Anton Reinhold
Analyst · Xtellus Capital Partners. Please go ahead. The line is now open
Thank you, Sasha. Hello, everyone. As already mentioned by Andrey and Sasha, Q3 was a remarkable and exciting period for us. In Q3 2021, we continued to see our bookings grow, driven by the continued inflow of new payers. We managed to grow the number of payers to 371,000 paying users, that's up 30% year-over-year, and despite such a massive inflow of payers, the average check was relatively flat year-over-year, and up compared to Q2 at $128. Our unit economics remain healthy as well. We have not observed any decline in quality of the cohorts required in Q3 as compared to Q2. Contrary to the industry trends, we maintained elevated investments on iOS in Q3, which was approximately 50% higher year-over-year, as we saw an attractive window of opportunity to build a strong player base and strengthen our positions in such iOS dominated countries as Japan. Looking at the split of bookings by platform, we are pleased to have achieved remarkable growth in mobile despite all the turbulence caused by the IDFA regulation and higher competition for user acquisition as we have increased our UA spend. The desktop version of our games has demonstrated even higher growth rates, and now accounts for almost third of the bookings. We see a lot of opportunity in developing the desktop version of our games with the launch of Throne Rush on the web recently. Our proprietary platforms allow us to optimize the blended platform commissions and enjoy attractive unit economics. From a geographical perspective, we have continued seeing good traction across all our regions. But in Asia, the growth was especially strong. This year, we decided to make a special focus in terms of UA and game development in this region, and as a result doubled our bookings there. And last, but not least, the share of the formerly high marginal advertising revenue in our bookings has increased more than twice, and now accounts for approximately 6% of our bookings. And we believe the advertising revenue can grow even faster going forward. Turning to the conversion rates, despite much more aggressive marketing compared to last year, we have seen strong numbers in fair conversion, that's MPU to MAU and stickiness DAU to MAU, respectively. People continue to enjoy games and spend their time and money there, despite the easening of COVID restrictions in some countries. Finally, we would like to quickly update you on our new game development. As you already know, we officially released Chibi Island in July after a successful soft launch at the end of 2020. Since its soft launch, the game has accounted for around 1.4 million downloads on iOS and Android. Every month it engages on average 280,000 players and generates between 200,000 and 300,000 of bookings. We believe these are encouraging results for a brand new title, and we will continue working on this enhancement and scaling. In the mobile game market, the development of the game doesn't end at the moment of the official release. In fact, it never ends. We continue enhancing the core game mechanics as well as the monetization approach in order to find the right balance between lifetime value and the CPI, and identify the bridge -- and bridge the gaps that cause players to leave. Once the mechanism is set up properly, we’ll increase our marketing and intensify and scale the game. For Hero Wars, the process took close to 18-months, and we believe the experience we gained will allow us to avoid many mistakes and accelerate the ramp up period. In October we launched Throne Rush on our proprietary web platform. Throne Rush was our first game in genre offensive strategy. It was launched on social networks back in 2013, and was awarded with the title Game of The Year by Facebook in 2014. Like Hero Wars, the game enjoys the strong retention of users, long story selling and demonetization mechanics. Just a few words on why we believe web versions of our games are an important pillar of our growth strategy. First of all, the company originated from the social games, which provide users with bigger screen and wider gaming opportunities. Secondly, in the first half of 2021, the desktop version of Nexters' game showed considerable growth. The company's bookings on desktop, which includes social and web version of games have grown by 79% year-over-year since the beginning of 2021. And all the growth was driven by rapid expansion of our proprietary web platform. And last but not least, we expect the web version of our games to not only diversify our booking streams, but also to increase the economic efficiency by reducing the blended platform commission. According to our initial plan, we have two casual titles left for this year to launch. We plan to soft launch the first one in the following weeks. Its current working title is Puzzle Island, but quite soon it will be launched under a new name. You can already find it in Google Play and App Store. On a tech launch, we have seen very promising metrics on retention and monetization. The second title Riddle Island, which is a mix of mystery and adventures is in the final development stage. And we target to tech launch at around towards the end of the year in limited geographies and soft launches in 2022. So all the titles which were planned for this year, are in the exit pipeline and are set to be released within the anticipated timeline. All of them are casual games, which perfectly fits within our strategy of expanding onto the massive audience of casual players and where our game making playbook is comprehensive. With that, operator, please open up the call for questions.