Hello, and welcome to the presentation of MAG Q4 report. Here to talk about it is me, Daniel Hasselberg. I'm the CEO of MAG.
It's me, Magnus Wiklander, CFO of MAG .
As usual, we're going to walk through a bit of the highlights of the report, and then we round off with a Q&A, any questions that might have come in during this presentation, or maybe some things that we've seen online already. Throughout the day, we'll answer questions on our X and BlueSky accounts. Let's get into this. Q4 is June, July, and August. If we look at some of the highlights here, it's, of course, Crozzle, our new game, scaling up. We had really great UA throughout Q4, and the game, we talked about it in June. We presented Q3 that this might become the second biggest game of the portfolio already during Q4. That also happened. We also saw on the ARPDAU number here, plus 46% year- over- year. That's, of course, related to the significantly higher ARPDAU in Crossal compared to our other games.
I also want to mention QuizDuel that had another top year. Our biggest game keeps on growing, and we're very optimistic about the future for QuizDuel into the coming year as well. If we zoom in on Crozzle and look at that game a little bit, as I mentioned, it's now the second biggest game in the portfolio. It's a really strong game in the crossword category. In Q4 we were in the English-speaking markets only, and mainly growing in the U.S . Now in Q1, we're going to open up gradually for more and more markets, starting with Sweden last week. We also talked about in the report that the UA volumes fluctuate a bit from time to time. We so far in Q1 have a lower investment level than we had in Q4.
This is something we see as a very normal kind of start of a life for a new product. We historically see that our games peak maybe two to three years after launch. It's very early days, but we have a very strong game, and we're super optimistic about where we can take this over time. It's a lot of new stuff that is happening with the game. As I mentioned, new markets, of course, it's a great opportunity to scale up further. Also the continuous product development. We're really just getting started now, getting a lot of user feedback and data so we can continue with an exciting roadmap for the game. It's just super early days, and we're very, very optimistic about this game's future.
To our usual look at the product mix in the portfolio, and then a few notes on the right-hand side here first, where we have our older, smaller, and sometimes game tests included. The bigger ones are taken care of by our live ops team. The revenue numbers we show here are the same as in Q3, which shows good stability. Looking back a year, we're showing a drop. That we connect to a currency headwind we had in the last year, and to some changes where the investment of prime time is a factor, and also moving Crozzle out of the other section into the growth section at the global launch. Like-for-like comparison year- over- year in U.S. dollars, we show really good stability in the last year as well.
If we look at the left side here with the growth games, it's great to see how Crozzle is contributing. We grew by 22% from Q3 to Q4. Wordsley had a stable quarter. QuizDuel is growing, but of course, the majority of this growth comes from Crozzle. It is great to see that 60 million is a higher number than in a long while. I'm just happy to see this growth part really driving in a great way. On the new game side, we talked about that in June, that we expected to have two more games going out in market testing during Q4. That also happened. It's great to see that we're delivering. Those games are in testing now in the Philippines, and we see some really interesting numbers coming out of those tests.
I also mentioned in the report that in the first six months of this financial year, we expect to get even more new games out in testing. Thanks to the new platform we have, we're getting quicker and quicker when it comes to new game development. They will also come out in a more feature-complete way and give us answers faster if they work or not.
Both our audience and financial KPIs show a strong indication of the Crozzle growth in the last quarter. Starting out with the audience here, where UA is up from SEK 9 million- SEK 34 million year- over- year. That's also a big jump from Q3 to Q4. Most of the scale-up started at the end of Q3 and continued through Q4. The UA is directed towards Crozzle, as we know, but also towards high-value players at a slightly lower volume of users instead. That is showing in the DAU number, which is in decline year- over- year, despite the push in UA. This comes through in ARPDAU, where we're showing 46%, and I think an all-time high ARPDAU, due to the high value of the users coming into Crozzle through this UA.
Our financial KPIs also show Crozzle with growth of net sales year over year from SEK 66 million- SEK 77 million. This is despite the currency headwind. Looking at the U.S. dollar growth, it's 31%. That's a lot of Crozzle in there, but also a strong QuizDuel quarter. As expected with this UA push, we will see short-term effects on the EBITDA as well. All in all, we're landing the cash balance at SEK 87 million, which is somewhat down from the previous quarter.
Yeah, and if we look at the kind of slightly longer view here, multi-year view, the revenues and the profit margin development. This is, of course, impacted by the exchange rate of the dollar versus Swedish krona. Even despite that, we have the highest revenue in two years. The dynamic here, as we're used to see when we invest significantly more UA from one quarter to the next, the profit margin will be going down because we don't get that money back within the same quarter. That's just exactly what we expect. We should see a good response in revenue increase, but also a push down on the profit margin. I think it's also important to mention here that what we're aiming for here is to kind of the normal level. If that's been SEK 70 million-SEK 75 million of quarterly revenues, we want that to be north of SEK 100 million per quarter.
That's where we can show a good profit margin and a solid growth at the same time. Our focus is fully on growing to a place where we can show much better profit margins. That will come from continuously growing our newest game, Crozzle, improving QuizDuel, of course, but also launching new games. Our focus is on what can we do to get to the 100+ million quarter revenues. The end is behind that. More games could come from M&A, will probably come from in-house development. Given the speed we see right now, it's very exciting. The UA for live games, as we saw now in Q4, we invested almost as much as Q1 to Q3 combined. When you have a new strong product in the market, it gives you much more opportunity to scale with UA. The continued LTV improvement for live games.
Here, I think QuizDuel is the most important one. It has the biggest DAU. When we do changes to that game's ARPDAU, for example, it immediately shows in profitability for the company. If we're running off this presentation part, just looking at the immediate future. Rolling out Crozzle is top of mind here. Sweden started last week. We're doing a bit of last polish and tweaking of the Swedish version before we start UA. That's very shortly around the corner. We look at the bigger European languages now that are kind of proving the concept of localizing the product. Expect Germany and France, for example, to be relatively close by in time. New games to market testing, of course, and the continuous testing of the games that are already in the market where we see some really interesting signs. Lastly, I want to finish off by commenting on Team Play.
We mentioned that in the last quarterly report that we're testing a new interesting feature in QuizDuel in Sweden and a few other test markets. It looks really promising. We see it move important KPIs like ARPDAU, for example. We're fine-tuning it now and will launch it into our biggest markets in Germany, Austria, and Switzerland during this quarter. It is going to be really exciting to see the impact that has on the QuizDuel performance. By that, I think we're ending the presentation part and then take a look at questions that have come in here during the presentation or online this morning. Ok, here I have a question that came into our X account. I played Crozzle quite a bit, and it's a really fun game. Great job. How do you view the competition over the past months? It looks like Crozzle has dropped drastically. Thank you.
I also think Crozzle is a great game. If you look at the reviews, you also see really, really stellar reviews. I think a lot of people agree with that. When it comes to the competition, I think what this question is referring to is maybe the UA volume fluctuation when it goes up and down. That's not really impacted by any singular competitor or competing game. The market is so much bigger than that. When you see, for example, that a campaign on a certain channel can't spend as much, it might as well be a release of the new iPhone or a TV show on Amazon Prime, or you don't really know what's behind that. There are huge actors in the market that are much bigger than any single game maker, for example.
We don't see a single competitor in games having any significant impact on our day-to-day or month-to-month UA. It's more a pattern of exhausting campaigns, finding new ones, finding new winning ad creatives, and so on. Not really an impact we think has anything to do with a competitor, for example. They're much too small in daily investments. Next one. Can you elaborate a bit on the roadmap for Crozzle? Are the priorities to add more features beyond the crossword itself, like playing against friends, fun tiles, etc. , or is expansion to new countries the most important? Great question. We have a lot of stuff lined up in the roadmap. One is, of course, to Play With Your Friends. We also have a Solo Mode that's relatively close in launch. We're going to play Crozzle in a different way, but as a solo adventure.
There's tons of stuff on the roadmap for this product. Thanks to us building on the same platform, Crozzle will be able to access any feature you see in Wordsley, for example, will be easily available to Crozzle. We see this kind of collaborative development between our game teams as a really, really strong point in building up the game. I think if you look at the next three to six months, it's going to be both rolling out to new markets and languages and some really great improvements to the product itself. We're really looking forward to that. Next one. With Wordsley's new updates, what benefits do you expect? The second one here was any of the new games that look exciting. If I start with Wordsley, very excited to see that start rolling out to players now built on our new platform.
We're upgrading kind of the existing user base, coming on to a product that's completely rebuilt with our new tech platform. We're starting that now kind of market by market. It looks really good. What we expect is to start with a much better technical performance, like a smaller memory footprint, a faster startup time. These are things we've been able to kind of measure in the test environment and verifying in the live environment. I think even more important is this kind of sharing of features between games. If we see something that works really well in Crozzle, we will be able to then have that launched within Wordsley and vice versa. It's pretty exciting across multiple of the products here as the platform becomes more and more complete. This kind of compounding of building things that everyone can use, it's really exciting.
Any of the new games that look exciting? Yeah, I can say that we see some data that looks pretty similar to what Crossal looked like in the early testing in the Philippines. That's very exciting to us. When it's such early days, we don't choose to talk about a specific game or what we think that could do in the future because it's still a bunch of unknowns you need to figure out before you know if this is a game that we could take to soft launch. Definitely see interesting user behavior in terms of high engagement and stickiness with the testing here. The last one here. Can you understand investors being disappointed about seven years of shareholder value destruction? That's a tough question. I think what you expect and hope for when you buy shares is that it's going to go up in price, obviously.
I think you've seen with our share, for example, that the entire segment has been revalued. Multiples for mobile game companies are not what they used to be a few years ago. I think some of valuation is sector generic, and some is kind of expectations on one company versus another company. I think what people have really been looking forward to is to see MAG getting new games out to markets. I think we've done a great job with our existing portfolio. We've never had to go to the market and ask for more money because we've been running the business in a really responsible way. What you want to see is this kind of the revenue growth and new products hitting the market. I think the coming year and years are going to be pretty exciting. It's up to the market to price the share.
I hope the journey is going to be more positive going forward. Quite a few people have been buying into the company later and have a good opportunity to get value from here and going forward. I think it's kind of the always lesson here. We can't focus on what the share price is. We just need to make a good job as a company that's growing revenues and profitability, and then hopefully get valued on our performance. With that, I think we close the Q&A session. We're going to look at questions online and do our best to respond to that throughout the day. Thank you so much for watching.
Thank you.