Good morning, everyone, and welcome to this presentation for the year-end of 2023 of Fragbite Group. My name is Marcus Teilman, and with me today I have in a very beautiful tie Anders Rössel, our CFO. Let's start with talking a little bit about Fragbite Group, who we are, and what we do. Let's zoom out a little bit first. We are in the so-called gaming industry, and gaming is the largest segment within the entertainment industry. If you look at TV, film, and music industry combined together, gaming is still a larger industry as a whole with a market size of approximately $200 billion. We have over 3.2 billion players, so the industry as such is huge, and it's also, of course, a very fragmented market.
If we dig a little bit deeper into the market, we see that the new generation of gamers, they want to play. They want to play on different platforms such as PC, consoles, and mobile devices. They also want to watch live streaming content. For example, in 2022, over 921 million people used to watch live stream content. Also, they want to watch esports tournaments and so on, and more than 500 million people watched live streaming content in 2022. Nowadays, they also want to be part in the development and in developing the games, and also they want to own their digital assets. So play, watch, and own, that's what the new gamers and the new generation of gamers want to do.
More specifically, if we zoom out to Fragbite Group and how that is being done in Fragbite Group, we have a gaming business area where we develop games and we publish games and also port games from PC to mobile. So we have our own IPs, but we also bring in third-party IPs to port them into different devices and platforms. We also have an esports division within Fragbite Group, Fragbite AB, a company that has been running for over 20 years. We run esports tournaments, but we also help larger consumer-facing brands to market themselves towards this young audience where they want to watch others play the games. We also have a Web3 division where we can enable our gamers to own their digital assets. So that's a brief description of what Fragbite Group does. But let's dig into the highlights of the fourth quarter.
First of all, we made a transformative acquisition of Fall Damage Studio, a studio that has been founded by four DICE veterans. I'm really happy for this acquisition that we have completed on the 17th of October. We have also, during 2023, geared up our gaming business to expand quite dramatically now in 2024. For example, we will be doubling the amount of games that will be released on mobile within Playdigious, our French company. I'll be coming back to that shortly. We are also expanding into publishing games on PC under the Playdigious Originals label, and we're also geared up for expansion with the acquisition of Fall Damage to release ALARA Prime.
We also did a private sale of tokens worth EUR 800,000 just now in Q4, and we have continued our high development pace within our Web3 business, which will be crucial now for 2024 when we are planning for the public token sale. As I mentioned before in earlier quarterly reports, esports business turned into profitability finally for the full year of 2023. So very happy to see that finally. As I've said before, it could vary from quarters. Since Q4 was a quarter with high activity with the esports business, especially with the Swedish Cup, that's why Q4 has been the quarter driving the revenues and profitability within the esports business. But let's talk a little bit more in detail about our gaming business area. I want to start with talking a little bit more about the acquisition of Fall Damage Studio.
First of all, what Fall Damage Studio enables us is to give us accelerated growth. I would say that significant growth opportunities because we have this game, ALARA Prime, scheduled for release in Q3 this year. It's a studio, as I mentioned, founded by four DICE veterans, one of them actually the original founder of DICE. It's a studio with AAA capacity that we have acquired at a highly competitive price, I would say, and also with a transaction structure. The founding team, they all have experience from working with big titles and big productions such as Battlefield and Star Wars Battlefront. We own the IP. That means that we can do whatever we want, so to speak. We can take the IP to different platforms, and we can work with the IPs in many different aspects.
I think that with the game also being set for an esports audience or esports optimized content, I think that this will enable us to have multiple long-term revenue streams. So it's great that we also own the IP ourselves. We have a niche position within the shooter genre. This is a so-called tactical first-person shooter game. I'll dig a little bit more into the details soon. This gives us a unique position on the shooter market, and it has been extensively player tested for the past three and a half years. That was also something that we dug into a lot during the due diligence process before acquiring Fall Damage Studio. We see a lot of synergies. We have already seen clear visible synergies when it comes to cost reductions for the combined entities now and also operational synergies.
Talking about synergies, I want to show you this slide because, as I mentioned, we completed the acquisition just a few days after me turning to become a grown-up man, turning 40 by mid-October. Only a few days afterwards, we completed the acquisition. From 1st November, that's when all our Swedish entities moved into the premises of Fall Damage. Thanks to that, we can also reduce our cost for rent, for example, and there are some other overhead costs that we can also reduce for the combined entities. But from an operational point of view, we have already seen synergies now in the fourth quarter of 2023. For example, Fragbite AB, they arranged the Swedish Cup in Season 2, and it was being played at Space Arena here in Stockholm. There's a huge gaming center at Space.
So we invited the audience that was watching the Swedish Cup to play ALARA Prime. Thanks to that, we could get a lot of qualitative feedback from the players, and they all seemed to like it a lot. The players as such, they are all, I would say, hardcore players in the shooter genre. So that was fantastic to get all this positive feedback. So a little bit more into the details of ALARA Prime, what is this unique game that I'm talking about? First of all, I think it's important to point out that ALARA Prime is a so-called first-person shooter game. The FPS genre is one of the most successful genres all time within the gaming industry. It started off with Doom and Quake in the 1990s, and then we have seen other big titles such as Counter-Strike and Call of Duty.
These titles have, throughout the past decades, generated billions of dollars in revenue. It's a huge niche within gaming. It's a strong player base. For example, Counter-Strike has had between 30 and 45 million unique average monthly players. They have managed to build a strong game with a long tail of engagement. But we also see that new games can come up within this genre. For example, Valorant was a game that was launched just a few years ago, and only weeks after the launch, they saw millions of active monthly users. I think that they could quite quickly after the launch show a monthly average player base of over 20 million players. ALARA Prime is a so-called tactical first-person shooter game. That means that this game has more competitive gameplay and is more skill-based.
In ALARA Prime, we have the unique position because we are also adding a third team. I'll soon show you a graph of other competitors of ALARA Prime. That is unique to add a third team. This adds a new layer of tactics. You need to think about mind game tactics and standoffs and backstabbing tactics, for example, which, in my opinion, gives the game a little bit more excitement to watch, for example, which will be great also from an esports perspective. We have also added a wide range of gadgets and an arsenal of gadgets and weapons that will also add another layer of tactical elements in the game. As I mentioned, the third team will have unique gameplay.
The extensive playtests that we have been running for the past 3.5 years, they are, in general, showing great feedback for the game, uniqueness, likelihood to download the game, and to continue to participate in these playtests. That is something that we will continue to work upon now in 2024 in the run-up to the release of the game. Looking at the competitive position, as you can see, ALARA Prime is more towards the tactical shooter games. There are other shooter games that have more than 2 teams, but they are not as tactical as ALARA Prime. So with that said, I think that we definitely have a unique position which will bring more excitement to the game. Moving on to Playdigious, Playdigious is a company that was founded almost 9 years ago now. It's continuing to grow and show profitability.
Playdigious has, I would say, a low business risk thanks to the nature of what they are doing. If we look at their core business, it's that they are porting already published games. So you take PC and games that have been released on PC and console. We enter into agreements with the IP owners, and then we develop mobile versions of these games and publish them on different platforms, not only Apple App Store and Google Play Store, but also in China on various platforms. We have also been porting the games to both Netflix and Apple Arcade. I think in the future as well to other platforms beside that.
It's a profitable business, as I've said, and with the latest IPs that we have managed to develop, such as Little Nightmares, for example, or Teenage Mutant Ninja Turtles: Shredder's Revenge, our reputation within the industry has, of course, improved. That means that we are now targeting even larger IPs now to enter into agreements for the release in 2025, for example, besides the already communicated IPs that we have signed. In 2024, Playdigious is targeting to double the pace of the amount of released games on mobile platforms. So that means that in 2024, we have a target to release between 6 and 8 new titles on mobile platforms. In addition to this, thanks to the fantastic track record of Playdigious, we have also expanded their business now into the PC and console industry by adding a new brand, which is Playdigious Originals.
We have already signed three titles, and two of them have been announced. That is Fretless and Linkito. Linkito has just now been announced, which will be released. Linkito will be released now in Q2 this year and Fretless later on this year. We see that this is a new niche in Playdigious that can add significant revenue potential in the future as well because if we take the example now of Linkito and Fretless becoming published games on PC, then we have the opportunity to also port these games into console platforms and then later on perhaps also develop mobile versions of the same game. So coming back to the core business of Playdigious. So all in all, a low business risk in Playdigious as such.
Looking at the release schedule, we have already now in 2024 and now in Q1 released Potion Permit that was released just a few weeks ago. Then we have also released Dungeon of the Endless on the Chinese market. I want to be clear here with the number of new released titles in 2024. That is, new titles that will be added to the portfolio of Playdigious. That means that Dungeon of the Endless is not a game in the 6-8 titles. So 6-8 new unique titles where Potion Permit is the first new unique title. In Q2, we have Loop Hero that will be released. We have Linkito, which, as I said, will be the new title released under the Playdigious Originals label. Then we have an unannounced title that will also be released in Q2. That title, I'm very excited about.
That's actually one of my personal favorites for 2024. With that, I would like to show you a trailer. So that was Loop Hero that will be released now in Q2. Let's move on to the esports business area. I'd like to start off with showing you a video from the Swedish Cup. Vi är på Sergels torg i Kungliga Huvudstaden för att titta på slutspelen i Svenska Cupen. Det är kul att se att det finns fler arrangörer och turneringar som Svenska Cupen som dyker upp här nu. Han har stampat in det fram! Och då är det Robin som fortsätter att stå emot där borta. Det brinner också i borta håret. Båda brinner! Kniven kommer fram! Och det vändas upp! Förra året så snackade vi väldigt mycket om att det inte hade så mycket organisationer eller folk som satsade på Svensk CES. Det fanns inte så mycket sånt.
Om vi tar det till nu har vi jättemycket. Ja, varmt välkomna till Max Award Show, showen där vi hyllar Svenska. CES i Värmland. Svenska Cupen tror jag alla ser lite mer prestige på, för det är verkligen de bästa lagen i Sverige. Svenska Cupen 2023! Okay, so that was Swedish Season 2 Cup by Fragbite. That was, even this year, a commercial success. We launched the Swedish Cup in 2022, and now in 2023, we saw increased revenue and profitability on the Swedish 2 Cup. In general, I'm very proud to see the development of Fragbite AB. We have restructured how we work and our overhead costs and the team within Fragbite Group. Thanks to that, we have also managed to finally show profitability within Fragbite Group.
We are building a modern business in how we want the next generation of gamers and esports fans to watch live streaming content and gaming content. Thanks to these efforts, I think that that's how we will continue to show profitability now, even in 2024. Of course, the ambition is to both increase revenues and profitability now in 2024. That's a natural step, of course. For Swedish Cup 2023, it was yet again proof of the concept. We had many unique streamers or viewers for our live streaming broadcast, and we were on par with 2022 Swedish Cup. So we had 1.6 million unique viewers on the broadcast. We have significantly also improved the quality of the viewers that we saw on the broadcast. In total, for 2023, the tournament had a significant increase in engagement as well across all channels where we were broadcasting the finals.
Looking at the number of concurrent viewers, we were also for the Swedish Cup. The broadcast was actually the most viewed esports content or Swedish content actually on Twitch in 2023 in total. So I think this shows a fantastic proof of concept, and I'm looking forward to this year's Swedish Cup as well. There are still things to improve with Swedish Cup, and I think that in the long term, we will also be looking into expanding this IP into other geographical regions as well. Looking into config, that is an innovative use of gaming and esports in how we market content for consumer-facing brands. We have had this type of business, a so-called agency business, in the past, but we have separated that under a separate brand now called config instead of under Fragbite AB.
We have global brands such as Samsung and Philips that are some of our customers. It has really evolved now in 2023, this type of business, the config business, and we look very positively now for 2024 in bringing in additional clients as well and also expanding the scope of the existing clients. For example, we have the Swedish rail company, SJ. For example, we have a very innovative product with SJ. We also have a very innovative product with Philips for their Philips OneBlade product, for example. As I said, we are looking into expanding our portfolio of clients but also taking these customers into a global level. That is what we are doing with some of the clients now that we had in 2023 that predominantly targeted the Swedish audience, but now we are expanding the scope for other markets as well.
So that's a short update from our esports business. But again, I'm really happy to show profitability, and I think that thanks to the hard dedication and passion from the team, that's how we all could make it happen. Moving on to the Web3 business and more specifically what we are doing in Lucky Kat and WAGMI. First of all, I think it's important to point out that we are pioneers within Web3 gaming where we put the game experience first. So that is something that we talk about every day in our everyday life. The first iterations of Web3 gaming were more focused on the technical side. And we think that the Web3 gaming, in order to be successful long term, you need to focus on the game experience as such.
If we look at what we are doing with NFTs, that is thanks to the smart contracts using the blockchain technology. NFT stands for Non-Fungible Tokens. That means that you can own your own digital assets. As an example for us, we have Panzerdogs where we have sold NFTs, so-called dog avatars. So you own your dog avatar and you can actually trade it on external platforms. So then you have ownership as well of your avatar. You don't need to have that, but we can enable that thanks to the Web3 technology. We also have our in-game currency, our in-game tokens in our case, called KOBAN. In the long run, this will enable you to also use your tokens to buy in-game items as well. And as well, later on, you can trade your tokens on external marketplaces. We work a lot with community engagement.
We talk to the community quite often. We get their feedback in order to hear them out, so to speak, in our everyday development of taking the games to the next level. More specifically, we have had a high development pace now in Q4. We started already in Q3 of doing some user acquisition campaigns, so marketing the game Panzerdogs even more broadly. Thanks to that, we have managed to bring in more than 1.6 million players into the game where we have also helped them to open a so-called wallet to own their own digital assets. In the NFT space, in Q4, we released free NFTs to our loyal community members. We have another NFT collection planned for Cosmocadia now in 2024. Looking at our KOBAN tokens, as I mentioned, we managed to sell tokens worth of EUR 800,000 now in December in a so-called private round.
I should also mention that it proceeds from this private sale. After you have entered into the investment contract with the investors, there is also KYC checks, so Know Your Customer checks and AML checks, that were all completed now in January. So, the proceeds from the private sale is not being showed on the cash and balance, the cash balance as of end of 2023. I'm also very happy that the co-founder and previous CEO of Lucky Kat, Herdjie Zhou, has decided to remain within Fragbite Group and will solely focus now on the upcoming public sale of our KOBAN tokens. Also, I'm very happy to see that our board member in Fragbite Group, Zara Zamani, with an extensive background within the Web3 space, has taken on the role as acting CEO. So yeah, they are both focusing a lot on the public sale of tokens.
Now in Q1, we will continue to run tournaments to engage with the community. And we will continue to give updates to the community and get their feedback in order to develop the games to the level that we want to. And with that, I'm ready to hand over to you, Anders, for the financials.
Thank you, Marcus. Thank you. So let's start by looking at the P&L, the quarterly figures, where net revenue ends at SEK 60.4 million, which is lower than the same quarter last year. But this was expected and a strategic move to reach better margins by divesting parts of our hyper-cash-out portfolio earlier in the year. Our EBITDA margin rose from 7.9% - 8.5% on the quarter.
Although a negative EBIT, our net profit is positive with SEK 18.5 million, which is explained by a positive currency effect on balance sheet items, together with a revaluation of earnout in Lucky Kat. Looking at the full year, we land our net revenue at SEK 237.3 million and our EBITDA at 16.2%, which is a 36% growth from last year. EBITDA margin grows from 4.7% - 6.8%. The operational EBIT grew as well, from SEK 5.3 million to SEK 8 million, which is a 50% growth. From January 1st this year, we will move over from the Swedish accounting system K3 to the international IFRS. The major impact for us will be that we do not have to amortize goodwill regularly anymore, which will have a positive effect on our EBIT going forward.
Our net profit for the year ends at SEK -53 million to be compared with SEK 103 million last year. Let's move over to the business areas. Looking at our business areas, at how our business areas have performed during the year, we can conclude that they have all performed very well. Gaming decreases somewhat, its net revenue and EBITDA, but again, this is due to the divestment of some of our hyper-cash-out games, as I explained earlier. In both esports and Web3, we saw growth on all levels: net revenue, EBITDA, and EBITDA margins. Esports has done a tremendous work during the year, and we are proud to show a positive EBITDA for the first time, esports being within our group.
The sharp EBITDA growth in Web3 is due to tokens being recognized throughout the whole year, which it was not last year, together with the NFT sale we did earlier in 2023. The EBITDA margin for the group as a whole grew from 5%-7%, and we are definitely on the right track. So let's continue with the balance sheet. The balance sheet looks like this: two bars. One is assets, and the other one is equity and debt. Other assets are mainly accounts receivable and accrued income. Cash, we will look more into on the next slide. Intangible assets mainly consist of our goodwill, which is amortized over five years. This will now change when we move over to IFRS, when it will not be amortized regularly. This will, of course, have a positive effect on our income statement. Intangible assets also consist of capitalized costs.
Other in the equity/debt bar is mainly accrued expenses, deferred income, and other liabilities. Bank borrowing is just what it sounds like. Provisions include earnout to Fall Damage and Lucky Kat, and also recoup to former investors of ALARA Prime. Equity is equity. Our net interest-bearing debt by EBITDA ratio for the last 12 months is still on a very good level, ending at 2.2%. Cash flow. We started the year at SEK 41 million. Then we had cash flow from operations, including changes in working capital, of minus SEK 1.4 million. Cash flow from investment activities, which mainly consist of what has been capitalized together with earnout and acquisition payments, is minus SEK 55.1 million. Cash flow from financing activities, which consists of share issue, new loan, and loan amortization, brought our cash up with SEK 40.3 million.
We end the year at SEK 25.1 million, a small but still an increase from last quarter. So with these pretty good figures, I'll hand it back to you, Marcus.
Thank you, Anders. Let's look at our outlook. If we look at 2024, we have definitely a year of expansion for porting and publishing. As I mentioned, we will be doubling the amount of games released under Playdigious label for mobile platforms. We're also expanding into PC and console under the Playdigious Originals label. And we are also preparing for the launch of ALARA Prime in Q3 this year. I haven't talked that much about MMA Manager 2, but it's actually showing interesting and promising figures now, especially after year-end, so especially now in February.
Thanks to that, we will continue to scale up the marketing efforts within MMA Manager 2 to see where, how, where we can, where we can take the game. We will expand the config business, as I mentioned, especially we will take existing customers to global markets. We have our public launch of our KOBAN tokens ahead of us as well, and we are in full preparations for that. And also, very exciting, to see that we have an upcoming full release of our Cosmocadia game. And with that, I think it's time for the Q&A session. And I have received a couple of questions here. First of all, Playdigious is releasing 6-8 games. The pipeline for Q1 and Q2 is just three games. Will the rest all come in Q3 and Q4? And yes, that is naturally the effect of that. So that is correct.
It's now four months since the acquisition of Fall Damage and ALARA Prime is due to launch in Q3. When do you have a publisher ready? So that's a very good question. As I mentioned in my CEO comments in the report today, we are in promising dialogues with several publishers. So, I hope to get back to you soon with more updates on that. Next question. What's the current status with the game building on the Sandbox? So currently, we are not doing any projects with the Sandbox. We are fully focusing on our upcoming public launch of our KOBAN tokens. But we will look into potentially third-party projects in the future. Then we have the next one. Can you say something about the timing of release of ALARA Prime other than Q3, beginning or end of the quarter?
Also, there are some questions about the current discussions that we're having. First of all, that's a discussion that we are having with the publishers. So exactly the timeline and exactly launch date, that is something that we are discussing with the publishers. Other than that, we will give you an update in due time. Next question is, your financial forecast for ALARA Prime is quite bullish for SEK 80 million-SEK 680 million in turnover for 2025. Isn't it wise to lower those figures in order to maybe surprise on the upside instead of ending up with the opposite? I think, the proof is in the pudding, for the future. So, let's look into that. But we are very excited about the release of ALARA Prime, and especially with the positive feedback from the player tests.
Then we have a question regarding our parent costs increasing in 2023. Again, as I mentioned, for the combined entities of Fall Damage and Fragbite Group, we see cost synergies. For example, Fall Damage, they had external accounting and bookkeeping. We already have that as a central cost, so to speak, in the parent company. So for the combined entities, we will be reducing the costs. I don't think that we should look into specifically what's in the parent company, but rather, on the group as a whole. But, of course, the ambition for 2024 will, of course, always be to reduce our costs. We are always, that's a constant work that we're working on. Worth mentioning as well now in Q4 2023 is that it's natural to have some one-off costs when making acquisitions and to, you know, transfer trademarks and things like that.
So that's important to keep in mind as well. Then we have the last question on the revenue drop for the year-over-year revenue drop. And that is relating to the hyper-cash-out games, as we mentioned in the report. The hyper-cash-out games have now been divested. We saw a steep decrease of the revenues now in the beginning of 2023. And that's why we decided to divest the games where we saw that the profitability had a negative hit as well. And also, last year in Q4 2022, we were spending a lot more money on marketing efforts within MMA Manager 2. So the top-line figures were on a higher level. But we are now looking into, I would say, a sound ratio between marketing costs and the top-line figures.
Between the quarters, it could vary a little bit depending on also how the revenues are coming from third-party platforms in Playdigious, for example, Netflix and Apple Arcade. So that's also one of the answers about the revenue development. And then the last question is regarding the positive P&L effect from the write-down of provisions related to Lucky Kat and currency fluctuations. How much is FX and how much is related to Lucky Kat? And how much remains in earnout payments to Lucky Kat? So in Q4, we did a write-down of EUR 3 million to Lucky Kat. So what remains now is EUR 4 million, whereof 50% to be paid in cash and 50% to be paid in shares. And the rest, of course, is FX effects. So yeah, and we have one more question.
That is, this is in Swedish, so I'll try to translate into English. Thanks to the growth in the release pace from Playdigious, will this mean that there will also be increased revenues of Playdigious? And do we have a forecast of what that could mean for Playdigious? I think it's fair to assume that this will have a positive impact on our revenue and profitability within Playdigious. We issued a press release in August last year, where we announced that we had signed 10 new titles in Playdigious, where we had divided them into different categories of revenues. But that was forecasted revenues over three years for each title. Other than that, we haven't provided any forecast of Playdigious.
As you have seen, for the ones who have been following us for quite some time now, 2023 has been a year of investing in the Playdigious business in order to be able to now release the games in 2024 and even 2025. I would say that we have some very interesting IPs coming up. I look forward to giving you an update on the names of these titles. With that, I'd like to thank you all for tuning in. We look forward to seeing you again in May when we will be releasing our Q1 report. Thank you.