NAZARA - Nazara Technolo.
Financial Performance
Revenue Growth by Segment
Nazara delivered H1 FY26 revenue of INR 1,025.2 Cr, up 80.2% YoY. The Core Gaming segment (Mobile, PC-Console, Offline) grew 159% YoY in H1 FY26. AdTech revenue grew 501% YoY in Q2 FY26 to INR 145.1 Cr, largely driven by the consolidation of Space and Time. Offline gaming (Smaaash) contributed INR 24 Cr in Q2 FY26 revenue.
Geographic Revenue Split
64% of gaming revenue is derived from premium high-ARPU markets, specifically the US and UK. This geographic focus provides a hedge against regional regulatory volatility in India and leverages higher monetization per user.
Profitability Margins
Core Gaming EBITDA margin stood at 23.2% for H1 FY26. Overall EBITDA for H1 FY26 was INR 109.4 Cr, up 118.5% YoY. However, Q2 FY26 PAT was negative INR 33.9 Cr due to a significant impairment of INR 914.7 Cr related to Real Money Gaming (RMG) investments.
EBITDA Margin
Overall EBITDA margin for Q2 FY26 was 11.8% (INR 62 Cr on INR 526.5 Cr revenue), representing a 146.4% YoY increase in absolute EBITDA. Core gaming margins are targeted to remain in the 20-25% range through improved user acquisition efficiencies and data analytics.
Capital Expenditure
Nazara raised INR 509.99 Cr through a preferential issue of 71,42,856 equity shares at INR 714 each in September 2025 to fund growth. Specific maintenance CapEx is not disclosed, but the company is aggressively investing in 'Centers of Excellence' for AI and growth.
Operational Drivers
Raw Materials
As a digital gaming company, 'raw materials' consist of Intellectual Property (IP) acquisition costs, software development talent, and user acquisition (UA) marketing spends. Marketing and compliance costs are noted as rising but managed through digital efficiencies.
Import Sources
Not applicable for a software/gaming entity; however, talent and IP are sourced globally, with a focus on UK-based publishing (Curve Games) and US-based studios (WildWorks).
Key Suppliers
Key partners include platform providers like Apple (App Store), Google (Play Store), Sony (PlayStation), and Valve (Steam) for distribution, and licensed IP partners like Bigg Boss.
Capacity Expansion
The offline gaming segment (Smaaash) expanded from 10 centers in February 2025 to 14 centers by September 2025. The company plans to scale this to 100 centers within the next two years to drive physical-to-digital synergies.
Raw Material Costs
User Acquisition (UA) and marketing costs are primary drivers. The company uses 'Centers of Excellence' to improve LTV/CAC ratios, aiming to keep margins stable at 20-25% despite rising compliance and IT costs.
Manufacturing Efficiency
Efficiency is measured by 'Cash Conversion'; Operating Cash Flow (pre-tax) for H1 FY26 was INR 71.5 Cr, up 170.8% YoY, demonstrating high conversion from EBITDA.
Logistics & Distribution
Distribution is primarily digital via global platforms. PC/Console publishing (Curve) achieved 1.25 million units for 'Human Fall Flat' in September 2025, up 25% YoY.
Strategic Growth
Expected Growth Rate
20-25%
Growth Strategy
Growth will be achieved by scaling 'Live Ops' to improve retention, expanding existing IPs like 'Animal Jam' onto new platforms like Roblox, and aggressive M&A, such as the acquisition of Smaaash from NCLT and the consolidation of Curve Games.
Products & Services
Mobile games (Animal Jam, Kiddopia), PC/Console games (Human Fall Flat, Wobbly Life), eSports events (Nodwin), AdTech services (Datawrkz), and physical entertainment centers (Smaaash).
Brand Portfolio
Animal Jam, Kiddopia, Nodwin Gaming, Smaaash, World Cricket Championship (WCC), Datawrkz, Curve Games, Human Fall Flat, Wobbly Life.
New Products/Services
Planned launch of 'Animal Jam' on Roblox and expansion of digital IPs into the Indian market using the 'Bigg Boss' license. Smaaash 2.0 is being developed to reimagine offline gaming centers.
Market Expansion
Expansion into Saudi Arabia and emerging markets for eSports, where the sector is performing 'phenomenally well' compared to the declining Western markets.
Strategic Alliances
Strategic investment from Sony (at a pre-money valuation of $349 million for Nodwin) and partnerships with IP owners for console publishing.
External Factors
Industry Trends
The industry is shifting from individual game launches to long-term franchise building across multiple platforms (Mobile, PC, Console, Offline). Mobile remains the largest segment at 55% of the global market.
Competitive Landscape
Competes with global mobile gaming studios and domestic RMG platforms, though it is pivoting away from RMG due to regulatory headwinds.
Competitive Moat
Moat is built on 25+ owned/licensed IPs and a diversified portfolio that provides stability. Shared 'Centers of Excellence' create operating leverage that competitors with single-studio models lack.
Macro Economic Sensitivity
Highly sensitive to digital consumption trends in the US and UK (64% of revenue) and regulatory shifts in the Indian gaming market.
Consumer Behavior
Shift toward multi-platform engagement (e.g., mobile users moving to Roblox) and recurring revenue models like subscriptions and seasonal passes.
Geopolitical Risks
The eSports segment is shifting focus to Saudi Arabia due to market death in the West, making the company sensitive to Middle Eastern economic and social policies.
Regulatory & Governance
Industry Regulations
New Indian regulations on skill-based real-money gaming (RMG) have significantly impacted valuations, leading to a INR 914.7 Cr impairment. Compliance costs are rising due to these evolving standards.
Legal Contingencies
The company acquired Smaaash through the National Company Law Tribunal (NCLT) process, which involves ongoing 'cleaning up' and optimization of the business.
Risk Analysis
Key Uncertainties
Regulatory uncertainty in the Indian RMG space (potential for further bans or tax changes) and the sustainability of eSports funding in Western markets (Freaks4U losses).
Geographic Concentration Risk
64% revenue concentration in US and UK markets makes the company vulnerable to economic downturns in those specific regions.
Third Party Dependencies
High dependency on Nodwin (now an associate) for eSports growth and on platform owners (Sony, Apple, Google) for game distribution.
Technology Obsolescence Risk
Risk of games losing popularity; mitigated by 'Live Ops' and expanding hit IPs like 'Wobbly Life' to new platforms like Switch 2.