Hacksaw AB (publ) (STO:HACK)
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Earnings Call: Q4 2025

Feb 17, 2026

Operator

Welcome to Hacksaw's year-end earnings call for 2025. During the questions and answer session, participants are able to ask questions by dialing pound key five on their telephone keypad. Now, I will hand the conference over to Group CEO, Christoffer Källberg, and CFO, Mikael Rahm. Please go ahead.

Christoffer Källberg
CEO, Hacksaw Gaming

Good morning, everyone. Thank you for dialing in to our earnings call. I am joined by Mikael Rahm. On the first of January, Mike took on the role as Group CFO. I want to thank our previous Group CFO, Per Alnefelt, for his contribution to the company, and I want to extend a warm welcome to Mike. I will start with commenting on our performance during the year before handing over to Mike for a closer look at our financials. After that, I will conclude with key takeaways and a look into 2026, before we open the floor for questions. The highlight of the year was the IPO on Nasdaq Stockholm on the 25th of June. It was a celebration day and a milestone for the company. I want to once again welcome all of our new shareholders from the IPO and since the IPO.

2025 was a year of significant growth for Hacksaw, with EUR 197 million reported revenue. We started with a very strong quarter in Q1, with EUR 45 million revenue and over 73% year-on-year growth, which was surprisingly positive, given that we generally expect the first quarter to be the slowest quarter of the year, both due to the overall consumer sentiment and the slightly lower number of days versus other quarters. Q2 was off to a tougher start, with pressured operational metrics following Liberation Day, but nevertheless rebounded towards the end of the quarter and delivered EUR 45 million revenue, i.e., roughly in line with a strong Q1 and a 53% year-on-year growth.

In Q3, we delivered strong sequential growth versus Q2, with revenue of EUR 52 million and year-on-year growth of 41%, cementing our view that the second half of the year was going to be stronger than the first. Finally, in Q4, revenue amounted to EUR 55 million, equivalent to growth of 26% year-on-year, and 31% when adjusting for FX developments among our key currencies. Q4 continues to be a strong quarter for us, despite the FX headwinds, and cements our confidence stepping into 2026. For the year, total revenues amounted to EUR 197 million, equivalent to growth versus the previous year of 44%, and 48% adjusted for developments in our largest currencies. All growth is organic. Adjusted EBIT for the year amounted to EUR 161 million, equivalent to an 82% margin.

I want to remind you there's a mix effect versus previous years, given the success of OpenRGS during 2025. Operating free cash flow amounted to EUR 152 million, up 51% versus the previous year, and free cash flow amounted to EUR 145 million, equivalent to an 89% cash flow conversion. Earnings per share amounted to EUR 0.496, and the board proposes a dividend of EUR 0.40 per share. During the year, we've released a total of 45 in-house developed games, which have been played by millions of players across thousands of online casinos around the world. In addition, we've seen our third-party studios release 46 games on our platform. During Q4, we welcomed the studios Jinx and Pineapple as they released their first games on our platform, and we now have eight external studios live.

We look forward to more entertaining games from all of our studios as we're welcoming more third-party studios on our OpenRGS platform. Sweepstakes has been a hot topic during the year, and we've previously highlighted our approach to sweepstakes. Recently, we've discontinued supplying our games to sweepstakes operators in, among others, California and New York, as a consequence of regulatory changes in those jurisdictions. Revenue generated via sweepstakes operators remains a small part of our total revenue. During 2025, we released 45 in-house developed games, of which 13 in Q4. We have a very talented team developing these games, and I remain impressed by both the creativity and by the lean execution this team has demonstrated during the year. We've seen strong performance across the board, both from brand-new games and from new games within existing IP franchises.

Our OpenRGS studios released 46 games during the year, 12 of which were in Q4. As we pointed out before, the cadence of third-party developed games will fluctuate slightly, given that eight studios are working in parallel. As a reminder, OpenRGS studios develop the front end while we develop the back end. We own the OpenRGS games, and we take full responsibility for the games in terms of compliance, and we distribute the games using our existing commercial agreements with our customers. During the year, we've gone from four to eight studios live on our platform, and we continue to see a strong pipeline of studios wanting to work with us. For 2026, we expect our existing OpenRGS studios to increase their release cadence, and we expect to continue to onboard new studios.

Our strong development during 2025 is not only a consequence of our games releases, but also of a job very well done by our commercial team. We've seen several, both existing and new clients, take our games live in both existing and new markets during the year. We continue to strengthen our relationship with existing clients, and we continue to establish relationships with new clients. In total, i.e., including both in-house and third-party releases, this year's release meant that we had a portfolio of around 290 games live at the end of 2025, versus around 200 at the end of 2024. One of the key metrics we follow is the number of rounds played in our 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 in Q4 2025 was 36% higher than the previous year. The average bet size for these rounds will naturally vary, both across markets and over time, and the outcome of those bets, i.e., players winning versus losing, will by definition vary, and short-term sometimes be above and sometimes below the mathematical mean. In addition, our take rate on the gross gaming revenue is subject to a mix effect between clients and jurisdiction. Therefore, the development of rounds versus revenue is not fully correlated from period to period. We consider ourselves very well-diversified. For 2025, EMEA accounted for approximately 58%, the Americas for approximately 21%, and Asia Pacific for approximately 22% of revenue. No single jurisdiction accounted for more than 10% of bets placed.

Since these numbers are similar to what we saw a year ago, this is evidence that we saw strong growth across all regions. As we enter 2026, we continue to see growth opportunities across all regions. While we believe that the U.S. could turn into a large and profitable market over time, it is important to acknowledge that the states that have regulated iGaming are home to approximately 11% of the U.S. population, equivalent to about 40 million people, and they generate approximately 12% of U.S. GDP. In other words, the addressable market in the U.S. is still relatively small, but it can present a longer-term opportunity as additional states regulate.

During 2025, 13% of revenue was generated from bets where we can verify that the players are located in a jurisdiction with a local licensing framework, and that the bet has been placed with an operator holding such local license at the time of the bet being placed. Note that under our definition, which we consider the most conservative imaginable, we do not consider regulated revenue via point of supply licenses, such as the Malta license, to be locally licensed revenue. We estimate that approximately 25% of the world's GDP and the world's population can be attributed to jurisdictions with a local licensing framework, and that the actual market size of those jurisdictions make up less than 25% of the total market, given the restrictions implemented.

13% of our GGR comes from our largest customer, versus 20% in 2024, and 64% of GGR comes from our top 10 customers, versus 68% in 2024. 44% of our GGR comes from our top 10 games, and our largest game generates 13%, again, more diversified than a year ago. We should also note that the current top 10 list, two of those games were released during 2025, and thus did not appear on the top 10 list for 2024. We ended 2025 with 251 employees, up from 139 a year before. As we look ahead to the significant opportunities in front of us, expanding our team is a strategic investment that will allow us to capture the growth opportunities that we see.

Recruiting and retaining the very best talent is essential for our continued success and remains a key priority for me and others in the senior management team. Our ability to attract top talent speaks to the strength of our culture, environment, and the opportunities Hacksaw offers. With a strong product and platform, building the right team ensures that we keep a strong momentum and deliver on our long-term ambitions. That concludes my initial remarks, and I would like to hand it over to Mike to go through our financial performance.

Mikael Rahm
CFO, Hacksaw Gaming

Thank you, Chris, and hi, everyone. I'm very excited to be here. I just wanted to start by recapping our revenue model and our key revenue drivers. So in short, our revenues are generated as follows: First, we have a number of rounds being played on our games, and the number of rounds played times an average bet value of each round gives us total bet value. There will be winning and losing bets, where the total bet value times one minus RTP, where the RTP is the return to player, gives us the gross gaming revenue, or GGR, which is the revenue to the casino. We then generate revenue off a take rate on the casino's revenue.

If we look a bit closer at the individual components, bet value is a primary driver of Hacksaw's revenue, where the historical increase in bet value has mainly been driven by the number of rounds caused by a couple of factors: a loyal and increasing player base, a high and increasing cadence of game releases, a growing distribution network, and expansion into new markets. One important aspect is that players often place bets in currencies other than the euro, which is done for revenue purposes, converted to euro on a daily basis. This means that our GGR and our revenues are impacted by changes in FX rates over time, and during 2025, the euro has strengthened versus some of our most important bet currencies, which has negatively impacted our revenues, as we'll discuss on the next page.

When it comes to the gross gaming revenue, or GGR, it is a function of bet value and the return to player ratio. RTP is basically chance, and is out of our control, and it normally fluctuates on a daily and monthly basis, but in the longer term, RTP normally settles around the overall, overall mathematical mean. The final revenue driver is take rate, which is negotiated with each client and applies across the entire game portfolio for that client. The revenue model is consistent across both in-house and OpenRGS games, where Hacksaw recognizes the full revenues generated from OpenRGS games, and where the rev share with partner studios is accounted for as a cost of services sold. So with that, let's look at the numbers for the year and for the fourth quarter.

Reported revenues for the year amounted to EUR 197 million, which was up EUR 60 million or 44% versus last year. This growth is entirely organic and driven by additional game releases and growth in our customer base. As mentioned earlier, revenues for the year were negatively impacted by FX movements compared to the same period last year. So on a constant currency basis, where we adjust for the FX movements in our top five non-euro currencies, the 2025 revenue growth is 48%. Our adjusted EBIT for the year amounted to EUR 161 million, which was up EUR 45 million or 39% versus last year. The adjusted EBIT margin for the year reached 82%.

Looking at Q4, reported revenues amounted to EUR 55 million, which was up EUR 11 million, or 26% versus last year, and up EUR 3 million, or 6% compared to Q3. And again, on a constant currency basis, on the same basis, Q4 revenue growth is 31% versus last year. Now, moving to the expense side, for Q4, our adjusted operating expenses amounted to EUR 10.1 million, which is up EUR 1.4 million compared to last year and reflected the following drivers. First, our cost of services sold was up, mainly due to the increase of OpenRGS revenues and to higher license fees. As explained earlier, the growth in OpenRGS increases our revenue and profits in euros, but slightly reduces the overall average margin.

Second, our personnel expenses increased 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. This was partly offset by increased capitalization of development expenses and by lower annual bonuses compared to the Q4 last year. Finally, depreciation and amortization increased, primarily related to the continued investment in capitalized game development expenses. For Q4, our adjusted EBIT then amounted to EUR 45 million, which was up 28% versus Q4 last year and up 7% versus Q3. This growth was despite the FX headwinds discussed earlier. Looking at the adjusted EBIT margin, it reached 82%, which was 2 percentage points above last year and 1 percentage point above Q3.

Now, two important factors that impact our overall—our sort of average operating margin over time are the relative success of our OpenRGS games versus our in-house games, as well as investments in talents to drive future growth. And if we start with OpenRGS, as, as I mentioned before, we pay the OpenRGS studios a license fee, which we account for as cost of services sold. And a strong acceleration in OpenRGS therefore leads to higher revenues, higher EBIT, but at a lower margin, higher cash flows, and higher earnings per share. And OpenRGS remains below 10% of total revenues. We have previously stated that we expect to scale up OpenRGS faster than we scale up our in-house game development, and we maintain that view.

It is worth noting that we continue to have a gross margin that is well above 90% for our in-house developed games. And then when it comes to personnel expenses, this is our primary expense category. Our setup does not require hiring a lot of new employees to support volume growth, which means that our underlying structural operating leverage is very high. Instead, the growth in our personnel expense is mainly driven by us investing in scaling up the team in order to enable future growth and capitalize on the opportunities on the market. And now moving further down the P&L, our effective tax rate for the year was 6.3% , compared to 5.3% last year. And our net income for the year amounted to EUR 143 million, which was up EUR 33 million, or 31% versus last year.

Our fully diluted earnings per share reached EUR 0.496 . Adjusted for Q4, our net income reached EUR 42 million, and our fully diluted earnings per share was up 53% versus last year. Now, if we look a bit closer at the main revenue drivers, as mentioned earlier, on a constant currency basis, the underlying revenue growth for the year is 48%, and for Q4 is 31%. The main revenue growth driver is the number of rounds, which is due to a number of factors, including an increasing player base, a high and increasing cadence of game releases, and a growing distribution network.

As we scale and launch games that are more diversified in terms of style, type and style of game, volatility, etc., we attract a broader audience, which leads to a more diversified player base. Therefore, it is natural that the strong growth we see from rounds is partially offset by other factors. It is worth noting that the RTP, the return to player, is essentially a chance and normally fluctuates on a normal daily and monthly basis. But as we talked about before, it reverts to its mean in the long term. We do not see any structural changes to B2B. If we then move from the P&L to the cash flow side, for the year, we generated cash flows from operating activities of EUR 152 million, which was up EUR 51 million or 51% versus last year.

Our free cash flow was up 50% versus last year, EUR 245 million. Free cash flow is defined as cash flow from operating activities, less CapEx. We maintain a very strong cash flow conversion rate of 89%. 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. Moving to Q4, our cash flow from operating activities before changes in working capital amounted to EUR 46 million. In Q4 last year, we received a one-time income tax refund of EUR 8 million, and adjusted for this, cash flow from operating activities before changes in working capital increased by 30% in the quarter.

Changes in working capital added EUR 2 million to cash flows in Q4, primarily due to an improved receivables collection process. In Q4 last year, changes in working capital added EUR 7 million to cash flow, which was primarily due to a one-time VAT refund of EUR 11 million. To sum it up, our total cash flow from operating activities in Q4 therefore amounted to EUR 48 million and was up 51% year-on-year, adjusted for the two one-time items I mentioned. Our free cash flow for the quarter reached EUR 46 million, which is 49% higher than last year when adjusting for the same one-off items. Finally, in Q4, our CapEx was EUR 2 million, which increased given our continued investments in game development.

It mostly comprises capitalized expenses related to development of new games, but also functional improvements to our technical platform and investments in patents and trademarks. We made no major investments in tangible assets during the quarter. Our strong cash generation results in that our financial position continues to be very strong, and we further improved our cash balance during the quarter. Our total cash and cash equivalents amounted to EUR 133 million at the end of December, compared to EUR 88 million at the end of September, and EUR 94 million at the end of December last year. The cash balance has increased despite the fact that we paid out EUR 106 million of dividends in the first half of 2025, compared to EUR 46 million in the first half of 2024.

So we more than doubled our dividends this year, but still increased our cash balance by 30%, and we still have no interest-bearing debt. That's it for my comments on our financial performance and position. So back to you, Chris.

Christoffer Källberg
CEO, Hacksaw Gaming

Thank you, Mike. As we enter 2026, we continue to execute on our previously communicated strategic priorities in order to capture the large and growing market opportunity we see. We've communicated our aim is to grow above 30% in the long term. Without a doubt, this is our ambition and non-explicit guidance for a period. We've seen well-reputable third-party sources suggest that the global online slots market has grown more than 20% annually. The same sources estimate that it will continue to grow in the teens. We estimate our market share in this market to be less than 5%. Our strategy to capture this opportunity is split into two main components: product innovation and increasing monetization.

Product innovation includes continuing to launch new, unique, and entertaining games, both in-house and third party, and continuing to develop our platform to stay at the forefront of the industry. For now, we will continue to release four in-house games per month, but we foresee an acceleration in the release of third-party content during the year. Increasing monetization includes upselling to existing clients, attracting new clients, and increasing the rollout of our games portfolio. As stated earlier today, we continue to strengthen our relationships with existing clients, and we continue to establish relations with new clients. As markets evolve, we may see further opportunities arise, and we will naturally strive to capture them too. Such opportunities are unpredictable and categorized as non-core in our strategy.

We continuously evaluate new verticals, but given our strong organic growth and with slots making up 75% of the market, such initiatives remain non-core in the near term. While we opportunistically evaluate add-on acquisitions, we continue to view M&A as a non-core in the near term. We do see opportunities in investing into early-stage companies in our ecosystem. This includes potential and existing OpenRGS studios and potentially also other businesses. We categorize these opportunities as venture investments, and our focus is to identify companies and people that we believe have great potential and contribute capital and knowledge to back these entrepreneurs. For OpenRGS Studios, the aim is to help these venture studios become the most successful studios on our platform. We refer to this as Hacksaw Ventures. While the short-term financial impact for us may be small, we view the longer-term potential as very attractive.

We've communicated that we aim to keep margins above 80%, though actual levels will naturally depend on the mix between first and third-party games. If that mix were to change materially, we will of course update the market. With this, we remain confident in our long-term ambition, based on the strength of our industry-leading platform and content, which, combined with a relatively small market share in a big market, should allow us to outgrow the market for the foreseeable future. Our capital allocation policy states that we intend to return no less than 75% of net profit to shareholders through dividends or share buybacks, or a combination of the two. The board proposes to the AGM a dividend per share of EUR 0.40, equivalent to approximately 81% of earnings per share.

The board also proposes to the AGM to be granted a buyback mandate of up to 10% of outstanding shares. Since we recently were a privately held company, we've not had a buyback mandate thus far. Assuming that the mandate is granted at our first AGM since IPO, we will continuously consider buying back shares. We will, however, remain sensitive to the liquidity of the share and ensure that both price and liquidity are factored into the evaluation. We are convinced that this approach will maximize shareholder value in the longer term. To summarize, I stepped in as Group CEO on January 1, 2025, and it's been a very good year.

We grew revenue by 44% to EUR 197 million and generated earnings per share of 0.496 EUR, which enabled a dividend per share of 0.40 EUR. We released 45 in-house developed games and 46 third-party games. We signed numerous new client deals and onboarded four new OpenRGS studios. We took the company public on Nasdaq Stockholm and welcomed a large number of new shareholders, and our team grew from 139 to 251 employees. I would like to extend a big thank you to everyone in the team for your invaluable contributions during the year and during the start of 2026.

In summary, our strong top line growth and cash flow generation, which allows us to propose an attractive capital return to shareholders, proves that we've created significant shareholder value during 2025, and we look forward to yet another successful year in 2026. With that, I hand it back to you, Operator, for any questions.

Operator

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 key six on your telephone keypad. The next question comes from Martin Arnell from DNB Carnegie. Please go ahead.

Martin Arnell
Senior Equity Analyst, DNB Carnegie

Good morning, Christoffer and Mikael.

Christoffer Källberg
CEO, Hacksaw Gaming

Morning.

Mikael Rahm
CFO, Hacksaw Gaming

Morning.

Martin Arnell
Senior Equity Analyst, DNB Carnegie

So my first question is on the revenue growth in the quarter. Was there anything aside from effects that hampered the growth rates here? Anything in your markets where your clients operate or anything else to add here would be helpful?

Christoffer Källberg
CEO, Hacksaw Gaming

Should we start? We can start with that. Yeah. No, I mean, FX was obviously a big driver, as Mike highlighted before. I think other than that, we've seen, you know, a good uptake of the releases from the quarter. We've seen a good continued performance from the releases released before the quarter. And I think, I mean, if you look at the press releases, both in Q3 and Q4, you've seen that the commercial activities has been, have been very strong as well. So I think it, it's a quarter which is very much in line with what we would have expected.

Martin Arnell
Senior Equity Analyst, DNB Carnegie

Okay. So there were no changes in markets or, regulatory changes or lower channelization, which have been mentioned by some of your peers that impact.

Christoffer Källberg
CEO, Hacksaw Gaming

Nothing material for us. I mean, you're right in the sense that there have been changes in the markets. I mean, we highlighted a few things before as well, and obviously our peers have as well. But remember that we are less dependent on individual markets than most companies in our ecosystem, and as a result, the impact of any such jurisdiction-specific changes is lower for us than you would see for other companies, probably in your coverage.

Martin Arnell
Senior Equity Analyst, DNB Carnegie

Okay, thanks. And how should we think about the outlook for Q1 and H1? I think you mentioned that Q1 is generally the slowest quarter of the year. But do you think that you will be able to sort of continue to deliver on your growth target here in the near term?

Christoffer Källberg
CEO, Hacksaw Gaming

Yeah. So, I mean, our growth target, as we've stated, is our ambition for the longer term and not as an explicit guidance for any individual period, right? But I think you're right in the sense that we generally expect Q1 to be a slightly tougher quarter in the industry overall, and that we would be—you know, we would have the same exposure to that as others in the industry. But as I've also mentioned, the performance in Q4 does not in any way change our view for Q1, and it doesn't change our view for 2026. So, we're pretty firm on our confidence, similar to what we were.

Then, of course, as you know, we had—I mean, Q1, Q1 last year was, as I mentioned, a stronger quarter than we had anticipated, and Q2 was a slightly slower than anticipated. So, you know, clearly the comp in Q1 may be a little bit tougher than the comp in Q2.

Martin Arnell
Senior Equity Analyst, DNB Carnegie

What about the release cadence? I think you have a good visibility on the near-term projects. What do you expect in terms of release cadence? It was down a little bit sequentially in this quarter, but do you expect it to be up in the first half at least?

Christoffer Källberg
CEO, Hacksaw Gaming

So the in-house release cadence is consistent, right? And that was also consistent for Q4. We had one extra game, so it was 13 as opposed to the 12 that you would anticipate, and that's what we expect. You know, we expect four extra months also for Q1. Then when it comes to the OpenRGS, as I mentioned, it's a little bit more volatile, again, and it can be up and down. But remember that if we have one or two OpenRGS releases, more or less in a quarter, that has a relatively small impact on revenues as compared to the titles that we release in-house. So if I summarize, we see the same release cadence in Q1 as we've seen in Q4 and Q3.

Martin Arnell
Senior Equity Analyst, DNB Carnegie

Okay, thanks. My final question, if we look a bit further out, I mean, how concerned are you about the deceleration of growth? Because your long-term target is 30%, or at least 30%, and I mean, how can that be achievable with your bigger base here, and when you are at around 30% now? What is it that we should not extrapolate in the current trend?

Christoffer Källberg
CEO, Hacksaw Gaming

I think we can start off with the market, right? And the slots market has been growing at north of 20%, over time, and we expect it to continue to grow. That's, you know, that's a good base point. I think we have everything in place to outgrow that market. We have less than 5% market share, as I mentioned. We have an excellent platform, we have brilliant content, and we've, as Mike alluded to before, stepped up the team when it comes to commercial activities. So, I mean, it comes down to execution. We should be able to capture that amazing opportunity that we have in front of us. So therefore, we are confident.

Martin Arnell
Senior Equity Analyst, DNB Carnegie

Okay. Thank you, guys. That's all for me.

Christoffer Källberg
CEO, Hacksaw Gaming

Thank you, Martin.

Operator

The next question comes from Jack Cummings from Berenberg. Please go ahead.

Jack Cummings
Associate Director of Leisure Research, Berenberg

Good morning, Chris. Good morning, Mike.

Christoffer Källberg
CEO, Hacksaw Gaming

Morning, Jack.

Jack Cummings
Associate Director of Leisure Research, Berenberg

A couple questions on my side. Firstly, you mentioned FX was obviously a bit of a headwind to revenue in Q4. And based on the current FX rates, can you give us any kind of color as to what you're expecting the FX headwind to be in either Q1 or across full year 2026?

Christoffer Källberg
CEO, Hacksaw Gaming

Well, I mean, obviously, it depends on where currencies are moving, but, but, I mean, January showed pretty much the same, the same level, I would say, or the same impact. But, yeah.

Jack Cummings
Associate Director of Leisure Research, Berenberg

Yeah, that's very helpful.

Christoffer Källberg
CEO, Hacksaw Gaming

If it stays the same, there will be an impact.

Jack Cummings
Associate Director of Leisure Research, Berenberg

Okay. Thank you very much. Secondly, just wanted to ask on the take rates. I think in the bridge that you showed in the presentation, there was a slight negative impact on take rates. Was there anything to call out in terms of downward pressure across the industry, or is that more mix driven?

Christoffer Källberg
CEO, Hacksaw Gaming

No, it's more, it's definitely mixed driven. So on individual basis, there's no changes.

Jack Cummings
Associate Director of Leisure Research, Berenberg

Okay, thank you. Then I just wanted to ask on personnel expenses. I think you mentioned in the, in your remarks that there was a difference in terms of annual bonuses in Q4, but in terms of the growth rate of personnel expenses in Q4, I think it was a lot slower than what we saw in Q2 and Q3. So just can I clarify kind of what happened there in Q4 and, and anything to, to read into for our forecast on, on 2026 personnel expenses?

Christoffer Källberg
CEO, Hacksaw Gaming

No. So, last year we had a really, really strong year, so I think that that's, it's natural then in a really strong year, that annual bonuses are high. And then so in going forward, we will actually accrue for bonuses also during the year, so we will not have those sort of Q4 spikes.

Jack Cummings
Associate Director of Leisure Research, Berenberg

Okay. Thank you very much. Very helpful.

Operator

The next question comes from Hjalmar Ahlberg from Redeye. Please go ahead.

Hjalmar Ahlberg
Equity Research Analyst, Redeye

Morning, and thank you. Maybe a question on the third-party studios. I think you mentioned, like, one studio per quarter. Is that still something that we should expect during 2026?

Christoffer Källberg
CEO, Hacksaw Gaming

Yeah, that's a fair basis.

Hjalmar Ahlberg
Equity Research Analyst, Redeye

Right. And also on the capital allocation, I don't know if you can answer this, maybe up to the board, but in terms of the mix there, with the dividend versus share buybacks, is this kind of indication what you would see going forward, or will that be up to the board at every year?

Christoffer Källberg
CEO, Hacksaw Gaming

I mean, coming back to the capital allocation policy, just to be clear, we stated a general policy at the IPO, which we've maintained since then, and this, of course, is the first time where we go out with an explicit dividend. And as you can see from the numbers, the dividend policy that we set now is actually, or the dividend payout for this year that we propose, is above the 75%, right? So that's all we're taking care of it. And then, as I mentioned, we're asking for a mandate to buy back shares, but the extent to which we would utilize that mandate will, as I talked about before, of course, be a consequence of a lot of things, including the liquidity in the share.

So I think this is, you know, this is a good starting point for this year and onwards.

Hjalmar Ahlberg
Equity Research Analyst, Redeye

Got it. You mentioned the currency headwind there, a bit in terms in, in, in Q4. I'm also curious to answer, to question if you see any impact from casinos that are this kind of called crypto casinos. Do you see that they have lower growth when, for example, Bitcoin declined in Q4? Is that something you can see in your numbers as well?

Christoffer Källberg
CEO, Hacksaw Gaming

No. Remember that when we talk about currencies, we see what currencies the players are playing in, and I think what you're alluding to is the currency in which players would deposit, which is something that's with the operator.

Hjalmar Ahlberg
Equity Research Analyst, Redeye

Yeah.

Christoffer Källberg
CEO, Hacksaw Gaming

S o we don't see that. So the answer is no. We don't have the data to have a nuanced view of that.

Hjalmar Ahlberg
Equity Research Analyst, Redeye

Okay, understood. And also maybe a final question, if you look at the 2026 growth levers, so to say, I mean, you do expect a stable release cadence of the games. How about the, I mean, the monetization from existing customer, new customer growth? Do you see any what mix do you see there similar to 2025, or anything you can add there?

Christoffer Källberg
CEO, Hacksaw Gaming

Just so I get it, you mean the mix between new versus old customers?

Hjalmar Ahlberg
Equity Research Analyst, Redeye

Yeah, I mean, just what do you think can add most growth?

Christoffer Källberg
CEO, Hacksaw Gaming

Ah, okay. Yeah, I mean, I think obviously new content will continue to contribute with growth, right? So that would be, you know, similar to what we currently see, would be the best guess for you know, the coming period as well. Yeah. And, you know, coming back to what I answered to a previous question, we have a lot of very strong client relationships, but we have a relatively small share of wallet, so I think there's definitely some upside from growing with existing customers.

And then, as you know, in our industry, if we look a little bit long term, we do tend to see new players coming to market, so I would assume that if we don't focus on perhaps the next quarter, but if we look, you know, down 2026 and 2027, it's fair to assume that there will be new successful online casinos that are small today, that will be big in a year from today, and naturally, we will try to, you know, be as close to them as we possibly can and make sure that when they grow, they grow with our content.

Hjalmar Ahlberg
Equity Research Analyst, Redeye

Great. Thank you.

Christoffer Källberg
CEO, Hacksaw Gaming

Thank you, Hjalmar.

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 Martin Arnell from DNB Carnegie. Please go ahead.

Martin Arnell
Senior Equity Analyst, DNB Carnegie

Yeah, hi, I just had a follow-up on the communication that your largest client accounts for 13%, and a year ago it was 20%, so it looks like you have lower revenue than a year ago from the largest client. Can you give any color on that? Is it competition or price pressure, or how should we look upon on that?

Christoffer Källberg
CEO, Hacksaw Gaming

Yeah, I think two points to bear in mind when it comes to looking at largest clients over, you know, a longer period of time. Remember that you will always have players who shift casinos, right? So we could have the same player playing the same amount on the same game, but via different casinos in different periods. As a result of that, you know, leads me to the second point, that we can see fluctuation on our top 10 client list over time as well. If we go back and we look at the full year of 2025, if you pick different periods during the year, we do not have the same client being the largest one. It varies over time. So, we were not so.

You know, we're not, we're not so concerned about that number being lower, quite the opposite. It demonstrates that we have very strong diversification, and despite, you know, to your point, the low, our biggest client being, a smaller percent of revenue, we still grow a lot during the year. So I think that's just a strength.

Martin Arnell
Senior Equity Analyst, DNB Carnegie

Okay, so nothing that concerns you about that number?

Christoffer Källberg
CEO, Hacksaw Gaming

No.

Martin Arnell
Senior Equity Analyst, DNB Carnegie

Okay. Thank you.

Operator

There are no more phone questions at this time, so I hand the conference back to the speakers for any written questions or closing comments.

Christoffer Källberg
CEO, Hacksaw Gaming

Thank you, Operator. Yeah, so we've received a number of questions. I'll try to summarize them a little bit, 'cause quite a few of them are touching upon the same subjects. We do have a few questions asking about the recent developments of AI and what impact that may have, and we follow the developments closely and set aside the appropriate resources to ensure that we capture the opportunities that the development of AI presents. And I think while we've seen some competitors shifting focus to a more generic, pure AI content, we continue to strive for the uniqueness of the individual games.

Having said that, we always, I mean, we always strive to utilize whatever production efficiency tools are available to us, and various components, including AI, have long been a part of the game development process, and we will continue on that route. So I think, you know, nobody knows exactly where, where the AI developments will take us over the next six, 12, 18 months, clearly. But our view is that, if anything, a rapid development of AI highlights the importance of controlling the full B2B value chain, including content development, platform, compliance, and distribution. The next one, we got a few different company, sorry, a few different questions asking about read-across from Evolution's development, phrased in different ways.

I mean, first of all, I think Evolution is a great company and a fellow Nasdaq Stockholm-listed B2B supplier, but we're two very different companies. So I think the read-across is quite limited. Evolution's biggest operation is in the live casino space, a vertical they practically invented. Similar revenue model, customer base, but a different cost and financial profile. So I think, you know, they're the clear category leader in the live casino space, and they've demonstrated a fantastic financial profile. But if there's any read-across, it would be from their R&D segment to ours, which is more similar in terms of cost structure, both in terms of number employees and overall scalability. Let's see, what else? I think we've covered most of these. Yeah, there's some questions again on the U.S. market growth.

I mean, as I mentioned before, the U.S. as a country is big, but the regulated section of the U.S. is relatively small. So while we see the regulated states growing relatively fast, you know, also the ones like New Jersey have been regulated for quite some time, it's coming off a relatively small base. So I want to again stress that this is a long-term opportunity as opposed, as opposed to a short-term opportunity, and naturally, if more states in the U.S. were to regulate, especially the ones with bigger population and bigger GDP, now, clearly, that would be, that would be opening up new markets.

But we do not see any clear indications of any of the bigger states regulate in the near future, so I wouldn't sort of base anything off of that for the time being. And then I think that sums it up very much. Thank you for very good questions, both in the written space and from our analysts. So if nothing else on the phone line, Operator, I think I'll hand it back to you to summarize.

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