Biggest changeGamehaus’ revenue for the fiscal year ended June 30, 2024 was $145.2 million, with net cash flows generated from operating activities of $3.2 million, compared to $168.2 million of revenue and $2.2 million of net cash flows generated from operating activities for the fiscal year ended June 30, 2023.
Biggest changeNet cash flows provided by operating activities for the fiscal year ended June 30, 2024 increased by US$2.0 million when compared with the fiscal year ended June 30, 2023. 68 Net cash provided by operating activities for the fiscal year ended June 30, 2025 was approximately US$2.2 million, which was primarily attributable to net income of approximately US$3.8 million, adjusted for non-cash items of approximately US$1.8 million and for changes in working capital of approximately negative US$3.4 million.
The issuance and sale of additional equity would result in further dilution to the shareholders. The incurrence of indebtedness would result in increased fixed obligations and could result in operating covenants that would restrict our operations. The Company’s current contractual obligations consist primarily of operating lease payments and the operating lease commitments for property management expenses under lease agreements.
The issuance and sale of additional equity would result in further dilution to our shareholders. The incurrence of indebtedness would result in increased fixed obligations and could result in operating covenants that would restrict our operations. The company’s current contractual obligations consist primarily of operating lease payments and the operating lease commitments for property management expenses under lease agreements.
Sales and other taxes collected from customers on behalf of governmental authorities are accounted for on a net basis and are not included in revenue or operating expenses. Revenue from Advertisements The Company also has relationships with certain advertising service providers for advertisements within its games and revenue from these advertising providers is generated through impressions, click-throughs, and banner ads.
Sales and other taxes collected from customers on behalf of governmental authorities are accounted for on a net basis and are not included in revenue or operating expenses. 72 Revenue from Advertisements The company also has relationships with certain advertising service providers for advertisements within its games and revenue from these advertising providers is generated through impressions, click-throughs, and banner ads.
Hong Kong Gamehaus HK, Gamepromo, Dataverse, and Avid.ly are companies registered in Hong Kong and subject to the following corporate income tax rate: the first HK$2 million of profits earned will be taxed at half the current rate (i.e., 8.25%), while the remaining profits will continue to be taxed at the existing 16.5% if revenue is generated in Hong Kong.
Hong Kong Gamehaus HK, Gamepromo, Dataverse, and Avid.ly are companies registered in Hong Kong and subject to the following corporate income tax rate: the first HKUS$2 million of profits earned will be taxed at half the current rate (i.e., 8.25%), while the remaining profits will continue to be taxed at the existing 16.5% if revenue is generated in Hong Kong.
During the fiscal year ended June 30, 2022, the Company advanced approximately $1.3 million as a loan to the controlling shareholder, Feng Xie, approved by the Company’s shareholders. The loan was due on demand and with an annual interest rate of 2.5%. The Company was repaid in December 2022.
During the fiscal year ended June 30, 2022, the Company advanced approximately US$1.3 million as a loan to the controlling shareholder, Feng Xie, approved by the Company’s shareholders. The loan was due on demand and with an annual interest rate of 2.5%. The Company was repaid in December 2022.
For the Fiscal Year Ended June 30, Change 2024 2023 Amount % Revenue Revenue from in-app purchases $ 131,638,895 150,815,913 (19,177,018 ) (12.7 )% Revenue from advertisements 13,597,854 17,340,993 (3,743,139 ) (21.6 )% Total revenue 145,236,749 168,156,906 (22,920,157 ) (13.6 )% Operating costs and expenses Cost of revenue (70,658,025 ) (71,374,290 ) 716,265 (1.0 )% Research and development expenses (4,788,467 ) (5,485,627 ) 697,160 (12.7 )% Selling and marketing expenses (57,685,521 ) (85,331,774 ) 27,646,253 (32.4 )% General and administrative expenses (3,756,679 ) (2,814,455 ) (942,224 ) 33.5 % Total operating costs and expenses (136,888,692 ) (165,006,146 ) 28,117,454 (17.0 )% Income from operations 8,348,057 3,150,760 5,197,297 165.0 % Total other income, net 373,011 864,658 (491,647 ) (56.9 )% Income before income tax 8,721,068 4,015,418 4,705,650 117.2 % Income tax (expenses) benefits (130,307 ) 78,743 (209,050 ) (265.5 )% Net income 8,590,761 4,094,161 4,496,600 109.8 % Other comprehensive income Foreign currency translation difference (106,429 ) (1,954,899 ) 1,848,470 (94.6 )% Total comprehensive income $ 8,484,332 $ 2,139,262 6,345,070 296.6 % Revenue The Company’s total revenue decreased by 13.6%, or $22.9 million, to $145.2 million for the fiscal year ended June 30, 2024 from $168.2 million for the fiscal year ended June 30, 2023.
For the Fiscal Year Ended June 30, Change 2024 2023 Amount % Revenue Revenue from in-app purchases $ 131,638,895 150,815,913 (19,177,018 ) (12.7 )% Revenue from advertisements 13,597,854 17,340,993 (3,743,139 ) (21.6 )% Total revenue 145,236,749 168,156,906 (22,920,157 ) (13.6 )% Operating costs and expenses Cost of revenue (70,658,025 ) (71,374,290 ) 716,265 (1.0 )% Research and development expenses (4,788,467 ) (5,485,627 ) 697,160 (12.7 )% Selling and marketing expenses (57,685,521 ) (85,331,774 ) 27,646,253 (32.4 )% General and administrative expenses (3,756,679 ) (2,814,455 ) (942,224 ) 33.5 % Total operating costs and expenses (136,888,692 ) (165,006,146 ) 28,117,454 (17.0 )% Income from operations 8,348,057 3,150,760 5,197,297 165.0 % Total other income, net 373,011 864,658 (491,647 ) (56.9 )% Income before income tax 8,721,068 4,015,418 4,705,650 117.2 % Income tax (expenses) benefits (130,307 ) 78,743 (209,050 ) (265.5 )% Net income 8,590,761 4,094,161 4,496,600 109.8 % Other comprehensive income (loss) Foreign currency translation difference (106,429 ) (1,954,899 ) 1,848,470 (94.6 )% Total comprehensive income $ 8,484,332 $ 2,139,262 6,345,070 296.6 % Revenue Our total revenue decreased by 13.6%, or US$22.9 million, to US$145.2 million for the fiscal year ended June 30, 2024 from US$168.2 million for the fiscal year ended June 30, 2023.
The update is effective for annual periods beginning after December 15, 2023, and interim periods within fiscal years beginning after December 15, 2024, with early adoption permitted. The Company does not expect that the adoption of ASU 2023-07 will have a material impact on its consolidated financial statements disclosures.
The update is effective for annual periods beginning after December 15, 2023, and interim periods within years beginning after December 15, 2024, with early adoption permitted. The company does not expect that the adoption of ASU 2023-07 will have a material impact on its consolidated financial statements disclosures.
Selling and marketing expenses Selling and marketing expenses decreased by 32.4%, or $27.6 million, to $57.7 million for the fiscal year ended June 30, 2024 from $85.3 million for the fiscal year ended June 30, 2023, primarily due to the decrease of $27.6 million in advertising costs related to marketing and player acquisition and retention.
Selling and marketing expenses Selling and marketing expenses decreased by 32.4%, or US$27.6 million, to US$57.7 million for the fiscal year ended June 30, 2024 from US$85.3 million for the fiscal year ended June 30, 2023, primarily due to the decrease of US$27.6 million in advertising costs related to marketing and player acquisition and retention.
If the sum of the expected future undiscounted cash flows is less than the carrying value of the assets, the Company recognizes an impairment loss based on the excess of the carrying value of the assets over the fair value of the assets. No impairment charge was recognized for the fiscal years ended June 30, 2024 and 2023.
If the sum of the expected future undiscounted cash flows is less than the carrying value of the assets, the company recognizes an impairment loss based on the excess of the carrying value of the assets over the fair value of the assets. No impairment charge was recognized for the fiscal years ended June 30, 2025, 2024 and 2023.
General and administrative expenses General and administrative expenses increased by 33.5%, or $1.0 million, to $3.8 million for the fiscal year ended June 30, 2024 from $2.8 million for the fiscal year ended June 30, 2023, primarily due to the increase in salary expenses, outsourcing professional fees, and travel expenses.
General and administrative expenses General and administrative expenses increased by 33.5%, or US$1.0 million, to US$3.8 million for the fiscal year ended June 30, 2024 from US$2.8 million for the fiscal year ended June 30, 2023, primarily due to the increase in salary expenses, outsourcing professional fees, and travel expenses.
The decrease in revenue from in-app purchase was primarily due to a 33.4% reduction in advertising costs related to user acquisition from $82.7 million for the fiscal year ended June 30, 2024, compared to $55.1 million for the fiscal year ended June 30, 2023.
The decrease in revenue from in-app purchase was primarily due to a 33.4% reduction in advertising costs related to user acquisition from US$82.7 million for the fiscal year ended June 30, 2024, compared to US$55.1 million for the fiscal year ended June 30, 2023.
Net cash used in investing activities was $1.5 million for the fiscal year ended June 30, 2023, primarily attributable to investments in intangible assets of $3.6 million and against proceeds from disposing of equity investments of $2.2 million.
Net cash used in investing activities was US$1.5 million for the fiscal year ended June 30, 2023, primarily attributable to investments in intangible assets of US$3.6 million and against proceeds from disposing of equity investments of US$2.2 million.
For the fiscal year ended June 30, 2024, income tax expense was $0.13 million, compared to $0.08 million of income tax benefit for the fiscal year ended June 30, 2023, primarily because the net income before provision for income taxes increased by $4.7 million to 8.7 million for the fiscal year ended June 30, 2024 from $4.0 million for the fiscal year ended June 30, 2023.
For the fiscal year ended June 30, 2024, income tax expense was US$0.13 million, compared to US$0.08 million of income tax benefit for the fiscal year ended June 30, 2023, primarily because the net income before provision for income taxes increased by US$4.7 million to 8.7 million for the fiscal year ended June 30, 2024 from US$4.0 million for the fiscal year ended June 30, 2023.
With respect to new games or updates to existing games, the preliminary project stage remains ongoing until just prior to worldwide launch. The development costs of new games or updates to existing games are expensed as incurred to research and development in the consolidated statements of comprehensive income (loss).
With respect to new games or updates to existing games, the preliminary project stage remains ongoing until just prior to worldwide launch. The development costs of new games or updates to existing games are expensed as incurred to research and development in the consolidated statements of comprehensive income.
The decrease in revenue from advertisements was primarily due to the 33.4% reduction in advertising costs related to user acquisition from $82.7 million for the fiscal year ended June 30, 2024, compared to $55.1 million for the fiscal year ended June 30, 2023.
The decrease in revenue from advertisements was primarily due to the 33.4% reduction in advertising costs related to user acquisition from US$82.7 million for the fiscal year ended June 30, 2024, compared to US$55.1 million for the fiscal year ended June 30, 2023.
The decrease in cost of revenue was primarily due to the decrease of $6.2 million in platform fees, offset by a $3.6 million increase in profit sharing arrangement paid to the game developers and $1.7 million increase in customized design fees.
The decrease in cost of revenue was primarily due to the decrease of US$6.2 million in platform fees, offset by a US$3.6 million increase in profit sharing arrangement paid to the game developers and US$1.7 million increase in customized design fees.
Net cash used in investing activities was $0.4 million for the fiscal year ended June 30, 2024, primarily attributable to investments in intangible assets of $0.3 million and investment in transportation equipment of $0.1 million.
Net cash used in investing activities was US$0.4 million for the fiscal year ended June 30, 2024, primarily attributable to investments in intangible assets of US$0.3 million and investment in transportation equipment of US$0.1 million.
Specifically, during the Company’s reorganization in anticipation of its public listing, Shanghai Kuangre returned approximately $3.3 million in capital investment to Beijing Zhiyi, the then-shareholder of Shanghai Kuangre, in June 2022, and Beijing Zhiyi re-invested in Gamehaus in July 2022.
Specifically, during the Company’s reorganization in anticipation of its public listing, Shanghai Kuangre returned approximately US$3.3 million in capital investment to Beijing Zhiyi, the then-shareholder of Shanghai Kuangre, in June 2022, and Beijing Zhiyi re-invested in Gamehaus in July 2022.
The Company’s Average MPCR decreased by 4.9%, or 20 basis points, to 3.9% for the fiscal year ended June 30, 2024 from 4.1% for the fiscal year ended June 30, 2023. However, the Company’s Average DPCR remain steady at 2.2% for the fiscal year ended June 30, 2024, compared to for the fiscal year ended June 30, 2023.
The Average MPCR decreased by 4.9%, or 20 basis points, to 3.9% for the fiscal year ended June 30, 2024 from 4.1% for the fiscal year ended June 30, 2023. However, the Average DPCR remain steady at 2.2% for the fiscal year ended June 30, 2024, compared to for the fiscal year ended June 30, 2023.
Revenue recognition The Company’s revenue is primarily generated from the sale of virtual currency associated with online games and advertisements within the Company’s games. The Company recognizes revenue pursuant to ASC 606, Revenue from Contracts with Customers (“ASC 606”).
Revenue recognition The company’s revenue is primarily generated from the sale of virtual currency associated with online games and advertisements within the company’s games. 71 The company recognizes revenue pursuant to ASC 606, Revenue from Contracts with Customers (“ASC 606”).
Other accounting standards that have been issued by FASB that do not require adoption until a future date are not expected to have a material impact on the Company’s consolidated financial statements upon adoption.
Other accounting standards that have been issued by FASB that do not require adoption until a future date are not expected to have a material impact on the consolidated financial statements upon adoption.
Revenue from in-app purchase decreased by 12.7%, or $19.2 million, to $131.6 million for the fiscal year ended June 30, 2024 from $150.8 million for the fiscal year ended June 30, 2023.
Revenue from in-app purchase decreased by 12.7%, or US$19.2 million, to US$131.6 million for the fiscal year ended June 30, 2024 from US$150.8 million for the fiscal year ended June 30, 2023.
The Company does not discuss recent standards that are not anticipated to have an impact on or are unrelated to its consolidated financial condition, results of operations, cash flows, or disclosures.
The company does not discuss recent standards that are not anticipated to have an impact on or are unrelated to its consolidated financial condition, results of operations, cash flows or disclosures. 74
The decrease was due to the decrease of $0.6 million in other income that consisted primarily of tax refunds from third-party platforms against the increase of $0.1 million in interest income.
The decrease was due to the decrease of US$0.6 million in other income that consisted primarily of tax refunds from third-party platforms against the increase of US$0.1 million in interest income.
Future growth in the number of players and engagement time will depend on the Company’s ability to retain current players, attract new players, launch new games and features, and expand into new markets and distribution platforms. ● Average Daily Active Users. DAU is defined as the number of individual users who play a game on a particular day.
Future growth in the number of players and engagement time will depend on our ability to retain current players, attract new players, launch new games and features, and expand into new markets and distribution platforms. ● Average Daily Active Users. DAU is defined as the number of individual users who play a game on a particular day.
The Company’s Average 7D Retention Rate decreased by 11.9%, or 148 basis points, to 10.9% for the fiscal year ended June 30, 2023 from 12.4% for the fiscal year ended June 30, 2023. During the fiscal year ended June 30, 2024, the Company adopted a more active monetization strategy, which increased the payment conversion rate and Average RPDAU.
The Average 7D Retention Rate decreased by 11.9%, or 148 basis points, to 10.9% for the fiscal year ended June 30, 202 4 from 12.4% for the fiscal year ended June 30, 2023. During the fiscal year ended June 30, 2024, the company adopted a more active monetization strategy, which increased the payment conversion rate and Average RPDAU.
The Company’s Average RPDAU increased slightly to 0.459 for the fiscal year ended June 30, 2024 from 0.458 for the fiscal year ended June 30, 2023.
The Average RPDAU increased slightly to 0.459 for the fiscal year ended June 30, 2024 from 0.458 for the fiscal year ended June 30, 2023.
Changes in player spending behavior, competition, regulatory restrictions on in-app purchases or advertising, and shifts in the broader digital advertising market can significantly impact the Company’s ability to monetize its user base effectively. Managing the balance between player engagement and monetization is a complex challenge that requires careful strategic planning and execution. ● Investment in Technology.
Changes in player spending behavior, competition, regulatory restrictions on in-app purchases or advertising, and shifts in the broader digital advertising market can significantly impact our ability to monetize our user base effectively. Managing the balance between player engagement and monetization is a complex challenge that requires careful strategic planning and execution. ● Investment in Technology.
Delays or failures in launching appealing new content or features could result in decreased player engagement and revenue. ● Monetization . The Company’s revenue is primarily generated through in-app purchases of virtual items and currency, as well as in-app advertising. The effectiveness of the Company’s monetization strategies, including pricing, promotional offers, and advertising partnerships, is critical to its financial performance.
Delays or failures in launching appealing new content or features could result in decreased player engagement and revenue. ● Monetization . Our revenue is primarily generated through in-app purchases of virtual items and currency, as well as in-app advertising. The effectiveness of our monetization strategies, including pricing, promotional offers, and advertising partnerships, is critical to our financial performance.
Research and development expenses Research and development expenses consist of (i) salaries, bonuses, benefits, and other compensations related to research and development; (ii) outsourced professional services related to the development of game and software; and (iii) depreciation expenses associated with assets associated with its research and development efforts.
Research and development expenses Research and development expenses consist of (i) salaries, bonuses, benefits, and other compensations related to research and development; (ii) outsourced professional services related to the development of game and software; and (iii) depreciation expenses associated with assets associated with our research and development efforts.
Platform providers, such as Apple, Google, and Amazon, charge transactional payment processing fees, which generally represent approximately 30% of the Company’s revenue, for accepting payments from players for in-app consumable virtual items. Royalties are incurred and paid by the Company, in accordance with licensing agreements for the relevant intellectual property, to both affiliated and unaffiliated third parties.
Platform providers, such as Apple, Google, and Amazon, charge transactional payment processing fees, which generally represent approximately 30% of our revenue, for accepting payments from players for in-app consumable virtual items. Royalties are incurred and paid by us in accordance with licensing agreements for the relevant intellectual property, to both affiliated and unaffiliated third parties.
The Company’s key performance indicators are impacted by several factors that could cause them to fluctuate on a periodical basis, such as platform providers’ policies, restrictions, seasonality, user connectivity and the addition of new content to certain portfolios of games.
Our key performance indicators are impacted by several factors that could cause our performance to fluctuate on a periodical basis, such as platform providers’ policies, restrictions, seasonality, user connectivity and the addition of new content to certain portfolios of games.
Any disruption in these relationships, whether due to contractual issues, changes in business strategies of its partners, or other reasons, could limit the Company’s access to high-quality game content, which would adversely affect its user engagement and revenue. ● User Acquisition. Establishing and maintaining a loyal and growing user base is critical to the Company’s success.
Any disruption in these relationships, whether due to contractual issues, changes in business strategies of our partners, or other reasons, could limit our access to high-quality game content, which would adversely affect our user engagement and revenue. ● User Acquisition. Establishing and maintaining a loyal and growing user base is critical to our success.
The stability of payer conversion rates and payment rates, including the slight increase in Average RPDAU and the unchanged Average DPCR was primarily driven by the growing popularity of the Company’s games as the Company focused on live operations to enhance gameplay and monetization.
The stability of payer conversion rates and payment rates, including the slight increase in Average RPDAU and the unchanged Average DPCR was primarily driven by the growing popularity of the games as we focused on live operations to enhance gameplay and monetization.
Additionally, the rapid pace of technological change in the mobile gaming industry requires the Company to adapt continuously, which can result in significant ongoing expenses.
Additionally, the rapid pace of technological change in the mobile gaming industry requires us to adapt continuously, which can result in significant ongoing expenses.
The following table presents the breakdown of the Company’s total revenue, both in absolute amount and as a percentage of its total revenue, for the fiscal years indicated.
The following table presents the breakdown of the company’s total revenue, both in absolute amount and as a percentage of our total revenue, for the fiscal years indicated.
The decrease in Average DAUs, MAUs, DPUs and MPUs was primarily due to the loss of game players, as the Company reduced advertising costs by 33.4%, or 27.5 million, to $55.1 million for the fiscal year ended June 30, 2024, compared to $82.8 million for the fiscal year ended June 30, 2023.
The decrease in Average DAUs, MAUs, DPUs and MPUs was primarily due to the loss of game players, as the c ompany reduced advertising costs by 33.4%, or 27.5 million, to US$55.1 million for the fiscal year ended June 30, 2024, compared to US$82.8 million for the fiscal year ended June 30, 2023.
Changes in advertising costs, platform algorithms, or competition for user attention can significantly impact the Company’s user acquisition efforts and results. ● New Game Content and Features. The Company’s ability to retain existing players and attract new ones is heavily dependent on its capacity to continually innovate and offer new, engaging content and features within its games.
Changes in advertising costs, platform algorithms, or competition for user attention can significantly impact our user acquisition efforts and results. ● New Game Content and Features. Our ability to retain existing players and attract new ones is heavily dependent on our capacity to continually innovate and offer new, engaging content and features within our games.
The Company believes this indicator provides useful information reflecting game monetization. ● Average Day Seven Retention Rate . Average 7D Retention Rate is calculated by dividing the number of new users who continue to with the app on the seventh day after installing for a specific period by the total number of new users for that period.
We believe this indicator provides useful information reflecting game monetization. ● Average Day Seven Retention Rate . Average 7D Retention Rate is calculated by dividing the number of new users who continue to with the app on the seventh day after installing for a specific period by the total number of new users for that period.
Net cash provided by operating activities for the fiscal year ended June 30, 2024 was approximately $3.2 million, which was primarily attributable to net income of approximately $8.6 million, adjusted for non-cash items of approximately $0.9 million and for changes in working capital of approximately negative $6.3 million.
Net cash provided by operating activities for the fiscal year ended June 30, 2024 was approximately US$4.5 million, which was primarily attributable to net income of approximately US$8.6 million, adjusted for non-cash items of approximately US$0.9 million and for changes in working capital of approximately negative US$6.3 million.
Net cash provided by operating activities for the fiscal year ended June 30, 2023 was approximately $2.2 million, which was primarily attributable to net income of approximately $4.1 million, adjusted for non-cash items of approximately $1.0 million and for changes in working capital of approximately negative $2.9 million.
Net cash provided by operating activities for the fiscal year ended June 30, 2023 was approximately US$2.5 million, which was primarily attributable to net income of approximately US$4.1 million, adjusted for non-cash items of approximately US$1.4 million and for changes in working capital of approximately negative US$3.0 million.
Average RPDAU is calculated by dividing revenue generated during a specific period by the Average DAU for that period, then further dividing by the number of days in the period. The Company believes this indicator provides useful information reflecting game monetization. ● Average Monthly Payer Conversion Rate .
Average RPDAU is calculated by dividing revenue generated during a specific period by the Average DAU for that period, then further dividing by the number of days in the period. We believe this indicator provides useful information reflecting game monetization. ● Average Monthly Payer Conversion Rate .
Payment processing fees paid to platform providers are recorded within the cost of revenue. 6 Table of Contents Operating costs and expenses The following table sets forth its operating costs and expenses, both in absolute amount and as a percentage of total revenue, for the fiscal years indicated.
Payment processing fees paid to platform providers are recorded within the cost of revenue. Operating costs and expenses The following table sets forth our operating costs and expenses, both in absolute amount and as a percentage of total revenue, for the fiscal years indicated.
Income tax expenses (benefit) The provision for income taxes consists of current income taxes in the various jurisdictions where the Company is subject to taxation, primarily in China and Hong Kong, as well as deferred income taxes reflecting the net tax effects of temporary differences between the carrying amounts of assets and liabilities in each of these jurisdictions for financial reporting purposes and the amounts used for income tax purposes.
Income tax expenses (benefit) The provision for income taxes consists of current income taxes in the various jurisdictions where we are subject to taxation, primarily in mainland China and Hong Kong, as well as deferred income taxes reflecting the net tax effects of temporary differences between the carrying amounts of assets and liabilities in each of these jurisdictions for financial reporting purposes and the amounts used for income tax purposes.
The Company invests significantly in marketing and advertising campaigns, including ad network and demand-side platform (“DSP”) marketing, social media marketing, and influencer partnerships, to attract new players to its games. The effectiveness of these campaigns, as well as the cost per acquisition of new users, is a key determinant of its future growth and profitability.
We invest significantly in marketing and advertising campaigns, including ad network and demand-side platform (“DSP”) marketing, social media marketing, and influencer partnerships, to attract new players to its games. The effectiveness of these campaigns, as well as the cost per acquisition of new users, is a key determinant of our future growth and profitability.
For the fiscal year ended June 30, 2024, the Company had net other income of $0.4 million, representing a decrease of $0.5 million, compared to net other income of $0.9 million for the fiscal year ended June 30, 2023.
For the fiscal year ended June 30, 2024, we had net other income of US$0.4 million, representing a decrease of US$0.5 million, compared to net other income of US$0.9 million for the fiscal year ended June 30, 2023.
Average MPCR is calculated by dividing average MPU for a specific period by the average MAU for the same period. The Company believes this indicator provides useful information about game monetization. ● Average Daily Payer Conversion Rate. Average DPCR is calculated by dividing Average DPU for a specific period by the Average DAU for that period.
Average MPCR is calculated by dividing average MPU for a specific period by the average MAU for the same period. We believe this indicator provides useful information about game monetization. ● Average Daily Payer Conversion Rate. Average DPCR is calculated by dividing Average DPU for a specific period by the Average DAU for that period.
For additional information on its significant accounting policies, please refer to Note 2, Summary of Significant Accounting Policies to the Company’s consolidated financial statements included elsewhere in this Report. 14 Table of Contents Software development costs The Company adopted ASC 985-20-25 on July 1, 2021.
For additional information on its significant accounting policies, please refer to Note 2, Summary of Significant Accounting Policies to our consolidated financial statements included elsewhere in this Report. Software development costs The company adopted ASC 985-20-25 on July 1, 2021.
The Company believes that its current cash on hand will be sufficient to meet the current and anticipated needs for general corporate purposes for at least the next 12 months from the date of this Report. The Company may, however, need additional cash resources in the future if the Company experiences changes in business conditions or other developments.
We believe that its current cash on hand will be sufficient to meet the current and anticipated needs for general corporate purposes for at least the next 12 months from the date of this Report. We may, however, need additional cash resources in the future if we experience changes in business conditions or other developments.
The Company tracked DAU based on device activities. Thus, an individual who plays multiple games or on multiple devices is counted more than once. Average DAU for a period is the average of the monthly average DAUs for the period presented.
We track DAU based on device activities. Thus, an individual who plays multiple games or on multiple devices is counted more than once. Average DAU for a period is the average of the monthly average DAUs for the period presented.
Other than what is disclosed above, the Company did not have other significant commitments, long-term obligations, or guarantees as of June 30, 2024. Off-Balance Sheet Commitments and Arrangements The Company has not entered into any financial guarantees or other commitments to guarantee the payment obligations of any third parties.
Other than what is disclosed above, we did not have other significant commitments, long-term obligations, or guarantees as of June 30, 2025. Off-Balance Sheet Commitments and Arrangements We have not entered into any financial guarantees or other commitments to guarantee the payment obligations of any third parties.
This information should be read together with the Company’s unaudited condensed consolidated financial statements and related notes included elsewhere in this Report. The operating results in any period are not necessarily indicative of the results that may be expected for any future period.
This information should be read together with our audited consolidated financial statements and related notes included elsewhere in this Report. The operating results in any period are not necessarily indicative of the results that may be expected for any future period.
The Company’s games are distributed on various third-party platforms for which the platform providers collect proceeds from its game players and pay the Company an amount after deducting platform fees.
The games are distributed on various third-party platforms for which the platform providers collect proceeds from the game players and pay us an amount after deducting platform fees.
To maintain competitive, the Company continually invests in technology, including game development tools, data analytics, cloud infrastructure, and security measures. These investments enable the Company to improve the performance and security of its games, personalize player experiences, and operate more efficiently. However, technology investments are often capital-intensive and may not always yield expected returns.
To maintain competitive, we continually invest in technology, including game development tools, data analytics, cloud infrastructure, and security measures. These investments enable us to improve the performance and security of our games, personalize player experiences, and operate more efficiently. However, technology investments are often capital-intensive and may not always yield expected returns.
For the Fiscal Years Ended June 30, 2024 % 2023 % Cost of revenue $ 70,658,025 51.7 % $ 71,374,290 43.3 % Research and development expenses 4,788,467 3.5 % 5,485,627 3.3 % Selling and marketing expenses 57,685,521 42.1 % 85,331,774 51.7 % General and administrative expenses 3,756,679 2.7 % 2,814,455 1.7 % Total operating costs and expenses $ 136,888,692 100 % $ 165,006,146 100 % Cost of revenue Cost of revenue primarily consists of payment processing fees, royalties, customized design fees paid to related parties and third parties, hosting fees, and other direct expenses incurred to generate revenue.
For the Fiscal Year Ended June 30, 2025 % 2024 % 2023 Cost of revenue $ 55,860,712 48.7 % $ 70,658,025 51.7 % $ 71,374,290 43.3 % Research and development expenses 5,694,010 5.0 % 4,788,467 3.5 % 5,485,627 3.3 % Selling and marketing expenses 48,393,515 42.2 % 57,685,521 42.1 % 85,331,774 51.7 % General and administrative expenses 4,710,537 4.1 % 3,756,679 2.7 % 2,814,455 1.7 % Total operating costs and expenses $ 114,658,774 100 % $ 136,888,692 100 % $ 165,006,146 100 % Cost of revenue Cost of revenue primarily consists of payment processing fees, royalties, customized design fees paid to related parties and third parties, hosting fees, and other direct expenses incurred to generate revenue.
The Company primarily generates revenue from the sale of virtual currency associated with online games. The Company distributes its games to game players/users through various mobile platforms, such as Apple App Store and Google Play. Through these platforms, users can download the Company’s free-to-play games and purchase virtual currency that can be redeemed for virtual goods in the game.
We primarily generate revenue from the sale of virtual currency associated with online games. We distribute our games to game players/users through various mobile platforms, such as Apple App Store and Google Play. Through these platforms, users can download the company’s free-to-play games and purchase virtual currency that can be redeemed for virtual goods in the game.
However, the Company mitigated the extent of the revenue decline by introducing new content and features, along with its ability to retain game players.
However, we mitigated the extent of the revenue decline by introducing new content and features, along with our ability to retain game players.
All the increases were primarily due to the expansion of the Company’s business and the increase in revenue. Investing activities Net cash flows used in investing activities for the fiscal year ended June 30, 2024 decreased by $1.0 million when compared with the fiscal year ended June 30, 2023.
All the increases were primarily due to the expansion of the Company’s business and the increase in revenue. Investing activities Net cash flows used in investing activities for the fiscal year ended June 30, 2025 increased by US$1.9 million when compared with the fiscal year ended June 30, 2024.
Liquidity and Capital Resources In assessing the Company’s liquidity, management monitors and analyzes its cash on-hand, its ability to generate sufficient revenue sources in the future, and its operating and capital expenditure commitments. For the fiscal years ended June 30, 2024 and 2023, the Company recognized net income of approximately $8.6 million and $4.1 million, respectively.
B. Liquidity and Capital Resources In assessing our liquidity, management monitors and analyzes the cash on-hand, our ability to generate sufficient revenue sources in the future, and our operating and capital expenditure commitments. For the fiscal years ended June 30, 2025, 2024 and 2023, we recognized net income of approximately US$3.8 million, US$8.6 million and US$4.1 million, respectively.
Key performance indicators The Company manages its business by tracking several key performance indicators, each of which is tracked by its internal analytics systems and more fully described below and referred to in its discussion of operating results.
Key performance indicators We manage our business by tracking several key performance indicators, each of which is tracked by its internal analytics systems and more fully described below and referred to in our discussion of operating results.
For the Fiscal Years Ended June 30, (In thousands, except percentages) 2024 2023 Non-financial performance metrics Average DAUs 878 1,012 Average MAUs 4,465 5,232 Average DPUs 19 22 Average MPUs 175 215 Average RPDAU 0.459 0.458 Average MPCR 3.9 % 4.1 % Average DPCR 2.2 % 2.2 % Average 7D Retention Rate 10.9 % 12.4 % The Company’s Average DAUs decreased by 13.2%, or 134,000, to 878,000 for the fiscal year ended June 30, 2024 from 1,012,000 for the fiscal year ended June 30, 2023.
For the Fiscal Year Ended June 30, (In thousands, except percentages) 2025 2024 2023 Non-financial performance metrics Average DAUs 693 878 1,012 Average MAUs 3,771 4,465 5,232 Average DPUs 15 19 22 Average MPUs 145 175 215 Average RPDAU 0.463 0.459 0.458 Average MPCR 3.9 % 3.9 % 4.1 % Average DPCR 2.2 % 2.2 % 2.2 % Average 7D Retention Rate 10.1 % 10.9 % 12.4 % The Average DAUs decreased by 21.1%, or 185,000, to 693,000 for the fiscal year ended June 30, 2025 from 878,000 for the fiscal year ended June 30, 2024.
In addition, Gamehaus has not entered into any derivative contracts that are indexed to its shares and classified as shareholder’s equity or that are not reflected in its consolidated financial statements. Furthermore, Gamehaus does not have any retained or contingent interest in assets transferred to an unconsolidated entity that serves as credit, liquidity or market risk support to such entity.
In addition, we have not entered into any derivative contracts that are indexed to our shares and classified as shareholders’ equity or that are not reflected in our consolidated financial statements. Furthermore, we do not have any retained or contingent interest in assets transferred to an unconsolidated entity that serves as credit, liquidity or market risk support to such entity.
Capitalization of such costs begins when the preliminary project stage is completed and ceases at the point in which the project is substantially complete and is ready for its intended purpose.
The development costs incurred during the application development stage are capitalized. Capitalization of such costs begins when the preliminary project stage is completed and ceases at the point in which the project is substantially complete and is ready for its intended purpose.
The Company may also need additional cash resources in the future if it finds and wishes to pursue opportunities for investment, acquisition, capital expenditure, or similar actions. If the Company determines that the cash requirements exceed the amount of cash on hand, it may seek to issue equity or equity linked securities or obtain debt financing.
We may also need additional cash resources in the future if we find and wish to pursue opportunities for investment, acquisition, capital expenditure, or similar actions. If we determine that the cash requirements exceed the amount of cash on hand, we may seek to issue equity or equity linked securities or obtain debt financing.
The Company believes this indicator provides useful information in understanding the number of users reached across its portfolio of games on a daily basis. ● Average Monthly Active Users. MAU is defined as the number of individual users who play a game during a particular month. The Company tracked MAU based on device activities.
We believe this indicator provides useful information in understanding the number of users reached across our portfolio of games on a daily basis. 57 ● Average Monthly Active Users. MAU is defined as the number of individual users who play a game during a particular month. We track MAU based on device activities.
As of June 30, 2024 and 2023, the Company capitalized $3,071,227 and $2,776,440 of development costs, respectively. The Company reviewed the development costs associated with the new games and determined that the preliminary project stage had been completed during the fiscal years ended June 30, 2024 and 2023.
As of June 30, 2025 and 2024, the company capitalized US$3,459,100 and US$3,071,227 of development costs, respectively. The company reviewed the development costs associated with the new games and determined that the preliminary project stage had been completed during the fiscal years ended June 30, 2025 and 2024.
Therefore, the Company believes that it has sufficient cash reserves to pay short-term debts in order to maintain its liquidity. On April 23, 2024, Shanghai Kuangre and Chongqing Haohan entered into a line of credit agreement with China Merchants Bank Co., Ltd., Shanghai Branch (“CMB”).
Therefore, we believe that we have sufficient cash reserves to pay short-term debts in order to maintain our liquidity. On April 23, 2024, Shanghai Kuangre and Chongqing Haohan entered into a line of credit agreement with China Merchants Bank Co., Ltd., Shanghai Branch (“CMB”).
Consequently, development costs of approximately $0.3 million and $2.8 million were capitalized during the fiscal years ended June 30, 2024 and 2023, respectively. The estimated useful life of costs capitalized is generally five to seven years. During the fiscal years ended June 30, 2024 and 2023, the amortization of capitalized software costs totaled $39,167 and nil, respectively.
Consequently, development costs of approximately US$0.9 million and US$0.3 million were capitalized during the fiscal years ended June 30, 2025 and 2024, respectively. The estimated useful life of costs capitalized is generally three to seven years. During the fiscal years ended June 30, 2025, 2024 and 2023, the amortization of capitalized software costs totaled US$294,078, US$39,167 and nil, respectively.
Specifically, the platform fees decreased by 13.0%, or $6.2 million, to $41.2 million for the fiscal year ended June 30, 2024 from $47.3 million for the fiscal year ended June 30, 2023. The decrease in platform fees was approximately in line with the 19.3% increase in the Company’s revenue.
Specifically, the platform fees decreased by 13.0%, or US$6.2 million, to US$41.2 million for the fiscal year ended June 30, 2024 from US$47.3 million for the fiscal year ended June 30, 2023. The decrease in platform fees was approximately in line with the 13.6% decrease in our revenue. Management expects the platform fees to fluctuate proportionately with our revenue.
The Company expects cost of revenue to fluctuate proportionately with revenue, and such proportionality may vary as a percentage of revenue based on the Company’s mix of games with different royalties and profit-sharing arrangements.
We expect cost of revenue to fluctuate proportionately with revenue, and such proportionality may vary as a percentage of revenue based on our mix of games with different royalties and profit-sharing arrangements.
The Company believes this indicator provides useful information in understanding the number of users reached across its portfolio of games on a monthly basis. 5 Table of Contents ● Average Daily Paying Users. DPU is defined as the number of individuals who made a purchase in a game during a particular day. The Company tracks DPU based on device activities.
We believe this indicator provides useful information in understanding the number of users reached across our portfolio of games on a monthly basis. ● Average Daily Paying Users. DPU is defined as the number of individuals who made a purchase in a game during a particular day. We track DPU based on device activities.
The following table summarizes the Company’s opening and closing balances in contract liabilities and accounts receivable: Accounts Receivable Contract Liabilities Balance as of June 30, 2023 16,551,204 2,986,364 Balance as of June 30, 2024 11,024,450 2,830,068 Substantially all of the Company’s unsatisfied performance obligations relate to contracts with an original expected length of one year or less.
The following table summarizes the company’s opening and closing balances in contract liabilities and accounts receivable: Accounts Receivable Contract Liabilities Balance as of June 30, 2024 11,024,450 2,830,068 Balance as of June 30, 2025 10,423,418 1,871,120 Substantially all of the company’s unsatisfied performance obligations relate to contracts with an original expected length of one year or less.
The Company believes this indicator provides useful information reflecting user engagement. Key Components of Financial Results Revenue The Company primarily generates its revenue from the sale of virtual items associated with mobile games. The Company also generates a portion of revenue from advertisements within mobile games.
We believe this indicator provides useful information reflecting user engagement. 58 Key Components of Financial Results Revenue We primarily generate our revenue from the sale of virtual items associated with mobile games. We also generate a portion of revenue from advertisements within mobile games.
For the Fiscal Years Ended June 30, 2024 % 2023 % Revenue from In-app purchases $ 131,638,895 90.6 % $ 150,815,913 89.7 % Revenue from advertisements 13,597,854 9.4 % 17,340,993 10.3 % Total revenue $ 145,236,749 100 % $ 168,156,906 100 % The Company distributes its games to game players/users through various mobile platforms, such as Apple App Store, Google Play, Amazon, and other mobile platforms.
For the Fiscal Year Ended June 30, 2025 % 2024 % 2023 % Revenue from In-app purchases $ 106,343,226 90.1 % $ 131,638,895 90.6 % $ 150,815,913 89.7 % Revenue from advertisements 11,705,656 9.9 % 13,597,854 9.4 % 17,340,993 10.3 % Total revenue $ 118,048,882 100 % $ 145,236,749 100 % $ 168,156,906 100 % We distribute our games to game players/users through various mobile platforms, such as Apple App Store, Google Play, Amazon, and other mobile platforms.
All the increase are primarily attributed to the preparation of the public listing. 10 Table of Contents Other income, net Other income (expenses), net, is used to record the Company’s non-operating income and expenses, interest income and expenses, investment income, and other income and expenses.
All the increases are primarily attributed to the preparation of the public listing. Other income, net Other income (expenses), net, is used to record our non-operating income and expenses, interest income and expenses, investment income, and other income and expenses.
Financing activities Net cash flows provided by financing activities for the fiscal year ended June 30, 2024 decreased by $4.4 million when compared with the fiscal year ended June 30, 2023.
Financing activities Net cash flows used in financing activities for the fiscal year ended June 30, 2025 increased by US$2.5 million when compared with the fiscal year ended June 30, 2024. Net cash flows provided by financing activities for the fiscal year ended June 30, 2024 decreased by US$5.4 million when compared with the fiscal year ended June 30, 2023.
For the fiscal years ended June 30, 2024 and 2023, cash provided by operating activities was negative 3.2 million and 2.2 million, respectively. As of June 30, 2024 and 2023, the Company had $18.8 million and $16.0 million in cash and cash equivalent, respectively.
For the fiscal years ended June 30, 2025, 2024 and 2023, cash provided by operating activities was 2.2 million, 4.5 million, and US$2.5 million, respectively. As of June 30, 2025 and 2024, the Company had US$15.2 million and US$18.8 million in cash and cash equivalent, respectively.
Payments from players for virtual currency are required at the time of purchase, are non-refundable and relate to non-cancellable contracts that specify the Company’s obligations, and cannot be redeemed for cash or exchanged for anything other than virtual currency within the Company’s games.
Players can pay for their virtual items through various widely accepted payment methods offered in the games. Payments from players for virtual currency are required at the time of purchase, are non-refundable and relate to non-cancellable contracts that specify the company’s obligations, and cannot be redeemed for cash or exchanged for anything other than virtual currency within the company’s games.
The Company’s Average MAUs decreased by 14.7%, or 767,000, to 4,465,000 for the fiscal year ended June 30, 2024 from 5,232,000 for the fiscal year ended June 30, 2023. The Company’s Average DPUs decreased by 13.6%, or 3,000, to 19,000 for the fiscal year ended June 30, 2024 from 22,000 for the fiscal year ended June 30, 2023.
The Average MAUs decreased by 14.7%, or 767,000, to 4,465,000 for the fiscal year ended June 30, 2024 from 5,232,000 for the fiscal year ended June 30, 2023. The Average DPUs decreased by 21.1%, or 4,000, to 15,000 for the fiscal year ended June 30, 2025 from 19,000 for the fiscal year ended June 30, 2024.
To achieve the core principle of this standard, the Company applied the following five steps: 1. identification of the contract, or contracts, with the customer; 2. identification of the performance obligations in the contract; 3. determination of the transaction price; 4. allocation of the transaction price to the performance obligations in the contract; and 5. recognition of the revenue when, or as, a performance obligation is satisfied. 15 Table of Contents Revenue from In-app Purchases The Company primarily derives revenue from the sale of virtual currency associated with online games.
To achieve the core principle of this standard, the Company applied the following five steps: 1. identification of the contract, or contracts, with the customer; 2. identification of the performance obligations in the contract; 3. determination of the transaction price; 4. allocation of the transaction price to the performance obligations in the contract; and 5. recognition of the revenue when, or as, a performance obligation is satisfied.