Okay, I think we have everyone with us. Hello, and welcome to this information meeting with Fragbite Group, and good evening. Today we have Stefan, our CEO, with us, and Zara Zamani, CEO of Lucky Kat and also part of the Fragbite Group board. My name is Erika Mattsson. I'm the Chief Communications Officer for Fragbite Group. Let me just first start by saying that thank you very much for joining us this late in the evening. There are a lot of events at Fragbite Group right now, so this was the best time for us to be able to get this team together. Last time we reported and had a call, we focused specifically on our gaming business area. We had the pleasure of having Abrial joining us from Playdigious. So we will be spending less time on gaming today.
Next time we talk after the Q4 report, we will also be spending some extra time on esports. So that won't take much room today either. So the focus we will have today, because we have Zara with us, is our Web3 business area. But first, I have the pleasure of handing over to our CEO, Stefan.
Thank you very much, Erika, and thank you for having you all for this presentation of Q3 Interim Report. So before we jump into the Q3 Interim Report presentation, just a quick glance on a recap on Fragbite and what we're doing. Our business idea is to develop and publish games, esports content for traditional and modern platforms. We do this by combining our expertise within gaming, esports, and Web3. And we then create entertainment that meets the needs of the new global generation of gamers that want to play, watch, own, and also trade digital assets and utilities. We're headquartered in Sweden, listed on First North, Nasdaq First North Growth Market, and just a quick dive into the different business areas where gaming is absolutely the vast majority of the group.
It contains about 85% of the revenues of the group, where we haven't shown, I mean, in eight consecutive years, constant growth in the gaming segment. We have very solid and well-established IPs with more than 900 sold games and more than 2000 million or 200 million downloads of these games. Coming back to esports, we're one of few esports businesses, at least in Sweden and the Nordics, that's profitable. We have in Fragbite one of the oldest esports enterprises with more than 25 years and showing now profitability in 2023 and this year and continuously small growth as well. We will hear a lot about Web3 in today's presentation with Zara on the call, but with Web3, we have blockchain-based games providing digital assets, NFTs, aiming for and also about to launch a utility or a protocol token in an ecosystem.
All of this is done for the next generation. All of this is the next generation entertainment provider in order to grow, continue to grow for the future with significant opportunities and a lot of different IPs in the pipeline, but also specific Web3 projects in the pipeline that we will hear more about during the presentation. Jumping into the Q3 highlights, some of you have read the reports, but just quickly, we executed on the rights issue. It was subscribed to close to 85%, bringing in close to SEK 61 million before costs. We also initiated a cost reduction program, and it's also implemented to full effect from Q3, reducing the annual cost of SEK 11 million. When it comes to FunRock, we've done a lot of activities to increase or turn it to profitability and cash flow profitability.
We've signed two deals during the years and worked for higher deals. We talk more about that, but that also turned this business or this business unit into profitability and cash flow positiveness. Playdigious, out of France, they launched their first title within Playdigious Originals, which is our global publishing operations, Linkito. It's been a successful launch where it met our expectations, although a small IP worth mentioning. We've also seen Playdigious during the Q3 quarter having a high pace when it comes to marketing activities, having a solid presence in Gamescom out of Cologne with also a large booth where they also launched the third title of Playdigious Originals, which is Crown Gambit.
When it comes to the esports business, two weeks ago, the Swedish Cup had its finals at the Postpalatset in Stockholm, very successful event, third consecutive year growing when it comes to viewership. As we see, we're currently collecting all the statistics from the finals, but we can already conclude it's been a very successful event. From the Netherlands, we launched Kumo, the Kumo Cats, and we sold out the NFTs to a value of 800,000 Sui. Zara will tell us more about that. Also, in the beginning of the quarter, Lucky Kat studio made a very nice partnership with DAO Maker, which is, I would say, the most prominent partner when it comes to publicly listing tokens.
Also, we're preparing for a reverse share split, and we will get, I think we will have news about that tomorrow, but we have an EGM deciding for a reverse split. Jumping into the financials for the third quarter, we had a turnover of close to SEK 52 million for the third quarter, which is a reduction from SEK 61 million . The reason for this reduction is lower activities within Playdigious due to some postponement of some IPs. However, we've been investing in Playdigious Originals, so we're sort of pushing for more growth in 2024. When we look at the turnover for the full year-to-date, so from January to September, we report a turnover of SEK 154 million . So about SEK 50 million per quarter during this year compared to SEK 167 million last year.
Then we have this slower quarter in Playdigious for Q3, but the other reduction in revenues is related to the fact that we sold out hyper-casual games in Lucky Kat in May last year. So we had higher revenues from January to May due to the hyper-casual titles. Happy to be able to present that we're back to EBITDA positive numbers for the quarter. For the third quarter, we report a positive EBITDA of SEK 2.2 million. It states adjusted EBITDA here, but there are no adjustments between EBITDA and adjusted EBITDA for the third quarter. However, when we look at the year-to-date numbers, we report an EBITDA of SEK 6.2 million. You recall from Q2 that we had a negative adjusted EBITDA in Q2. So now it's turned to positive. And for the full year or the year-to-date numbers, we report SEK 6.2 million in adjusted EBITDA.
However, these SEK 6.2 million includes adjustment of SEK 5.5 million , which is extraordinary cost related to the bankruptcy of Fall Damage and also SEK 1.8 million related to restructuring cost when laying off some people. Excuse me. The third point here is, of course, that we already mentioned the fact that the realization of the cost reduction from July and onwards is also materializing in positive EBITDA. Looking at the P&L for the period, we already touched upon the revenues. Happy to see a positive trend on gross margin, where we in Q3 increased gross margin from 32% last year to 37% this year. On a year-to-date basis, we increased more than 11 percentage points from 35% to 46%. So good trajectory in gross margins for the business. Going down, we see the EBITDA of SEK 2.2 million , the reported EBITDA of SEK 2.2 million .
Last year, we had 2.7, so very close this year, and we're going in the right direction. Going down the P&L, I think it's also worth mentioning since we used to report in IFRS, now we're back in K3, so we have amortization of goodwill, SEK 20.4 million. That is, of course, not cash flow dependent. So it's a write-off of goodwill in the group. Go to next slide. Having a glance at the balance sheet, we've seen, so comparing to December 2023 to the right and the September numbers this year, we see quite significant swings or changes when it comes to intangible assets as well as provisions. So intangible assets going down from SEK 920 million to SEK 186 million, provision from SEK 678 million to SEK 30 million. This is caused by the Fall Damage studio's bankruptcy, where it's now been cleared out from the balance sheet.
When it comes to the intangibles, it's the goodwill that's been written off. Also when it comes to the provision, that was the earn-out to the founders of Fall Damage. Also worth mentioning is within current assets here, SEK 39 million, we have included the SEK 10 million that we expect to get or recover from the bankruptcy administration of Fall Damage. It is also worth mentioning the cash situation ending the third quarter with SEK 5.7 million cash and equivalents. For those of you that follow us and our press releases, you know that we raised another SEK 3.6 million from warrants in mid-October. Also we raised a convertible or a loan with convertible sort of terms of SEK 5 million from major shareholders in October as well. The cash and equivalent part have increased since the end of Q4.
Looking at the cash flow of the group, we start with EBITDA of SEK 2.2 million. We had financial items, rather high financial items cost. That's due to repayment of loans and also the short-term loans that were repaid in conjunction with the rights issue, and also Playdigious pays some tax. The cash flow from operating activities for the third quarter was negative SEK 1.7 million. Then, as you know, we have rather high working capital swings in Playdigious where they pay royalty fees to the IP owners. This quarter was negative SEK 4.2 million. That gives a sum to SEK 5.9 million cash flow from operating activities. We're adjusting for investment activities, which is mainly capitalization of own work on our own games, so development work. Cash flow from financing activities is the rights issue, and then reduced with the repayment loans.
We also amortized SEK 5.9 million to credit institutions such as Nordea during the period. Let's go and deep dive a little bit to our business areas, and we start with the most significant business area, which is gaming, and we look at the mobile porting within Playdigious. We also announced the fact that we're really happy with the Loop Hero release. Within a month, they reached one million downloads from launch date, which is really exceeding our expectations and the budget for this game. However, a setback was the delays in releasing one major IP, which was pushed by the IP owner, so it was planned to be released in Q3. Now it's pushed into Q2 next year, first half next year, and it's not been in control of Playdigious since Playdigious, more or less, I would say they've done 90%-95% of the work on this game.
So it's more our ability to influence the marketing windows when to release the game. And this is a significant, high-performing IP. And when we strike these kind of deals with these IP owners, they have also a lot of say in when to release the games, unfortunately. So I think that's the downside of signing the bigger IPs. However, we still have this and look forward to launch the IP during 2025. Also mentioning, we've of course negotiated this delay, and we've been compensated during Q4 for this delay by the IP owner. Very exciting to announce that we expect in the near future to release a new distribution platform partner for Playdigious. Look out for that, more about that in the near future.
We'll also have our head of partnership, Anthony, on a road trip in China to meet with new distribution partners in China, where we hope to see some more business coming out of that road trip. The closest upcoming events when it comes to the mobile porting is a DLC, so new downloadable content for Dead Cells, first in China in December, and then this DLC will be released also in the western part of the world. We have Teenage Mutant Ninja Turtles, Shredder's Revenge, an update on, or it will be released on Apple and Google, already released on Netflix as an exclusive deal. Then we have Don't Starve Together, which is a big IP that we have a lot of expectations on. When it comes to publishing, the global publishing, where we have all the rights to publish these games on all platforms, not only mobile platforms.
We've seen a high marketing activity where we, I think the peak was the event in Cologne on Gamescom, where we presented several. We've been presented on several events. We released the first title, Linkito, which is a smaller title, but I think, as we said, it met our expectations. But it was a good small IP to make lessons learned and also learn for the team when we now enter a phase of launching bigger IPs within this business unit. And also during Gamescom, as you know, we announced that we're going our third title within the publishing business unit, which is Crown Gambit, which we look forward to release next year. When it comes to the development and FunRock, I mentioned the fact that we signed now two work-for-hire projects. The first was in Q1, the second now in Q3.
The Q3 deal is a business of SEK 3.3 million, but I think it's important also to highlight the fact that these work-for-hire deals is hybrid. It's a hybrid deal in a sense that we use the IPs that we spent a lot of time developing. So the first deal was with MMA Manager. So we adapt or adjust the code, and then we get paid for that work. And also we have a rev share on how this game is performing together with the customer. The second deal is based on the code base of Capital War, where we use some code from Capital War, which is a city builder, how you build cities in a game software. So we reuse some code that we already written in these deals, which is, I think, brilliant. We are also in current negotiations to expand these deals further on.
But already these two deals will have a good outlook in for 2022 to continue to have a positive, profitable, cash flow positive business within this business unit. To remind you, when it comes to Playdigious pipeline, which was announced in April 2024, we have signed 11 games so far, or 11 IPs. These 11 IPs estimate the revenue of EUR 11-17 million the three first years from launch and onwards. Let's go into esports. A quick update. I mentioned we played this picture you see here is from the finals of the Swedish Cup 2024. I think most important here is the fact that we had a high retention in strong support from sponsors, both Tele2, MAX Burgers, and Spendrups. Renewed their trust in us and also the partnership. So they were back from last year. We also had, I mean, significant international partners.
FACEIT, for example, was part of the platform used when we play for the tournament. We have a record. We already now know that we have a record audience, but we come back with all the details on this in the Q4 report or even earlier, maybe. Next step for the esports operations is continue with both our verticals, so the marketing agency and the IP part of the business on the trajectory with profitability. So we see profitability 2024, and we're going to continue this during next year with continued growth and synergies. I think it's worth mentioning, and we touched upon that on last presentation, that we saw clear synergies within the esports operations and Fall Damage. However, we see now some other synergies within the group and certainly within Lucky Kat and Web3 operations. Now let's deep dive into the Web3, and we have Zara with us.
I hand over to Zara, and now she's on video. Hi, Zara. Good to see you.
Hi. Hi, Stefan. And hi, Erika , everyone. Very glad to be here. Let's kick it off with the Web3 business. Operations and update on Q3. There has been a tremendous amount of work done in Q3. Quite a lot of updates on the games. Panzerdogs, specifically, we had the dynamic NFTs launch in Panzerdogs, which we were waiting for some time. And quite a number of updates on Cosmocadia NFTs and also in-game characters. We have expanded game distribution by SuiPlay0X1, which is extremely exciting. The announcement went live today by SuiPlay0X1 on Panzerdogs. And soon following that, we'll be Cosmocadia coming up.
That means Panzerdogs will be available on the physical console of SuiPlay0X1 for gamers to play, which is an extremely good channel of distribution for us and very much aligned with the vision of onboarding the next generation of Web2 gamers to Web3. We have had multiple collaborations and activities on Sui to boost engagement, transactions, and organic growth. The one that you probably majority of you have seen that the whole Sui ecosystem on X/Twitter is talking about this week is the Smackdown. We have had a lot of marketing campaign around that. We basically brought in the biggest gaming communities in Sui on the biggest gaming tournament in Sui ecosystem called Sui Smackdown with a prize pool of $200,000. So far, the engagement is very great.
Of course, we also had a small side revenue on hosting this tournament, which was a trial for us to see if that can work for the next upcoming tournaments, which was the Jersey NFT sales. We basically had NFTs of jerseys of different teams that were participating in the tournament. We have so far sold 600 jerseys during the tournament. During Q3, we continued preparing for Koban launch. Of course, that meant fine-tuning tokenomics. I think I want to emphasize here that there are some documents on generally every crypto project that are living documents. That includes the white paper, also tokenomics. Of course, there are some foundations that we cannot change regardless because that's how we were built. That's the foundation of the project. But we constantly have to improve these documents.
That meant on Q3, we spent some time on our tokenomics, and we will continue to do so as well. We had to do quite a lot of infrastructure and technical development to strengthen the foundation of what we have to prepare for the ecosystem that we're launching and to prepare onboarding the next million users basically into this interoperable gaming ecosystem that we're building. That, for example, included integrating new wallets that were launched by Sui and also dynamic NFTs launched for Panzerdogs, but also for Kumo. We secured DAO Maker, which is the most well-known tier one launchpad for our public sales, which will happen basically before the exchange listing. We have also throughout this whole quarter had very intensified marketing activities. If you follow our social accounts, you really see how the marketing campaigns have been going on.
And meanwhile, we have started investigating protocol, developing a gaming protocol that will enable us to onboard the next generation of Web2 and Web3 games. So this protocol is going to expand our products beyond our own titles and allow other studios and other builders to use all of the standards, SDKs, and all of the tools that we have so far built in-house. And we are going to use all of those now. And of course, that meant we had to do quite some investigation on potentials of developing this protocol, potential partners that we could have alongside of that. And of course, that investigation and that exploration is continuing to happen today as well. And it's an ongoing job. And that also meant potential node sales that I will talk more about tonight.
But I think the most highlight of Q3, the biggest highlight of the Q3 was the birth of Kumo. So Kumo came to birth for multiple reasons. The main one was when I got on board as CEO of Lucky Kat Studio. The first thing I noticed was that a lot of our community members in Panzerdogs didn't know that Panzerdogs and Cosmocadia were associated with each other and also didn't know what is the relationship with Lucky Kat Studio and vice versa. So Cosmocadia didn't, community members didn't know how to associate the other two names, Lucky Kat Studio and Panzerdogs to Cosmocadia. And I thought that we definitely need a mascot character that will unify this ecosystem while representing interoperability because what we were talking about is building an interoperable gaming ecosystem.
And that's how the idea of a mascot character and eventually Kumo came into the picture and then Kumo was born. And I think we do have a slide about Kumo itself, so we can perhaps maybe move to the next slide.
Yes, I think I will stop sharing and I will re-share again. Sorry about that.
No, you can continue sharing. You can just move to the next slide.
Do you see now? This one?
Yes, exactly. So like I said, oops, now you don't share anymore.
Now.
Perfect. So as I said, Kumo was born as a brand mascot. Kumo was basically initially going to kick off the marketing campaign for the upcoming public launch. But also Kumo is bringing on board a new B2B revenue streams.
This B2B revenue stream is, of course, other studios being able to use Kumo in their, as I said, Kumo is going to represent interoperability and Kumo is going to introduce an interoperability tag in NFT marketplaces, etc., including our own marketplace. That means that other studios can use Kumo tags as well. Kumo is also an NFT collection. We only released the first NFT collection of Kumo. The plan was initially to release it in three phases and to create the hype and create an effective marketing campaign. However, the market reception of Kumo was extremely well and Kumo grew really big in the first two phases, which led for us to be able to generate revenue from the third phase. Kumo as a free mint collection, the floor price of Kumo went up to 350+ Sui at the time.
Sui was about $2, which was extremely well priced for a free mint NFT collection, and the third phase, which was the paid phase, which we decided to make it paid, we were also the highest mint price at the time of Sui ecosystem, which was 100 Sui for Kumo mint, and we were sold out in less than 40 minutes, so Kumo did generate revenue from the sales itself, but also is continuing to generate revenue from transaction fees and royalties for us. It represents interoperability of the Koban ecosystem, providing benefits across the game. Kumo is not going to stay as one collection only. Definitely, there will be more collections associated to Kumo. The plan is that Kumo will have a presence in different games and Kumo will have hopefully a family coming up, so there is a lot more to Kumo to watch in the coming future.
As we are talking, there is quite a lot of interest in Kumo right now in the market. Then we have, of course, the NFT collection, the third phase, which was a paid phase, raised SEK 0.8 million revenue in Q3 for us. The collection has been trending and driving interest in Koban and Lucky Kat for about a week after every phase. Kumo was number one trending collection in TradePort, which is the marketplace for Move-based blockchains such as Sui, Aptos, but also Near Foundation. The next stop for Kumo, which has gone public and has been announced in our press release as well recently, is Kumo basically moving to what we call it Web2 or physical world, the consumer product.
Kumo is going to go back to the physical world with physical production, which we will talk more about, I think, in the next slide. If you can move to the next slide, Stefan. Yeah, taking Kumo to the next level. I know there is a lot of Kumo today, but I'm sure you will be as excited as I am about Kumo. We have recently signed a very exciting licensing deal with a new partner called Mighty Mojo Toys. And that means we will have physical production of Kumo toys, Kumo apparel, Kumo accessories. And that is basically a young Web3-focused company whose team has worked on successful brands like Pudgy Penguins, if any of you are familiar with Pudgy Penguins brands, brand NFT collection.
Pudgy Penguins went similar direction to what we are doing with the same company, so Mighty Mojo Toys and JCorp, which we signed with them as well. They have raised $13 million. That's an example of another collection that has gone a similar path. We are basically the next Kumo with Kumo are the next collection that JCorp and Mighty Mojo Toys are betting on and taking on board to take to the same path that they did with Pudgy Penguins. Mighty Mojo Toys is a subsidiary of JCorp, which is a manufacturer of branded and licensed consumer products. JCorp distribution network includes quite large retailers and large big names such as Walmart, Target, Costco, Amazon, Toys R Us, and more. That means potentially, of course, they're going to use all of these channels for Kumo production, accessories, toys sales. That means potentially we will see Kumo in Walmart soon.
The physical products merged with digital components is basically the direction that we are going. And that is also very much aligned with what the vision of onboarding the next generation of gamers and onboarding retail consumers to Kumo NFTs and Koban ecosystem via NFC chips. There will be quite a lot of plans to basically bring utilities to the physical Kumos through these NFC chips. And that means when you scan your NFC chips, etc., you will be able to enjoy special utilities of your physical toys in our games, in the whole gaming ecosystem that we are building. Kumo is also going to drive revenue from NFT transaction fees. And the first collection, the physical collection is going to be published, released in Q1 2025. And the presale is planned for Christmas 2024.
So in the physical production, we are moving much faster than expected. And we are quite excited about that. Can we go to the next slide, please? So as I said, we are building a next generation gaming protocol, which is probably also a quite hot topic of discussion for Lucky Kat Studios. And you might have read the press release. We have developed, as I said, quite a number of games for a decade. And specifically, the last three years has been a lot of focus on Web3 games. And while building these Web3 games, we have developed a lot of tools. We have developed a lot of standards, but also encountered many, many problems internally. And we think it's time to basically bring our knowledge and expertise to the rest of the builders. So we can move to the next slide, Stefan. Thank you.
So this protocol is going to basically tackle specific challenges in building games and Web3 games. And that one is cost of servers, centralization with deployment and compatibility between the games. So we are going to basically tackle these challenges. Maybe you can go to the next slide. I'm not going to go very deeply into the technical conversation of the protocol, but I want to rather focus on the values of the protocol. So there is only one way to address these challenges of cost and compatibility and centralization. And at least that's how we thought because we tried all sorts of solutions out there in the market. We tried to use all sorts of service providers, technology providers.
But the only one way that we thought is best to address is to take matters in our own hands and actually leverage all of the technology that we have developed, all of the knowledge that we have built in-house to, of course, position ourselves quite well in the market as an early mover of gaming protocol that enables both Web2 and Web3, but also, of course, generate revenue from all this knowledge that is sitting in-house. Next, please. So Lucky Kat is building the next gaming protocol. And this protocol is going to expand Koban into a protocol token. And that's a huge utility for Koban. So Koban has evolved from a game token to an ecosystem utility token and now an additional layer of utility, which is the protocol token.
And that means any other gaming studio that will build on this protocol will, in some sort of shape, use Koban, even if not in the game directly as an in-game currency, at least as a gas fee in their transactions. And infrastructure layer. So this protocol is also an infrastructure layer that is enabling our tools and standards for Web3 game development to be packed into a service offer. And that means any studio out there with a minimal knowledge of Web3 gaming will be able to build and launch a Web3 game much quicker and much cheaper than possible today. And allowing other developers to build on our protocol with easy integration that doesn't require deep technical and blockchain knowledge, as I explained, and simplified marketplace integration in games with refundable on-chain in-app purchases.
Most of you might know that on-chain that in-app purchases today are, according to Apple and iOS and Android policies, they have to be refundable. That's a quite difficult task on-chain because what we say in blockchain is that all the transactions are immutable. You cannot reverse them. That's a big challenge for Web3 gaming and mobile gaming. We have a solution for that. We thought this is a great added layer to the protocol. This is going to be offered in the protocol as well. Plus decentralized gaming platform running on nodes. This is probably an extremely important thing. There are so many aspects that we are decentralizing. We are decentralizing in-game databases. We are decentralizing hosting gaming servers. All of this decentralization means we need nodes that will actually run this.
We need nodes that will validate transactions, nodes that will have computing power to run this network. Can we move to the next slide, please? So having said all of that, that we are building this great protocol coming up, you might have a question or ask yourself, why would a gaming studio even be interested in building on our protocol? Because there is quite a number of protocols out there in the market today. So there are so many reasons. First, it's much cheaper, much more scalable to build on the protocol that we are building today. And plus the mutable NFTs, standards and SDKs that we have in the protocol is going to add an extremely big value. You might think that Sui already has mutable NFTs. Yes, Sui does. And we are using that.
But it's extremely complex for a newcomer to be able to build dynamic NFTs or mutable NFTs for their in-game assets. And all the standards and tools that we developed make it much, much cheaper and much, much faster for them to use it. And of course, immediate interoperability is a huge value added. We have all of our own games. We have our two existing Web3 games. We are onboarding all of our existing Web2 portfolio to this protocol as well. And that means any game that will be built on this protocol will have immediate interoperability of assets with the existing games on the protocol. And that means, for example, users can take their tank in one game and turn it to a pet in another game, turn it to skin in another game. And that brings the real value of Web3 to the users.
Of course, decentralized hosting, which reduces the cost and ensures the security. This is a huge value added for a studio, basically, and extremely easy to build on. This protocol is going to add technical value, technical value for the builders, but also cost-effective, financial value, and user acquisition value, business value, because user acquisition today in Web3 gaming is one of the challenges. This protocol is tackling all of these challenges. That's the reason why it would be attractive for any builder out there to build on this protocol. Thank you. We can move to the next slide. Now we come to the sexy slide of node sales. Building this protocol, of course, like as I said, we definitely need nodes to run the network for us. Creating this protocol brings a lot of opportunities, such as node sales.
The nodes validate transactions. They store data and ensure a protocol operates securely. Node sales involve selling the right to operate a node on our protocol. So basically, when anyone buys a node, they are buying a license to operate a node on their devices. And why buy a right to operate a node? Because operators are incentivized from the time of launch and onwards. So for all of these validations, all of the support, all of the storage or whatever action, because we have different types of nodes with different responsibilities, they will always be incentivized for what they're doing with Koban token. And this incentivization is a huge part of the protocol design. So node sales have significant revenue potential in addition to token sales, which is also another great thing, another big reason why we are investigating this path.
This will be also an ongoing revenue potential for at least the first few years, because the more nodes as a blockchain network or a protocol, the more decentralized we are, the better the security and the higher chances of adoption. And that means the more nodes we have. So of course, that means we have to design a very good tier systems, but that is what we are working on at the moment. And node sales, to give you some examples of node sales that have been done this year in the market, generally launching protocols and doing node sales is the theme of the year in blockchain and crypto world. And there has been some successful node sales in the market, some in gaming, but also in other industries.
To give you some example on the gaming, for example, there is the range of node sales raises are somewhere between $20 million-$160 million in the market today. Nodes should be set up and sales finalized ahead of the public token launch. The main reason why we want to do that, the main reason we want to go with a node sales first and then a token launch is basically because the utility, the token utility as a protocol token will boost the public launch of the token extremely much. We don't want to lose that opportunity. That's a big opportunity for Koban to be a much more successful launch, basically. Thank you. Maybe we can move to the next slide. What are the next steps for us as Lucky Kat Studio?
At the moment, we are finalizing the technical development and design of the development of the protocol and also finalizing our partners, node sales partners. You might have seen the press release that we have signed LOIs with some reputable partners in the market, like NodeOps and NodeTerminal. And we are continuing to have conversation with more partners. We are finalizing commercial structure. And that means what I said earlier, number of nodes, the price of nodes, different types of nodes, how many tiers of node sales we are going to have, et cetera. And those are the things that we are at the moment working and, of course, adapting our tokenomics to node sales as well. And as soon as any of these are confirmed, it will definitely be announced to the market through a press release.
Once we have all of these plans confirmed with node sales, a press release will go out with the dates of the node sales and also the number of nodes, et cetera. Then the next step is to actually carry out the node sales. Then also, of course, following the node sales, there will be Koban public launch, which the date will be confirmed alongside with the node sales press release. When we go out with the node sales date, we will also announce the Koban public launch date. We will start onboarding third-party games that we'll build on the protocol. We will start rolling out B2B service offers. That means we will start offering services, paid services from the protocol to all the other studios out there in the market. Can we move to the next slide, please? I think that's it then.
Thank you so much. I hope that this was not too technical. I tried to simplify a lot of things, but I can generally summarize that Q3 has been an extremely busy quarter for us in Lucky Kat Studio with exploring the potentials of growth in terms of our NFT collections with Kumo, but also node sales and preparing for a much more successful Koban launch, and thank you.
With this slide here, we wanted to confirm that we know, and I see the questions coming in, we know that you have a lot of questions. As those of you who follow us know, some of these news are just a few days old.
We're working very, very fast, and our team is working very hard, which means that we will host another meeting like this as soon as we can, where we will have the time and opportunity to go through in more detail and also where there will be more answers for you. Please stay tuned in the Fragbite Group channels for another invite for a meeting like this with Zara, where we'll focus solely on details when it comes to node sales and the public launch.
Okay, thank you, Zara. And thank you, Erika. The final slide before we head into the questions. Looking ahead and the road ahead, we see from the group, not only from Lucky Kat, as you heard of, a continued expansion and increased release pace when it comes to IPs, both with porting to mobile screens, but also the publishing.
We have a good trajectory in Playdigious operations, both porting and publishing. We see that when we look into 2025, but also starting to fill the schedule for 2026. Major mobile titles when it comes to 2025. We touched upon the fact that we had to; it's not a released title, but it was planned to be released in Q3. It's been moved to the first half of 2025, unfortunately, out of our control. But that's not only one big IP. We see more major mobile titles going live next year. When it comes to our own development, mobile gaming studio, we see, as I touched upon, the work-for-hire deals that we signed so far drive revenues. It drives profitability. I think the team has done splendid work in sort of finding the customers.
Now we want to multiply these deals with more customers, but also more potential IPs and more deals, so that's a big topic for next year. We also talked about the esports when it comes to growing both verticals, both the marketing agency vertical and the IP vertical. We see continued growth, although, and also some small synergies with other operations within the group. Zara touched upon node sales and Koban public launch, which will be significant events for 2025, and real curveballs, I would say, for 2025, and we are also expanding the Koban ecosystem with external IPs and B2B services, so not only our own Web3 and our own hypercasual titles, we'll also be in dialogues with external IPs that will join our ecosystem, and potentially, we also will be able to provide them and charge them for B2B services, as Zara mentioned.
The launch worth sort of highlighting, of course, is today's big news on Kumo product lines or physical Kumo product lines and the potential this partnership has. We know the peer project Pudgy Penguins, what kind of numbers they delivered. And Zara touched upon that, both when it comes to NFT sales and physical sales in stores and the combination and intersection between the digital world and the physical world, where these products have QR codes that will give you benefits or assets or features in the digital world. So very excited to enter this partnership with JCorp and Mighty Mojo that already done it once. And they have already the processes and operations sort of lined up to start the partnership already now, just the same day as the partnership was signed. Let's see if we have any questions.
Yes, we do have questions.
We had two questions sent in as well, so I will start with those. The first one is for Stefan. We had a question regarding the delayed IP for Playdigious. Why did the IP owner ask to have it delayed?
I think I mentioned it's the marketing windows, so they strongly preferred to launch this game. That's already sort of all the technical work, or maybe not all, but very, very much the vast majority and all the testing has been done, so they decided because of marketing purposes and their own preferences out of our control or Playdigious control, and since they're a strong IP holder with high power, they were able to decide this. However, we were able to negotiate compensation for this delay.
The second question, I think you also already touched upon, when is the reverse split?
The reverse split, we already taken the decision, the EGM has been. So now I think we will communicate even this week, tomorrow, or at least this week on the timeplan when to execute this. A firm deadline is, of course, New Year's, so within this year.
Okay, I'm going to look at. I've been looking at the chat here, and the first question is about the news today for Kumo. I'm going to take that one myself because I've worked along on that project. The question is, amazing news today. Can you give some color on expected revenues or at least share the story with the Penguins, which both Zara and Stefan already had, which is very relevant and perhaps only peer?
Yes, we agree. It's amazing news. When it comes to revenues, I do want to mention this is something we know shareholders always want to hear.
We always push our counterparts to release and let us talk about numbers. We do when we can. In this, what we can share now is that there will be a first collection. They're aiming for about 1,000 units to start with, an exclusive collection. Our counterpart has promised that once this is out and we're going to do a fast release, it's going to be a digital release initially, I mean, online release. They will have all the data to extrapolate and actually make projections for the coming year and share with us. We're expecting to get data from them that we can then work on and hopefully be able to communicate by the next Q report more on our expectations from that. I hope that answers the question as best as possible.
Obviously, when it comes to node sales, again, size and price, we can't really talk about today. This is for Zara. What exchanges are we talking with for trading of Koban?
We are in conversation with multiple exchanges in different tiers, tier one, tier, and tier two. We have so far received positive feedback and also an offer from, sorry, from Gate, KuCoin. We are very close to get that from OKX. And we are in conversation with Bybit and Binance. We have, of course, not signed anything yet. And if there is anything confirmed, that will be announced definitely in a press release. But we are in conversation with all the top tiers exchanges for sure.
Let's see. What do you mean by Kumo family? Are there new NFTs coming?
That's a very good question. So yes, there will be more NFTs coming.
We cannot say that we cannot answer that question, but there will definitely be more NFTs coming and more collections to Kumo, and when we say Kumo family, Kumo will potentially have children. Kumo will basically expand its own family.
We have another one for Zara. The launch of dynamic NFTs and NFT trading, has that gone well? And how much has volume increased?
Well, the launch, yes, it has gone well. Of course, we are planning to also do a much stronger marketing campaign around it because there was a lot of hype around the Sui Smackdown tournament that we think we can definitely push it in marketing right after the tournament is over. We can say that at least after the dynamic launch and the bringing attention back to Kumo, we have exceeded now the market cap of $1 million for Kumo.
So that's a very good measurement for us.
As far, and I would say this is either Stefan or Zara. As far as I know, you haven't provided any guidance on expected revenues from Koban. Why is that?
I can take that maybe. Well, I don't think that's a very strange thing because generally, the crypto market is extremely volatile, as you know. And we are, especially right now, we are in a market at an unknown time. We don't know if we are starting to pick up or not. But generally, we typically, most of the projects cannot really make an estimation of how much the market will be. We can definitely give solid numbers in how much we can raise with launch pads because that is basically set in stone and we make an agreement with them.
But when it goes out to exchanges, it very much depends on how much organic volume from the community comes to us. So we cannot make a prediction. We can definitely look at some benchmarks and share some benchmarks, but we can't have an exact estimation of how much that would be for Koban for public listing or IEO initial exchange offering.
I can also add there that we have a continuous, we've had to be careful as well because of when inside information is prevalent and not, and a lot of assessments on that, what kind of activity triggers inside information in terms of expected revenues and so forth. And our conclusion is that it's really when we sign those key contracts, especially the exchanges where we will then actually have a price that we've agreed on.
Obviously, as Zara says, just because we have an agreed price doesn't mean that we know exactly how much it's going to come from it, but at least that will give you an indication, but that will then be inside information and need to be press released when that happens directly. Are we in any discussions with other gaming developers? I think it's a two-part question, but I think that that one has to do with having other games being included in the ecosystem, I suppose, and it's for Zara.
Yes. The answer to that question is yes, so we have started talking to some external gaming developers and studios with different IPs and the potential of onboarding them to our portfolio or our interoperable gaming ecosystem, and so far, the conversation, of course, is not finalized. Nothing is finalized.
But so far, the conversation has been, I can say, extremely positive and much better than I expected it, at least, because it's quite obvious now in the market that a lot of the studios really want to go to the Web3 direction, but they don't have the knowledge and they don't have the expertise and they don't have the right tools, which is exactly making our positioning much stronger now in the market. And then the second part of the question is, what is the latest status with Cosmocadia? Sorry, Erika. I did your—I took it. Yeah. So well, we have had a lot of development with Cosmocadia, if you follow it, especially with characters. But the game launch is aimed to be at Q1 2025. So the game is at soft launch state right now.
But probably one very exciting update on Cosmocadia is that based on the community interaction with Panzerdogs through tournaments, we thought that we should bring a tournament element to Cosmocadia as well. So soon, you will also see fashion tournaments in Cosmocadia, which will definitely boost user acquisition in Cosmocadia. So I think that will be a very exciting update to Cosmocadia.
And then again, what is the timeline for node sales? What we can share today is that a lot of work has been done because we're moving very fast. And also, as we mentioned in the press release, as Zara mentioned there, we really had hoped not to push the Koban public launch. We have done everything we could not to do that. And because obviously, we know that it's highly anticipated.
So what we can say now is we're working as fast as we possibly can to, first of all, bring you a timeline that we can be comfortable with and to get this done as soon as possible. And do you want to add something to that, Zara?
No, I think that's very well said. I mean, the timeline will definitely be announced as soon as it's finalized with our partners because node sales is a lot more complex than a token launch because you have all the technical partners involved. You have the launch pads, you have the business partners, you have the investors involved. So it's a lot more complex. And as soon as we have a solid timeline with our launch partners, we'll definitely announce it to the market.
Are there any successful altcoin public sales made on the Sui blockchain recently?
So there has been recently a token, a game token launch, Darkt imes. And also, I think what we can see in the Sui ecosystem is Sui tokens getting more and more popular by tier one exchanges. Majority are still in DeFi. We see less in gaming, of course. And that's probably why a lot of eyes are on us, Lucky Kat Studio, to be the successful or most successful gaming token in the Sui ecosystem. But there has been definitely some token launches. Some of them have been successful, some of them not. And if I have to, of course, based on my own personal assessment, the majority of those who have not done well was because they have migrated to the Sui ecosystem very recently and didn't have a Sui community, Sui well-built community before the token launch, which we think we have a very strong positioning there.
We have a great question, which I know you'll be happy to answer, Zara. With a protocol of our own and node sales, are we then compatible with more blockchains or is it just Sui?
Definitely, I'm very happy to take this. I'm very thankful for whoever raised this question because it's an extremely important point which I missed to talk about in my presentation. The short answer to this question is yes. We want to be more compatible. We intentionally do not want to be exclusive to any specific technology out there because we think it's not aligned with our vision of onboarding millions of gamers. We want to be able to accommodate as many gamers from as many communities as possible. The intention with our protocol is to build a multi-chain protocol.
We definitely will go to the market with Sui because we have a big community in Sui. And it makes sense for us to do that. But we will definitely be compatible with more blockchains out there in the market.
How much have the Penguins sold? Didn't get that. I think it was Stefan who referenced that their physical products have sold, I think, around $13 million. And then, of course, they've had their NFT sales on top of that, which I don't have the number for right now. And I don't know if either one of you have.
According to ChatGPT, which is a very reliable source, but then it's $600 million.
When was the decision to postpone the release of Koban actually made? I will start with that one and then hand it over to you, Stefan and Zara.
Just to be clear, when we press release important things, we press release them as soon as we can. When decisions are made, we have to since we're listed. So it's always an extremely short time frame between the firm decision to do something and when we communicate it. But obviously, as Zara mentioned, the investigation on how to best proceed with Koban has been ongoing for a while. But I will leave it for you to go more in depth.
Can you repeat the question again?
When was the decision to postpone the release of Koban actually made? And can you please provide the rationale? And since the cash position isn't exactly strong, could you please provide the rationale behind this decision? So it's a complex question.
Yeah, I guess it was. There's not a specific date.
I think when we encountered with Zara, she spent some time in Asia, in Singapore, meeting a lot of potential partners. Then this idea or they actually pitched the opportunity of going or building a layer two protocol and also raising capital from node sales. We sort of started investigating this opportunity. Since there are significant amounts of money to raise on that track, we then decided to do this. Also, as Zara said, we need to do the node sales before the Koban sales. That's the reason we had to compare pros and cons when doing this. The pros fell into node sales given the fact that we so quickly could sign up potential partners that can work quickly on the node sales together with us. It would make sense to postpone the Koban sales because it's not exclusive node sales or Koban sales.
We can combine it. However, node sales need to go first, and then we do the Koban sales. I hope that was an answer to the question.
Thank you. I think I might have missed one, but do we have any other questions? Doesn't seem like it. Okay. Thank you, everyone, for joining us this late in the day and for Zara calling in from Malaysia in the middle of the night. And for Stefan, as usual, great work. And we will see you next time. Bye.
Thank you, everyone.