Thank you, Alexander. I’ll now go over the group’s operational performance and offer some insights into our main franchises. Starting with the operating metrics, average bookings per paying user increased by 2% year-over-year while monthly active users as well as monthly paying users across all games were relatively flat declined by slight 3% year-over-year, which indicates a better dynamics compared to the decline in marketing spend in the quarter. However, our operating metrics, demonstrate the higher quality and stickiness of cohorts we acquired recently and also reflect the improved ability to retain and monetize existing players' cohorts. But the blended numbers never provide the right picture for each product in particular, and we as you know are very focused on each and every product we develop. So, I believe it makes sense to dive into some details game by game. Hero Wars: Dominion Era, our PC RPG title, showed solid performance in Q2 2024. In terms of bookings, both year-over-year and quarter-over-quarter figures remained flat. It is important to understand that this game is tailored for a more hardcore and narrow player base who spend more time and money inside the game, but acquiring them is more challenging compared to the mobile version of the game. So the average bookings per paying user grew by 6% quarter-over-quarter and 3% year-over-year. And the focus for Hero Wars: Dominion Era is in-game play depth development and life time value growth of existing player base, as opposed to growth via scaling user acquisition investments. In our mobile RPG title, Hero Wars: Alliance, the team is focused on achieving product improvements, driving the lifetime value of users, which are planned to be used for more significant and effective user acquisition investments during the peak seasons of the fourth quarter and the first quarter 2025. Due to this approach, marketing expenses in the second quarter 2024 declined 15% year-over-year, while the user economics of the acquired users was much stronger compared to last year as Alexander has mentioned before. These factors led to a 4% year-over-year decrease in bookings for Hero Wars: Alliance, although the figure remained flat quarter-over-quarter, which is in line with our decision to focus on stronger growth in a hot season. Importantly, Hero Wars has recently celebrated a major milestone with its first ever in-game collaboration, featuring the legendary gaming icon Lara Croft. This partnership with Crystal Dynamics, a part of Embracer Group, showed the scale and power of Hero Wars franchise. It has garnered positive feedback from our player community and was supported by extensive brand marketing campaigns. These efforts propelled the Hero Wars brand to an all-time high in Google Trends search interest and the number of new players during the months of collaboration, so at 25% year-over-year and 17% month-over-month increase. Now, let’s move on to our Pixel Gun 3D franchise. I would like to once again highlight the good start of Pixel Gun 3D PC Edition on the Steam platform. This launch once again demonstrated the strong brand of Pixel Gun, as the results were reached without significant marketing investments, relying solely on the title’s community and power of name recognition. As a result, in the second quarter, the Pixel Gun 3D franchise saw a 10% year-over-year increase in monthly active users and a 45% year-over-year increase in monthly paying users. While we currently see a decline after the initial spike, which is typical with PC launches, the team is working diligently to offer the best product for this audience and develop the success of the game. Moving on to Island Hoppers, our mobile farming title, this year the team has significantly improved retention and monetization of paying users, thanks to LiveOps improvements and currently we are happy with the quality of the product, but still building a marketing infrastructure which can allow us to scale the user acquisition investments later this year. To stay effective we have significantly decreased the UA investment in the second quarter for this product. Regarding the geographic breakdown of bookings in second quarter, the U.S. market, was 34% remains the largest revenue contributor, while the most significant year-over-year increase of five percentage points we have in the share from the European region, which reaching 29% of total bookings. This was achieved by a more tailored marketing approach in Germany our top one country in the region and as well as brand marketing activities including experimental TV commercials in Poland, which helped to grow Hero Wars bookings in this country by more than 50% year-over-year. Additionally, in the second quarter, the share of PC revenue increased by four percentage points compared to the same period in 2023, mostly due to the release of Pixel Gun 3D on the Steam platform as well as good performance of Hero Wars: Dominion Era. Moving forward this year, our primary focus is on enhancing our key franchises. Our teams are dedicated to improving the user experience to increase retention, engagement, and monetization metrics, with the goal of growing the projected lifetime value. And importantly we plan to reinvest the gains from these LTV improvements into more aggressive user acquisition efforts in the hot season, which is expected to generate new high quality cohorts and support continued growth in the future. With that, we conclude our second quarter 2024 earnings results presentation for GDEV Inc. We will now address any questions you may have during the conference call. Operator?