Coffee Stain Group - Growth and cash flow from the gaming industry?

I wrote a small analysis of Coffee Stain Group in the bought/sold thread, and since the company doesn’t have its own company thread yet, at @Spwni’s request, I’m opening a dedicated thread for discussion and copying my analysis here:

  1. The Company in Brief

Coffee Stain is a Swedish company spun off from Embracer Group, founded in 2010. The company develops and publishes games. As I understand it, the games are mostly “Indie” type, meaning lower budget and scale A or AA games (for example, Remedy makes larger budget and scale AAA games). The firm’s best-known IPs are below:

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Coffee Stain consists of 13 smaller, independent studios that Coffee Stain Group either owns fully or partially. In addition, the company includes 2 publishing studios:

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The firm has a moderate headcount relative to the whole, with about 250 employees divided among 13 studios. Coffee Stain’s goal is for “small teams to make big games for a massive audience.” The studios are located in Scandinavia, and the company operates on a “decentralized” model with small teams of 5-30 people. This structure is intended to unlock a capital-efficient ecosystem where autonomous studios are fully responsible for game development and updates, while the small main organization provides both strategic and publishing support. The company considers its employees to be its most important asset.

Coffee Stain develops and publishes games on PC, consoles, and mobile devices, combining internal development with selective partnerships on promising projects. The firm’s philosophy is to prioritize gameplay quality and long-term cooperation with the player community. In practice, this means early access (early feedback from players), enabling user-generated content (“mods”), and continuous updating. This is meant to enable sustainable IPs with a committed player base.

In addition to its own game development, the company seeks strategic partnerships, attempting to identify high-potential external projects at an early stage and trying to grow/nurture long-term business relationships with them.

According to my own research, the biggest upcoming releases are Valheim 1.0, the PS5 release, and Deep Rock Galactic Rogue Core, but I haven’t found any more detailed information about upcoming releases or the pipeline.

The firm’s flagship IPs have also received very good reviews, and while I haven’t played all the games myself, practically everyone in my social circle who has played them has praised at least Satisfactory, Valheim, and Deep Rock Galactic. I think this is a good sign. I believe there’s also plenty of “junk” within those studios and portfolios, but I didn’t start investigating so deeply that I would have gone through the past production of every studio. In the big picture, I think it’s actually a good thing that they experiment with all sorts of things with a low cost structure; this naturally results in a lot of unproductive junk, but in the case of big successes, the low cost structure allows the business to scale very efficiently.

  1. Business Operations

Historically, the company has been able to grow very profitably, although they have been treading water for the last couple of years:

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The company’s fiscal year runs from April to March, which explains that annual breakdown. In this case, Cash EBIT means adjusted operating profit without depreciation and amortization, minus gross investments and the payment of lease liabilities. I’m not very skilled with accounting, but my own conclusion is as follows: in practice, this is EBIT minus investments, and according to my digging, it has been a smaller figure than adjusted EBIT, and generally, this is well in line with the company’s reported free cash flow.

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As seen above, even though the company can generate revenue and carve out substantial cash flow from old IPs (according to my calculations, EBIT% has historically been around 30-50% of revenue), revenue and earnings are typically very volatile for a gaming company, and peaks occur near successful releases.

  1. Valuation

The firm’s market capitalization is currently 4.85 billion SEK. The firm has no debt and has 269m SEK in cash, so the EV is 4581m SEK. LTM free cash flow excluding working capital is 384m SEK.

Using simple math, I get an EV/FCF figure of 12.6 or a cash flow yield of ~7.9%. If working capital is taken into account, this looks even better, but I’ll conservatively use that 8% cash flow yield. With this valuation, I don’t think much growth at all is baked into the share price; I assume the market is pricing this now as if the revenue/cash flow generated by the company won’t grow much, but rather will stay at the current level—the level that can be milked from the current portfolio and DLCs. Thus, I see that no future hit games are priced into the stock, which would grow revenue and cash flow.

  1. Summary

  • An interesting, highly profitable growth company with a good track record from the past.

  • Focus and strong expertise in its own niche, which is always a plus.

  • From a player’s perspective, a good combination of a strategy focusing on games with good gameplay, while operating with low-cost small teams on low-cost A and AA-level games, which nonetheless have high revenue potential upon success; due to low costs, the business should scale well.

  • Since the creators are key in these types of games, it’s good to see that the company at least verbally regards employees as its greatest asset.

  • The current valuation is, in my opinion, very low, and I believe no growth is priced in.

  • If the company could achieve a similar performance as in the 22/23 fiscal year (which was a very strong year due to Valheim and Deep Rock Galactic Game Pass deals and the Goat Simulator 3 release), the firm would be priced at an EV/EBIT of ~4.6 with that 999m SEK EBIT.

  • In a favorable situation, I see both the company’s cash flow growing significantly from the current level and a significant rise in valuation multiples.

  • As a risk, I see the possibility of the company becoming a “value trap,” i.e., failing to release successful games in the future, causing revenue and cash flow to fade over time, and the share price along with them. Of course, with the current strong cash flow yield, I don’t see valuation multiples dropping significantly, so I don’t think much money can be lost here in the long run.

  • In line with the above, I see an excellent risk-reward ratio here; if good development continues, the business level could at least double from the current on a 5-10 year axis, and there’s room for growth in valuation multiples, but I believe the “downside” is limited.* Aki Pyysing has also written a column about the company that is definitely worth reading: https://www.sijoitustieto.fi/sijoitusartikkelit/coffee-stain-digisauruksen-hyppy-tuntemattomaan I haven’t read any other analyses of the stock, but as a note on this, the insiders have apparently been on a buying spree. According to the article, the main owner has bought shares for 11.3m SEK, the CEO for 8m SEK, and the CFO for 2m SEK. I tried to find confirmation for this myself but couldn’t find information anywhere, but in any case, if management buys heavily, I think it’s a positive signal; they wouldn’t buy otherwise if they didn’t see value in the business.

  • I believe the market is currently underpricing the company because no one knows about it. This is a firm valued at about 450 million euros, which was spun off in December from Embracer Group—a company despised by investors—so I assume that’s why no one is interested in the firm yet.

What thoughts does the company evoke in fellow investors? Have you researched it and reached the same conclusion as me? Have you researched it but decided not to invest, and if so, why? Have you seen analysis of the stock anywhere else?

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Atte and Verneri also touched on the company in the latest gaming podcast (starting from the 1:23:40 mark).

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The IP portfolio and history are great, BUT when looking at what has been achieved in recent years and what’s in the pipeline, maybe the lightbulb will finally flick on for someone. History is no guarantee of the future!

The company’s hit games are all getting old. Goat Sim was a good joke 10 years ago; Deep Rock, Satisfactory, and Valheim have all finally reached full release mode, so it’s hard to see growth. The Roblox meta-game is dying a slow death. Teardown came and went. What’s next???

The company itself expects the figures to decline as they have to wait a while for the next hits.

Meanwhile, cash is burning and unfortunately, there is no guarantee of success. How much money will be burned until the next game breaks through? We don’t know! Maybe never… The downside is terrifying.

How many of the hit-making developers are still in-house? We don’t know, but the parent company Coffee Stain has certainly been leaking badly for a couple of years, and familiar names are popping up developing new hit games elsewhere.

However, the biggest challenge in my opinion is the vagueness of all the financial figures inherited from Empu (Embracer Group)!

Can the figures be trusted or can any conclusions be drawn when every line is adjusted after the previous lines have already been adjusted, and I suspect there is plenty of “hot air” in the balance sheet as well. The company asks us to look only at adjusted EBIT, but the real metric is perhaps Cash Flow, which is soon to be in the red—though that may or may not be due to the adjustments. I tried to figure out Empu’s (Embracer Group’s) similar accounting maneuvers back in the day, but it always went right over my head.

The company looks cheap now, but if and when the gaming market downturn hits this one too and no new hits are produced, the cash will dry up quickly and the valuation will unravel even faster.

The ownership structure is also somewhat questionable; Lars (Lars Wingefors), who built and then destroyed Empu (Embracer Group), is the largest shareholder and does whatever he wants with the company. Other shareholders are not listened to.

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[https://steamdb.info/app/2605790/charts/]
Someone is waiting for Deep Rock Galactic: Rogue Core as well. Early Access is rumored to start in Q2 2026.

[https://steamdb.info/app/2352620/charts/]
And a last-minute addition (after Capital Markets Day) to Coffee Stain was Fellowship, which is also in early access.


Lars Wingefors built Embracer from THQ’s bankruptcy into a multi-billion entity. Over-expansion and a drastic correction explain the current lack of trust. I don’t personally believe that Lars is micromanaging Coffee Stain, although major strategic decisions naturally require the support of the principal owner.

The shareholder list includes many owners inherited from Embracer, who will likely continue to sell heavily for a while. In the case of Asmodee, one block of Lars’s holdings has been sold.

A positive note regarding Coffee Stain’s share valuation is that it seems the market’s distrust is staying with the former parent company, and the current valuation level is fairly neutral. If Westberg and his partners get Rogue Core up to speed, one could expect a million sales already this year; those follower numbers are quite impressive and continue to grow as the early access release approaches.

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Here actually came up things that I’ve been pondering myself, so let’s dig a little deeper beneath the surface point by point.

The past couple of years have been quiet. As I understand it, the biggest releases have been Deep Rock Galactic Survivor and the Satisfactory full release. However, the fact is that revenue and cash flows are slowly declining. In the pipeline, Deep Rock Galactic Rogue Core will likely provide a boost, but the game is hardly going to be a massive hit. A release date for the game has not been given yet, but I assume the game will be released this year or in early next year. Valheim’s PS5 version and Full Release will also give a boost, but by how much?

Otherwise, as far as I know, there isn’t all that much in the pipeline, but I believe Goat Simulator and Satisfactory can still be milked with at least DLCs, why even sequels. However, according to the company’s own words, the idea is to develop games for a long time, so with these IPs, you shouldn’t expect a sequel to come out every few years. I would assume the games are developed and cash flow is squeezed out of them with DLCs for as long as possible, and then they move on to a sequel or a new project.

Where will Coffee Stain’s next hit IP come from then? Nobody knows. Not necessarily from anywhere. But on the other hand, I don’t think the company itself can predict these in the pipeline; they will come if they are meant to. A company that in 15 years has managed to create several well-liked and successful IPs from scratch could be expected to do it again in the future. But as you said, history is not a guarantee of the future.

First, let’s correct one factual error. Valheim is still in Early Access phase, not in Full Release mode. Full Release is supposedly coming this year, but the exact date is unknown. Will the early access launch player record be broken anymore? Hardly, but I believe such a well-liked game still has a long sales tail ahead, and with DLCs, money can be squeezed out of the IP for years. The game has previously received significant player spikes in connection with updates, which could be expected to turn into sales as well:

Goat Simulator 3 didn’t reach Goat Simulator’s best popularity, at least according to Steam player statistics, but the game still made a new player peak on Steam in November, so this is not a completely dead IP:

Regarding Satisfactory, it is also good to note that even though the game has been on the market for 6+ years, the full release was only at the end of 2024, at which point the game had a player record based on Steam statistics:

So the game set its player record after being on the market for 5 years. When you think about it this way, it doesn’t look all that hopeless in my opinion.

I can’t comment on Teardown and Bloxburg, but in my own thoughts, these are declining IPs. We can probably still milk something out of Goat Simulator with DLCs and sequels, but I don’t give high expectations to that either. However, I believe that Deep Rock Galactic, Satisfactory, and Valheim still have room to develop the IPs and, in due time, even make successful sequels.

If Coffee Stain ever releases another successful new IP, nobody knows yet what it will be and when, and that remains to be seen in the future. In my opinion, with the current valuation, growth is not priced into the stock price at all, so this is a potential positive option that you get “for free” at the current stock price.

[quote="Trivial, post:3, topic:71738"]
The biggest challenge in my opinion, however, is the vagueness of all earnings figures inherited from Emppu!

Can the figures be trusted or any conclusions drawn from anything when every single row has been adjusted, after the previous rows have also been adjusted and I assume that there’s God knows what kind of fluff on the balance sheet on top of everything. The company asks you to look at adjusted EBIT alone, but the real metric is perhaps Cash Flow, which is soon in the red, but may or may not be due to adjustments. I tried to figure out Emppu’s equivalent accounting maneuvers back in the day, but it always went over my head.

[/quote]Let’s examine where the money is actually going. Currently, the company’s cash flow is well enough to cover investments, even though cash flow is on a downward trend right now. I can somewhat agree with the confusion in the earnings figures. I’m no accounting nerd, but I pulled the numbers from the latest Q2 report into Excel and calculated the free cash flow myself, comparing it to the figures reported by the company:

mSEK Q2 2025 H1 2025 H1 2024 2024-2025 LTM (calc)
EBIT 44 46 133 322 235
Cash EBIT 69 106 189 484 401
Adjusted Ebit 83 126 240 644 530
Cash flow from operating activities 129 261 420 847 688
Cash flow from operating activities before changes in working capital 108 232 377 735 590
Investing activities -46 -89 -132 -230 -187
Free cash flow (calc) 62 143 245 505 403
Free cash flow before working capital (reported) 57 135 236 486 385
Cash and cash equivalents at the end of period 269 269 576 472
Cash flow from financing activities -211 -375 -23 -456
FCF (calc) + cash flow from financing activities -149 -232 222 49
Cash (calc) 240

In the LTM column, I have calculated the figures myself based on the financial year 2024–2025, as well as the H1 2025 and H1 2024 figures.

Free cash flow (calc.) is thus what I calculated myself by taking the Cash flow from operating activities before changes in working capital, and subtracting investments, i.e., investing activities. As I understand it, free cash flow is calculated this way. The free cash flow I calculated myself is well in line with the figures reported by the company. Since the cash pile has decreased, I also calculated what the cash balance should roughly be using my own cash flow calculation; the end result was 240 mSEK vs. the 269 mSEK reported by the company. That money missing from the cash pile has therefore gone to financing, more specifically to transactions with owners:

So I assume that money has been pumped out to the parent company. Now that the company is an independent, publicly listed company, its generated free cash flow will start to swell the cash pile again until dividends are paid or own shares are bought back.

As a conclusion, I found that in my opinion, the company’s reported Cash EBIT and FCF are very much in line with my own calculations, assuming that the cash flow from operating activities is truly accurate. If this is a distorted figure, that is a separate matter, but at this stage, I see no reason to suspect the company of accounting fraud.

Of course, the fact that free cash flow has been declining for the past couple of years is not a particularly good sign, but I still believe the direction can be turned this year. Let’s see how it goes.

However, in my opinion, we are still a long way from the company’s free cash flow being in the negative and cash being burned on investments or operational activities. As I see it, future investments are still well secured even with the current cash flows.

I haven’t delved into this matter, I’ll admit that. If this is true, it is certainly a bad sign for the future, but the true state of things will be seen in the future. Let’s hope that if the best creators have changed companies, new, innovative employees can be recruited to replace them.

The future remains to be seen. As I pointed out above, however, I am not worried about the sufficiency of cash flows or cash. But as you said, if the company cannot be brought back onto a growth track in the next couple of years, but instead earnings and cash flow continue to decline, the share price will fall. From these levels, I no longer see significant valuation unravelling, but I could be wrong about this. Of course, there is certainly downward pressure on the stock price due to the spinoff as funds and others sell it. You rarely get good stuff cheap in the stock market if there are no threat scenarios visible in the future. So I am not claiming that risks do not exist—they certainly do and they are quite realistic—but if the company returns to a growth track, which I also think is entirely realistic, the share price can multiply. Is the probability of a business downturn multiple times higher than a return to growth? In my opinion, no, which is why I currently see the risk-reward ratio as attractive.

Of course, if an investor only wants safe, steadily growing cash flows, they should look at companies other than this one. And the gaming industry isn’t really suitable for such an investor anyway, with a few exceptions.

I’ll admit I haven’t familiarized myself with Lars as an owner, so it would be interesting to hear more about this.

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Thanks for the great thread opening and the discussions!

I did some homework myself by reading Coffee Stain’s listing prospectus, among other things.

My current take on the company:

Major owner :red_square:

As I understand it, Lars isn’t a malicious major owner, but his past performance in Embracer’s debt-driven “move fast and break things” growth and the collapse of the empire doesn’t inspire confidence.

Indie / AA games :red_square:

This specific segment of the market is suffering the most from the gaming recession.

Rovio was a similar case on the stock exchange, where the cash flow from Angry Birds slowly faded, and investors expected growth from new games backed by a solid cash position. Investors were saved thanks to an acquisition offer, but the company’s development since then has followed the path that is statistically most likely: old hit games slowly decline, while new ones fail to succeed commercially.

Impressive core portfolio :green_square:

Even if the games are AA or just “memes,” the core portfolio has sold well historically. In the gaming market, a good rule of thumb is that evergreen games don’t really age once they’ve found their audience. In addition, the company has a strong track record of making good games.

Screenshot 2026-01-09 at 6.33.39

See e.g. Goat Simulator:

Screenshot 2026-01-09 at 6.33.21

Or Deep Galactic:

Screenshot 2026-01-09 at 6.33.28

Stock valuation :yellow_square:

Well… the market cap is around 5 billion SEK and net cash is over 200 million. The company’s sales are around one billion SEK, and profitability could be somewhere in the 30-50% range over time. @Housumies has already crunched the numbers well above, and I have nothing to add to that.

Is an EV/FCF of, say, 12.5x really that bad? On the other hand, it’s not like an EV/FCF of “10x” or “8x,” which are often the rule-of-thumb multiples when growth is nowhere to be seen and the top line is slowly melting away…

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Is most of the selling pressure the stock is experiencing presumably technical selling pressure caused by the spinoff from funds and ETFs? Has anyone tried to estimate how many shares are still left to be sold?

Why do you believe Indie/AA games suffer the most? Do you believe that Coffee Stain, despite its prominent portfolio, is among these victims? What is your view on the duration of this recession, or do you believe it is a more permanent structural change?

Gemini predicted AAA games to be the biggest losers and forecasted a veritable renaissance for high-quality AA games :grin:

Gaming industry recession

Financially and structurally, the AAA game market (large giant-budget games) suffers the most from the current recession and structural change in the gaming market.

While all sectors have their own challenges, the AAA sector has drifted into a situation where its traditional business model is broken. Below is a breakdown of how the recession hits different sectors:

1. AAA games: The biggest loser (Structural crisis)

AAA games (e.g., Call of Duty, Assassin’s Creed, Sony exclusives) are in the most trouble because their risk level has become unsustainable.

  • Cost crisis: The development of a single top-tier game now costs $200–400 million (plus marketing). For such a game to break even, it must sell millions of copies at full price immediately upon release.

  • “All or nothing” risk: If a massive investment flops (as happened with games like Suicide Squad: Kill the Justice League or Concord), it can bring down the entire studio or lead to layoffs for hundreds of people. There is no longer any room for failure.

  • Lack of innovation: Because the risks are so high, publishers do not dare to try anything new. Only safe sequels and remakes are made, which bores players and further lowers sales.

  • Limited player time: AAA games often try to be “live service” offerings that take up all of a player’s free time. However, players do not have time for ten different giant games, causing new contenders to die in the market immediately.

2. Indie games: Suffering from oversupply (Visibility crisis)

Small, independent game studios (Indie) may actually be doing better than AAA studios in relation to invested capital, but they have one massive problem:

  • Drowning in the masses: Tools (such as Unity, Unreal, AI) have made game development easier. Tens of thousands of games are released on Steam every year. Even a good game can go completely unnoticed because there is no marketing budget.

  • Funding drying up: Investors are more cautious. Before, it was easier to get money for a promising idea; now, a nearly finished product or a strong community is required before funding is granted.

3. AA games: Potential winner (Renaissance)

AA games (“Double-A”) are mid-budget games that do not compete on the cost of graphics but often on gameplay or story (e.g., Remedy, Larian Studios, many Japanese RPGs).

  • Flexibility: They can be made for $20–50 million. If the game sells “only” a million copies, it is a hit, whereas for a AAA game, that would be a catastrophe.

  • Creative freedom: AA games can take risks that AAA does not dare to, yet they are higher quality than basic indies. Many players have moved to these games after AAA disappointments (examples being Baldur’s Gate 3 or Palworld, which in a way sit in this middle ground or at the high end of the indie field).

Summary

The AAA sector suffers the most because its “grow or die” model has hit a wall. Players no longer agree to pay 80 euros for unfinished games, and studios can no longer turn a profit with old sales figures as costs spiral out of control.

Coffee stain

Coffee Stain’s departure from Embracer Group is one of the most followed structural changes in the gaming industry. The spinoff was officially realized in December 2025, and the company is now an independent public company (listed on Stockholm’s Nasdaq First North list).

Here is an analysis of the situation and my assessment of how the spinoff affects the share price development in the short and long term.


1. Immediate effect of the spinoff on the price (Late 2025)

The spinoff was carried out as a so-called Lex ASEA dividend: Embracer shareholders received one Coffee Stain share for every Embracer share they owned.

  • Technical decline: As expected, Embracer’s (now renamed Fellowship Entertainment) share price fell significantly (about 30%) immediately after the spinoff. This is not due to the company being bad, but because value “detached” from the parent company into the new company.

  • Initial selling pressure: The start of the new listing (ticker: COFFEE B) in January 2026 has been challenging. Many large funds and index investors who owned Embracer may sell Coffee Stain shares automatically because it is too small a company for their investment strategy or it is listed on the “wrong” list (First North vs. main list).

2. Why is Coffee Stain attractive as an independent?

Although early price volatility is high, the spinoff is seen among investors as an opportunity to “clean up” the company’s profile.

  • Unlocking valuation multiples: Under Embracer, Coffee Stain suffered from the parent company’s debt problems and negative reputation. As an independent company, its strong cash flow (based on hit games like Satisfactory and Valheim) will be better highlighted.

  • Focused story: Investors like “clean” companies. Coffee Stain is now a clear AA and indie game house with high margins. It no longer tries to finance the loss-making AAA projects of other studios.

3. Estimate of share price development in 2026

I believe the price development will follow a frequently seen spinoff pattern (cf. Mandatum or Kalmar in Finland):

  1. Phase 1 (1–3 months): Downward pressure. Sales by passive investors keep the price low, even if the company’s figures are good.

  2. Phase 2 (3–9 months): Stabilization. The market begins to price the company according to its own merits, not Embracer’s history. At this stage, the first independent interim reports are critical.

  3. Phase 3 (12+ months): Rise in valuation level. If Coffee Stain can demonstrate that it is capable of finding new “Valheims” or maintaining revenues from games like Deep Rock Galactic, its stock can rise to significantly higher multiples than its parent company.

In summary: In the short term, the spinoff has caused a price drop and uncertainty, but it releases Coffee Stain’s potential. It is now a “small and feisty” player that is a much more attractive acquisition target than it was as part of the massive Embracer empire.


Edit. Do the gaming experts on the forum have any insight into how attractive this is as an acquisition target?

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Perhaps for the first time in its life, Gemini is right. AAA doesn’t sell in a recession, but high-quality AA/Indie games will find their audience.

Whether Coffee Stain is capable of creating something new and revolutionary, we don’t know, but I would say that Coffee Stain has about a 1000% better chance of success than its old parent company. Sales of Emppu’s (Embracer’s) eurojank IP trash have already suffered, as players crave experiences and something actually fun and new.

Coffee Stain is, of course, competing with other Swedes, and last year’s biggest surprises and the brand new game genre “friendslop” are completely dominated by the Swedes. The games were, however, developed in the same cities where Coffee Stain operates, but by others.

If the story doesn’t take flight and the coffee spills on the floor, a management buyout is very possible in a couple of years; otherwise, I don’t believe in an acquisition, nor are there many buyers in the market right now as everyone has their own challenges. If Emppu continues its floundering, it will be sold, provided the price drops enough and more bad studios are closed.

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Mikko Mäkinen has written on his blog about why he bought the stock

Highlights: exceptionally high-quality games with an AA budget, Steam ratings for top products at 93-96/100. Affordable valuation and a different approach to monetization compared to the mainstream.

My own thoughts:

I’m looking forward to the Q3 report! Valheim 1.0 should boost the figures, as the game has a huge following.

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Coffee Stain’s former parent company Embracer was a textbook example of those suffering from the gaming industry downturn: a massive catalog of AA games that didn’t end up selling very well.

In recent years, game sales have become even more concentrated on top titles, and players are playing the same games for longer, generally speaking.

While a few indie games (Hollow Knight comes to mind first) are super successful, the vast majority of games there too end up in the darkness of Steam’s digital basement.

I can’t say when the sluggishness in the gaming sector will end. For now, the trend seems to be concentrated sales and the strengthening of the “winner-takes-all” effect, even as games continue to be released in record numbers.

This admittedly makes Coffee Stain an exception in a good way. The core of its game portfolio has already proven its quality and potential as long-lived IPs.

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Redeye initiated coverage. Base case SEK 27
image

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Mikko has been on the buy side for gaming companies. Coffee Stain is apparently the largest position in the portfolio.

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After the open, the reaction was positive, but now, an hour later, the gains have already been erased. Sentiment in the gaming industry is incredibly bearish. What do the results matter when the narrative is that AI is coming to disrupt it all soon.

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Jani Järvinen is discussing a coffee stain on Xitter.
https://x.com/jamber0/status/2021904831183720592

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Sijoituskästi analyst Jani Järvinen visited the Portfolio Review and spent 10 minutes explaining why the company ended up in his portfolio, and with the largest weight at that! :grinning_face_with_smiling_eyes: Discussion about Coffee Stain Group starts at 31:49.

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And distributing cash to owners in the form of dividends.

Additionally, the board intends to seek authorization for 150 MSEK worth of share buybacks.


Cash flow easily takes a hit from the SEK-USD currency pair. Revenue comes mainly in dollars, while development costs are in kronor.

After a good start, Fellowship doesn’t seem to be recovering, so it looks like they will start scaling this down and new strategies must be developed so it doesn’t become too big of a cash burner.

In addition to the core built around long-tail legacy games, there is still plenty in the pipeline.

I’m keeping Coffee Stain in my portfolio.


There is certainly performance pressure left for the next fiscal year, even though there’s already plenty of good news here. The cash reserves will empty with the capital distribution, but of course, CSG management wants to demonstrate that they have a strong company.

  • Can they keep the strong IPs profitable?
  • Launching new games—will these grow into new products for the strong core?
  • A few margins are under pressure—will their direction turn?
  • Fellowship’s cash burn—how will this be turned around or will it be buried?
  • Will the “word-of-mouth” stay active?

( Insynshandel Coffee Stain | Aktuell data och historik )

15:18 Anton Westberg hit the buy button, accumulating 120,000 shares at a price of 21.06 SEK.


May 16th

I forgot to mention that Deep Rock Galactic Rogue Core opens for Early Access on May 20th.

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Rogue Core launched as an early access game last night and has quite decent numbers to start with. It has a well-known IP + word-of-mouth and a large number of alpha + playtests behind it.

However, the game isn’t completely without issues yet, and even though it looks very polished, reviews report problems that the developers will need to address.

Nowadays, I set the Steam review language to English and playtime to at least 2h (Steam’s refund time limit), which brings the rating to a very positive 80%. The Chinese audience is a very critical group; they seem to give a thumbs down quite quickly (often they can’t even open the game due to various restrictions) and drag the ratings down significantly.

42k start and 80% (filtered) reviews.

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You can get decent reviews for almost any game when you filter for English and >2h of playtime. Even Remedy’s FBC: Firebreak has 78%! I learned this the hard way :sweat_smile:

The first 2 hours are the refund period. The CCU (Concurrent User) decline angle is quite steep, so there are likely a fair amount of refunds involved, and due to the reviews, the large masses will probably skip buying it at this stage.

The development time for this game has been and will be far too long! Revealed in 2023, early access in 2026. In other words, 5–10 years from concept to 1.0 launch! The golden age of Vampire Survivors clones has come and gone.

In itself, the peak CCU is quite good, considering this EA (Early Access) launch might not have been marketed very aggressively. At least it didn’t reach my bubble. They were probably aware of the game’s issues and released it quietly? On the other hand, DRG is a very well-known IP, so a launch CCU of twenty thousand or so is the absolute minimum.

I suppose with this performance, they will eventually reach at least 1M copies sold.

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Cash is coming in, but it fell short of expectations.

Rogue core betrayed management’s expectations, and the 60% mixed reviews don’t give much reason to smile. Turning the ratings around has been sluggish for this project. In my own books, this was an important driver that could somehow justify the high valuation at which the company listed (30 SEK+).

Fellowship’s season 3 started well, but player numbers dropped back to the bottom in their familiar style. The game’s team has been downsized, meaning they are trying to curb this cash burn.

Satisfactory powered along in the background, bringing in good results, and Valheim 1.0 is coming in the autumn.

But it doesn’t seem to be enough for the market this time around; let’s see anyway. This time, Coffee Stain didn’t manage to get a new title around its strong core. The cash pile contains double the amount of money for future capital returns to shareholders (dividends + share buybacks), so at least some “kicking the can down the road” is expected.


So, a dividend of 0.68 SEK is planned to be distributed in four parts, and a 150 million SEK share buyback awaits approval at the Annual General Meeting (AGM) on September 24, 2026.


AGM update

The share buyback program seems to have been dropped from the AGM agenda. A sensible decision; Coffee Stain owns a 30% minority stake in Iron Gate (Valheim), and CSG could also increase this stake with its cash reserves, provided that Iron Gate’s buyers are selling.

The dividend remains unchanged.

A small change to the board of directors.

1.2 million share warrant program. The subscription price will likely be set at the ten-day average price * 135% after the AGM. An example for a 17.52 SEK share price resulted in a subscription price of 23.60 SEK for the next 3 years. So, there is some work to be done for the CEO and CFO to get the CSG share price to develop above the mentioned strike price.


The original comment on the board change needed a bit of clarification.

The new board member, Susana Meza Graham, is a veteran of gaming giant Paradox, where she served as COO and CMO. In 2020, she founded the investment firm Aldeon and has since made several investments in both gaming and other technology companies.


Lars went and bought some Coffee Stain.

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Valheim 1.0 is finally dropping on September 9th, just a couple of days away.

The game has been in early access for a long time, and now with the launch, it will be interesting to see how high the peak player count will go. We’ll get some good data on how much the game still activates players.

Satisfactory hit a record of 186k players at its 1.0 launch, let’s see how close we get?

Valheim’s own record is a crushing 500k, and it would be a wild result if it gets anywhere near or above that. But we’ll soon see how well word-of-mouth has spread the message and if we can get some celebrations going.


Metacritics opened up with 7 reviews dropping and an average of 91/100.
Opencritic (86%) has been open since 2021, and today 2 more reviews came in, both 9/10.

I wonder if console reviews will be next.

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