpha footage and unreleased concept art we also plan to showcase for the stars at the upcoming gamescom event later this month alongside asa bellwright honeycomb and another internally developed triple a title in addition Nyan Sutra Immortal headlined our attendance at the China Joy event. Making its public debut at the event, we released a new trailer alongside the game's official Steam page, marking a significant moment in the title's development cycle ahead of its release. As a reminder, the two Nyan Sutra titles currently in development builds on established Age of Wushu IP, which has a loyal fan base in china nian sutra immortal will aim to deliver an open world sandbox cultivation experience aligned with current chinese gaming market trends and preferences while introducing a new experience to that established community to reiterate the three triple a titles in our pipeline continue to represent a significant growth driver for snail these titles mark an important step in diversifying beyond the arc IP and establishing new lasting franchises at a larger scale that we have historically pursued as we advance these projects towards launch we are focused on building durable communities expanding our addressable audience defining ourselves as a multi-franchise developer and publisher and positioning snail for a broader portfolio of long term growth opportunities. Thank you for joining us today. I will now turn the call over to Heidi to discuss our financial results for the second quarter ended June 30th, 2026. Heidi?
Thank you, Peter, and good afternoon everyone. Thank you all for joining us today as I review our financial results for the second quarter and six months ended June 30th, 2026. Net revenue for the quarter was $19.7 million compared to $22.2 million in the same period last year. The decrease was primarily due to a $4.2 million decrease in sales of ASA, $1.8 million decrease from ASE, $400,000 decrease from ARC Mobile, $200,000 decrease from Salty TV, and $200,000 decrease of other various titles, offset by a $1.5 million revenue increase from Bell Wright and $2.8 million change in deferred revenues. Net revenue for the six months ended increased 11% to $47 million compared to $42.3 million in the same period last year. The increase was primarily due to a $3.6 million increase in sales of bell right and a $5.3 million change in deferred revenues, partially offset by a decrease in ASE revenue of $2.7 million and a decrease of $1.4 million attributable to lower sales of ASA. Net loss for the quarter improved to loss of $3 million compared to a net loss of $16.6 million in the same period last year. The improvement is primarily due to the absence of the $14 million income tax provision recorded in the prior year and the improvement in gross profit, partially offset by higher GNA and R&D expenses. Net loss for the six-month period improved to a loss of $900,000 compared to a loss of $18.5 million in the same period last year. The improvement was primarily due to the absence of the $12.4 million income tax provision recorded in the prior year period, which resulted from the valuation allowance recognized against the company's deferred tax assets, together with a $6.5 million improvement in gross profit. EBITDA for the quarter was loss of $3 million compared to a loss of $2.4 million in the same period last year. The slight decrease was primarily due to an increase in net income of $13.5 million and a decrease in depreciation expenses of $100,000 offset by an increase in the provision of income taxes of $14 million. EBITDA for the six-month period increased 88.8% to a loss of $600,000 compared to a loss of $5.8 million in the same period last year. The increase was primarily due to a decrease in net loss of $17.6 million offset by a decrease in provision for income taxes of $12.4 million. Total units sold for the quarter were $2 million compared to $2.1 million in the same period last year. The slight decrease was due to a decrease in sales of ARK franchise IP by 200,000 units, partially offset by an increase in sales of bell-right of 100,000 units. Total units for the six-month period increased 500,000 to 4.2 million compared to 3.7 million in the same period last year. The increase was primarily due to increased sales of ASA of 1 million units and an increase in bell-right sales of 200,000 units, partially offset by a decrease in ASA sales of 700,000 Bookings for the quarter was $21.8 million compared to $27.1 million in the same period last year. The decrease was primarily due to lower sales of ASE and ASA, partially offset by booking generated from Bell Wright. Bookings for the six-month period decreased slightly to $48.7 million compared to $49.4 million in the same period last year. The slight decrease is primarily due to lower sales of ASE as the title continued to mature and consumer demand shifted towards ASE and its related downloadable content, upset by increased sales of ASE and Bell Rai, which benefited from promotional pricing during the period. Lastly, as of June 30, 2026, unrestricted cash was $13.3 million compared to $8.6 million as of December 31, 2025. To review our detailed financial statements, please refer to the Earnings Press Release and the Form 10 Q file with the SEC. We would like to emphasize that our Q2 results reflect the timing shift of our Title IV Fortune and our Genesis Part I Ascendant, both of which launched in early July rather than in June of 2026, as originally scheduled. As a result, the related contribution moved into the third quarter. As a reminder, we expect to recognize approximately $11 million from our deferred revenue balance in connection with the launch of Genesis Part I Ascendant DLC. in addition to sales from Tyson Fortune in the third quarter of 2026. Additionally, we launched the Our Fantastic Team Season 1 pack in May 2026. Because the pack includes three creatures that are being released in phases, we did not recognize all revenue generated from the DLC in the second quarter. One of the three creatures was delivered to DLC owners at launch. while the remaining two are scheduled for releases in Q3 and Q4. Accordingly, we recognize one-third of the cells related to the Fantastic Tames Pack in Q2 and expect to recognize the remaining two-thirds as the additional creatures are released in Q3 and Q4, respectively. ART Dragontopia Shadow Drop in July 2026 alongside Tides of Fortune and Genesis Part 1 Ascended. Owners of the Dragontopia DLC will receive included content updates throughout Q3 and Q4. Thus, similar to revenue recognition treatment for the ART Fantastic Team Season one pack, the Dragontopia revenue will be recognized in phases during Q3 and Q4 as those content updates are delivered to DLC owners. A portion of revenue associated with content that has not yet been delivered is and will be reflected in our deferred revenue balance through Q3. The successful July launches of these DLCs, together with the robust gaming pipeline Peter previously outlined and additional planned content releases in Q3 and Q4, position us well to build momentum through the remainder of the year. Lastly, turning to our stablecoin initiative, our USDO coin continues to make encouraging progress towards launch readiness. We have been building the platform infrastructure required to support wallet management, minting and burning, blockchain transfers, and KYC verification. We are also engaging proactively with regulators, and our money-transmitter license applications have been submitted across multiple states. Our vision for USDO includes multiple distribution channels operating in parallel. We are also evaluating a real-world on-rem through the deployment of crypto ATMs in California to start. As with our exploration of AI, we believe stablecoin technology represents an opportunity to extend our technological capabilities into new markets and develop additional revenue streams that can strengthen the business over time. The July DLC launches, the schedule rollout of additional DLC content, our robust gaming pipeline, new business initiatives, together with the continued progress on USDO give us multiple avenues to build momentum through the remainder of 2026. This concludes our prepared remarks. We will now open the line for Q&A. As a reminder, some answers during the Q&A session may be answered in Chinese by our CEO before being translated into English. Operator, please proceed.
Operator
Thank you. As a reminder, to ask a question, please press star 11 on your telephone and wait for your name to be announced. To withdraw your question, please press star 11 again. One moment for questions. Our first question comes from Michael Kopinski with Noble Capital Markets. You may proceed.
Thank you for taking the questions. Good evening, everyone. Q2 was the first quarter under the reduced ARC license fee structure, and I know that you quantified that there would be approximately $1.5 million of quarterly savings. How much of that was realized in the quarter, and maybe you could just talk a little bit about whether or not you're, at this point, retaining that savings, or are you reinvesting it elsewhere in the business?
Hi, Michael. Thanks for the question. So in Q2, as you mentioned, from April of 2026, we started to have, we save on the licensing fee of approximately $500,000 on a monthly basis, which is about $1.5 million. We are actually, you know, for the money that we save, of course, we are reinvesting that into our future games as well, our in-home development. But the savings definitely improve on our company's gross profit. As you can see from Q2, gross profit, although revenue actually decreased, but gross profit actually increased.
Gotcha. And then your current deferred revenue increased to $28.5 million. And I know that you said that you planned to recognize, I think, $11 million in the third quarter.
I was just wondering if you could just give us some thought about revenue recognition over the next few quarters of course and this is Heidi again so because when we have we have to recognize our revenue according to accounting standard codification 606 when we have a performance obligation that we have not met yet we will have to defer the revenue so some of our game when we have a content that we have not released it yet so we will have to record that as a deferred revenue once the game is released then we'll turn the deferred revenue to revenue a big portion of on our balance sheet right now related to deferred revenue are actually a component from the ASA release when we released ASA back in 2023, there was also five maps that were attached with the ASA. Genesis 1 and Genesis 2 were part of the map. So Genesis 1 was released in the beginning of July of 2026, which means that because of a few days of delay, we were not able to recognize that in Q2 as revenue, which it And as of right now, we already know it got released, so it will be recognized as Q3 revenue in related to Genesis 1.
Gotcha. Thanks, Heidi. And a quick question here on the gross profit margins obviously are higher, but the Q2 operating expenses also increased. I was wondering if, you know, obviously it sounds like your second half is going to be really strong on the revenue side. I was just wondering if you can maybe give us some thought about how the expense run rate looks for the second half, and maybe the current R&D levels, are they kind of approaching the peak as these AAA titles advance through the development at this point?
Yeah, yeah. Most of our investment to our future development game are closing to the end right now. So we also not anticipated to have significant amount of increase in the future quarters for the new games that we will be launching. Our GNA expenses is also consistent quarter over quarter. So we're expecting a consistent GNA expenses and also R&D expenses. We're not expecting any significant changes quarter over quarter.
And if I can just slip one last one in, on your stablecoin, what are the next hurdles at this point for rollout?
In regards to our stablecoin right now is for management, we are already submitted our application to the various states that we choose to conduct business in those states. The application has already been submitted. We're waiting to hear back from the state upon their review of the application.
Gotcha. That's all I have for now.
Operator
Thank you. This concludes Snail, Inc. second quarter, 2026 conference call. If your question was not taken, please contact Snail, Inc.'s IR team at snal at gateway-grp.com. Thank you for your participation.
Operator
You may not disconnect.