The next area right now is that we are preparing and working on our next phase. You know that we announced that this year at the conference and last year at the conference. That is the work that is happening right now, and of course, we are implementing a lot of changes regarding our future strategy and expanding beyond games. We can't say more about that right now, but stay tuned here. It's transitional. On the one side, we monetize a lot. We build for new projects. We just finalized a lot of stuff. There is a shift currently happening at 11 bit studios. You know about that. We are talking around that all the time. Recently, a lot of good operational work, a lot of starting reorganization, good stuff.
A lot of that is from what we learned from the past years of the games released. Going a bit deeper regarding H1, you know that a lot of things happened just on the business side of things. Just to give you the key details, it's on that side regarding the games we had, we sold more than 1 million copies already of Frostpunk 2. The Alters, more than 600,000 copies. New DLCs just released. They will allow us to sell even more of those games. We believe we will have a lot of success with those regarding the monetization side of things. Then we are expanding. You know that Moonlighter 2 will release in a second. Marek will talk about that more on the second. We'll have Crop. We just announced Crop. We announced Trainwatch, et cetera. A lot is happening here, and more on that.
Plus, I already told you around that, we are working on starting the production or already start a lot of production for our next phase for five projects, to be honest, internally developed. Two of those that are platform projects and three new— Excuse me, sorry. Okay. So platform projects and three new games that we are working on, completely new stuff. Regarding the financial comment on the other side, I will read you a kind of explanation on that side. In first half of 2026, you'll see that our revenue amounted to PLN 45 million compared to PLN 57 million in the same period of 2025. It's a decrease of 21%. In the second quarter alone, revenue was PLN 25 million versus PLN 39 million a year earlier. It's a decline of 36%. Total operating expenses, including depreciation, rose in H1 to PLN 50 million from PLN 40 million a year earlier.
It's an increase of 25%. In Q2, the cost amounted to PLN 25 million versus PLN 90 million in the same period, an increase of 31%. Within these operating expenses, depreciation and amortization rose most significantly to PLN 20 million in H1 from PLN 10 million a year earlier. It's an increase of as much as 83%. In Q2, depreciation and amortization amounted to PLN 8.6 million versus PLN 6.4 million, also an increase of 34%. External services costs in H1 amounted to almost PLN 90 million versus also almost PLN 90 million a year earlier. It's just an increase of 1%. In Q2, the costs were PLN 10 million versus PLN 8 million, an increase of 24%. Also the first half of this year, staff cost amounted to PLN 8 million versus PLN 7.7 million a year earlier, an increase of 3.9%. In Q2 alone, these costs were PLN 4.1 million versus PLN 3.1 million, an increase of 32%.
As you can see, as a result, operating profit for H1 2026 stood at PLN -4.3 million, compared to a profit of PLN 18.1 million a year earlier. In Q2 alone, operating profit was PLN 1.2 million versus PLN 20 million a year earlier, a decrease of 94.1%. EBITDA in H1 was PLN 50.7 million versus PLN 29 million a year earlier, a decrease of 45%. In Q2, EBITDA was PLN 9.8 million versus PLN 26 million, a decrease of 63.3%. Net profit for H1 stood at PLN -1 million versus a net profit of PLN 8.5 million a year earlier. In Q2 alone, again, net profit was PLN 1.8 million versus PLN 14.9 million, a decrease of 87%. Some things I would like to highlight regarding that slide is first we normalized revenue and profit against the high base established by a premiere of The Alters in June 2025.
Second, we are generating revenue primarily through back-catalogue monetization, successful promotional events like Frostpunk franchise sale, and the release of Frostpunk 2: Breach of Trust DLC that just happened on 21st of June 2026. Further significant year-over-year increase in depreciation and amortization costs reflects mainly the accounting profile of Frostpunk 2 and The Alters. Fourth, we are sustaining stable staff costs through effective team management despite running multiple projects. We are doing a lot of work here, guys. More on that I think later on today. In summary, as I told you, it's a transitional year, but we consider the results solid, especially in the context of the high comparative base from the last year. That's the numbers. Some additional numbers, just regarding revenue. As you can see, Frostpunk 2 was very solid.
I already told you about, it's because of the mostly franchise sale, but also the solid sales along the way. Frostpunk 1 still very strong. As you can see, this IP's really strong for us. That whole new game that appeared with the good numbers, we are really happy around that. The Alters I already told you about that. It's like, as you can see, year-on-year normalization for The Alters sales after the Q2 premiere and the peak that we have back then. We had a really good performance for Indika, also The Alters and accounted for good numbers, too. Yeah, we are happy with the results. Marek, I think your part now.
Yes. Thanks, Przemek. Okay, to tell you a little bit about our plans, our dev team structure. Right here, we would like to present a brief summary of the status of our team. Please note that this is a status as of June 2026, so the end of H1. These distributions of developers are different right now, obviously, due to changing production cycles and projects we're focusing on. But by the end of June 2026, our structure looked like that. We had 41 people working on The Alters, mostly the DLC, obviously, the one that was already released. Then 48 people working on Frostpunk 2 as well, mostly DLCs for Frostpunk 2. Then we had 27 people working and developing Frostpunk 1886. Then 17 people on P-12, four on P-13, four on P-14, and our shared service and XDev teams consisted 25 people assigned to these sub-teams.
Internal development, and what are we up to, what we have been doing. Frostpunk IP, first of all, Frostpunk 2, we are obviously focusing on long-term support for Frostpunk 2. We have already released two DLCs. Breach of Trust was launched in June. We had a very strong promotional performance during Frostpunk franchise sale on Steam. We are very happy with this one. We are in the process of developing the announced last final DLC that is going to be released by the end of 2026. Currently, a substantial part of the team is working on that DLC, although the number of developers assigned to this project is lower to what we have seen in the previous slide because we are focusing on developing one single DLC right now. Back in June, we have been still working on two in parallel.
Frostpunk 1886, of course, this is a project that has a very long-term platform ambition. That is where we want to take it. As announced, we are fully rebuilding Frostpunk on Unreal Engine. We are working on new visuals. In many ways, this is kind of natural since we are changing the engine, plus the technology change throughout the last year was pretty dramatic. Thus, we want to utilize all the new tools and pipelines that are available to us currently to present Frostpunk in its greater form. Once again, we are also delivering and working on new mechanics and content that will be supplementing this release. This is a project that is planned for 2027, 2028 period. Obviously, we are still in the development. The precise release date is not confirmed yet as of now. P-13, the next chapter of our flagship IP.
This is, as stressed before, an exploration of a totally new genre within the universe. We believe this will bring a pretty, well, dramatic change to how you experience things. We are currently in the final stage of prototyping. If we pass that stage, which obviously is our focus and target right now, we will be moving to production, with a feeling of having all the basics set and really, truly understanding of what our goals are and where we want to lead that title. The Alters, a paid DLC, had been launched in July with very positive player reception. Right now, we are focusing on additional patching and improving the game slowly, mostly based on player feedback, as well as some additional things around surrounding that title. Obviously, once again, long-term sales here is very important for us, thus we want to be supporting the project.
P-12, final stage of prototyping phase. P-14, this is a transition between a pitch phase and entering an R&D phase, during which the prototype is supposed to be created. It is a project that is a little bit earlier in time in comparison to P-12 or P-13 mentioned above. Then we have P-15, which is still in a design and R&D phase. Speaking of XDev and publishing now a little bit. Again, right here, we are expanding our portfolio of what we consider a series of high-potential titles. Moonlighter 2 is the first one on the list, obviously because it is planned for full release in 2nd of September 2026, so very soon. It is going to be leaving in early access and, well, being released in a 1.0 version. It is launching on Xbox, PlayStation, and Nintendo after months or a year of community-driven development.
Throughout this period of time, the game has been growing naturally from the early access version to something that was in stages becoming a full release, a 1.0 version of the game. We consider Moonlighter 2 to be a major evolution of our proven publishing IP, a game that was very successful for us in the past, and that we feel very much connected to. Crop, another publishing title, 160,000 wish lists as of mid-July. This is a title that has been announced during The Triple-i Initiative in April. It blends farming and thriller elements. You can read a little bit more about it, if you haven't, on the Steam page of the project, for instance. This is one of the series of different places where you can get more info about what Crop is. It's being developed by a Norwegian studio, Carbonara Games. Cooperation is going great.
We're moving forward with this title. Trainwatch, this is a new publishing partnership, new for our audience because it has been announced recently in August. It's a narrative thriller by Harvester Games. It's a really distinctive concept and a very authorial vision, and that's truly what it is. This is a very artistic game with a very tasteful approach. We think it's a greatly interesting title, something that matches our publishing portfolio in a good way. We are really hyped about this title, seeing how it grows and then promoting it. It obviously expands our publishing portfolio. There's a new unannounced game which we are planning on announcing later this year. This is also something that we have in our pipeline currently. Gamescom. Now to comment a little bit on what's going on currently as we are having this conference, because Gamescom is in progress.
We have a pretty massive representation on Gamescom, both games-wise, but also team-wise. Moonlighter 2, naturally, because it's getting closer to version 1.0, it's being showcased as of one of the actions that is being taken to promote the full release of the game. We're also presenting Crop. That's a first public hands-on demo. We are building our wish list here, but also gathering feedback from all the players who will be enjoying the game and hopefully sharing some opinions with us as they play. It's being presented on the Indie Arena Booth at Gamescom. There is Trainwatch. It's also a first public hands-on, following our August announcement.
Again, we're building hype, but also gathering feedback from all the players hopefully enjoying the game on Gamescom to better understand what we might still be missing to further improve the title and make it even more successful during the release window. Gamescom is bringing a variety of our games that are in different stages of development and promotional stages because Moonlighter 2 is a few days before the release, while Crop and Trainwatch are being presented for the first time. It's a pretty unique blend, but we're very happy with what's going on during that event, and we find this blend particularly interesting and optimal. Now, what are our prospects for 2026, 2027 development-wise? Again, these are many of the elements that we've been already mentioning.
Frostpunk 2, naturally, the third DLC, which we have announced, which is planned to be released by the end of 2026, is on track. We feel confident with that release date. The Alters, post-launch monetization, long-tail updates, minor fixes, changes, plus some further commercial opportunities that are ahead of us. I think by now most of you understand that we are really looking for these kind of opportunities and are able to invest some of our time and resources to utilize them, let's call it this way. The last variable, DLC, has been released in July 2026 with a very nice reception. We are happy with how people enjoyed it. P12, P13, P14, key new internal projects. They are all moving from pre-production into full production, or they will be moving throughout that period of time. They are all in the different stages of development.
Each of them is moving forward with P12 leading the way and P13 being not far off. Our platform games, which we are developing, meaning Frostpunk 1886 and P15, This War of Mine Reimagined. Frostpunk 1886, of course, is the one that is most advanced out of these two because it has been started the earliest. It will be finalizing its production during that period of time that we are currently describing here on that particular slide with a release scheduled somewhere between 2027, 2028. It is not precisely scheduled yet, but that is the window that we are currently having in our minds. This War of Mine Reimagined will be moving from design to full production phase throughout that period of time. We are currently still designing a lot of elements of the game, obviously running the development in parallel, but I would not call that full production yet.
This is a phase that we will be entering in some time. External development publishing. Once again, I will be repeating myself, so I will go quickly through that. Moonlighter 2, full release, multi-platform, September 2nd. New project announcement, at least one obviously, but most likely more during that period of time. Crop planned to be released in 2027. Same for Trainwatch, 2027 is our wide release window. 2024, 2025 portfolio support. Obviously, we are continuing support, especially where needed, through patches, but also chasing different business opportunities as they come our way. Oops, not this one. The pipeline on a timeline, just to again understand what the future holds. 2026, full release of Moonlighter 2 and the third DLC for Frostpunk 2. 2027/2028, pretty wide window of time.
During that time, we will be releasing Crop, Trainwatch, a new unannounced XDev project, so a publishing one, and Frostpunk 1886. The window of 2028, 2029, this will bring P13 and P15 to all the players. The window between 2029, 2031, these will be some massive and important releases for us with P12, P14 coming out and being shared with our players.
Ending our presentation, I would love to recall you why we believe 11 bit is the best dev in the world. We definitely have our identity. We are unique. We know what we want to do. We have our games with a message. We have our crowd. We have our players. That is the meaningful, relatable games that we make. That is the key for us. We know why we want to make our games and what kind of games we want to do, and we know that players love 11 bit studios, and the players know us for the games we make. We definitely have, like you have seen that for years, we have a lot of discipline and ambition, those combined. I think the key element here is, guys, we try every time to think one step ahead, not here today only. We really look into the future.
We always plan for the next five years, and we need to be disciplined around that, like how we can arrange our teams, et cetera. So we have a great experience, of course, in the sales. You have seen that in how we cooperate with our partners. We have a lot of, because of that, diversified revenue streams. We do a lot around our games. Then we try to merge that with the players, with the platform owners, et cetera. So that is also a huge benefit and a huge asset of 11 bit studios. We have a good production model right now, we believe, and it is all connected with our current strategy of those three pillars connected with the production, like how we changed recently. I believe that will allow us to create what is the biggest asset of 11 bit studios, our games.
Our games made by our devs. So we have great devs here with a huge experience, great IPs, great games. You see at the bottom, really a lot of games that is coming in the future years and the things we have in our heads are still not here on that list, and it is so much alone right now. So, thanks for the presentation. I think we will switch to a Q&A right now. From what we believe, we received. Sorry, guys, for the report to come out lately, last day, but we already received a lot of questions from you all via emails, via internet. So I think we will start with those and then we will switch to anything that happens along here live. Okay? So we will read through the question, and then we will go for some answers.
So first question, do you think the related good sales after all these years from This War of Mine and Frostpunk 1 will trend down when Reimaginations are out? So, all in all, at the end, we are aiming for a cumulative strong growth sales, for both of those titles. Steady over the following years. That is the goal, to have that revenue, grow that revenue together. We imagine Reimaginations will definitely take over majority of sales, especially while those will be developed further on. We will do a lot of DLCs, expands, updates, et cetera, for both of those Reimaginations. So those will be pushed heavily. Yet, we do not know. The demand will still tell us what will happen in reality. What we know on that is that This War of Mine and Frostpunk will remain still on Steam as some kind of classics, for a lot of players.
They will be there, but Reimaginations, we believe, will take most of the profits from that games. How many copies of This War of Mine and Frostpunk 1 have been sold until now? At the end of first half of this year, we had around 9 million of Frostpunk 1 and 7 million of This War of Mine. How much more percentage have Switch sales of Moonlighter 1 outperformed Steam sales? How much stronger was the, from what I imagine from the question, those sales of Switch were stronger over the Steam sales. We haven't disclosed a platform breakdown for Moonlighter 1, you know that. Or I just share that with you. We can't give you the exact number, but we already told you guys that Moonlighter 1 was very strong on Switch, and we support that. It was very good game for us on Switch.
The next one is mine, I believe. Why did employee number drop from 294 in 2024 to 265 in 2025? Well, 2024 was decades away, from my perspective, first of all, obviously. But there were a variety of different events that led to this change. First of all, we all have to understand, and I hope we do, that we're constantly restructuring the organization or changing our organizational structure based on the phases of the projects that we're currently in, the development project that we're leading, and this is a pretty standard procedure. Once something important changes on the production side, our structure and numbers of employees, outsourcers may naturally change. If a project enters a production phase, we'll be scaling up.
If we cancel a project, we might be scaling down at times, and this is one of the events that I believe happened somewhere at the end of 2024, if I'm correct. That was, I guess, one of the most important driving forces behind that change. The numbers that we will see in 2026 and that we do already see in 2026 will also be a little bit different to the numbers we've seen in 2025 because of the structural changes that we've been announcing months ago and that we've been running throughout the past months to further improve our structure and adjust it to the portfolio composition that we currently have and the targets that we have to reach within the upcoming months and quarters. Next question. "Can we assume the budgets of re-imaginations being way lower than the budget of new IPs in development?
Is PLN 20 million-PLN 25 million for Frostpunk 1886 realistic?" Well, we don't comment on total project budgets, especially in advance. We only report capitalized development spend to date. For example, for Frostpunk 1886, which the question is about, to date, we have these development spends capitalized to PLN 7.1 million as of end of half one of 2026. Obviously, the development is still in progress. Naturally, since these are the re-imaginations, there will be elements of the original games used, which I think it's safe to assume for all of us that this will bring some savings and optimizations throughout the process. But that's about it. That's what I can comment on.
The next one. "Do you assume the influence on net profit from your associated company, Fool's Theory, to be positive in 2026 and 2027?" Short answer is first half of this year, so a positive contribution. It was PLN 1.5 from Fool's Theory. Guys, we don't give forward guidance on that company results. Sorry for that. The next one. "Can you already rule out that any of the five games showcased in the pipeline," so those new games, I assume, P11 to P15, "will debut also on Game Pass? Could platform games on Game Pass may be a problem to our long-term monetization plans?" First of all, you know that no platform subscription decision has been disclosed for those titles. It's always regarding Game Pass or any subscription model, et cetera. It's always a title specific. We sometimes do kind of grouped models, et cetera.
It depends on how we cooperate with those partners. It's always title specific. We always evaluate it for the best outcome because I will probably say that today again, we are always aiming for the best cumulative results in the long term for any project. That's how we look at it, what will be the best result for us in the long term. You also saw that in general, we were always happy with our partners regarding those deals. Looking at the past, we were happy with the deals we had with Microsoft, Sony, et cetera. So we like those, and we look for those. Of course, we always negotiate, and if we don't see that the numbers are good, we just decline. We did that a few times. Guys, it's normal for us.
In the end, the end result is the key aim we are going for. Also, there was the question, in that question was, "What about the platform games?" My short comment, again, look at the platform games. Those are really long-term deals. For Game Pass deals, for example, those are just short periods. So when you look at the whole stuff, it could happen that I believe we could sign some deals even for the platform games, which could seem unreasonable, but at the end, when you look at years, that could work out. "What's your opinion on Fool's Theory considering them to develop The Thaumaturge 2 given the fact that it's far from recoup and you have an impairment charge on it? Are you considering to be a publisher for this game if developed?" First of all, we really like Fool's Theory.
We are in constant contact, et cetera. You know they are doing a lot of stuff right now for CD Projekt. Hi, guys, by the way. Good stuff with the announcements. So we like the company. We would love to, in the future, do some games with them, if possible, and we are open on that. Regarding The Thaumaturge 2, first of all, there is nothing that we've been asked around that openly, publicly, et cetera. So no comment on that. You see the numbers, we are also seeing the numbers. So definitely, if we would think about Thaumaturge 2, that at the end should be a really good business case, as always with every of other projects. Marek, now yours.
Yes. "Service cost increased from two titles in 2018 in comparison to 2025 by 178.5%, and revenue just 71.8%. So service cost makes up not 20% anymore. Instead, they were at 32%. Can we expect this trend to reverse at some point?" I can see the observation. I haven't checked the numbers. I assume they're correct. Although I don't think there's an easy trend that this really highlights. There have been massive changes to what was happening between 2018 and 2025. Naturally, of course, some costs are getting more expensive, but also the nature of the games that we've been developing and the nature of the development of these particular games have changed a lot.
For instance, we had bigger vocalization costs, voiceovers for the Alters, which are pretty big chunk of the development budget, which haven't been a case before because we haven't been working with actors in such a scale and so on. I don't think there's an easy answer, especially when it comes to service costs. Do producing games gets more expensive? Yes, obviously, because everything is getting more expensive, service, but also wages. On the other hand, we're changing our development processes, as you know, scaling the teams down, which well is going to be working on the opposite direction and decreasing the general size of the development budget or at least trying to compensate for the rising costs. When it comes to services, it's hard to say.
We're not a free-to-play studio that has to assign 30%, 60% of a project budget to marketing and different tools that allow us to sell the game. It all depends on the types of the games that we'll be developing when it comes to services, because some will need more external services, some will need less. Plus, there were considerably bigger expenses for the IT department during that time because of the changes that we've been implementing internally and the changes in the structure of the development team. Sorry, but I think there's no easy answer here. The easiest one would be, yes, costs are rising. But obviously we're hoping we'll be able to develop games that will sell good enough to make up for that and then generate loads of revenue. That's naturally our target.
We hope that our profit margins will be high enough and very high, based on the scale of the successes that we're trying to build and expecting here.
Will there already be marketing activities or will those begin for Frostpunk 1886 this year? How do you evaluate the current wish list in given state of marketing? The questioning about the marketing around Frostpunk 1886. The main marketing campaign won't start this year, guys. We are focusing on the communication with community. You can see that showing some of the behind-the-scenes stuff that is being done in development along the way. We are just the way, in the next month, will have a next milestone for that project. We are trying to engage the players with the 1886, but it's done really softly currently. We are seeing the reactions for the stuff that is happening, what we show, et cetera. As for the wish list, there is still a long way to hit the numbers.
It's not the numbers we are aiming for right now. But taking into the account what we are still planning to do and how we see at our marketing campaign ahead of us, we are confident regarding the wish list, we don't worry around that. Keep in mind, guys, that it's still a long time before the release, and Marek already told you when we are planning for that. We need to have the fuel still for the final moments for that campaign to happen, especially looking at currently how the marketing looks for the games that are released. I probably will have a good question around that, and I will explain you more around that in a second.
Okay. Next one is mine, I guess.
Yeah.
Sorry, I got distracted.
Yeah.
This one, "Do you expect a new genre for P-13 to attract wider audience than strategy, survival, city-builder game?" P-13 genre hasn't been announced yet, so I don't want to get in front of our marketing. We can't really compare publicly the audience reach yet. I can share that for sure it's not going to be an unpopular genre, and it's not going to be a niche one. We're not making P-13 to decrease the potential, so I think you should be rather safe in that regard, at least our goals are pretty amazing.
Yeah. It's not a small one regarding the genre. "What factor do you think will be the most crucial when it comes to scaling the company in the long term? Building up following of the brand?" Raising the prices, working on more projects in every wave, monetization, type of monetization, acquisitions. I think it's like when you looked at our last slide, why 11 bit studios? I think it's unique identity, IPs, strong internal IPs. That is key for 11 bit studios. Strong internal IPs, growing those, inventing new strong IPs. That is crucial. So unique identity, IPs, great team. That's crazy important. With ambition and good incentives, really fighting for the ambition and fighting for some results for each of our team members. That is definitely key.
Of course, we highly believe in the strategy with those three pillars, when we talk about what we want to do in the future. New games with new IPs, sometimes in new genres, like our platform games and the XDev, so really complementary. A lot of stuff happening. What also will be crucial for 11 bit studios will be kind of adaptation. So how to adapt our identity, our creativity to the changes in 11 bit studios, to the changes in the market, in the games environment, because a lot of it's happening here, so staying in that place I don't think will be very beneficial. We will need definitely to adapt. As what we did almost two years ago when we announced that we are switching to three pillars model and doing a lot around that.
What was great there was that we had IPs, and that is our strength, that we would love to move forward. "Theoretically, would you prefer stock buybacks or a dividend when you decide to contribute cash to shareholders in the future?" So guys, there was no announcement on our side regarding that kind of capital return policy. We are always discussing various scenarios, but I don't have anything to comment here, guys. That's all for that question. "Would you take into consideration giving a game of yours away for free to boost sales of a remake? For example, a free download of Frostpunk to promote Frostpunk 1886." We are evaluating all of the options. We have assets here. That one is an interesting idea, of course. It was already discussed.
So we will at the end, be patient, guys, here, we will look for the best long-term results. Everything is an option. "When do you plan to present the assumptions of new incentive program?" It is being currently designed, especially Paweł Feldman and Piotr Bajraszewski are doing the heavy work here. We will, I believe, not far from today, start discussing that more openly and we will bring you the details. We are working on that. It is important for our team, for our people, and for the directors, et cetera, et cetera, at 11 bit studios.
I will take the next one. "What actions will the company take to boost sales of The Alters?" We understand where the question comes from. It is true that the sales dynamics of The Alters during the period of time that we are specifically discussing today, so the first half of 2026, was below our original assumptions. Saying this, we are truly confident that this is a project with an enormous potential. We always believed in it, and we still believe in it because it is an amazing game, and this is feedback we are constantly being given by the players. We also know what it is. We know the value of that game. So, we do not consider it lost in any way. First half of 2026 was also a naturally, a time for lower revenue in the sales cycle.
It is a pretty difficult time in the life cycle of a product after it being released, at least in our calendar usually, because it was still ahead of releasing the DLC, which was released later in the second half of the year. But also we have not entered really deeper promotional activities yet. So there were not really a lot of extra initiatives that were pushing the new waves of players to give this game a try. This, as you know, has been changing in the second half of the year, especially because of the DLCs, but also all the other actions that we will be performing to animate the sales of this game. Besides the fact that we believe that The Alters is an exceptional game, we also believe in our skill in monetizing games in long-term and finding different business opportunities.
I know everyone claims that nowadays, but I think history of our business activities shows and proves, even the recent history, that we are good at finding these initiatives. So there is, for sure, a lot in front of The Alters that will be happening. Again, the release of the DLC is one of the meaningful elements that we have to be taking into consideration that will be shaping the future of the project and its sales and allow us to perform a variety of different marketing and business actions on that product to further increase these sales and the popularity of the title. So the first half of 2026, in our minds, we knew it is going to be a transitional period for the project between different cycles, the ones that allow us to go into deeper promos and have the DLC and the release window.
We knew there's going to be a dip. We were expecting this dip to be a little bit smaller, but still, it was planned to, at least the sales curve, to have that shape, and we know that there are new opportunities and actions that some of those we've already performed that will be changing the situation around The Alters. Yeah, those are some of the actions. To answer your question, there's going to be more. Some of them we already identified and know. For a lot of new opportunities, we're constantly looking, and I'm confident we will be finding a huge variety of those. Another question. I'll take this one as well. "Given the number of projects being developed simultaneously, do you believe the current management resources and capabilities are sufficient to manage production effectively? Does the company plan to strengthen the management team?" I'm confident, yes.
There's a lot of work, but we're here, we're good at it. Besides that, obviously, well, A, we've been introducing more projects, and one thing to make more projects, because we need to be working on more titles in parallel within the current structure to allow ourselves for better ROIs and, in general, better revenues in comparison to the costs. We don't want the cost to explode. This is part of our strategy of keeping the costs under control while giving ourselves more opportunities for huge successes. Also, we have been introducing a series of management changes throughout the past months. Some, yes, also in the board structure itself in the recent months, but also in the management structure of the projects. Some of you might remember my plan for changing the role of a producer within a project. I'm considering a producer at a project, a management role.
This is what it truly is. We've introduced these producers alongside of game directors as managers leading projects that are currently in development. I believe that that change in the structure and composition of the team prepares us, allows us to run as many projects as we have currently in the portfolio. Sure, it's not without challenges, but it's definitely much easier now when we have these changes behind us as it was, well, a few years ago where things have been managed in a different way. Yes, it's challenging. It has to be challenging, because if it was to be easy, it probably would be too expensive, but I'm confident that we can nail this. Yeah.
Sorry, I'm just like now we're focused on something else. "Have you considered lowering the full price of the older titles like This War of Mine and Frostpunk that will allow even more attractive sale events in the future?" Those are the great assets for us. They are not very pricey already. They allow still having those assets. They really allow us to have high-impact events like franchise sale. Really, we're very happy with the Frostpunk franchise sales because we had a lot of games around that. Look at the numbers here. Then when you see that we have those, This War of Mine and Frostpunk, let's say classic games already in our portfolio, we can do a lot regarding the actions around that. It's an ongoing process. We planned that for the coming years. Right now, it's connected to, of course, to Reimaginations.
It can be an option. As always, we will look for the best possible scenario. We consider all of the things that will happen when we look at the grander scheme of things and our IPs. "Does the company already have a preliminary marketing schedule for its new internally developed projects? Should we expect the first more meaningful marketing activity only in 2027? Can we expect" There was the next question, "The first trailer for the Frostpunk 1 and P-12 anytime soon, et cetera?" We have marketing plans for our projects, and it is also synchronized with production. We know when kind of quality assets we will have in the pipeline, when it will be. So when can we prepare some materials around our games.
What is key here, we are aiming for shorter and more intense campaigns than what we do in the past. That is what I told you a few minutes ago. It is becoming a kind of marketing startup, I would say. What we can confirm is this year, we will mostly focus on our publishing branch and the Frostpunk 2 and the Alters DLCs. That will be the key regarding marketing, so publishing stuff and the portfolio we already released. That is it. I think, Marek, that is yours.
Yeah. I can take this one. "What percentage of the P-12 base game owners have purchased the DLC so far? Is this broadly in line with the market benchmark of around 20%, or is it higher or lower?" We are not disclosing specific rates and figures here. What we can say is that the early reception, because still it is kind of early, the reception of the DLC has been very positive. We are seeing re-engagement. We are seeing players coming back, but also new players flowing into the game. But this is about it. We will be constantly monitoring the performance, but not going into details that would be required to answer this question. Another one. "When should the savings from the recent headcount reductions start to become visible in the P&Ls, and what scale of cost savings should we expect?
Do we see further room for headcount optimization?" This whole topic is obviously a part of a bigger initiative to adjust our structure, the cost structure, and align them and the resources in general to the current project portfolio. This is not a one-off cost-cutting program, and we do not want to look at it at this way. Of course, the related cost effect of actions that are accompanying these restructuring moves will flow through the P&L over the coming quarters, but then things will stabilize. I think it is also important noting that, on one hand side, we are changing the structure of our costs, of our services, of our employees to meet the needs of our current portfolio to optimize things. But on the other hand, some of our projects are growing and also need specialists and services, sometimes in different areas.
These are, again, two different forces working in different directions, and it is, I think, very important to understand that, which might affect the way. This will be reflected in the P&L.
I think we will end today with the questions. I know we have some more coming, guys. Please contact Monika, and we will gladly answer all of your questions via email. Thanks for the meeting, guys. If anyone wants to talk with us more, also contact us. We can gladly talk face-to-face, if there is a need on your side. We can meet together remotely or in Poland here in our office. Everyone is invited. Thanks for the meeting, and see you next time. Bye.
Thank you.