SWEDEN — MAY 21, 2026 — CRG Studio today announced that Crystalfall, its free-to-play online steampunk action RPG, is getting its first content update on June 4, 2026, while also addressing player feedback that surfaced during their Early Access launch on Steam. The patch brings new content, new progression mechanics, QoL improvements and monetization changes.
Crystalfall is a free online ARPG where itemizable skills drive combat and progression. CRG Studio’s first update introduces new content while deepening progression systems across the board with additional upgrade mechanics as well as a modifiable endgame. Check the full feature list below.
Patch 1 Features:
57 New Uniques
7 New Mobs
4 New Skills
Skill Quality Upgrade Mechanic
Multiple Choice Talent Tree Nodes
Unique Endgame Map and Boss
Endgame Anomalies in different rarities
Endgame Lootable Cargo items in different rarities
Heading into launch, Crystalfall gained strong momentum during Steam Next Fest, ranking among the Top 50 most-played demos, generating 130,000 wishlists and over 72,000 demo downloads. In Early Access players had an average playtime of 5+ hours with some players amassing 100+ hours of playtime in the first week alone.
In Early Access, players expressed concerns around three key aspects of the game: lack of content, lack of QoL, and monetization. For their first patch, CRG studio will address these core issues by adding new content, making pricing adjustments, and continuing to work on balancing, QoL and performance improvements.
CRG Studio has acknowledged that their launch did not live up to expectations, and attempted to address connection issues and concerns that arose during their launch weekend, especially for Russian players who were unable to access due to the current geopolitical situation. The studio continued to investigate and address issues with four hotfixes and remains dedicated to improving the game with their next patch.
Monetization Changes
In response to feedback on their monetization model, CRG Studio will make several monetization adjustments for their content patch.
New Patch 1 Cosmetics added to Founder Packs
Gold Founders will have their names immortalized in the game on a Founder Stone (coming to full release)
Inventory Tab: permanent price reduction from 150 to 75 in-game Credits (7.5 USD).
50 in-game Credit topup option
Platinum Founder Pack is closed for sale
The ARPG with Endless Procedural Skill Progression Set in a world shattered by a mysterious asteroid impact, Crystalfall invites players into a post-apocalyptic wasteland powered by volatile crystal energy. As mutated survivors, players will delve into dangerous dungeons, harvest powerful crystal shards, and chase legendary loot in a game built around deep customization, endless progression, and theorycrafting-driven builds. Inspired by genre staples like Path of Exile and Diablo 2, Crystalfall blends old-school ARPG depth with modern systemic design.
Crystalfall is designed for players who love build experimentation and long-term character progression. Its systems are layered and interconnected with a big talent tree allowing for broad strategic direction, while skills themselves are lootable and come with their own procedural skill trees. These skills can be further customized through rarity upgrades and socketable modifiers known as Skill Crests. Weapons and armor feature alpha and omega affixes that reshape base item properties, adding another dimension to build crafting.
About CRG Studio
CRG Studio was founded by ARPG enthusiasts Åke André and Daniil Sanders in 2021, based in north Sweden. Joined by Erik Olofsson, former Creative Director of Grinding Gear Games, the team has a track record of working on award-winning game titles such as Path of Exile, Pillars of Eternity and Magicka 2.
Game mechanics of investigation and publishing revealed, alongside Newsflash edition of the game available till 29th May on Kickstarter
London, U.K. – May 21st 2026 – Longdue has released a new gameplay teaser for their in-development RPG Hopetown. The studio is also announcing that Olga Moskvina, a key writer and editor on Disco Elysium, is part of the team working on Hopetown.
As well as writing Ruby, Bird’s Nest Roy, and other iconic Disco Elysium characters, Olga is credited with delivering the final language polish across the entire title.
“I am thrilled to have such a talented professional join the team. Her proficiencies as both a writer and editor are likely to get us to a level of polish befitting our audience, as evidenced by her undeniable contributions to Disco Elysium.” – Narrative Lead on Hopetown, ZA/UM co-founder and Disco Elysium writer Martin Luiga.
Olga joins a talented team of new voices and industry veterans, including ex-ZA/UM founder Martin Luiga, Veljo Hagu – Disco Elysium’s first software developer – and renowned art director Astri Lohne. Prolific sci-fi/western novelist Stark Holborn, lead writer on indie detective hit Shadows of Doubt and writer on Nivalis, has also been confirmed as part of the development team.
Hopetown takes place in the fictional mining town of New Greenwich, decades after “The Flare” – a coronal mass ejection that fried all electronics and communication devices across the globe. It was here that the De Luna Corporation unearthed Quicksilver, a substance capable of reconnecting a fractured world.
Until now. In the wake of a devastating aurora storm, there are whispers of disappearing miners and the flow of Quicksilver halting. The official narrative of the De Luna Corporation is being brought into question.
The people want The Truth. As a journalist, players step into the role of witness and investigator, chasing stories as they unfold across the island of Entre.
You’ll delve into the island’s seedy underbelly and scale the caustic ivory towers of corporate surveillance as one of three distinct journalism classes:
Correspondent: the investigative journalist – eyes like a camera, hands like a clock. Columnist: the voice of culture and taste who decides what’s in and what’s out. Gonzo: the clickbait mouthpiece, willing to say anything to keep eyes on the page.
Shape your character’s background and gender to compose a narrative uniquely your own.
Utilize distinct journo mechanics during your investigations, each designed to interweave and produce multiple outcomes.
Photography: your camera lets you extract meaning from images, uncovering details and hidden connections through photographic inspection sequences.. Interviews: question a wide range of characters, drawing on investigative instinct, cultural critique, or gonzo exaggeration. Observations: read and record people, places, and objects for contradictions, tensions, and details others may overlook. Publication: the system that brings it all together. What evidence you present (or even decide to fake), the quotes you use, and the observations you make allow you to pick your story, define your angle, and write in your chosen style. Psychogeography: Your mental map of the world – told through the stories you choose to publish – changes the state of the playable environment and the unfolding story, altering relationships between characters, your standing with different factions, your popularity with the public, and the fate of the island’s future… because word travels fast.
A total of 21 distinct skill-voices guide your journey – including 3 writing disciplines – with Gonzo favoring Sensationalism, Correspondents favouring Investigative, and Columnists favouring Vogue.
Each skill is attached to one of seven personas – Nobody, Abacus, Journo, Animal, Fashionista, Huntress, and a seventh persona that may or may not reveal itself depending on the choices you make.
To mark the release of the gameplay teaser, a time and number limited ‘Newsflash’ edition of the game is available for pre-order on Kickstarter until 29th May. Backers that purchase this copy will have their name featured in an in-game readable newspaper, plus unlock an exclusive Discord tier option that features additional access to the developers, as well as updates on its development and testing.
Key Points
New gameplay teaser: First look at gameplay from Hopetown in the new teaser.
Olga Moskvina joins the team: Disco Elysium writer Olga joins Longdue, working alongside ex-ZA/UM founder Martin Luiga, early Disco Elysium software developer Veljo Hagu, Technical Lead Piotr Sobolewski, Disco Elysium narrator Lenval Brown, and Art Director Astri Lohne.
An RPG worth the gossip: Hopetown builds on reactive, branching storytelling designed to reward curiosity, bias, and interpretation. Choose your class with three distinct journo types: Correspondent, Columnist, or Gonzo, and control how the story unfolds.
Become a journalist: Good, bad, or somewhere in between, Hopetown’s journo mechanics give you the tools to construct your own version of events. Take photos, log observations, interview subjects, and compile evidence (real or fabricated) to publish stories with lasting consequences.
Voices, voices, voices: Yours is far from the only one. 21 unique skill-voices shape how you see and interpret the world. Read between the lines with Codes, pierce the social veil with Aura, or clickbait your way to the top with Sensationalism.
New Greenwich awaits: Together with unlockable companion characters, you’ll explore an island dominated by The Network, years after the global cataclysm known as The Hush. Duck and weave between a multitude of factions – including the Postmasters, Betweeners, and the DLC – all clawing for power as you try to make a name for yourself or promote The Truth.
Newsflash Edition of the game available on Kickstarter till 29th May: This limited edition copy of the game lets Kickstarter backers have their name featured in the game world, and get advanced access to the development team.
About Longdue Longdue is an independent studio founded focused on creating psychologically deep, narrative-first experiences. Longdue is here to make its mark as a meaningful and consistent voice in the cRPG space. It is currently developing its debut title, Hopetown.
Event lineup and livestream schedule confirmed for fans in attendance and at home over the weekend of May 22-24
CHARLOTTE, NC, USA, May 21, 2026 – The SimRacing Expo, the world’s largest consumer and trade show dedicated to virtual motorsport, has announced its livestream schedule running this weekend from May 22-24 in the Charlotte Convention Center, Charlotte, NC. More than 20 live sessions will take place over the Expo, covering the latest sim racing games, hardware, and esports technology. Fans can also look forward to exclusive interviews and appearances from top motorsport personalities, including Euro NASCAR driver Garrett Lowe and 2023 Daytona 500 winner Ricky Stenhouse Jr.
For more than 12 years, the SimRacing Expo has been the ultimate destination for racing simulation enthusiasts, industry leaders, developers and professional drivers from around the world, showcasing groundbreaking innovations and developments that drive the SimRacing industry forward. What began in 2014 with just 12 exhibitors and 1,000 visitors has evolved into one of the world’s largest and most influential SimRacing events, with more than 24,000 visitors attending its 2025 expo in Dortmund, Germany.
Stage Presentation and Livestream Schedule
The SimRacing Expo is pleased to confirm its weekend stage schedule. Fans at home can follow the SimRacing Expo events and panels livestreamed on YouTube on day one, two and three at the following times (please note: all times are EDT):
Friday 22 May
10:30am – 11:00am – Rajah Caruth
11:00am – 11:30am – Ricky Stenhouse Jr.
12:00pm – 12:30pm – FIA Update
12:30pm – 1:00pm – Anthony Alfredo
1:00pm – 1:30pm – Operation Motorsport
1:30pm – 2:00pm – Parker Retzlaff
2:00pm – 2:30pm – iRacing
3:00pm – 3:30pm – Simucube
4:00pm – 4:30pm – Asetek
5:00pm – 5:30pm – Podium1
Saturday 23 May
11:30am – 12:00pm – Garrett Lowe
12:00pm – 12:30pm – Content Creator Round Table
1:00pm – 1:30pm – Conspit
2:00pm – 2:30pm – The History of ENASCAR
3:00pm – 3:30pm – Matt Malone
3:30pm – 4:00pm – Ready Set Sim
4:00pm – 4:30pm – ‘Crimsix’ Ian Porter
4:30pm – 5:00pm – Vero Motion
5:00pm – 5:30pm – VRS
Sunday 24 May
10:30am – 11:40am – Inter Community Race powered by AMS
About the SimRacing Expo The SimRacing Expo has grown into the world’s largest consumer and trade show dedicated to virtual motorsport, uniting fans, developers, and hardware innovators under one roof. For 12 years the event has evolved into a global meeting point for the entire SimRacing industry with over 24,000 visitors attending its 2025 Dortmund expo.
In 2026, the SimRacing Expo comes to North America for the first time, featuring industry-leading exhibitors and a multi-day stage show filled with activities, reveals and announcements. Visitors will:
Test the latest SimRacing hardware and software.
Experience the full range of simulators, from entry-level to professional-grade racing simulators and setups.
Discover legendary race cars up close.
Meet real-world racing drivers and teams.
Connect with top SimRacing content creators and the global community.
Standard tickets are still available for $29 with concessions available for students, senior citizens and people with disabilities. Visit the ticketing page at ticket.simracingexpo.com.
Keep up to date with all things SimRacing Expo at SimRacingExpo.com.
About SimRacing Expo The SimRacing Expo has grown into the world’s largest consumer and trade show dedicated to virtual motorsport, uniting fans, developers, and hardware innovators under one roof. What began as a niche event with just a few thousand visitors has evolved into a global meeting point for the entire simracing industry. The SimRacing Expo perfectly reflects the growth of the simracing industry. By 2025, the event welcomed over 24,371 visitors and reached more than 155 million people on social media, proving its status as the central hub for the global simracing community.
The deadly musician arrives as the final phase of Loong’s Thunder: Shattered Dawn begins
Shanghai, China — May 21, 2026 | XD Games is thrilled to announce the newest playable character coming to Etheria: Restart is the enchanting and lethal Sharon. Her arrival marks the beginning of Season SS4 Loong’s Thunder: Shattered Dawn’s final phase, which concludes on 10 June 2026.
Watch the new Sharon Character Trailer below:
Sharon was once an extremely talented musician, bringing joy to audiences through the sound of her strings. However, during one of her performances, she was a victim of a brutal attack that ended her career. Thanks to the Leiboz Life Workshop Project, Sharon was given a second chance at life on the battlefield.
Using her harp to deal damage, Sharon has found new purpose as an Animus with poison-based attacks that gradually drain enemy HP. She joins Xuan Chi, Rimeheart Dinah, Luvia, and Qano as the fifth and final Animus of SS4 Loong’s Thunder: Shattered Dawn.
SS4 Loong’s Thunder: Shattered Dawn, which began 9 April, has introduced a number of substantial changes to Etheria: Restart, none greater than the progression systems, Tactical Imprint and Hyper Kernel. The Tactical Imprint system enables players to boost Animus stats via component sockets, while the Hyper Kernel system allows for automated resource production and the ability to dispatch Animus on special expeditions.
SS4 is live right now and concludes on 10 June 2026. Be sure to follow Etheria: Restart on X for more on the final phase of Loong’s Thunder: Shattered Dawn.
Etheria: Restart is available to play for free now on PC, iOS, and Android.
About XD Games
Founded in 2003, XD Games. is a global video games developer and publisher with extensive experience across development, publishing and operations. As of 2022, XD has 38 free-to-play and paid games with over 50 million monthly active users worldwide. In addition, TapTap — a mobile games community and app store — was launched by XD in 2016 and is estimated to currently have 44 million monthly active users. XD’s mission is to assemble like-minded talented games industry craftspeople with a common goal of touching the hearts of players around the world. XD produces games of the finest quality with passion, offering a pure gaming experience, and encouraging players of all ages to embrace the unique joy of video gaming.
Clock in, check the papers, and don’t let anything inhuman leave Area 51
[May 21, 2026] — Alawar is excited to announce that the playtest for Security 51, an atmospheric horror security guard simulator, is now live on Steam. Inspired by Papers, Please and SCP-style paranoia, Security 51 puts players on duty deep inside Area 51, where every shift begins with a simple task: scan the staff, verify their clearances, and decide who can enter the elevator – and who absolutely mustn’t leave.
In Security 51, players work the checkpoint of an underground bunker where the elevator descends miles below the surface into unknown levels filled with laboratories, anomalies, inhumane experiments, and things better left unnamed. Everyone who passes through carries documents, passes, or verbal orders, but even perfect paperwork can hide something deeply wrong.
As each shift unfolds, players must check names, positions, clearance levels, times, and personnel counts while watching for suspicious behavior, incorrect answers, slurred speech, or documents that seem a little too perfect. Over time, new verification methods such as fingerprint checks and blood tests become available, raising the stakes with every decision. Was that employee careless, compromised, or no longer human? If you’re unsure, quarantine may be the safest option – though mistakes can have consequences that only reveal themselves shifts later.
Trust the Protocols – Use fingerprints, blood tests, quarantine procedures, and your own judgment to decide who gets through.
Face Bureaucratic Horror – Experience a tense blend of paperwork, paranoia, aliens, anomalies, and escalating uncertainty.
Live With the Consequences – Some mistakes are obvious immediately. Others may only become clear after several shifts.
Ready for your first shift? The Security 51 playtest is available now on Steam. Players can request access today, wishlist the game, and follow Alawar on X for future updates as development continues toward its planned 2026 release.
About Alawar
Alawar is an independent video game developer and publisher founded in 1999. Specializing in midcore and casual games, the company extends its creative influence across PCs, video game consoles, and mobile devices. Alawar’s key titles include the Beholder series, Do Not Feed the Monkeys, Karate Survivor, Necrosmith, Wall World series, and an array of other releases.
Embark on an ancient relic-hunting adventure in the destructible sandbox game’s fourth major campaign expansion DLC
MALMÖ, Sweden – May 21, 2026 – Tuxedo Labs and Coffee Stain are excited to send players deep into the heart of a forgotten civilization with Teardown’s new “Relics of Barkuna” campaign expansion, coming to PlayStation 5, Xbox Series X|S, and PC via Steam on June 10. The award-winning destructive heist game’s fourth major DLC introduces a new exploration-focused standalone campaign featuring three sprawling new maps filled with ancient ruins, environmental challenges, and relics hidden around every corner. “Relics of Barkuna” will be delivered for free to players who have purchased either Teardown’s Season Pass or Ultimate Edition. It will also be available to purchase separately for $7.99/€7.99/£6.69.
Hidden deep within the jungles of Barkuna lies a forgotten civilization filled with ancient secrets and priceless relics. As seasoned explorer James Thorvaldsson, you’ll set out to recover the legendary Great Gem of Barkuna, venturing through the overgrown ruins of Jaguar’s Haven, the towering cliffs of Eagle’s Perch, and the lava-filled depths of Serpent’s Hollow. Using a mix of puzzle-solving and pure destruction, you’ll explore every corner of Barkuna in search of all 240 hidden relics!
Key Features
Explore the jungles, cliffs, and caves of three scenic and sprawling new maps
Collect over 200 hidden relics scattered throughout Barkuna
Solve environmental puzzles and challenges leading to the legendary Great Gem
Use creativity (or brute force) to overcome ancient obstacles
“Relics of Barkuna” is the fourth DLC release featured in Teardown’s Season Pass, following the time-traveling, Wild West-themed “Time Campers” DLC, the high-octane automotive “Folkrace” DLC, and the gravity-defying sci-fi adventure “The Greenwash Gambit.” Players can experience all four DLC packs by purchasing the game’s Season Pass or Ultimate Edition today.
Teardown is available now on PC via Steam, Xbox Series X|S, and PlayStation 5. For more info, visit TeardownGame.com.
About Tuxedo Labs
Tuxedo Labs is a tech-driven game studio in Malmö, Sweden. We are a small team of seasoned game developers creating innovative and unique games based on new technologies. Our mission is to push the limits in both game technology, interactivity and gameplay. To achieve that, we create our own tools and game engines, like it used to be. Our first game, Teardown, is based on groundbreaking voxel technology combined with destruction physics and ray tracing. www.TuxedoLabs.com
About Coffee Stain Publishing
Coffee Stain Group is an independent group of Scandinavian game developers and publishers, including studios such as Coffee Stain Studios, Ghost Ship Games, Tuxedo Labs, Easy Trigger, Lavapotion, and Invisible Walls — the makers of Goat Simulator, Satisfactory, Deep Rock Galactic, Valheim, Teardown, Huntdown, and Songs of Conquest, among others. Founded in Skövde in 2010 and now operating across Sweden and Denmark, we’re roughly 250 developers with a shared weakness for community-driven games that players refuse to stop talking about — and a track record of releasing them.
FY2025-26: Strategic reset initiated and transformation well underway FY2026-27: A low point in FCF trajectory with continued execution on new operating model
Strong rebound expected with positive FCF in FY2027-28 and robust FCF in FY2028-29
2025-26 (In €m)
Reported change vs. 2024-25 restated
In % of total net bookings
12 months 2025-26
12 months 2024-25 restated
IFRS 15 sales
1,395.7
-21.8%
NA
NA
Net bookings
1,525.1
-17.4%
NA
NA
Digital net bookings
1,331.6
-16.0%
87.3%
85.9%
PRI net bookings
924.7
+14.7%
60.6%
43.7%
Back-catalog net bookings
1,281.8
-1.1%
84.0%
70.2%
IFRS operating income
-1,322.3
NA
NA
NA
Non-IFRS operating income
-1,044.7
NA
NA
NA
Q4 Net Bookings exceeded expectations, reaching €415m, versus guidance of around €390m, driven by stronger-than-expected performance across the back-catalog, highlighting the enduring strength of the Group’s brands. Net bookings were down 54% year-on-year when compared to a record Q4 in FY2025-26 that included the release of Assassin’s Creed Shadows and significantly higher revenue from partnerships.
Ubisoft’s transformation towards its new operating model well underway, including:
Closing of the landmark strategic transaction with Tencent, bringing €1.16bn of cash and enabling to meaningfully deleverage the Group.
Strengthening of leadership with the recently appointed Vantage Studios’ co-CEOs establishing a dedicated leadership team for Assassin’s Creed and naming Nicolo Laurent as their strategic advisor.
Making leadership appointments for Creative Houses 3 & 5, and the Creative Network.
Finalizing of the recruitment of the General Manager and selection of his leadership team for Creative House 2.
Progressing towards a rightsized and more focused organization that included:
A comprehensive portfolio review resulting in a more focused roadmap, with 7 projects discontinued and 6 projects delayed.
Continued execution with discipline on the fixed cost base, delivering €118m savings vs. FY2024-25. Fixed cost base has now been reduced by around €325m since FY2022-23 with a clear path to reaching €500m in cumulated savings on a run-rate basis by March 2028.
Improved quality delivery for recent releases
Latest releases demonstrated improved quality delivery, with Assassin’s Creed Shadows, Anno 117: Pax Romana and Avatar: Frontiers of Pandora expansion exceeding 80 Metacritic score.
FY2026-27: Laying the foundations for strong execution
FY2026-27 line-up to includeAssassin’s Creed Black Flag Resynced (July 9), alongside other targeted premium games based on established Ubisoft brands.
FY2026-27 outlook reflects a lighter new release slate, continued investment ahead of stronger releases in FY2027-28, and restructuring cash costs, partially offset by a solid Live roadmap and strong growth for Rainbow Six Siege:
Net bookings down by a high single-digit percentage,
High single-digit negative non-IFRS operating margin,
Free Cash Flow consumption of no more than €500m.
Beyond FY2026-27: Strong rebound
The Group expects a significantly bigger content pipeline over FY2027-28 and FY2028-29 across its major brands including Assassin’s Creed, Far Cry and Ghost Recon.
Supported by this stronger release schedule, acceleration of its Live services, including Rainbow Six Siege, the refocused portfolio and the continued reduction of its fixed cost base, the Group expects an important rebound with a return to positive Free Cash Flow generation and non-IFRS EBIT in FY2027-28, and to generate robust Free Cash Flow in FY2028-29, with positive cumulated Free Cash Flow during the FY2026-27 to FY2028-29 period.
Paris, May 20, 2026 – Today, Ubisoft released its earnings figures for FY2025-26.
Yves Guillemot, Co-Founder and Chief Executive Officer, said, “This past fiscal year was one of decisive action for Ubisoft. We initiated one of the most ambitious transformations in the company’s history, building a more focused, agile and disciplined organization that is capable of consistently delivering high-quality experiences to players through a sustained release cadence while supporting value creation over time.
To achieve this strategic reset, in FY2025-26, we began putting in place a new operating model, rationalized our portfolio of games and executed with discipline on our cost reduction program while significantly deleveraging the Group.
In FY2026-27, we will pursue and complete the execution of this transformation, and continue investment ahead of a much stronger and sustained content cycle. This year is therefore expected to represent a low point in our free cash flow trajectory along with a softer release slate and restructuring costs. We will continue to grow our Live games, led by Rainbow Six Siege and its strong roadmap, deliver Assassin’s Creed Black Flag Resynced and launch other targeted premium games based on established Ubisoft brands.
This two-year transformation comes with difficult decisions and a disappointing short-term financial performance, but I firmly believe that, together, these actions are better positioning Ubisoft to deliver sustainable free cash flow over time.
The expected outcome, beyond FY2026-27, will be an important rebound driven by a significantly stronger new release pipeline, the acceleration of our Live games and the continued reduction of our fixed cost base, with Free Cash Flow turning positive in FY2027-28 and reaching a robust level in FY2028-29. Overall, we expect to generate positive cumulated Free Cash Flow through the FY2026-27 to FY2028-29 period. In this context, with a comfortable liquidity position, the review of our financing options is actively progressing, with the objective of executing the most efficient financing scheme in due course.
Our ambition remains clear: reinforce Ubisoft’s position as one of the industry’s leading creators of high-quality, memorable and engaging entertainment experiences that resonate with players over the long term. By combining creative focus, the latest innovative technologies, a reinforced talent base and a commitment to enhanced quality, we believe we have the assets and brands to return to profitable growth, robust free cash flow generation and a strengthened capital structure.”
Q4/FY Highlights
Overall, net bookings for the year stood at €1,525 million, down 17% year-on-year, primarily reflecting a softer new release schedule. Back-catalog was robust, performing broadly stable year-on-year, highlighting once again the strength and attractiveness of the Group’s portfolio of franchises. The Group reached 36 million MAUs and 129 million Unique Users across Consoles and PC, stable when excluding XDefiant from the base.
In Q4, net bookings stood at €415m, €25m above guidance, driven by stronger-than-expected back-catalog performances across the Group’s major franchises and MAUs were slightly up year-on-year. Net bookings were down 54% year-on-year, reflecting a high comparison base that included the release of Assassin’s Creed Shadows and significantly higher partnerships. For its part, back-catalog net bookings stood at €243m this quarter, down mid-single digit excluding partnerships.
Tom Clancy’s Rainbow Six Siege delivered a solid quarter with activity and engagement trends significantly improving sequentially. Session Days remained stable year-on-year while peak DAUs in March increased year-on-year and nearly three times higher than in early November, reaching the 2nd highest level since March 2020. MAUs were clearly above 10 million in March and up double-digit year-on-year, reflecting a meaningful re-engagement of the player base and closing the year with an annual audience growing low double digit and above 30 million unique active players. The Year 11 has been praised by players, showcasing significant community-driven content for the year ahead and reflecting the team’s sustained effort to address player feedback over the recent months.
Tom Clancy’s The Division 2 saw net bookings outperform in the quarter, and more than double year on year this fiscal year, supported by the 10-year anniversary of the franchise, roadmap updates and continued strong Live-services execution. The anniversary season and the limited time Realism mode drove meaningful player engagement growth and led to a record quarter in terms of monetization for the game thanks to audience growth as well as structural improvements in terms of retention and conversion. This performance highlights the team’s continued focus on evolving the player experience over time.
The Assassin’s Creed franchise also posted a strong performance, outperforming and delivering year-on-year engagement growth, closing the year with an annual audience above 30 million unique active players.
Avatar: Frontiers of Pandora continued to benefit from momentum generated by the 3rd person update, the latest expansion and the theatrical release of the Avatar film in the prior quarter, delivering very strong year-on-year net bookings growth both in the quarter and over the fiscal year.
The Crew Motorfest reached record quarterly users on the back of a robust content pipeline, including the NASCAR-themed season and the release of Trackforge, a new UGC feature enabling players to build their own racing circuits.
For Honor saw net bookings grow double-digit this quarter, supported by the launch of Year 10, Cycle of War that led to solid audience and engagement growth. The new seasonal content roadmap, gameplay updates and anniversary celebrations highlighted the franchise’s long-term durability and reflected the team’s continued Live services execution nearly 10 years after release.
On the Mobile side, Invincible: Guarding the Globe benefited from the release of the new TV series, driving a significant uplift in player activity throughout March and reaching record activity levels in early FY2026-27. Overall, net bookings were up over 50% this fiscal year. The quarter also saw the release of Rainbow Six Mobile and The Division Resurgence. Both games were welcomed by players for their faithful gameplay experiences. While the games had a slow start, the teams are working towards broadening their respective audiences.
Progress on Group transformation
Following the comprehensive transformation announced in January, centered on a new operating model, a refocused portfolio and a rightsized organization, Ubisoft is now firmly in the execution phase, delivering tangible progress across all pillars. The creation of Vantage Studios alongside the €1.16bn cash injection marked a key milestone, strengthening the balance sheet and enhancing financial flexibility to support the Group’s transformation.
Organizationally, the recently appointed co-CEOs of Vantage Studios established a new dedicated leadership team for the Assassin’s Creed franchise, bringing clear mandates and creative accountability to Ubisoft’s most iconic brand. They also appointed Nicolo Laurent as strategic advisor, bringing extensive experience building and operating globally successful competitive and Live games, further strengthening Vantage Studios’ capabilities in this critical segment.
In parallel, Ubisoft is rolling out its new structure, with key leadership appointments across Creative Houses 3 and 5 and the Creative Network, while finalizing the leadership team for Creative House 2. Julien Bares, appointed as General Manager of Creative Houses 3 and 5, brings more than 25 years of extensive experience in the video gaming industry in leadership roles across AAA production and live operations, including more than 20 years in China.
In a more selective market, Ubisoft has also streamlined its portfolio, discontinuing 7 projects and delaying 6 others to maximize long-term value and refocus its three-year roadmap. This more disciplined approach better positions the Creative Houses to a return to higher quality standards, already reflected in recent releases such as Assassin’s Creed Shadows, Anno 117: Pax Romana and the Avatar: Frontiers of Pandora expansion, each achieving above 80 Metacritic scores.
Leveraging AI to enhance player experience and boost teams’ creativity and efficiency
Ubisoft is accelerating investments behind Teammates, its first playable Generative AI experience, to enrich player experiences, while teams are making tangible progress organically on AI applications that can help manage the growing complexity of modern game development pipelines. This ranges from more intelligent bots supporting our QC teams, to smarter NPCs and game worlds that can adapt to player behavior and react more dynamically in real time.
The Group is fully leveraging decades of expertise in open worlds, systemic gameplay, and AI-driven systems, combined with years of pioneering AI and machine learning research through its La Forge R&D teams. Together with the many early adopters across its production teams, this gives the Company confidence in Ubisoft’s ability to remain at the forefront of this transformation and provides its teams with tools to enhance their creativity.
Strong execution on cost reduction initiatives
Ubisoft’s fixed cost base[1] remains a core priority, with the initial cost reduction program achieved one year ahead of schedule and above the target, highlighting continued discipline and strong execution.
The Group’s total headcount stood at 16,590 at the end of March 2026, down by around 1,200 employees versus last year, while maintaining voluntary attrition close to Ubisoft’s record low levels, particularly among senior profiles, and strengthening the talent base thanks to the return of 155 former Ubisoft top talents.
The FY2025-26 fixed cost base stood at around €1.435bn, down €118m and 8% versus the FY2024-25 base. This includes a favorable foreign exchange impact and brings the cumulated fixed cost base reduction since FY2022-23 to nearly €325m.
Looking ahead, Ubisoft has a clear path to completing the third and final phase of its cost reduction program, targeting a fixed cost base of €1.25bn on a run-rate basis by March 2028, supported by continued discipline in recruitment and targeted restructurings. The Group also continues to consider potential asset divestitures.
Content roadmap
FY2026-27
April was marked by the opening of Heroes ofMight and Magic: Olden Era in early access on PC, marking the return of the long-running franchise through a modernized strategy RPG experience. The title, developed by Unfrozen and published by Hooded Horse, generated very positive community engagement and achieved 88% positive user ratings on Steam to date, demonstrating the strength of the Might and Magic brand. This also illustrates Ubisoft’s capacity to leverage and monetize the strength of its IP portfolio across multiple genres and audiences, both directly or through partners.
Ubisoft announced Assassin’s Creed Black Flag Resynced, a faithful remake of Assassin’s Creed IV Black Flag, originally released in 2013, led by Ubisoft Singapore and scheduled for release on July 9, 2026. Rebuilt from the ground up using the latest version of the Anvil engine, the game introduces substantial visual enhancements alongside enriched gameplay systems, including updated combat, stealth, parkour, naval mechanics, and additional narrative content. The reveal generated strong engagement across the Assassin’s Creed community, with players praising the game’s modernized presentation and expanded gameplay features while recognizing its faithfulness to the original experience. Early pre-order momentum has been particularly strong, notably in China, ranking among the franchise’s best performances over the first three weeks.
The fiscal year will also benefit from continued investment across Ubisoft’s Live services portfolio. Rainbow Six Siege is expected to return to solid net bookings growth thanks to an ambitious, community-driven content roadmap for its Year 11, with the release of numerous highly anticipated features, including Ranked 3.0 and meta-driven gameplay that brings freshness to the experience. The Salt Lake City Major last week further underscored the game’s competitive appeal, setting a new record for a Major event viewership. The Division 2 will also continue to expand through its Year 8 roadmap, featuring four seasonal updates, a new DLC set in New York and additional content for players as well as introduce The Division 2: Survivors, a new game experience.
The FY2026-27 release slate will also include targeted premium games based on established Ubisoft brands that will be announced at a later date.
FY2027-28 & 2028-29
Ubisoft expects a significantly stronger and diversified content pipeline over FY2027-28 and FY2028-29, supported by releases across its major brands, including Assassin’s Creed, Far Cry and Ghost Recon as well as an acceleration of its Live services driven by Rainbow Six Siege. This roadmap reflects the Group’s continued focus on building sustainable evergreen ecosystems, strengthening release regularity, and delivering high-quality experiences across multiple player segments.
Note
The Group presents indicators which are not prepared strictly in accordance with IFRS as it considers that they are the best reflection of its operating and financial performance. The definitions of the non-IFRS indicators as well as a reconciliation table between the IFRS consolidated income statement and the non-IFRS consolidated income statement are provided in an appendix to this press release.
Income statement and key financial data
in € millions
2025-26
%
2024-25
%
IFRS 15 sales
1,395.7
1,785.3
Restatements related to IFRS 15
129.5
61.0
Net bookings
1,525.1
1,846.4
Gross margin based on Net bookings
1,359.4
89.1%
1,643.6
89.0%
Non-IFRS R&D expenses
(1,855.9)
(121.7%)
(1,029.2)
(55.7%)
Non-IFRS selling expenses
(266.2)
(17.5%)
(371.3)
(20.1%)
Non-IFRS G&A expenses
(281.9)
(18.5%)
(258.1)
(14.0%)
Total Non-IFRS SG&A expenses
(548.1)
(35.9%)
(629.4)
(34.1%)
Non-IFRS operating income
(1,044.7)
(68.5%)
(15.1)
(0.8%)
IFRS operating income
(1,322.3)
(94.7%)
(196.5)
Non-IFRS diluted EPS (in €)
(9.38)
(0.56)
IFRS diluted EPS (in €)
(11.16)
(1.92)
Non-IFRS cash flows from operating activities(1)
(408.2)
168.8
R&D investment expenditure
1,084.2
1,235.6
Non-IFRS net Cash/(debt) position
(187.3)
(885.1)
(1) Based on the consolidated cash flow statement for comparison with other industry players (not audited by the Statutory Auditors).
Sales and net bookings
IFRS 15 sales for the fourth quarter of 2025-26 came to €419.5 million, down 47.3% (or 46.0% at constant exchange rates[2]) on the €795.3 million generated in fourth-quarter 2024-25. IFRS 15 sales for full-year 2025-26 totaled €1,395.7 million, down 21.8% (or 19.9% at constant exchange rates) versus the 2024-25 figure of €1,785.3 million.
Fourth-quarter 2025-26 net bookings totaled €415.0 million, down 54.0% (or 53.0% at constant exchange rates) on the €902.3 million recorded for fourth-quarter 2024-25. Net bookings for full-year 2025-26 amounted to €1,525.1 million, down 17.4% (or 15.7% at constant exchange rates) on the €1,846.4 million figure for 2024-25.
Non-IFRS operating income came in at €(1,044.7) million, versus €-15.1 million in 2024-25, broadly in line with the objective and reflecting the deliberate choices the Group took as part of its strategic reset notably impacting the Group’s release schedule and portfolio composition.
Non-IFRS attributable net income amounted to €(1,240.3) million, representing non-IFRS diluted earnings per share (EPS) of €(9.38), compared with non-IFRS attributable net income of €(70.7) million and non-IFRS diluted earnings per share of €-0.56 for 2024-25.
IFRS attributable net income totaled €(1,475.2) million, representing IFRS diluted EPS of €(11.16) (compared with IFRS attributable net income of €-243.5 million and IFRS diluted earnings per share of €-1.92 for 2024-25).
Non-IFRS cash flows from operating activities represented a net cash outflow of €408.2 million in 2025-26 (versus a net cash inflow of €168.8 million in 2024-25). It reflects a negative €425.0 million in non-IFRS cash flow from operations (versus a negative €240.0 million in 2024-25) and a €16.9 million decrease in non-IFRS working capital requirement (compared with an €408.9 million decrease in 2024-25).
Main balance sheet items and liquidity
At March 31, 2026, the Group’s equity was €1,468 million and its non-IFRS net debt was €187 million, meaningfully down versus non-IFRS net debt of €885 million at end of March 31, 2025. IFRS net debt totaled €449 million at March 31, 2026, of which €261 million related to the IFRS16 accounting restatement. At March 31, 2026, Cash and cash equivalent stood at €1,345 million.
Outlook
First-quarter 2026-27
Net bookings for the first quarter of 2026-27 are expected to come in at around €250 million.
Full-year 2026-27
The Company is introducing its targets for 2026-27 and expects:
Net bookings down by a high single-digit percentage,
A high single-digit negative non-IFRS operating margin,
Free Cash Flow consumption of no more than €500m.
The Group has sufficient liquidity to address the near-term maturity using cash on hand. Ubisoft is currently reviewing available financing options with the objective of addressing upcoming maturities, extending its debt profile and maintaining financial flexibility. This review is actively progressing, with the objective of executing the most efficient financing scheme in due course.
Beyond FY2026-27
The Group expects a significantly stronger and diversified pipeline of content to come over FY2027-28 & FY2028-29, supported by releases across its major brands including Assassin’s Creed, Far Cry and Ghost Recon as well as an acceleration of its Live services driven by Rainbow Six Siege. In this context, the Group expects to get back to Free Cash Flow generation and positive non-IFRS EBIT in FY2027-28 and generate robust Free Cash Flow in FY2028-29, with positive cumulated Free Cash Flow during the FY2026-27 to FY2028-29 period.
Conference call
Ubisoft will held a conference call today, Wednesday May 20, 2026, at 6:15 p.m. Paris time/5:15 p.m. London time/12:15 p.m. New York time. The conference call can be accessed via replay by clicking on the following link: https://edge.media-server.com/mmc/p/4be89jb5
Disclaimer
This press release may contain estimated financial data, information on future projects and transactions and future financial results/performance. Such forward-looking data are provided for information purposes only. They are subject to market risks and uncertainties and may vary significantly compared with the actual results that will be published. The estimated financial data have been approved by the Board of Directors, and have not been audited by the Statutory Auditors. (Additional information is provided in the most recent Ubisoft Registration Document filed on June 19, 2025 with the French Financial Markets Authority (l’Autorité des Marchés Financiers)).
About Ubisoft
Ubisoft is a creator of worlds, committed to enriching players’ lives with original and memorable entertainment experiences. experiences. Ubisoft’s global teams create and develop a deep and diverse portfolio of games, featuring brands such as Assassin’s Creed®, Brawlhalla®, For Honor®, Far Cry®, Tom Clancy’s Ghost Recon®, Just Dance®, Rabbids®, Tom Clancy’s Rainbow Six®, The Crew® and Tom Clancy’s The Division®. Through Ubisoft Connect, players can enjoy an ecosystem of services to enhance their gaming experience, get rewards and connect with friends across platforms. With Ubisoft+, the subscription service, they can access a growing catalog of more than 100 Ubisoft games and DLC. For the 2025–26 fiscal year, Ubisoft generated net bookings of €1.53 billion. To learn more, please visit: www.ubisoftgroup.com.
[1] Includes P&L structure costs + fixed portion of COGS (customer service and supply chain) + cash R&D (excluding performance-based royalties) and excludes all profitability bonuses
[2] Sales at constant exchange rates are calculated by applying to the data for the period under review the average exchange rates used for the same period of the previous fiscal year
[3] See the presentation published on Ubisoft’s website for further information on movements in the income and cash flow statement.
[4] Based on the consolidated cash flow statement for comparison with other industry players (non-audited)
The chaotic co-op space adventure expands with a galaxy of new content and limited-time discounts on Steam and PlayStation
PARIS – May 20, 2026 – Today Focus Entertainment and Hutlihut Games are celebrating the release of “MaximumCalamity,” the biggest update yet for Void Crew — the co-op space adventure crowned Best Multiplayer Game at the Unity Awards 2025. Available now on Steam, PlayStation 5, and Xbox Series X|S, the Maximum Calamityupdate arrives alongside big discounts of 50% off on PC and 40% off on PlayStation. Brace yourselves, crewmates… and try not to panic!
Experience more ways to die across the galaxy!
Maximum Calamity introduces a host of new threats, including terrifying Black Holes capable of pulling ships – and unsuspecting players – into the void. The bravest spacefighters will also face a wave of brand-new enemies, including the deceptively beautiful Space Voidfish, deadly Hydra, explosive Void Bombs, and highly dangerous Drifter Mines.
To help counter these overwhelming dangers, players can count on powerful new weapons, including the Bestower Flak Cannon and the Absolver Lance. Solo players will also benefit from major upgrades, with expanded systems and new B.R.A.I.N. weapons designed to enhance survivability and combat effectiveness.
Community-requested features and new Supporter’s Pack DLC
The update also brings a range of highly requested community features and improvements, including new objectives and mission types such as Fleet Battles, Distress Calls, Secondary Objectives, and the Remnant Armory – delivering larger-scale encounters and even more opportunities for co-op chaos.
For the most dedicated Void Crew fans, mod support and user-generated content have also been significantly expanded on Steam. The Maximum Calamity update empowers modders with new tools to create in-game assets and further enhance ship customization possibilities.
Last but not least, Void Crew has introduced the new “Calamity Supporter’s Pack,” an epic DLC packed with exclusive cosmetics for players looking to stay dangerously stylish, while also showing support for the game and its developers. The “Calamity Supporter’s Pack” is available today on Steam for $12.99, and will arrive soon on consoles.
Void Crew is available on Steam with a 50% discount and PlayStation 5 with a 40% discount for a limited time. It is also playable on Xbox Series X|S.
Created by the founders of Coatsink, EdCorp will develop and publish original and licensed projects, reveals first game signing, GARBAGE COUNTRY
NEWCASTLE ENGLAND, – 20 May, 2026 – Former Coatsink founders and shareholders Eddie Beardsmore, Tom Beardsmore, Paul Crabb and Simon Launder have formed EdCorp, a new developer and indie publisher, with funding available for independent projects across the globe! EdCorp will fund, market and develop original and licensed IP/co-dev projects across PC and console. The team is dedicated to supporting small, creatively driven teams that can bring new experiences to players worldwide and will do so with a variety of funding options, including up to 75% revenue share for developers after costs.
EdCorp’s mission is simple: to create and publish games that showcase the passion and creativity of their developers, and that inspire players. A founding team with a proven track-record in the industry, EdCorp builds on the team’s legacy at Coatsink, where they helped grow a small indie studio into one of the North East’s leading game developers and publishers. Collectively, these founders have worked on globally recognised titles including Jurassic World Aftermath, Batman: Arkham Shadow (Co-Dev), Gang Beasts (Co-Dev), Kingdom Two Crowns (Co-Dev), as well as published the biggest Mil-Sim VR game to-date, Onward, plus indie hits like PHOGS! and ISLANDERS.
EdCorp is soliciting game pitches and currently has three titles signed to publishing deals, the first being GARBAGE COUNTRY, from Noio developer Thomas van den Berg. Thomas is a celebrated developer who created Cloud Gardens and Kingdom.
A post-apocalyptic exploration sim, GARBAGE COUNTRY tasks players with a road trip across a vast landscape. Part cosy driving game, tower defence and survival scavenging, GARBAGE COUNTRY brings these diverse gameplay elements together into one charming adventure.
“EdCorp is about getting back to what we love most: working with talented people to make games that bring joy to players” said Tom Beardsmore, CEO and Co-Founder of EdCorp. “We want to build something that feels genuine and fun again. We believe the downturn in the industry in recent years has cast a large shadow over independent developers’ and their creative ambitions. It is our job to help rekindle that ambition and bring creative, inspiring projects to players.”
Wishlist GARBAGE COUNTRY on Steam. Keep up to date with all things EdCorp Expo at www.EdCorp.games.
About EdCorp EdCorp is an indie game publisher and developer built around people, not corporate processes. We’re here to break away from the traditional publishing model – no egos, no bureaucracy, just passionate people that care about making great games for players, because we’re players too. We partner with small, ambitious teams to bring bold ideas to life without compromising their vision. We move fast, stay hands-on, and build alongside developers.
PARIS – May 20, 2026 – Independent studios Rever Games and Radical Theory are thrilled to announce that Clockfall will officially launch into Steam Early Access on May 28, 2026. To help players prepare for the upcoming release, the teams have today unveiled a brand-new Gameplay Overview Trailer, offering a deep dive into this unique hybrid title where time is the ultimate currency.
A Crucial Dilemma: From Power-Ups to Buying Time
In Clockfall, players are plunged into the heart of an infinite nightmare. To break this relentless time loop, they must crawl through lethal dungeons, slay fearsome enemies, and bring down colossal bosses.
However, brute force alone will never be enough. In this world, time is the most precious resource, and the clock is constantly ticking. Players must optimize every single move to reach the depths of the dungeon before their time runs out, forcing them into heart-wrenching choices to survive:
Invest in their immediate build by upgrading combat stats, unlocking new weapons, or mastering powerful spells.
Sacrifice their current progress to literally “buy” themselves more time.
A Dual-Rhythm Gameplay: From Dungeon Crawling to Village Defense
Clockfall’s core identity lies in its unique dual rhythm. The adrenaline of the dungeon crawl directly feeds into the intensity of village defense mechanics. Everything scavenged during runs – resources, upgrades, etc. – must be used to fortify your hero and your settlement against enemy waves that grow larger and more ruthless over time.
By successfully holding the line during invasion phases, players earn greater permanent upgrades to grow stronger with each run, master the loop, and ultimately escape this nightmare.
Master the clock. Break the loop. Launching May 28 on Steam Early Access. Coming to PlayStation 5 and Xbox Series X|S in 2027.
ABOUT CLOCKFALL
MASTER THE CLOCK, BREAK THE LOOP
Your village has fallen, razed by the hordes of Destiny. But its downfall is only the beginning. A mystical clock now looms amidst the ruins, forcing you to relive the massacres from the past in a relentless loop. In these dreams, time is short and always runs out. Will you seize this cycle to defy fate and save your kin?
The clock is ticking. Fight through the dungeons of your memories before time runs out. Danger is everywhere: prepare for fast-paced, visceral combat against the servants of Destiny. Master the land to optimize your runs, gather resources, and unlock powerful weapons, spells, and lethal defenses to protect your village from the coming invasion.
As you get stronger, dive back into the fight against Destiny and defend your village once more. Your survival – measured in time – will unlock permanent time bonuses OR devastating powers.
Time is your ultimate resource, but your hero’s lethality is just as vital. Every choice matters: forge your character and sharpen your strategy. You must strike a balance between gaining time and boosting your firepower. Master the synergy between dungeon crawling and village defense to finally break the loop and save your kin.
KEY FEATURES
Experience a unique hybrid of dungeon crawler and action-RPG, featuring intense village defense phases
Time is your ultimate resource. Master the clock and bend it to your will to survive both the dungeons’ depths and the village invasions
Engage in visceral, fast-paced combat blending steel and magic, where roguelite elements constantly shift the rules and balancing
Deep character progression and evolution directly shape your playstyle and overarching strategy
Explore, learn, adapt, die, and repeat – master the synergy between dungeon crawling and village defense to finally break the loop
ABOUT REVER GAMES
Rever Games is a Swiss independent studio built on a foundation of deep industry experience. Based in Zug, we are a veteran indie team, combining the creative agility of an independent boutique with the rigorous standards of seasoned developers. Our mission is to create high-impact entertainment that values the player’s time. By leveraging decades of collective experience, we skip the typical “indie growing pains” to focus on what matters: technical excellence, polished mechanics, and bold artistic vision. Currently developing Clockfall using Unreal Engine 5, Rever Games represents the next wave of Swiss game development, where professional maturity meets unfiltered creative passion.
ABOUT RADICAL THEORY
Radical Theory is a group that provides fair, transparent, and AAA-quality solutions for solo-devs and independent studios—as well as publishers! While you focus on creating amazing games, we handle funding, production, tech. & porting solutions, business strategy, communication, creative marketing, media buying, and PR/influencers. Whether you need a full-service partner for PC and consoles, a white-label/shadow partner for self-publishing, or tailor-made one-shot services, we’re your single point of contact to turn your game concept into a global bestseller. https://www.radical-theory.com