Last close As at 05/08/2026
GBP0.16
— 0.00 (0.00%)
Market capitalisation
GBP78m
Research: Consumer
We believe that Devolver Digital has turned a corner and that the group’s current valuation is at a significant discount to fair value. We expect indie games to perform strongly as the market returns to supply and demand equilibrium after the post-COVID-19 hiatus. Given its market position and the operational improvements that management has made in recent years, our forecasts support a fair value for Devolver of 36p per share.
| Year end | Revenue ($m) | EBITDA ($m) | PBT ($m) | EPS ($) | EV/EBITDA (x) | P/E (x) |
|---|---|---|---|---|---|---|
| 12/24 | 104.8 | 5.1 | (2.2) | 0.01 | 25.5 | 34.2 |
| 12/25e | 107.6 | 4.9 | (3.1) | (0.02) | 26.5 | N/A |
| 12/26e | 108.3 | 11.8 | 4.6 | 0.01 | 11.0 | 48.9 |
| 12/27e | 115.1 | 14.3 | 8.5 | 0.01 | 9.1 | 26.3 |
The games market has weathered some significant headwinds in recent years, including demand disruption caused by the pandemic, weak consumer confidence due to macroeconomic uncertainty and the continued dominance of larger franchises. Many investors have shunned the sector as a result, but there are a number of drivers (AI, cloud gaming, release pipeline) that suggest 2026 will be another year of recovery.
When looking for investment opportunities in a recovering games industry, certain sub-sectors stand out. One of these is independent (‘indie’) games. The diverse nature of the offering, the creativity that is sometimes lacking in larger budget releases, the player loyalty that indie games elicit and the more ‘granular’ nature of the business model (ie less reliance on the performance of a single title) make indie games a serious option for investors.
Any long-term investor needs confidence in the quality of the business model. Drawing on the lessons of recent weak markets, management has taken major steps in recent years to improve Devolver’s operating model. For example, revenue planning and cost efficiencies have tightened the management of the development and publishing process.
Our fair value assessment of 36p per share is a blend of our discounted cash flow (DCF) analysis that suggests 32p per share and our cash returns-based analysis that suggests 40p per share.
Devolver was formed in 2009 as a digital-only developer-first publisher, which principally released indie game titles on PC via the Steam platform. The group subsequently expanded its presence beyond PC games through new releases and porting titles to other platforms, building relationships with console and mobile digital distributors. Prior to its AIM IPO in November 2021, the group made a number of studio acquisitions, giving it access to both first- and third-party content.
Working with Devolver helps developers enhance the discoverability of their titles in an increasingly crowded games market thanks to the group’s reputation for quality releases. Furthermore, developers achieve this while retaining significant control over their intellectual property (IP) and any future releases.
As supply and demand in the games market recovers from its post-COVID-19 hiatus, Devolver’s financial performance continues to improve significantly, helped by operational efficiencies that management has executed in recent years. We believe that the time is right for investors to revisit the sector, and for longer-term investors to consider indie publishers in particular.
The relative stabilisation of market supply and demand of late, along with the return of what we believe to be normalised Devolver financial performance, means that a DCF is once again a valid valuation approach. Using a weighted average cost of capital (WACC) of 10.7% based on a sector beta of 1.03 (NYU Stern School of Business) and a long-term growth rate of 3%, we arrive at a valuation for Devolver of 32p per share. This is cross-checked with a returns-based approach that assumes economic asset growth in line with the group’s long-term average of 12% CAGR and convergence of returns and cost of capital from 2038 onwards. We arrive at a returns-based valuation of 42p per share. The blended valuation is 36p per share.
Our FY25 model uses the 15 releases made last year, falling to 11 in FY26 and 12 in FY27. Our forecasts assume no change in average revenue per new title released for the next four forecast years and do not include any increase in new revenue per previous 12-month release. Despite also assuming no significant growth in revenue per back catalogue title over the next few years, we forecast a revenue CAGR of 13% in FY24–28e. If we compare our profitability expectations for FY26 with three years earlier (FY23), we expect gross margins to be higher (37.6% vs 26.5%) and SG&A costs to be up only 4.7% despite annual revenues having grown 17% over the period. We expect group net cash balances to grow from c $33m at end FY25e to c $45m by end FY28e.
In 1998 Harry Miller, Rick Stults and Mike Wilson co-founded the video games publishing brand Gathering of Developers (GodGames), publishing games such as Jazz Jackrabbit 2, Railroad Tycoon 2, and Age of Wonders. This business was sold to Take-Two Interactive in 2000, as was their subsequent joint project Gamecock (where they were joined by Graeme Struthers and Nigel Lowrie), which was sold in 2008 to SouthPeak Games a year after it was created. On starting Devolver in 2009 they partnered with Croteam, the original developer of the Serious Sam game series (which GodGames had previously been involved with) to develop the game principally for PC and the Steam platform. The vision for Devolver was to help developers to scale their games through support in areas such as operations, cost management, production and development and distribution.
In order to generate initial revenues ahead of the future launch of Serious Sam 3 (which Devolver had an agreement to support), the game’s developer Croteam (subsequently acquired by Devolver in October 2020) agreed to allow the group to use the IP and co-ordinate Serious Sam spin-off games from independent developers that could be delivered quickly while Serious Sam 3 completed development. Working with developers such as Vlambeer (Serious Sam: The Random Encounter) and later Dennaton Games (Hotline Miami, Hotline Miami 2), Devolver developed a model providing services for game creators, while allowing them all-important creative freedom. Furthermore, in response to damaging trends that management saw in the industry, Devolver was keen to be transparent on all revenues and costs, and not to demand IP or sequel rights.
Once established as a leading publisher of third-party indie games, Devolver began selectively to acquire IP that complemented its pipeline and international growth strategy. An example of this is the successful Shadow Warrior franchise. This was first developed in 2013 under licence with the IP being acquired outright in 2018. In terms of M&A Devolver has purchased several developers including Dodge Roll, owner of the successful multi-platform Enter the Gungeon franchise, in July 2021, UK developer Nerial (May 2021) and Dutch games publisher Good Shepherd Entertainment in January 2021, subsequently re-launched as UK real-time strategy (RTS) games studio Big Fan in June 2021. It also has partnerships with significant IP owners such as Disney, Lionsgate and Metro Goldwyn Mayer. The group currently operates seven development studios across the UK, the Netherlands, Croatia, Poland and the US.
Since its creation, Devolver has established a strategically important back-catalogue of games titles across a range of different styles (including under the BigFan name, which specialises more on strategy and simulation games). The group has also mined this catalogue by expanding the number of platforms each title is available on. In 2024, the group released 10 titles with an average Metacritic score of 79. By contrast, 2025 saw the release of 15 titles with an average Metacritic score of 78.
Some of the successful launches of 2025 include:
In terms of third-party IP, Devolver generally provides partial or full funding to new titles, based on planned milestones in the game’s development. Once on sale, revenues are taken by Devolver until costs are covered, at which point revenue is apportioned based on a pre-agreed revenue-sharing agreement. Devolver provides a range of services including:
Devolver undertakes pre-release marketing programmes, including public relations, promotions and leveraging its digital distributor platform relationships. At any given moment, Devolver’s development partners are typically one-third repeat partners and two-thirds new partners (the process is discussed further below). In-house IP is developed at Devolver’s own studios.
The award-winning titles (BAFTA Games Awards, Indie Game Awards, DICE Awards) that Devolver publishes, both third party and in-house names, continue to be key elements of the global indie game landscape. The group’s network of partners and its broad platform presence are designed to maximise the revenue opportunity for every title released. The group currently has 270+ staff in 20 countries working across seven studios in the UK, the Netherlands, Croatia, Poland and the US (Firefly also being a publisher) and publishing under both the Devolver and Big Fan brands.
Current momentum is also significant despite the market being broadly flat. H225 saw the group free cash-flow positive for the first time since listing. 2026 has started with three of Devolver’s games (Woolhaven, Cult of the Lamb, and Quarantine Zone: Last Check) appearing in the Steam Global Best Sellers Top 10 list for the first time in Devolver’s history.
Many of the current trends in the games market are continuations of factors from 2024 and 2025. Reports from market observers such as Newzoo and Epyllion can be summarised as follows:
As these longer-term trends continue, there are other factors that suggest 2026 will mark the beginning of a long-awaited recovery:
The number of independent titles that fail to make an impact commercially is high and, when viewed alongside the dominance that the top franchises enjoy over the market, it would be easy to dismiss the prospects for smaller game developers. We believe, however, that to do so is to miss an important underlying trend that is growing among gamers.
The consensus among market observers is that, after the post-COVID-19 hiatus in demand, growth is returning and that AAA titles will continue to take most of this growth. Although this is true, there are certain challenges that AAA developers face, not least the ever-more expensive and lengthening development cycles. By way of illustration, GTA 6 is expected in November 2026, some 13 years after Grand Theft Auto 5. Note that the first four major iterations of the game spanned merely 11 years from 1997 to 2008. When these major AAA game franchises do complete a full development cycle, the market disruption that their release can have is significant for all peer game developers – major studios and independents alike.
Given the financial risks associated with major launches, many studios are reluctant to stray far from previously successful formats. Furthermore, in an attempt to recoup investment, they employ large teams of developers that are required to incorporate each and every popular feature (often of questionable relevance to the gameplay) into the game. For this reason, there is a growing belief that the major studios are in danger of losing their way. In his acceptance speech after receiving the BAFTA Best Game Award in 2024 for Baldur's Gate 3, Larian Studios CEO Swen Vincke set out the characteristics of the studio that he believed would win the award the following year. Swen stated that the next studio to win the award would not make the game to ‘increase market share’, ‘serve as a brand’ or ‘meet arbitrary sales targets.’ He believed that the studio would not ‘treat their developers like numbers on a spreadsheet’, ‘treat their players as users to exploit’ or ‘make decisions they knew were short-sighted’ as they ‘knew that if you put the game and the team first, the revenue will follow.’
Larger studios adopt significant levels of financial risk when developing major titles. This can tempt them to add incremental revenue-generating elements (such as microtransactions) into the game, which risk alienating some players. Furthermore, the sheer size of the development challenge means that AAA game releases can appear rushed and/or incomplete.
Current market forces create significant challenges for big title publishers. New releases are competing for a modest percentage of overall gaming spend and, therefore, need to make an immediate impact. However, continued unit price falls in real terms mean that marketing costs need to be closely controlled and development spend needs to be allocated with maximum efficiency. Customer retention also remains key and players must be engaged across multiple platforms and media types.
In our opinion, the independent games sector offers investors a number of characteristics that we believe are essential to maximise the probability of future success.
Gaming is an entertainment industry and consumers need be constantly presented with new creative content. With the financial stakes of each AAA release getting ever-higher, larger studios might be reluctant to stray from proven formulae. While proven gaming characteristics should not be ignored, the issue that arises for many best-selling AAA games (such as Call of Duty, Grand Theft Auto and Assassin’s Creed) is how many truly creative iterations there might be in the future to ensure that gamers continue to spend money.
Independent games rarely suffer from such challenges. They are generally aligned to a wider interpretation of the video game as an art form. Graphics are often basic (retro) in nature, with a greater focus instead on gameplay. Game concepts often sit outside the traditional game genres, offering new user experiences. This lack of pre-determination frees independent developers from the constant cost and delays associated with producing games using the usual realistic, open world, 3D environments that can significantly inflate AAA games development budgets (the GTA 6 development budget is rumoured to be $1–2bn and it has 3,000–6,000 developers working on it).
As mentioned, AAA game developments often need to employ large teams of developers in order to deliver highly complex products in commercially reasonable timeframes. Furthermore, the downside associated with a bad launch can be difficult to recover from. This large team approach is not without its difficulties. Firstly, in terms of gameplay, a large development team requires exceptionally efficient lines of communication during the multi-year project in order to ensure the smooth integration of the game’s various components that are being worked on separately. In addition, studios might see the incremental cost of employing a few extra developers to add further features as a good investment, even if such features add little to the game experience. This can lead to what has been termed ‘Frankenstein-like games’. Independent games benefit from a singularity of vision that runs throughout the gameplay and this appeals to gamers.
While video games clearly have a place in the media universe (many successful game spin-offs have appeared in other media formats), we would argue that there is a stronger relationship between player and developer than between viewer and producer. Over the many hours that games are played (it is estimated that regular gamers incur 20–80% less spend per hour of entertainment from a game compared to streaming a film or TV show), a loyalty builds between game and gamer. Unsurprisingly therefore, indie games often have cult-like followings built on gamers’ trust. Often player loyalty arises from their nostalgia (either for earlier versions of the same game or for earlier games per se), which often proves robust in the face of any launch difficulties. It also generates interest in how an indie game will evolve over time given the absence of creative restrictions the developers experience.
From an investor perspective, gaming will always rank as relatively high in terms of risk/reward. The aim therefore must be to reduce risk without overly restricting potential upside. We believe that indie games achieve just such a balance. While launches are much lower budget than AAA releases, upside can be no less impressive and portfolios are generally larger with more titles in the back catalogue. While it can be difficult to define precisely what constitutes an indie game, there are plenty of examples of significant upside for smaller game launches. For example, the game Terraria was launched by Re-Logic in 2011 and is believed to have had over 60m downloads to date. Stardew Valley (released in 2016) surpassed 1m copies within two months and has had over 40m downloads to date. More recently, we note that indie games Hollow Knight: Silksong and Schedule both feature among the 12 highest-grossing games on the Steam platform in 2025. Devolver has its own stable of success stories. VR title Gorn has sold over 1.5m units to date on a platform (virtual reality) that we believe has yet to establish itself with gamers. Enter The Gungeon has sold over 5m units and Astroneer has been played by over 13 million people.
While the tide may be turning for smaller, independent developers, there are still many hurdles that they face:
While there has not been a significant change for Devolver at the product level, operationally management has made a number of changes that leave the group much better placed to meet the medium-term challenges that the post-COVID-19 downturn highlighted.
The correction in spending seen following the COVID-19-related boom of 2020/21 led many management teams to review their business models, questioning whether they were aligned with future market development. There were a number of issues that were common across the industry, affecting Devolver and others:
Addressing these issues has come at a cost. When results at acquired publisher Good Shepherd Entertainment (now Big Fan) started to falter in 2022, Devolver’s management took immediate action, reducing headcount and appointing a new general manager tasked with focusing the operation back on publishing licensed IP. The pipeline was overhauled with five games in development being cancelled and a re-targeting of future spend. This contributed to $9.3m of development impairments for released games and $13.5m of development impairments for unreleased games. In addition, the group recognised $70m of goodwill and IP impairments (largely related to acquisitions), bringing total FY22 impairments to $92.8m. Devolver’s shares listed on AIM in November 2021 at 157p and subsequently have not risen above 40p per share for three years.
Over 90% of titles published by Devolver had positive returns on investments. The group focuses on games that show creativity, excitement, quality, innovation and responsibility, operating a ‘Greenlight’ process tasked with filtering the over 2,000 proposals the group receives each year into 12–15 publishable titles. All areas of the business are invited to provide input into the process, including production, marketing, technology and finance. The final committee comprises industry veterans who must arrive at a unanimous decision if the game is to be adopted.
There is a significantly greater level of rigour around this process than was historically the case. For example, key sources of analysis include:
It is often the case that more games are adopted than can (or should) be released over a 12-month period. Adding these games to the in-house development programme results in a release pipeline that builds over time, improving revenue visibility.
Players of Devolver’s games are more focused than the average game player on playability, mechanics and uniqueness. By contrast, they are less swayed by visual fidelity and are often drawn to the retro feel of a release.
Even with games that have a greater visual impact (eg Shadow Warrior), the focus on gameplay experience gives the group’s back catalogue significant playability lifespan and generates strong loyalty among its players.
While some indie games have clearly defined lifespans, others have significant potential for extended revenue generation through further development. For example, both the Stronghold and Serious Sam franchises have each released (or have announced plans to release) 11 titles to date. Management has focused on optimising revenue generation from the back catalogue, with c 10% of annual group revenues now coming from new revenue sources for previously published games. These revenue streams can include new platform releases and paid downloadable content (DLC).
Management continues to spread its operational risk in a number of ways:
Although Devolver began as a third-party IP publisher, it quickly deployed the capital generated by its early successes to acquire in-house IP. As with any strategic decision, in-house IP has both potential advantages and disadvantages. Revenue upside from a successful title is clearly higher with no sharing agreement to observe, and a number of risks are also reduced, including the extra visibility that comes with full control over the production process. There are, however, added risks with in-house IP that need to be closely managed. The most obvious is the transfer of costs from variable to fixed as production moves away from third parties. Rather than observing milestone payments, Devolver’s own production team is a fixed cost base irrespective of whether projected release schedules are achieved. Furthermore, acquiring production expertise via multiple acquisitions inevitably leads to a heterogeneity in technology that raises costs and obstructs efficiency. Devolver management has been addressing this in recent years by, for example, investing over $10m to enable the group’s major studios (Firefly and Croteam) to move up to the third-party Unreal 5 development engine. This investment will take time to manifest itself at the financial level; however, it will allow not only greater studio collaboration but, most importantly, shorter release cycles on both existing and next-generation platforms.
In 2022, the group’s average investment in a third-party title was $3.0m. This is forecast by management to fall to $1.73m in 2025 and $1.04m in 2026. This decision is not purely about reducing financial risk. Smaller investment projects are able to take greater creative risk given the more limited downside. In this respect we see management’s decision as partly returning Devolver to its roots, as well as spreading investment risk. Third-party developers continue to play a crucial role at Devolver, not just in terms of their creative input and alibility to understand their own audience but also their ability to turn fixed development costs into variable ones. Any delay to a release from an in-house team increases costs as overheads are a function of time. By contrast, many payments to third-party developers are based on pre-agreed delivery milestones.
Like many management teams faced with post-COVID-19 market volatility, Devolver has focused on streamlining its internal execution. The Nerial studio has seen a 40% reduction in headcount, while the group’s Polish studio Artificer has been refocused on projects that are better suited to current market conditions and gaming trends. Big Fan Games has also reduced headcount by over 50% since the beginning of 2024, contributing to an overall group reduction from a peak of 303 employees at end-2023 to c 270 employees currently.
Devolver’s management has built up a strong network of industry contacts over time. This is a key element of the group’s ‘right to win’ but is difficult to define specifically. In terms of developers, the group’s ethos (particularly regarding IP and sequel rights) has meant that many developers have worked exclusively with Devolver since first partnering with the group. These long-term creative relationships not only lower cost (in terms of developer acquisition costs) but also allow Devolver to manage execution risk, as it works with known creative industry third parties. In terms of platforms, the growth in the number of platforms creates ever-greater demand for content for hosting. Devolver’s platform relationships optimise product placement and facilitate new subscription and streaming offers for platforms eager to grow recurring revenues. Newer platforms for Devolver in recent years include VR platforms, subscription platforms (such as Netflix), cloud-based streaming platforms, mobile platforms (such as Apple Arcade) and challenger PC platforms (such as Epic and GoG games).
Devolver is able to help small developers navigate the complexity of large, multi-platform releases. Its prevailing philosophy several years ago was to give indie games the broadest possible launch programmes on day one (with all the associated costs) to ensure as much visibility as possible. Unfortunately, this loaded front-end cost into a game before revenue profiles had been established, leading to impairments and the understandable dwindling of investor confidence. Management has now reversed this trend, with launches being more staggered across platforms. Not only does this reduce cost and provide a better indication of game adoption, but it can also maintain gamer interest for longer. Furthermore, it can help avoid the peak release periods of February to March and August to December. The downside to a staggered launch (sometimes called ‘windowing’) is that it can spread the revenue impact of a game over a longer time period, requiring investors to be more patient.
Devolver’s business model, at its core, relies on a creative process. This brings a series of critical judgemental sensitivities to its business model. However, we believe the historical success of Devolver is based on management’s significant industry experience. The company’s key sensitivities can be summarised as follows:
Devolver’s H125 results, released on 29 September 2025, were in line with earlier guidance (highlighting that revenues would be down) and full-year guidance remained unchanged. Yet-to-be-announced FY25 revenues and adjusted EBITDA (excluding charges for share-based payments, impairment of capitalised development costs, fx effects and other one-off/exceptional items) were flagged as being significantly H2-weighted, with FY25 revenues over $100m and adjusted EBITDA in the high single-digit millions. Most notable was the increase in H125 releases to seven (H124: three), while H125 operating expenses were down 23% y-o-y to $16.4m, helped by tighter stock and cost control. Gross margins rose to 31.3% (H124: 29.6%) due to, in part, lower royalty payments and lower impairments, while the adjusted EBITDA margin was 0.3% (H124: 5.8%). Operating cash flow in H125 was $7.6m, up 69% y-o-y, while the group’s investment programme included a further $15.5m investment in software development for the period.
Management’s expectations for the half-year split in FY25 (likely to be released in April 2026) is influenced by a number of factors including:
Most encouraging in H125 were the front catalogue releases, up from three in H124 (generating $5.8m in revenues) to seven in H125 (generating $10.2m in revenues). At the time of the interim results announcement, at least eight releases were expected in H225, taking the total release roster to 15, compared to 11 in FY24 and 10 in FY23.
While the undoubted growth characteristics of the gaming market should be captured in an appropriately long-term DCF model, the short-term volatility of recent years has provided a shifting context within which to make the necessary long-term assumptions. However, the relative stabilisation of supply and demand of late added to the return of, what we believe to be, normalised financial performance means that DCF approaches are once again worth considering. Furthermore, investor confidence in this valuation approach should also start to recover, meaning that the undervaluation that such analysis points to should begin to act as an impetus to current share prices.
We believe that it is instructive to contextualise this analysis with a returns-based approach. Theory would dictate that the correct valuation for any asset base is the sum of the economic value of the asset base in question added to the net present value of future value creation, up to the point at which returns and cost of capital converge.
Our key assumptions are a WACC of 10.7% (beta 1.03, equity risk premium 6.0%) and a terminal real growth rate of 3.0% (Devolver uses a conservative 2.0% in its own impairment analysis). Our explicit forecast period uses Edison estimates with our semi-explicit forecast period (FY29–40e), assuming straight line progression of key metrics from FY29e to FY40e, stabilising at long-term revenue growth of 3%, an EBITDA margin of 40%, capex of 28% of sales and tax paid (eg after deferred and development credits) of 5% of EBITDA. An exchange rate of $1.36/£ was used. Our base case DCF valuation is 32p per share.
Like any valuation approach, returns-based analysis has its issues. In additional to problems shared with a DCF-approach (namely determining the WACC), there is also the issue of measuring the invested capital base. The approach requires an economic (as opposed to accounting) assessment of the assets deployed, requiring previous write-downs and amortisation to be written back. Furthermore, assets such as cash and/or goodwill may be excluded from the calculation (as they are deemed not to be economic assets), while other assets might not appear on the balance sheet at all (brand value for example). Returns are calculated using free cash flow rather than line items from the income statement. Additional key assumptions include the returns and WACC convergence period.
We expect Devolver’s replacement cost gross asset base at end FY25 to have been $351.4m. To the $156m of reported net assets we add back $194.5m of accumulated amortisation, $613k of accumulated tangible asset depreciation and $256k of leased asset depreciation. Adjusting then for non-economic assets (ie removing gross goodwill, cash and deferred tax), we believe the economic capital base at that date to be $229.1m. Our explicit forecast period of FY25–28e has these assets growing at a 12% CAGR, in line with recent Devolver history. We fade this growth rate by FY40 (to correspond with our DCF analysis) to 3%. Our FY25–28e analysis has free cash returns on this basis of 2% by FY28 versus a WACC of 10.7% (the same as the DCF). We assume that the negative value creation this implies goes five years beyond our explicit forecast period (ie eight years from now) to reach a WACC of 10.7%, at which point value ceases to be either created or destroyed.
Our cash returns-based analysis suggests a fair value for Devolver of 40p per share, which more than supports our DCF valuation of 32p. We believe that a blended share price of 36p per share represents a realistic fair value assessment.
The broad sweep of Devolver’s portfolio of titles makes it counter-productive to forecast revenues on a game-by-game basis. Instead, we believe that there are several key drivers that can determine sales in any given year, namely the release of new titles, new revenue streams from existing titles (eg new platform releases, new paid DLC) and the performance of the growing back catalogue. The splits between these different revenue streams are illustrated in the figures above. It is worth noting that 50–60% revenues are generated via the Steam platform (c 5% is mobile, representing c 50% of annual gaming spend), a significant proportion of which occurs during the Steam publisher sale, which Devolver participates in annually. As such, the timing of this sale can have a significant impact on the H1/H2 split of revenues. Revenues per game can also vary significantly between titles, again making per-title revenue forecasting challenging, despite Steam Wishlist data.
Our forecasts assume no change in average revenue per new title released for the next four forecast years but will be updated as reviews are published on new title releases. Similarly, our forecasts do not contain any increase in new revenue per back catalogue title released in the previous 12 months, nor any significant growth in revenue per back catalogue title over the next few years.
Devolver’s gross margins in any given year reflect the mix of first-party and third-party games that are sold, as royalty payments are often due on the latter. Furthermore, gross margins are at their highest on revenues generated from third-party titles where sales-to-date are below pre-agreed clawback levels. In these instances, Devolver has no royalties to pay and so gross margins are at their highest. Another factor to consider are impairments. These charges (which we expect to steadily decline from historical high levels) are in actual fact accelerated amortisations. The realised revenue levels of newly released games often deviate from management’s internal budgets (however carefully constructed), which can lead to accelerated amortisation of previously capitalised costs. Other COGS line items (development amortisation, marketing) are reasonably stable, as are SG&A costs given that we are not forecasting a significant uplift in accelerated amortisation as has been seen in recent years, thanks to improved launch strategies.
Like many of its peers, in recent years Devolver has focused on improving forecasting (to limit accelerated amortisation) and cutting costs. In its H125 results, the group reported a decrease in adjusted operating expenses of 6% y-o-y and flat payroll expenses, with salary inflation offset by reduced headcount.
By way of further illustration, if we compare our expectations for FY26 with three years earlier (FY23), we expect gross margins to be higher (37.6% vs 26.5%) and SG&A costs to be up only 4.7%, despite annual revenues having grown 17% over the period. The group announced expectations on 10 April 2025 of FY25 revenues of over $100m and adjusted EBITDA after impairments in the high single-digit millions.
As at 30 June 2025, Devolver had a cash balance of $34.7m after a six-month period when operating cash flow had risen 69% to $7.6m. The exhibits below show our expectations of a gradually growing cash balance over the forecast period, while holding investment steady at c $36m per year (in line with our FY25 expectations).
The consolidated group balance sheet as at June 2025 showed net assets of $156m, dominated by combined IP, capitalised development costs and goodwill of $135.8m. Cash balances were $34.7m and debt levels (in the form of leases) c $1m.
85 Great Portland Street,
London
W1W 7LT
251 Little Falls Drive
Wilmington, New Castle County
Delaware, 19808, US
CEO: Harry Miller
Harry Miller was co-founder and CEO of Ritual Entertainment until 1998 when he founded GodGames. Following the sale of GodGames to Take-Two Interactive in 2000, he became CEO of En-Tranz Entertainment. In 2006, he established the developer-first publishing brand Gamecock Media Group. He has served as president and now CEO since founding Devolver.
CFO: Daniel Widdicombe
Dan Widdicombe joined Devolver as CFO in 2021. He spent time in the Asia-Pacific region at HSBC and Bear Stearns as an investment analyst before joining Nasdaq-listed Chinadotcom as CFO. Prior to joining Devolver, he spent 10 years in London as head of investment banking for China Construction Bank.
COO: Graeme Struthers
A co-founder of Devolver, Graeme Struthers was appointed as COO in 2022, following the group’s IPO the previous year. Prior to Devolver, he held several roles at a number of games companies including Virgin Interactive Entertainment and Electronic Arts.
Non-executive chair: Kate Marsh
Kate Marsh has held a number of senior management roles at global companies including Amazon MGM Studios, Sky, WPP Media, Sony Pictures Entertainment and the BBC. She is a non-executive director at Games Workshop Group.
Harry A Miller IV
NetEase
Graeme Struthers
Nigel Lowrie
Slater Investments
Sony Interactive Entertainment Europe
Kwalee
20.7
7.4
6.3
5.8
4.8
4.7
4.5
General disclaimer and copyright
This report has been commissioned by Devolver Digital and prepared and issued by Edison, in consideration of a fee payable by Devolver Digital. Edison Investment Research standard fees are £60,000 pa for the production and broad dissemination of a detailed note (Outlook) following by regular (typically quarterly) update notes. Fees are paid upfront in cash without recourse. Edison may seek additional fees for the provision of roadshows and related IR services for the client but does not get remunerated for any investment banking services. We never take payment in stock, options or warrants for any of our services.
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Research: TMT
The theme of NFON’s FY25 preliminary results announced on 26 February is stability. While market conditions remain challenging, seat numbers seem to be stabilising and management continues to invest in the AI portfolio while controlling costs. Once market conditions improve we are confident that investors will enjoy the benefits of the foundations that management is laying.