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HACK · Hacksaw AB
82.1500 SEK -0.5000 (-0.60%) At close · Oct 6
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Earnings call · FY2026 Q1

Hacksaw AB (HACK) Q1 2026 Earnings Call Transcript

Concluded Apr 28, 2026 Audio replay Verified speakers
Apr 28, 2026 33:00 37 turns
Period
FY2026 Q1
Runtime
33:00
Sources
2 artifacts

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Verified speakers 33:00 Audio
Speaker 4

Good morning, everyone. Thank you for dialing in to our earnings call. I will start with commenting on our performance during the quarter before handing over to Mike for a closer look at our financials. After that, I will conclude with key takeaways before we open the floor for questions. We start 2026 with a strong quarter, both operationally and financially. Q1 was another star quarter in terms of operational accomplishments. We closed 79 new deals across all regions and with both existing and new clients. We secured a Connecticut license, an important step as we strive to follow our clients across their prioritized markets. We developed 12 new in-house games and 15 games were developed by our third-party studios on OpenRGS. We welcomed Foxhound Games as a new studio during the quarter and Goodtime Studios after the end of the quarter. Today, we have 10 studios that have developed games on our platform. And during the quarter, we agreed with Jinx Gaming, one of our OpenIGS studios, that we would invest in them in order to help them further grow. We did this investment under Hacksaw Ventures, where our aim is to allocate, relatively speaking, small amounts of capital to promising ventures, when we believe that we can make a difference by backing the entrepreneurs, utilizing our platform, distribution, and industry knowledge. We generated revenue of €58 million in Q1 and €210 million during the last 12 months, equivalent of 37% and 43% growth, respectively, adjusted for FX. All growth is organic. Our EBIT margin came in at 82% in Q1, which is in line with the margin for the last 12 months. We continue to generate significant cash and free cash flow amounted to 43 million euro in Q1 and a 93% cash conversion rate in the last 12 months. As we have stated before, we estimate our global market share to be a low single-digit percentage and I remain of the opinion that we have a very strong proposition and should continue to grow faster than the market. Our Q1 results is good evidence thereof. So in-house developed games, we released 12 fully in-house developed games during the quarter and have released 48 games during the last 12 months that you can see on the page in front of you. We continue to expand our development team and we expect to increase the release cadence over time. We continue to see a strong reception of newly released games from both operators and players, and we continue to see strong interest for our wider catalogue. Our third-party studios released 15 games during the quarter, and 53 during the last 12 months. As we pointed out before, the cadence of third-party developed game releases quarter to quarter may fluctuate slightly given that several studios are working in parallel and as a reminder open RGS studios develop the front end while we develop the back end we own the open RGS games we take full responsibility for the games in terms of compliance and we distribute the games using our existing commercial agreements with our customers after the end of q1 we welcome good times as a new partner studio thereby becoming the 10th studio that has released the game on our platform and also finally we expect the existing studios will increase the release cadence over time and we will continue to onboard new studios. We've recently onboarded on average one studio per quarter. Turning to the operational performance indicators, at the end of the quarter we had 320 games live in our portfolio, up from 236 a year earlier. One of the key metrics we follow is the number of rounds played on these games. With rounds, we focus on the average daily number of rounds played, given the varying number of days across months and quarters. The daily number of rounds during the last 12 months was 43% higher than the 12-month period that ended a year ago. The average bet size for these rounds will naturally vary both across markets and over time, and the outcome of those bets, in other words, whether players are winning or losing, will by definition vary, and short terms sometimes be above and sometimes below the mathematical mean. In addition, our take rate on the gross gaming revenue is subject to a mixed effect between clients and jurisdictions. Therefore, the development of rounds versus revenue is not fully correlated from period to period.

Mike CFO

With that, I will hand over to Mike to go through the financials. many thanks Chris and hi everyone so if we take a closer look at the numbers for the first quarter revenues amounted to 58 million which was up 13 million or 28% versus last year similar to last year revenues for Q1 were negatively impacted by by currency movements compared to the same period last year so on a constant currency basis the Q1 revenue growth was 37% this growth is entirely organic and primarily driven by the number of rounds played, which comes from additional games released and continued growth in our customer base. Moving to the expense side, for Q1 our adjusted operating expenses amounted to 10.2 million which was up 2.5 million compared to last year and reflected the following drivers. First, our personnel expenses continue to increase as we continue to invest in new talent primarily within game development and distribution in order to capitalize on the market opportunities and enable continued revenue growth. We will continue to invest in talent an investment that gives us the best possible return given the opportunities we see. This was partly offset by increased capitalization of development expenses. Note that we from this quarter we accrue for annual bonuses throughout the year instead of expensing them in in december and this impacted q1 by 0.4 million compared to last year second our cost of revenue of services sold was up mainly due to the increase of open rgs revenues and to higher license fees as we have discussed in early presentations the growth in open rgs increases are revenues and profits in euros, but slightly reduces the average margin. Open RGS remains below 10% of revenue. Should this material change going forward, we will provide additional information in due course. And finally, depreciation and amortization increased, primarily related to the continued investments in capitalized game development expenses. our adjusted EBIT for Q1 amounted to 47 million which was up 10 million or 27 percent versus last year the EBIT margin for Q1 was 82 percent which is in line with recent quarters and if we move further down the P&L financial expenses declined from last year as Q1 last year included a one-time financial expense item of 5 million relating to the FX impacts on dividends that year And in terms of tax, our effective tax rate for Q1 was 4.9% compared to 6.3% last year. This all leads to that our net income for Q1 amounted to 45 million, which was up 15 million or 51% versus last year. And our fully diluted earnings per share reached 0.157 euros. Adjusted for the one-time financial expense in 2025, mentioned earlier, net income was up 30% versus last year. Now, if we look a bit closer at cash flows. Our Q1 cash flow from operating activities before changes in working capital amounted to 49 million and was up 45% year-over-year. As mentioned earlier, Q1 last year included a one-time financial expense of $5 million relating to the FX impact on dividends. And adjusted for this, cash flow from operating activities before changes in working capital was up 26% year on year. Changes in working capital reduced cash flow by $3 million in Q1, primarily due to revenue growth, which obviously leads to higher receivables and accrued revenues. Last year, changes in working capital included positive one-time items relating to the dividend payment, totaling $11 million, which means that the underlying change in working capital adjusted for these items is therefore an improvement versus last year, despite our growth, which is the result of improved working capital management by the team. This leads to that our total Q1 cash flow from operating activities therefore amounted to 46 million and was up 32 percent year on year when adjusting for the one-time items incurred last year mentioned earlier. Our free cash flow for the quarter reached 43 million which is 31 higher than last year when adjusting for the one-time items incurred last year mentioned earlier and we maintain a very strong free cash flow conversion rate of 93 percent and this metric shows our ability to convert profit into free cash flow and is calculated as free cash flow for the last 12 months divided by ebitda for the same period our q1 capex of 2 million increased given our continued investments in game development and it mostly comprises capitalized expenses related to the development of new games, functional improvements to our technical platform, and investments in patents and trademarks. We made no major investments in tangible assets during the quarter. And finally, in terms of our financial position, it continues to be very strong and we further improved our cash balance during the quarter. Our total cash and cash equivalents amounted to 176 million at the end of March compared to 133 million at the end of December and 26 million at the end of March last year. But note that a dividend of 106 million was made in March last year and a dividend of 116 million is planned in March of this year. Planned and decided. Sorry, May this year.

Speaker 4

And we still have no interest-bearing debt. that's it for my comments so back to you Chris thank you Mike so summarizing the quarter we should be very proud of what we have achieved we continue to release more content both in-house and via third-party studios we continue to onboard third-party studios that we believe will complement our offering we signed a large number of new deals with existing and new clients around the world. We continue to deliver strong revenue growth and we maintain high margins and strong cash conversion. And we initiated Hacksaw Ventures. Looking ahead, we continue to face a very attractive market opportunity and we are in a better than ever position to capitalize it on it.

Operator

I would like to thank the entire team for the great work being done during the quarter and to all of our shareholders for your continued support and with that I would like to hand it back to the operator for any questions if you wish to ask a question please dial pound key five on your telephone keypad to enter the queue if you wish to withdraw your question please dial pound keys six on your telephone keypad the next question comes from Martin Arnold from DNB Carnegie I have a few questions.

Martin Arnold Analyst — DNB Carnegie

I'll start with a question on Europe, actually, and there's been discussions in the sector about regulatory headwinds and like core channelization and some turbulence in Southeast Europe. But what is your view on the effects on your business from this?

Speaker 4

I mean, first of all, when it comes to Europe and any region, we are very diversified, right? We've had no country that accounts for more than 10% of revenue or no jurisdiction, meaning that even when we do see developments in individual jurisdictions, may they be positive or negative, it has a limited impact on our total revenues. um i mean we read the same articles you do when it comes to channelization i can't say that they're right or wrong um but but i do think that is a challenge in some of the markets indeed okay and and you did this near 40 percent constant currency sales growth despite uh some macro uncertainties etc how how would you say that sort of the main contributors to that growth

Martin Arnold Analyst — DNB Carnegie

I guess it's both the new games and the existing. Are you still in a size where one single game can make a real difference here on the top-line growth when you release these new games?

Speaker 4

Sure. I mean, from that point of view, I suppose there's no ceiling how good a new game could be, right? So theoretically, the answer would be yes, a single game could make a difference. having said that i mean we we take a portfolio approach to this and we always strive to make sure that we have several releases that we consider good releases much more than we hope for a blockbuster here and there which we would see as lower quality of earnings but i think what you're getting at is do individual releases impact the results and and of course they do once we have you know a few stronger releases in a row we have a positive impact from that and if we have a few more lukewarm releases in a row we have a slightly negative impact but either way that doesn't change

Martin Arnold Analyst — DNB Carnegie

our view of the longer term in in general do you think that you have the stronger successes of the new releases in this quarter compared to q4 um um not that much of a difference i would say to be honest okay not a material and then how do you see them now and how do you feel about the pipeline um for for the next coming quarters q2 q3 for example we feel good about the pipeline for the coming quarters um and you you mentioned the in the in the report that you enter q2 with solid momentum and great confidence does that mean that the underlying sales growth year-on-year has continued to trend in the same range as in Q1 so far in April?

Speaker 4

You know that I never even for myself comment on short periods such as you know sort of weeks or even even a month because it's always ups and downs but what you can read into that comment is that we we don't see any worries on the horizon as we enter Q2 which of And of course, if you go back a year, we had a more challenging start to Q2 last year.

Martin Arnold Analyst — DNB Carnegie

Perfect. And my final question is on the U.S. expansion case. Can you remind us what the main focus area is right now, what you look forward to the most here in the near term when it comes to the U.S., and also how your games are being received by U.S. operators and audience over there?

Speaker 4

Yeah. So if we start with the priorities of the US, I mean, first, if we take one step back, I reiterate my view that in the longer term, the US presents a great opportunity for us. In the short to medium term, I think it's sometimes being overstated. And remember that in the U.S., with Maine regulating, we have approximately 40 million people in the U.S. who live in regulated states. So that's around 12 percent of the population, around 12 percent of GDP. So it's still a relatively small market from that perspective, as is right now. However, the longer term projections, if we expect that more states will regulate over time, is, of course, very big. When it comes to our priorities, we have relationships and we have Games Live with all of the key operators in all of the states that we operate in, but we have a relatively speaking small share of wallet. So the focus from our point of view, if I look down operationally, is to continue to work with these operators and continue to ensure that we can be their supplier of choice as they continue to grow in these markets. And that is something we don't change overnight. That's something that takes a bit of time. I think we're progressing well, but it's a marathon to get it done. When it comes to games specifically, I think what you're alluding to is that we do have different game preferences among U.S. players in general compared to what we see elsewhere in the world. and what that means is that the games that are successful for us in the US are not necessarily the same games that are successful in other jurisdictions, meaning that when we work with the operators and when we demonstrate our games in the US, the work is slightly different than we would find elsewhere. And that, as we've talked about before, to a large extent is due to the fact that they have a much stronger land-based legacy than you find in other jurisdictions and and also shelter that the player preferences are slightly different.

Martin Arnold Analyst — DNB Carnegie

Okay, thank you for that, those answers.

Operator

The next question comes from Jamie Bass from Citi. Please go ahead.

Jamie Bass Analyst — Citi

Morning, Chris, morning, Mike. Morning, morning. Just the three questions from me, please. So first of all, I know you said it was less than 10%, but could you give us more of an idea of where Openology Asset Tracking is in? Are we getting close to that 10% level? Second question. On cost of services, so you said it was up year on year, but a couple of things. One, as a percentage of revenue, it's materially low, and also it's actually down quarter on quarter, despite the revenue being up. Could you give us an idea of the moving parts there, why that's come down, where the scaling is? And then finally, are there just any particular gains, whether that's 1P or Open RGS, that you thought performed particularly well in the quarter that you'd like to call out? Thank you.

Speaker 4

Sure. Let me do your first and third question and then I'll hand over to Mike for the second one. So with Open RGS, we continue to say that it's less than 10%. It is growing. As I've said before, its growth is a little bit more volatile, which is quite natural given that we're talking about now 10 studios in different stages of their journey. So it remains below 10, but it's growing. uh we haven't disclosed a single number we before said that it's more than five so that's uh you know the range you can play with for now and as i've said before once we see that initial volatility of growth come down and once we see that being a bigger part of our our total revenues uh we will come back to the market with more information but that that time is not now uh it will be sometime in the future. When it comes to games, the question is a little bit similar to what I just discussed with Martin. We don't have specific games that really made the quarter, so to speak. We definitely had a few releases that were perhaps a little bit more successful than we would have anticipated, and a few that were perhaps a little bit less than we would have anticipated. That's always the case.

Mike CFO

We've seen that in every single quarter, in every single month so i think if i summarize the quarter when it comes to releases both from our in-house developed studios and third-party studios there are no surprises it is very much overall what we would have expected and sorry your question about was cost of services so right so i i think that no major things but i I mean, these expenses can fluctuate and they don't grow sort of, I mean, consecutively. So, I mean, I think that nothing major, but these expenses can fluctuate. I mean, it's both revenue share to open RGS studios, but it's also license fees across the world.

Jamie Bass Analyst — Citi

Thank you. Thank you.

Operator

The next question comes from Halmar Alberg from RedEye, please go ahead.

Halmar Alberg Analyst — RedEye

Good morning. Thank you. Maybe just a question. You mentioned that you have continued to add employees and you saw potential for increasing the release pace of in-house games eventually. Can you catch some more flavor on that? Could it be this year or it would be interesting here?

Speaker 4

We haven't communicated a specific date when we step up the cadence, so I would revert back to what I've said before, which is that when it comes to the development team, as soon as we find talented people in any function within that broader team we want to bring them on board and whenever we feel that the entire team is ready to increase the cadence we will do so so we always strive to do that but the absolute most important thing here is not to set a date it's to make sure that we can maintain or increase quality before increasing quantity Thank you.

Halmar Alberg Analyst — RedEye

And also on the personnel costs, I think you mentioned, we saw that you have continued to increase the number of employees. Just trying to understand quarter over quarter, I think the costs were largely stable. Is it kind of a lag effect that you should see more cost increase in Q2 over quarter over quarter? If you could add some info on that would be helpful.

Mike CFO

In terms of personnel cost.

Halmar Alberg Analyst — RedEye

Yeah, yeah.

Mike CFO

Well, I think the last Q4 we had on annual bonuses as well. So I don't know if you compared that, but I don't see, I mean, obviously the personnel cost will grow as we increase our personnel. I mean, almost linearly.

Halmar Alberg Analyst — RedEye

Okay, good. And just interesting to see if you have any, I mean, you got the question about regulatory challenges in Europe, maybe also what's interesting if you say any change looks like sweepstakes, is it still the same kind of transfer or anything that could work mentioning?

Speaker 4

Yeah, you're spot on. It's the same trends. What we've said from the outset that we do expect over time that there will be states who change their view on sweepstakes. And our policy is intact. So when states change their view, we adjust accordingly, so no surprises there.

Halmar Alberg Analyst — RedEye

All right. And on the commercial deals, I mean, you continue to keep a very high pair here. And you mentioned that you have, I mean, small share in the global market. But I mean, can you keep this pace in the coming quarter? And can you even maybe increase it if you can share some flavor?

Speaker 4

That would be interesting. yeah it's very hard to predict the number of deals uh for any given period of time um what if we look back on this quarter and the past quarter um we we have achieved more new deals than we would have expected um and i think that is very strong evidence of the thesis that we've had for a long period of time which is that we have a good platform we have good content we have the right relationships and we have a strong sales team that can execute and the outcome of that is that we continue to strike a lot of new deals both with existing clients in existing or new jurisdictions or with existing a new brand or that we identify new clients that we believe in and that we bring on so I remain positive on our ability to close new deals also in the coming quarters as I did before but I can't quantify the number of deals or the impact of those deals in the short to medium term.

Halmar Alberg Analyst — RedEye

Got it and then it's a final question I mean on Hacksaw Ventures here do you think I mean as you say you can help your OpenAIDS partnership to grow further do you see also that is something that you can kind of accelerate the pace where you add the number of studios on your platform?

Speaker 4

Potentially. I think those are two different things. If we're talking about Open RGS specifically, we have historically added approximately one studio per quarter. And that's the pace we've been operating at. Can we increase that over time? Possibly, yeah. I think the important thing when it comes to onboarding studios is that we don't strive for quantity. we strive for quality and we would rather onboard fewer studios that we believe more in than a high number of studios that we're not so sure about so we want to be very cautious and ensure that we find people that we like to work with who are very good at what they do and who produce content that first of all we believe is great content and second of all that we believe is complementary to our existing portfolio so so uh you know for now one one studio per quarter is as good as a guess as we can we can have at this point when it comes to ventures remember the key thing for us when it comes to ventures is that if we feel that with our position uh with position i talk about our distribution our industry knowledge our experience if we feel that with that position we can use some of the capital we have which for us is relatively speaking small amounts and we can invest that in entrepreneurs that we believe in in order for them to accelerate their growth with us that's a great proposition for both parties uh because we find a partner and we help them grow uh and when we find that we we're definitely gonna look at that And that, I think, could be, you know, again, whenever we find opportunities, we don't have a sort of specific number of deals that we would expect to do in any specific period of time. It will be opportunistic when we find entrepreneurs that we believe in and when we think we can make a difference, we will look into that.

Halmar Alberg Analyst — RedEye

All right. Thank you very much. Thank you.

Operator

As a reminder, if you wish to ask a question, please dial pound key five on your telephone keypad. The next question comes from Jack Cummings from Berenberg. please go ahead.

Jack Cummings Analyst — Berenberg

Good morning, Chris. Good morning, Mike. My first question was just, you mentioned earlier and also you flagged last year that in Q2 in April and May, there was a little bit of softness because of macro volatility. Clearly, it doesn't look like you've seen much volatility in Q1, but it'd be great to just get a sense of whether you saw any kind of impact or changes to consumer demand either in march or at the beginning of q2 no uh we we're not uh we don't have data to support that there will be a big difference following you know the developments we've seen globally over the last call it eight weeks no okay perfect thank you um and my second question um in the release there was no mention of kind of full year 26 guidance so i just wanted to to check if you are comfortable with where consensus sits for the full year which which I think is about 30% revenue growth and just under 80% EBIT margins?

Speaker 4

Yeah, so I mean, as you know, we don't give guidance for individual years, but what we have said is that over time, our aim is to grow above 30%, which is higher than the market. And that goes back to some of the reasons that I outlined earlier in this call. We maintain that view. We haven't changed anything from that.

Jack Cummings Analyst — Berenberg

So yeah, that's pretty much where we stand. perfect and and then to my final question on on open rgs and you've now obviously got 10 studios developing games on the platform you mentioned the the release uh cadence can be lumpy but it'd be good to just get a sense of was q1 in your view a faster cadence of releases for open rgs or is 15 kind of like a a baseline that we should anticipate from from open rgs thank you no it's a baseline for now and then I would go back to what I what I mentioned before right on the one hand we do continue to onboard studios as a result of that you would expect that you know

Speaker 4

as we have more studios clearly the release cadence would increase and then thereafter we would also have the students that we have on the platform would increase their release schedule over time so we would expect it to increase over time okay great thanks very much good um so there's there's a number of we have a number of questions in the activity fields if you give me a second machine go through these very quickly and see what we have um uh covered that um yeah we have somebody talked about asking about the growth per geographical region um as you know we we don't talk about that on a quarterly basis, but if you look at the full year numbers that we talked about in the full year earnings, you saw that we grew across all regions during the last year. And as I mentioned in my opening remarks today, we grow in all regions now as well. I think we've covered question around stock buybacks. We've not issued a statement on any stock buybacks at this point in time um so there's there's no news around that you would have seen from the from the uh from the press release following the agm yesterday that the board has a mandate to in the future potentially issue stock buybacks should they want to but no decision has been taken at this point in time um ventures i think we've covered yep um and then i think we've covered most of the those most of those written questions um yeah good super um so with that i think i would like to thank everyone for dialing in uh analysts and investors alike uh always a pleasure hearing your questions uh we're now going to get back to to our q2 and we'll speak to you in a few months again, if not before. Thank you very much, and back to you, Operator.

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