Marcus Arildsson
Analyst · Arthur Roulac with Three Court
Thanks, Aviv, and hello, everyone. If we now move to Slide 10, you can see our consolidated net gaming revenue and adjusted EBITDA by country. So in the fourth quarter, NGR revenue increased by 15% year-on-year from EUR 52.6 million to EUR 60.7 million. This growth was driven primarily by our 2 core markets. Mexico, net gaming revenue grew by 31% to EUR 32.8 million and Spain, where it increased 7% to EUR 24.5 million. In our other markets, Colombia, Panama and City of Buenos Aires, these markets contributed EUR 3.5 million in the quarter, 25% less than in the prior year quarter, as a result of the decline in the Colombian revenue on the back of the 19% tax on deposits that have been in effect for most part of 2025, but expired towards the end of the year. This top line performance is translating into profitability and reflects operating leverage in our business model as we scale and as well as continued improvements in marketing efficiency and certain cost discipline. In the fourth quarter, we delivered positive adjusted EBITDA of EUR 6.7 million, which was EUR 4.8 million above Q4 of 2024 and included EUR 7.1 million of contribution from Spain and EUR 4 million contribution from Mexico, which has now clearly inflected towards profitability. For the full year 2025, adjusted EBITDA reached EUR 13.8 million, more than double the EUR 6.4 million we reported in 2024 and in line with the upper end of the guidance we provided a year ago. If we move to Page 11 to have a look at our consolidated P&L. There, you can see marketing expense was EUR 21.4 million, slightly below last year in absolute terms and significantly lower as a percentage of NGR, reflecting improved efficiency in our marketing spend. The rest of our operating expenses, namely platform and content costs, gaming taxes and personnel were essentially in line with the growth in NGR. Altogether, this cost structure resulted in an adjusted EBITDA of EUR 6.7 million in the fourth quarter, implying an EBITDA margin of around 11% compared to less than 4% in Q4 2024. Looking now at our consolidated figures on Page 12. You can see the key operating metrics that underpin these results. The 50% growth in net gaming revenue in Q4 was driven by higher average monthly active players, which reached approximately 177,000 players, 20% above those of Q4 2024. The growth in active customers was fueled by higher FTDs, which increased by 89,000 in the quarter, 22% above the prior year period. On the bottom right, you can see that customer acquisition efficiency remains at attractive levels with a consolidated CPA of around EUR 166 and trending downwards in the quarter. Taken together, these KPIs confirm that we're bringing more customers onto the platform at good unit economics and keeping them engaged over time. Turning to Spain on Page 13. Net gaming revenue in the fourth quarter was EUR 24.5 million, up 7% versus Q4 2024 as a result of a 14% increase in the number of active customers to 56,000. With Spain being a mature and tightly regulated markets, especially in terms of advertising, we are pleased to continue growing our portfolio of customers while maintaining a strong profitability. Looking at Mexico on Page 14. Net gaming revenue increased 31% year-on-year from EUR 25.1 million to EUR 32.8 million. As opposed to prior quarters, the Mexican peso was roughly flat in the fourth quarter of 2025 compared to the prior year period. Revenues were primarily driven by very strong growth in active customers, which grew to around 99,000 in the fourth quarter 2025 compared to 69,000 in the same period the previous year. In December, we reached more than 100,000 active customers in the country for the first time, a very exciting milestone for us as we continue to build a sizable portfolio ahead of the World Cup later on this year. As discussed during last year, player value from customers acquired throughout 2025 has been lower than in prior years, but they've also come with a lower upfront CPA. And our performance this quarter reflects that optimization between the existing portfolio and the new acquisitions. All in all, Mexico continues to be the growth engine for Codere Online. We're building scale, increasing brand awareness and improving our product and customer experience in the country, all while remaining focused on profitability. If we turn to the balance sheet on Page 15, you can see that we closed this year with EUR 50 million of total cash, of which approximately EUR 45 million is available. These figures include the impact of EUR 2.4 million in share repurchases that Aviv commented on. In terms of our net working capital position, we ended the year with a negative EUR 22 million or around 10% of our full year net gaming revenue, which is in line with prior quarters and our structural negative working capital position. This combination of negative working capital and growing scale supports our cash generation, which we expect will continue to improve and give us the flexibility to keep investing in growth. And as we have started to do, return capital to shareholders through the share buyback program. Turning to Page 16, looking at our cash flow. We generated EUR 13.4 million of cash flow before share repurchases and the FX impact on cash balances. This shows that the business is now delivering not only positive adjusted EBITDA, but also converting a significant part of it into cash flow. As a result, our available cash increased by close to EUR 10 million from EUR 35 million at the beginning of the year to EUR 45 million at the end of 2025. Finally, turning to Page 18, where we are providing our 2026 outlook. As Aviv mentioned earlier, we expect net gaming revenue in 2026 to be in the range of EUR 235 million to EUR 245 million, which at the midpoint represents around 7% growth versus 2025. We also expect adjusted EBITDA to be between EUR 15 million and EUR 20 million compared to EUR 13.8 million in 2025, which is more than 25% growth at the midpoint of that range. This outlook assumes a marketing -- excuse me, this outlook assumes a marketing investment broadly in line with that of 2025, which we believe is the right decision given that 2026 is a World Cup year and was also considering the current competitive landscape in Mexico. We want to make sure we fully capture this opportunity to reinforce our brand and further expand our customer base in what is already our key growth market. At the same time, we continue to see clear evidence of operating leverage in the model. As our brand matures and our customer base growth, we expect that over time, marketing as a percentage of the net gaming revenue will continue to trend down while still allowing us to grow the top line. In other words, 2026 is a year where we are leaning into the opportunity in Mexico, but we see a path forward towards a more efficient marketing profile in the medium term. That's all from my end. I will now hand it back to Aviv for some closing remarks.