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SI

Snail, Inc. (SNAL)·Q1 2025 Earnings Summary

Executive Summary

  • Revenue rose 42.5% YoY to $20.1M on higher ARK franchise sales, ARK Mobile, and notably lower deferrals; however, sequential revenue fell vs Q4 as DLC-driven recognition normalized .
  • Q1 revenue beat S&P Global consensus by ~12% ($20.1M vs $18.0M*), and diluted EPS of ($0.06) was better than the ($0.10)* consensus; both estimates were based on a single analyst, implying low coverage and higher dispersion risk. Bold beat on revenue and EPS. (S&P Global)
  • Bookings improved sequentially to $22.2M from $17.0M, signaling underlying demand strength despite lower revenue recognition; EBITDA was a loss of $3.2M on elevated R&D and marketing tied to GDC and pipeline support .
  • Key 1H25 catalysts: robust ARK content cadence (Astraeos, Aquatica, Lost Colony), mobile momentum (4.8M downloads; ~144k DAUs), and a new short-drama initiative via Salty TV and MPU MoU; management sees limited direct tariff risk .

What Went Well and What Went Wrong

  • What Went Well

    • Strong top-line growth: net revenues +42.5% YoY to $20.1M, aided by ARK franchise (+$2.7M), ARK Mobile (+$1.3M), and $3.3M less in deferrals YoY .
    • Sequential bookings up to $22.2M (from $17.0M in Q4), indicating solid underlying sell-through despite revenue deferral dynamics .
    • Mobile traction and engagement: ARK Mobile surpassed 4.8M cumulative downloads and averaged ~144k DAUs in Q1; ARK franchise DAU on Steam/Epic up ~16% YoY to ~243k; ARK cumulative playtime reached ~4.0B hours (avg 162 hours/user) .
  • What Went Wrong

    • Profitability pressure: EBITDA loss of $(3.2)M vs $(1.9)M a year ago, driven by higher opex (headcount, R&D, marketing) and tax/interest mix; gross margin contracted sequentially to ~29% from ~43% in Q4 .
    • Operating expenses stepped up materially: G&A $5.0M, R&D $3.6M, and marketing $1.3M vs Q1’24; management cited GDC and broader pipeline support, though expects q/q normalization in marketing tactics .
    • EPS remained negative (diluted $(0.06)) despite a top-line beat; net loss widened slightly YoY given higher costs tied to growth initiatives .

Financial Results

Recent quarterly P&L trend (oldest → newest)

MetricQ3 2024Q4 2024Q1 2025
Revenue ($USD)$22.53M $26.21M $20.11M
Gross Profit ($USD)$8.71M $11.35M $5.85M
Gross Margin %38.7% 43.3% 29.1%
Net Income (Loss) ($USD)$0.23M $1.12M $(1.95)M
Net Income Margin %1.0% 4.3% (9.7)%
EBITDA ($USD)$0.5M $1.6M $(3.2)M
EBITDA Margin %2.2% 6.1% (15.9)%
Diluted EPS ($)$0.01 $0.03 $(0.06)

YoY comparison

MetricQ1 2024Q1 2025
Revenue ($USD)$14.12M $20.11M
Gross Profit ($USD)$2.07M $5.85M
Gross Margin %14.7% 29.1%
Net Loss ($USD)$(1.78)M $(1.95)M
Diluted EPS ($)$(0.05) $(0.06)

Bookings and cash

MetricQ3 2024Q4 2024Q1 2025
Bookings ($USD)$16.1M $17.0M $22.2M
Unrestricted Cash ($USD)$10.6M $7.3M $9.4M

Vs. S&P Global consensus (Q1 2025)

MetricEstimateActualSurprise
Revenue ($USD)$18.0M*$20.11M +$2.11M / +11.8%*
Primary EPS ($)$(0.10)*$(0.06) +$0.04*
# of Estimates1 (rev)* / 1 (EPS)*Low coverage*

Values with asterisks (*) retrieved from S&P Global.

KPIs and operating metrics (Q1 2025 unless noted)

KPIValue
ARK: Survival Evolved units sold~690,775
ARK: Survival Ascended units sold~751,960
ARK Mobile cumulative downloads (as of 3/31/25)>4.8M
ARK Mobile average DAUs (Q1)~143,976
ARK Franchise DAU on Steam/Epic (Q1)~243,000; ~+16% YoY
ARK cumulative hours played (as of 3/31/25)~4.0B hours; avg 162 hrs/user

Notes: Revenue benefited from deferring $3.3M less YoY; lower deferrals vs prior year aided recognized revenue, while sequential dynamics reflect timing of DLC-related recognition .

Guidance Changes

MetricPeriodPrevious GuidanceCurrent GuidanceChange
Company guidanceFY25 / Q2-Q4 2025Not providedNot provided (no quantitative ranges issued in the press release or call)n/a - -

Management discussed the outlook qualitatively (content pipeline, tariff sensitivity, mobile growth) but did not provide formal quantitative revenue/EPS/margin guidance ranges -.

Earnings Call Themes & Trends

TopicPrevious Mentions (Q3 2024, Q4 2024)Current Period (Q1 2025)Trend
ARK content cadenceQ3: Aberration DLC, Bobs Tall Tales; strong ARK engagement . Q4: Extinction DLC; ASA 3.4M cumulative units; DAU metrics disclosed .Astraeos map launched; Aquatica teased; Lost Colony trailer revealed; 10-year anniversary plans .Continued expansion and cadence across platforms.
Mobile expansionQ3: Announced ARK: Ultimate Mobile Edition . Q4: Mobile launched; >2M downloads in launch month .4.8M downloads as of 3/31/25; ~144k DAUs; more maps planned (Genesis P1/P2 later in 2025) .Scaling user base; ongoing content support.
Short-drama initiative (Salty TV)Q4: Soft launch; 31 dramas .MPU MoU to co-develop ≥10 dramas over 12 months; Salty TV hosts 49 dramas; leveraging AI/immersive storytelling .Expanding non-game content adjacency.
Tariffs/macro exposureNot focal in Q3/Q4 - -.CFO sees limited direct impact; potential indirect effects on console pricing/consumer spend; mitigating via PC/mobile mix (PC ~48% of 2024 rev) .New monitored risk; manageable per management.
R&D and marketing spendQ4: R&D stepped up to support pipeline .Higher R&D and marketing in Q1 tied to GDC and launches; marketing unlikely to increase at same pace q/q .Elevated near term; selective normalization expected.
Deferral/Bookings dynamicsQ3: Deferred revenue increased on unreleased DLCs; Bookings $16.1M -. Q4: Recognition from DLC releases; Bookings $17.0M -.Lower YoY deferrals aided revenue; Bookings rose to $22.2M .Improving underlying demand; recognition timing remains a swing factor.

Management Commentary

  • “The first quarter saw sustained growth and strong engagement across our ARK franchise… increase in daily active users in the first quarter of 2025 of approximately 16%, up to 243,000 on the Steam and Epic platforms” — Co-CEO Tony Tian .
  • “As of March 31, 2025, ARK has been played for 4.0 billion cumulative hours with the average playing time per user reaching 162 hours.” — Co-CEO Tony Tian .
  • “We deferred less revenue this quarter as the majority of ARK: Survival Ascended DLCs have been released requiring a lower percentage of each ARK: Survival Ascended sales being deferred in 2025.” — CFO Heidy Chow .
  • “We believe that the direct impact of tariffs on our business is likely to be limited… PC accounted for ~48% of revenue in 2024… ARK mobile will help offset broader effects.” — CFO Heidy Chow .

Q&A Highlights

  • Revenue diversification: Management is adding new launches (Robots at Midnight, Honeycomb, Echoes of Elysium) and expanding the short-drama business via an MoU with Mega Matrix; revenue contribution from dramas seen as promising but too early to quantify .
  • Marketing spend trajectory: Q1 marketing increased due to GDC and 2025 releases; management does not expect similar q/q increases as unveiling strategies evolve and show participation is optimized .
  • Path to profitability: Focus on cost control (outsourcing, aligning R&D/marketing to near-term revenue) and diversified monetization (short dramas, premium mods, ARK mobile microtransactions) to scale profitability over time .

Estimates Context

  • Q1 2025 revenue: $20.11M vs S&P Global consensus $18.0M* (beat ~12%); Primary EPS: ($0.06) vs ($0.10)* (beat $0.04). Coverage depth: 1 estimate for both revenue and EPS*, implying higher variance risk. Values with asterisks (*) retrieved from S&P Global.
  • Implications: Given the revenue beat and improved bookings, Street models may lift near-term revenue while reassessing opex intensity and gross margin trajectory amid DLC cadence and mobile mix .

Key Takeaways for Investors

  • Underlying demand is healthy: sequential bookings acceleration to $22.2M despite revenue normalization underscores ongoing engagement and content monetization .
  • Beat on low-covered estimates: $2.1M revenue and $0.04 EPS beats versus single-estimate consensus can still catalyze sentiment near term, but coverage thinness raises dispersion risk (S&P Global; ).
  • Margin watch: gross margin fell q/q to ~29% on mix/recognition; monitor DLC pipeline, platform mix (mobile vs console/PC), and the cost base as the year progresses .
  • Pipeline catalysts: Aquatica, Lost Colony, mobile content drops (Genesis P1/P2), and Bellwright Xbox in Q4’25 provide multiple inflection points for user growth and monetization .
  • Expense discipline signals: management plans to temper marketing growth after GDC and align spend to near-term revenue, supporting a path back to EBITDA breakeven as content monetizes .
  • Risk balancing: tariffs viewed as limited direct risk; mobile lowers hardware barriers, and PC’s ~48% mix cushions console uncertainty, aiding resilience into macro headlines .