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tinyBuild revenue rises 18% as FY26 games pipeline moves ahead of expectations

tinyBuild increased first-half revenue by 18% and returned to positive operating profit, while management said FY26 is tracking ahead of expectations despite lower EBITDA and higher investment in new releases.

tinyBuild, Inc. (AIM: TBLD), a Bellevue, Washington-based global video-game developer and publisher focused on owning and scaling premium game intellectual property, increased first-half revenue by 18% to US$20.0 million from US$17.0 million as new launches and catalogue titles performed strongly. Gross profit declined to US$9.8 million from US$10.4 million because successful second-party releases generated higher royalty payments, while adjusted EBITDA fell to US$3.2 million from US$4.2 million as the company stepped up marketing around new games. Management nevertheless said FY26 is on track to finish ahead of expectations.

The quality of the revenue mix changed significantly. Back-catalogue titles accounted for 68% of gaming revenue compared with 100% a year earlier because releases including Hozy, ALL WILL FALL and SAND created a larger contribution from new products. Own intellectual property, including first- and second-party titles, still accounted for 85% of gaming revenue, preserving the company’s strategic focus on assets it can monetise across sequels, platforms and potentially other media.

Why did tinyBuild EBITDA fall when revenue increased by 18%?

The main reason is that higher sales came with a different cost mix. Successful second-party games generated greater royalty payments to external developers, reducing gross margin, while tinyBuild also increased marketing expenditure to support new releases. Gross profit consequently fell by roughly US$0.5 million even though revenue increased by more than US$3 million.

This is not automatically negative because spending more on royalties and marketing can be rational when new titles are generating attractive revenue and building franchises. The challenge is whether those launches continue selling long enough to produce lifetime economics that exceed the higher upfront commercial cost.

Operating profit from continuing operations was US$1.1 million compared with US$3.6 million in H1 2025, although the prior-year figure contained about US$2.2 million of positive non-recurring items. Excluding that benefit, the underlying year-on-year comparison is far less severe and suggests profitability has remained broadly resilient while the release slate expands.

Is tinyBuild becoming less dependent on older games?

The fall in back-catalogue contribution from 100% to 68% of gaming revenue is strategically important. A publisher cannot rely indefinitely on ageing titles because catalogue sales tend to decline unless franchises receive new content, platform launches or renewed audience interest. New releases need to replenish that portfolio if the company wants to grow sustainably.

tinyBuild is also extending existing intellectual property through console launches and downloadable content. I Am Future reached consoles, The King is Watching received its first DLC and Kill It With Fire 2 launched on Nintendo Switch, while new projects such as Graveyard Keeper 2 and Last Harbor have entered the pipeline.

Four upcoming games were still ranked among Steam’s top 100 wishlisted titles at the end of the first half, according to the company. Wishlists do not guarantee commercial success, but they provide an early indicator of consumer awareness and potential launch demand.

The risk remains hit-driven volatility. One strong title can materially alter annual revenue, while a delayed or poorly reviewed release can destroy a meaningful portion of the expected return on development spending. tinyBuild’s diversified slate reduces that risk but cannot eliminate it.

How strong is tinyBuild’s balance sheet after several difficult gaming years?

Cash remained broadly stable at US$4.7 million at June 30 compared with US$4.6 million at the end of 2025, while the company carried no debt. Operating cash flow remained strong at approximately US$6.4 million despite software-development spending of roughly the same amount.

That balance is important because many independent game developers have struggled with funding as publishers cut investment and studios faced layoffs or closure. tinyBuild can continue financing its slate internally as long as operating cash generation remains broadly aligned with development expenditure.

The company also recorded no development-cost impairment charge during H1 compared with US$1.1 million a year earlier. That does not guarantee future games will perform well, and management will conduct its annual impairment review during Q4, but the absence of an interim write-down suggests current projects have not yet triggered accounting concerns.

What does the recent TBLD rerating imply about investor expectations?

tinyBuild shares had climbed to around 14p by September 21 from approximately 10.5p at their late-August lows, a gain of roughly one-third before the September 24 results. The prior rise means investors entered the announcement already expecting an improving release pipeline and stronger trading.

That makes the “ahead of expectations” statement useful but not sufficient on its own to guarantee another rerating. The market will increasingly look toward Kingmakers, Graveyard Keeper 2 and the broader slate for evidence that the business can convert wishlists and player engagement into higher cash profit.

The strongest development in the first half may therefore be diversification of revenue away from catalogue-only sales rather than the headline 18% growth rate. New games are contributing again, operating profit remains positive and the balance sheet is debt free.

The next challenge is converting that momentum into higher EBITDA rather than allowing marketing and royalty costs to absorb most of the revenue improvement. If new IP scales successfully, H1 could represent the beginning of a more durable recovery rather than another temporary good release cycle.


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