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Q1 FY2026 · Earnings Call TranscriptMay 7, 2026

Fredrik Rüdén

Good morning. Welcome everyone to EG7's first quarter earnings release.

My name is Fredrik Rüdén, Deputy CEO and CFO, and with me, I have my colleague and the company CEO, Ji Ham. We will start with a presentation and then end with a Q&A session.

If you have any questions, please email our investor relations email address. By that, I hand it over to you, Ji.

Ji Ham

Thanks, Fredrik. Good morning everyone, thank you for joining us this morning.

Let's go to the first slide. We'll start off with our first quarter key performance figures here.

For the first quarter, we came in with 345 million SEK of net revenues. That's down 24% in SEK year-over-year, 13% organic in local currencies.

Adjusted EBITDA came in at 51 million SEK, down 31% compared to last year. EBITDA margin came in at 14.8%, that's 140 basis points lower than last year's numbers.

Net profit-wise, we're returning to profitability with 21 million SEK of net profit, compared to loss of 18.5 million SEK last year. Operating cash flow strong with five times the multiple compared to last year, coming in at close to 90 million SEK.

EPS on a diluted basis of 24 SEK—0.24 SEK. Next slide, please.

Here we showcase the net revenue bridge from last year to this year. We wanted to demonstrate some of the key components that contributed to that decline.

Underlying business is stable, but there's two major components that reduced our revenue for year-over-year. The first part of it being a significant FX impact.

We had 50 million SEK of impact, about 11% of our net revenue, contributing to our decline. Also Fireshine.

Fireshine, one of our publishing businesses, last year in Q1 2025 had three physical titles that it released, which contributed 96 million SEK. That revenue's not present for this quarter as their revenue pipeline is more backloaded this quarter as well as this year.

As a result, this missing revenue's also contributing to our revenue decline for this year, but that's timing-related, not structural-related. Otherwise, the organic growth for the other business units, including Daybreak, Big Blue Bubble, as well as Piranha, all show positive growth, resulting in about 40 million SEK of growth year-over-year.

When you account for all that, we end up at 345 million SEK of net revenue for Q1. Once again, two major components: one's FX, the other one is the backloaded revenue for Fireshine with timing that contributed to this decline versus any kind of structural issues with their business.

Next slide, please. Some of the key strategic actions that we took this quarter: the first one is cost discipline.

We continue to look at our business that may be underperforming, and we're actively looking to optimize in order to sustain our profitability in the long term. We had restructuring with Petrol, where we reduced about 13 million SEK of annual cost.

Piranha the same, we reduced about 15 million SEK of additional cost given their revenue level in order to get the sustainable profitability. Also contributing to a lower cost going forward would be reducing board remuneration by about 4 million SEK.

In total, about 32 million of annualized run rate savings going forward. Additionally, we had a reduction in a liability to Daybreak earnout, about $11 million that was paid in first quarter.

We had this tax receivables obligation that the Daybreak earnout to the sellers that's been on the balance sheet for some time. We wanted to clean up our balance sheet.

This should be resulting in about 1 to 3 million of annual cash flow retention going forward for the next 12 years or so. This generated about 16 million of profit, one-time gain for our P&L, as the what was booked on the balance sheet versus the purchase price resulted in this positive gain.

Thirdly, we have the proposed Cold Iron acquisition M&A. This is restructuring of the existing deal largely.

We have a publishing deal in place where Daybreak is investing and publishing the new title that we disclosed earlier today, Aliens: Fireteam Elite 2, set to release third quarter of this year. We have this structuring change, namely where we're shifting the publishing deal into an acquisition to really clean up this related party issue.

With that said, the structure remains largely the same, where Daybreak would be fully recouping all the investment that it made, including any expenses that are going in for publishing, prior to any kind of profit share that happens. There is a upfront payment that's going to be made along with this transaction, and that is tied primarily to the back-catalog revenue that Cold Iron receives for the first title, Aliens: Fireteam Elite, and we expect that investment, upfront purchase price, to generate a positive yield with the remaining term for that particular title and continuing performance from that back-catalog revenue going forward.

Next slide, please. On the live service side, we have continuing momentum here.

We have 91% of our group net revenues coming from what we consider to be more predictable service revenues. You have live service revenue as well as back-catalog revenue that contribute about 314 million SEK of net revenue for first quarter.

This declined only about 1.5%. We have continuing very good sustainability of this revenue base.

Contributing to that was Daybreak, where we actually saw very strong growth year-over-year, 16.8% local currency growth from last year. Daybreak represents 55% of group net revenues, which is significant.

This particular growth was driven largely by EverQuest, DC Universe Online, as well as Palia from Daybreak's portfolio. Palia, once again, doing well in terms of revenue growth.

We saw 160% growth year-over-year local currency, and then just celebrated 10 million lifetime players just last month. We have a significant update coming up next week, Royal Highlands expansion that's happening on May 12th, which we expect to see another a step up in terms of user engagement and growth going forward.

Big Blue Bubble returned to growth again. It's been about seven quarters since we saw year-over-year growth with Big Blue Bubble.

With My Singing Monsters' strong performance in Q4 with the viral uptick again, with their new influencer strategy Clubbox, which has been doing really well, and they're continuing to see that sustained momentum around their business and the game. Then we saw 3.6% increase in their net revenue year-over-year for Big Blue Bubble.

Piranha also had a nice quarter, 20 about 26% of local currency-based net revenue growth year-over-year. MechWarrior 5: Mercenaries DLC 8 also coming up later this month, and EBITDA margin at 39% for Q1, which was a nice profitability for them.

Next slide, please. So 2026 is shaping up to be one of our most robust pipeline in terms of our product slate in our history.

We have Far Far West from Fireshine that just released last week on April 28th as early access. 96% positive, overwhelmingly positive rating on Steam as an early access title, which is amazing.

Together with that, they've shipped 700,000 units in the first week. We saw we're seeing a nice momentum with this title.

It's early access, it's only on PC, but we expect this game to continue to grow and sustain not only the sales, but being able to eventually bring this product out to multiple platforms, including consoles. We're very excited for that prospect going forward.

In Q2, we additionally have Palia Royal Highlands, as we talked about, from Daybreak. That's coming out next week.

We have MechWarrior 5: Mercenaries DLC 8 coming out later in May. Additionally, going forward, we have Fireshine, another title, Denshattack, mid-June timeframe, which has a nice following on the wishlist as well on Steam.

We're excited for that title also. Q3, the biggest release will be Aliens: Fireteam Elite 2, which we disclosed earlier today, and then we have an announcement with the reveal of the trailer that's going to be happening in about 8 hours tomorrow morning, or tomorrow morning California time.

We're very excited to finally bring this game, reveal gameplay and the trailer, etc. We're partnering with IGN, who have an exclusive announcement relating to this title for the first 24 hours before we take it global.

In July, we have EverQuest Legends that's coming out from Daybreak as a more casual, more approachable type of gameplay that EverQuest the team is being able to bring, which we're very excited about, and we're targeting that release for July. We have My Singing Monsters anniversary, more collaborations with influencers, Clubbox strategy that we're going to be leveraging there as well to continue to drive engagement, user growth as well.

Fireshine has a couple additional products that are coming out in Q3. For the remainder of 2026, we have Fireshine's with unannounced titles, six of them, and we have live service updates, expansion packs, and etc.

that we're very excited about that we continue to do year after year. When you look at this overall slate for 2026, it is our biggest slate in EG7's history.

We're very excited to be executing against this for the remainder of the year. Next slide, please.

Fredrik, over to you.

Fredrik Rüdén

Thank you, Ji. In the first quarter, net rev- sorry, next slide, please.

In the first quarter, net revenue was 345 million SEK, which is a 24% decline in SEK and 13% FX-neutral decline. As Ji already mentioned, Daybreak, Big Blue Bubble, Piranha delivered growth in local currencies, but the unfavorable comparison is attributable to product release timing differences in Fireshine.

The headwind currency effect in the quarter was 50 million Swedish kronor. LTM net revenue was 1.5 billion, and adjusted EBITDA margin was 15%.

Both these KPIs are lower than historic average. Given our exciting release pipeline and cost optimization measures, the company is well positioned for solid potential growth in both top and bottom lines for the remainder of the year.

Next slide, please. More predictable revenue comes from the live service and back-catalog titles.

Revenue from this portfolio was 314 million. Over the last 12 months, net revenue amounted to 1.5 billion, of which 1.3 billion derives from the more predictable revenue base.

This portfolio has delivered a stable, highly predictable cash generation for many years. In 2025, 69% of this portfolio was Big Blue Bubble and Daybreak, excluding Palia, the two most cash-generative businesses, who generated 22% EBITDA margin in the full year 2025.

You can assume that to have grown a little bit in local currencies, given the organic growth that we have in those businesses. Next slide, please.

Daybreak is the largest contributor to the net revenue, generating 190 million. This is flat in Swedish kronor compared with last year, but a strong 17% organic growth in local currencies.

The underlying operational growth in Q1 comes from 122% growth in Palia, and as Ji mentioned, the growth in local currencies was 160%, which is an increase from the 70% that we had second half of 2025 compared to 2024, which was the first period after we consolidated Singularity 6, where Palia is included. It was also a strong performance from both DC Universe and EverQuest.

The adjusted EBITDA came in at 30 million, corresponding to 16% EBITDA margin. Big Blue Bubble delivered net revenue of 61, corresponding to 4% organic growth in local currency.

After implementing a new influencer strategy, we had an activity peak in December and a more stable performance throughout Q1. This gave an adjusted EBITDA at 30 million, which means first time in the past 12 months back at Daybreak's level of contribution.

Next slide, please. As already mentioned, Fireshine had a soft quarter and challenging comparable figures, which is explained by release timing effects.

Net revenue was 45 million, and a comparable figure last year was 145 million, of which 96 million came from three specific physical releases: Sniper Elite, The First Berserker, and Atomfall. Given the lower level of revenue, Fireshine did not reach profitability this quarter, but the start of Q2 is promising following the successful digital release of Far Far West, which over the first weekend reached over 500,000 units, and now is up at 700,000.

Petrol generated 28 million in net revenue, with yet another negative EBITDA. Based on this, we have executed a cost optimization restructuring in that business unit, with the aim to deliver profitability from Q2 and on.

Next slide, please. Piranha delivered a net revenue of 21 million, corresponding to 12% growth, or 12.5.

Adjusted EBITDA was 8 million, corresponding to 39% margin, up from 17% Q1 last year. To strengthen Piranha's long-term profitability further, cost-saving measures were executed in the beginning of the year, aiming to save approximately 15 million on an annual basis with start Q2 2026.

Next slide, please. Our financial situation remains solid.

Operational cash flow increased to 89 million from 18 million last year, and the main difference is attributable to the increase is attributed to timing effects of collecting sales money from quarters with high sales. Fireshine had a good sales in Q1 2025, as mentioned, but the cash did not flow through until Q2.

We see an adverse similar adverse similar effect, but smaller, this year following the release of Jurassic in December 2025. We invested 174 million, where 101 million is the accelerated settlement of the earnout to the seller of Daybreak, and 48 million represent investments in Palia and Cold Iron.

The level of investment in the more predictable revenue base remained low. By accelerating the settlement of the earnout to the sellers of Daybreak to improve the next 12 years' cash generation by $1 to $3 million per year, we also drain the cash to the level where we reached a net debt of 55 million.

The cash box was 293 million, and together with the unutilized rolling credit facility of 100 million Swedish kronor and a bond frame of 1 billion, EG7 has plenty of financial strength going forward. That's all from the financial discussion.

Over to you, Ji.

Ji Ham

All right, let's go to the next slide, the last slide, key takeaways. All right, to summarize, I think the first thing is that our underlying business continues to be very resilient.

91% of our net revenues is what we consider to be very predictable with live service games and also back-catalog sales. The decline of that year-over-year slight at 1.5%, and some of the decline in terms of our net revenues, where we had 24% decline in SEK, is clearly explained by really two components here, which is the FX-related as well as Fireshine's release slate being more backloaded this year compared to last year.

We feel very good about our underlying business with nice foundation of our live service games. Momentum is strong, secondly, with our live service games, where Daybreak showed very nice growth for the quarter, close to 17%.

Palia, one of the newer games that is continuing to build momentum around new players with 160% in a growth year-over-year, and Big Blue Bubble's back to growth. We're seeing those trends that could be sustainable on a local currency organically growing, which we feel very good about for 2026 and beyond.

We continue to evaluate our business in a very disciplined way operationally, continuing to make sure that a lot of the business units that we have are operating well and maintaining sustained profitability, and cleaning up balance sheet and simplifying things where it makes sense. Earnout for Daybreak being settled, which should be increasing our cash flow generation for the next 12 years by $1 to $3 million a year.

Q3 Q2 is off to a great start, Far Far West really kicking it off with their release last week. 700,000 units one week is an amazing start.

We're very excited for this title and what it could achieve going forward. Palia's up next week with its big annual expansion coming out, and following that, we have multiple additional titles that are releasing throughout the year, including Aliens: Fireteam Elite 2, which we're very glad to finally reveal, coming in late Q3 alongside number of the other titles like EverQuest Legends, that we're very excited for.

So 2026 is going to be one of our most strongest pipeline in our history, and combining that with additional, I would say, simplification of the overall structure with Cold Iron, which used to be owned by Daybreak, now we get to bring it back, and I think the deal structure that we're proposing is quite disciplined and clean in terms of maintaining the economics where EG7 Daybreak does have that first recoup priority over the investment that is making, so that's not changing, and any funding upfront that we're making for the transaction relatively small, that is meant to really purchase the back-catalog revenue from the first title, which we think would also generate a positive return for that investment here. Overall, net revenue top-line number was down, but quarterly, we feel pretty good about the Q1 performance and looking forward to Q2 and beyond for the rest of the year.

That's the end of the presentation, and then we'll switch over to Q&A.

Fredrik Rüdén

Yes, thank you. Here is a question from Ilya Ivanov: "When will the Steam page for Aliens: Fireteam Elite 2 go live to enable wishlist tracking?"

Ji Ham

It should be happening along with the game's trailer release, which is happening at 8:30 a.m. Pacific Time or, I guess, yeah, tomorrow morning Pacific Time.

It's happening in less than 8 hours.

Fredrik Rüdén

Yeah. Also a question from Ilya about marketing: "When will the active marketing campaign begin for Aliens: Fireteam Elite 2?

Not just press announcements on outlets like IGN, but paid user acquisitions, trailers, influencer activations, and platform features?"

Ji Ham

There's a full go-to-market plan relating to the game's release. Tomorrow morning, once again, Pacific Time, we're revealing the trailer exclusive with IGN for 24 hours, and after that, it's going to be going broad with some media spend behind it in order to push and broaden the awareness relating to the title's announcement.

Over the next number of months, we will continue to invest in awareness and marketing that builds up to the eventual release in Q3. More to come on that front, but yeah, we have a robust marketing plan going forward to support its release.

Also

Fredrik Rüdén

one question from Ilya about the Cold Iron acquisition rationale: "Since EG7 hold the economic rights to Aliens, what is being purchased with the additional consideration?"

Ji Ham

Once again, in terms of the economics of the deal, there's really two components to it. One is the upfront $3 million payment.

One and as I mentioned before, that's largely tied to the acquisition of the back-catalog revenue from the first title that Cold Iron continues to monetize. That's the first component.

Second component is related to really this title and the and the studio itself. The economics that that we have for the transaction itself is very much the same as what the publishing deal is, but we get to bring it in.

This related party situation with this particular studio and the game has been, I think, a confusion for the market, investor base, etc. Without changing the economics, being able to bring this in where Daybreak EG7 would be owning the studio, being able to have full control over this project.

On top of that, bringing in the talent to be able to utilize a lot of the technology, a lot of the investment that went into building Aliens: Fireteam Elite, the first game as well as the second game. That expertise around third-person action shooter, being able to bring that in-house for other types of games in this big genre that we could be investing and making going forward is also very attractive.

I I think from a a a overall structure and overall economics perspective, not a lot of change other than really bringing this in in the under the same umbrella as it used to be, where Cold Iron used to be owned by Daybreak, and and being able to also price out the transaction in a way that upfront consideration is meant to generate a positive return against the back-catalog revenues that Aliens: Fireteam Elite continues to generate. We think it's structured quite nicely for the benefit of all the shareholders, and ultimately with potential upside from what we could do with Cold Iron going forward beyond just the Aliens: Fireteam Elite 2.

Fredrik Rüdén

Thank you. I can take this one: "What explains the high other revenue in Q1?"

Normally we have items that is not related specifically to selling games that are accounted for in other revenue. In this quarter specifically, it's the amount is close to 20 million or around 20 million, which is higher than it normally is.

The explanation for that increase in Q1 is the accelerated earnout to the sellers of Daybreak, where because we had a book value of that liability, which was approximately 16 million higher than what we paid. We have a profit of 16 million, and that is what is included in other revenue.

Here is one question from Caro Caradici: "And could you elaborate a little on Fireshine's six unannounced games? Is it digital only?"

Ji Ham

The games that are unannounced are smaller digital games that they will be disclosing over the number of months going forward, yes. We can't provide much more information on those at this time.

Fredrik Rüdén

Yeah. Here is some questions from Hjalmar at Redeye: "What potential do you see for Far Far West from here?

Is the strong sales trend continuing? Do you expect it to be a game with a long-tail revenue, and how large is the potential audience?"

Ji Ham

It's difficult to say ultimately what the ceiling is for the particular title, but I think certain data points that we already have in the first week are very, very encouraging. Prior to the game's release, you had over 700,000 wishlists.

On top of that, in the first week, we sold 700,000 units, and it's a 96% overwhelmingly positive rating on Steam, which is highly unusual for an early access title. I think the combination of how well it's received by the community, which speaks to the quality, and the type of game that it is, it's a co-op shooter, which also has elements of what made Deep Rock Galactic of the world really popular.

The overall combination that makes this game not only high quality, but unique in terms of its gameplay, as well as having certain tried-and-true gameplay elements that a lot of the community already very much enjoy from other popular games. That overall combination has resulted in this great success, and we're really excited for it.

It's only on PC so far on Steam, it's only been a week. We think there's a nice runway for this popular title to continue to generate popularity and continue to attract users as a co-op game, that there should be also word-of-mouth as people talk to their friends about picking up and playing this game.

A lot more to come. I think very exciting, once again, just the first week, but we do have to see how the trend unfolds from here on out.

A lot of the data points point to a sustained success going forward, not only on PC, but being able to go multiplatform.

Fredrik Rüdén

Right. Another question from Hjalmar is what we can expect financially from Far Far West: "Should we expect profitability in line with the historical digital publishing levels?"

The answer to that is yes, and obviously digital releases, they are more scalable, depending on the success and the number of units, it could be higher margins, but you can assume same as historical profitability, more or less. Here's a question also from Hjalmar: "What should we expect for EverQuest Legends, and a notable impact on financials in Q3?"

Ji Ham

We don't know. We expect that, it's something obviously brand new that we haven't tried.

It is a more casual version of EverQuest, also very much solo-able, meaning you don't have to play and you don't have to have a lot of other people playing with you, which is very different from EverQuest. We do think that it sits next to EverQuest Live currently, where that's the traditional, tried-and-true, we know exactly how that gameplay is, and so many people love and continue to play the game.

We also wanted to make this EverQuest Legends available to more casual players, players that do not have the time, commitment required to play the EverQuest Live as it is today. We're really extending the audience where we get to hopefully recapture some of the lapsed players that may have left because they just don't have the time and they can't get, a lot of their friends to pick up the game and play together.

Now, where you could play it on your own. We're very excited for that, and there's nice momentum around the beta, lots of people, lot of community activity and support on Discord.

We're seeing a nice momentum around it. We're looking forward to bringing this out, to the community in the next couple months.

As to ultimately how it could do, we're optimistic, we're not investing heavily into it, it's a relatively small investment. We expect that this is going to be a positive outcome, but as to see how big and how long the runway is, I think that that's something that we need to see before we could provide any further, I would say, guidance around it.

Fredrik Rüdén

All right. Another question from Hjalmar: "Do you see potential growth in the My Singing Monsters revenue from now based on the new initiatives, or is it more likely to remain stable?"

Ji Ham

We're excited for its return to growth, right? Q1, we're seeing positive year-over-year growth for the first time in seven quarters.

It's been some time, we saw that huge uptick back in 2022, 2023, and now being able to get back to growth again from last year with the successful rollout of this Clubbox strategy that they really took ahold of their future going forward in terms of what they want to do starting in Q4 last year. We had T-Pain also collaboration that just happened last week, and we're seeing nice response from that.

Big Blue Bubble has been quite successful being able to attract influencers that really like the game and being able to work with them to bring out fresh and attractive content for a lot of the audience where we get to collaborate with influencers, a broader audience as well. There's more collaborations to come, and I think Big Blue Bubble feels very good about the momentum they have, and the expectation is that there's a shot being able to show additional growth going forward.

Fredrik Rüdén

Here's a question, how we should market Fireteam's Elite, but it's an angle more to: "Do we get any support from the IP owner with regards to marketing?"

Ji Ham

Look, I think in terms of how a lot of these work would be you're working in partnership with the franchise owner. The benefit of working on titles with well-known IP, like an Aliens IP, is that Disney and 20th Century, they continue to invest, right?

Whether it's a TV show or movies or etc., even other video game titles, we do think that all boats rise as Disney and 20th Century is continuing to invest, which they have been for the last couple years. We're looking forward to that type of support.

Of course, from Disney's perspective, they want this to be successful and they're going to be pushing on their side as well to get the awareness up, and for us to be able to collaborate, partner, really pushing the game and, getting the awareness out and getting this in players' hands for them to really enjoy.

Fredrik Rüdén

"How firm is the release window in late Q3? Could it also be Q4?"

Ji Ham

We have very high degree of confidence at this point. Not to say that it couldn't slip because this is game development, it could always happen, but at the same time, based on our current trajectory, we're feeling quite confident.

Fredrik Rüdén

"What are your expectations for investments after the release of Aliens: Fireteam Elite 2?"

Ji Ham

I think combination, right? We continue to look at various opportunities, both on the M&A side as organic investment in our projects.

We do think that market has interesting opportunities. We haven't announced anything, there's nothing, I would say, that's very actionable at the moment, but we're looking at a lot of transactions.

It's going to be the same strategy: combination of looking for good value with significant upside, those types of deal we like to do in the marketplace. Together with that, looking for opportunities to invest in our own projects.

EverQuest Legends, smaller investment, but that's our own project, where it's our own IP that we get to grow. We see upside from number of Daybreak, existing portfolio of titles that are older, but nonetheless, we're demonstrating that there's still growth left to do because our view is that ultimately no one else will make another DC Universe Online, no one else will ever make another Lord of the Rings Online.

Meaning, these are one-of-a-kind, unique properties that Daybreak EG7 currently control and continue to service, and we want to be able to continue to expand. Those types of investments are what we continue to consider.

Palia also, we're very happy about where it's trending, and more to come in terms of where else we're going to be specifically investing in, but our strategy will largely remain very similar. Fireshine continuing to invest in cool products like Far Far West.

We like the opportunities that are out there, and I think number of our business units are doing a great job investing smartly and, yielding positive returns with those investments being made.

Fredrik Rüdén

I think we have a couple of more questions: "How big is the Palia Royal Highlands expansion? Do you expect to increase the player count?

What and what is the potential for incremental monetization following the update?"

Ji Ham

I think the expectation is that with this particular update, just as we experienced last year with the big expansion update, we'll see a nice influx of new players, and then also bringing back, reactivating a lot of the lapsed players. We expect to see a nice uptick in our user base and engagement.

There are new content and new features that are rolling out with this update next week that is meant to really provide additional ways for players to be able to engage and enjoy the game. Alongside that, there will be additional options for people to also spend.

There's, mounts coming and there's number of other very cool gameplay-related enhancements that I think players will really enjoy. Combination of all that is what we're looking for, not only an increasing, overall active user base, but also monetization that goes alongside that.

Fredrik Rüdén

"What should we expect from Petrol going forward? Will it be profitable following the latest cost optimization?"

Ji Ham

That's the expectation. I think, unfortunately, we've been saying this for the last few years, but at the same time, gaming market on the sort of lower to middle sort of tier has been more challenge versus the big guys, right?

On the marketing side, it tends to be where a lot of the gaming spend first gets pulled back. Nonetheless, we're seeing positive signs.

They're continuing to lock up additional contracts with some of the big publishers. They tend to focus heavily on AAA guys, whether it's Activisions or, Take-Twos of the world, and they're seeing good results there.

In terms of revenue uptick, additional opportunities on contracts, etc., those are becoming more firm and growing. Along with that cost cut that we just, recently implemented, we expect them to be at a profitable level and then be able to sustain that going forward.

Fredrik Rüdén

Thank you, Ji. I think by that, we close the Q&A session.

If you have any further question, you can continue to email the investor relation email address, and then we will answer you in due time. With that, I think this presentation is over.

We thank you all for listening in.

Ji Ham

Great. Thank you, everyone.