Snail, Inc. Class A Common Stock 2026 Q2 Earnings Call
Review the key takeaways and the transcript of this earnings call.
- Snail Inc reported net revenue of $19.7 million for Q2 2026, down from $22.2 million in Q2 2025, primarily due to decreased sales in ASA, Ace, Arc mobile, Salty TV, and other titles, partially offset by increased Bellroy revenue and deferred revenues.
- Net revenue for the six months ended June 30, 2026, increased 11% to $47 million compared to $42.3 million in the prior year period.
- Net loss improved to $3 million in Q2 2026 from $16.6 million in Q2 2025, mainly due to the absence of a $14 million income tax provision recorded in the prior year and improved gross profit, partially offset by higher G&A and R&D expenses.
- EBITDA loss was $3 million in Q2 2026 compared to a loss of $2.4 million in Q2 2025; for the six months, EBITDA loss decreased 88.8% to $600,000 from $5.8 million.
- Total units sold in Q2 2026 were 2 million, slightly down from 2.1 million in Q2 2025, with a decrease in Arc franchise sales partially offset by increased Bellroy sales.
- Bookings for Q2 2026 were $21.8 million, down from $27.1 million in Q2 2025, mainly due to lower Ace and ASA sales, partially offset by Bellroy bookings.
- Unrestricted cash was $13.3 million as of June 30, 2026, up from $8.6 million at December 31, 2025.
- Snail made progress in its gaming pipeline with multiple DLC releases including Arc Fantastic Team's Season One pack, Genesis Part One DLC for ASA, Arc Tides of Fortune expansion, and Arc Dragon Topia content, with phased revenue recognition due to staggered content releases.
- The company officially launched Bellroy on PlayStation and Xbox in Q2 2026, achieving top five paid games on Xbox and strong early user ratings, supporting diversification beyond the Arc IP.
- Snail introduced a new AI technology initiative, the Non-Human Player (NHP), an AI companion designed to learn and adapt to players' styles across multiple games, aiming to enhance gaming experiences.
- Three AAA titles—For the Stars, Neon Sutra, and Mortal and Nyan Sutra—are in development, representing significant growth and diversification efforts beyond the Arc IP.
- The company is advancing its stablecoin initiative with USD coin platform infrastructure development, regulatory engagement, and money transmitter license applications submitted in multiple states.
STOCKNOW INSIGHTS
Continue with outlook and guidance.
Log in to unlock executive comments and Q&A highlights.
Log in for the full summaryStockNow uses AI to translate and summarize earnings calls. Accuracy and completeness are not guaranteed.
Transcript
Preview the first fifteen paragraphs, organized by speaker.
Thank you for standing by, and welcome to Snail, Inc.'s second quarter 2026 earnings conference call and webcast. I would now like to turn the call over to Steven Shinmachi with Investor Relations.
Thank you, and good afternoon, everyone. Welcome to Snail, Inc.'s second quarter 2026 earnings conference call and webcast. Joining us for today's call are Snail, Inc.'s Chief Executive Officer, Hai Shi, Chief Financial Officer, Heidy Chow, and Senior Vice President, Director of Business Development and Operations, Peter Kang. The company's second quarter 2026 earnings press release was filed earlier today and is available on the investor relations section of Snail, Inc.'s website at www.snail.com or the SEC's website at www.sec.gov/edgar. During this call, management may make forward-looking statements regarding future events and the future financial performance of the company. Actual events or results may differ materially from our expectations, and forward-looking statements are subject to certain risks and uncertainties. Please refer to the company's Form 10-Q that has been filed with the SEC and other SEC filings. The company makes these forward-looking statements as of today.
It disclaims any duty or obligation to update them or to release publicly updates or revisions to any forward-looking statements to reflect any change in its expectations or any change in events, conditions, or circumstances on which any statement is based. Additionally, on today's call, we refer to bookings and EBITDA, which are non-GAAP financial measures and provide useful information for the company's investors. You will find the historical reconciliation of bookings and EBITDA to the corresponding GAAP measures in the earnings press release and the company's SEC filings. I will turn the call over to Peter Kang, Senior Vice President and Director of Business Development and Operations of Snail.
Sir, please proceed. Thank you, and good afternoon, everyone.
Thank you for joining us today to review our financial and operational results for the second quarter ended June 30, 2026. Over the last several months, we have made encouraging strides across our gaming pipeline and diversified content roadmap. Through DLC releases, console launches, meaningful progress across key titles in development, and advances in our strategic initiatives, we have strengthened our foundation for the remainder of 2026. With additional content, products, and growth initiatives planned over the next several quarters, we believe Snail is well-positioned to build momentum across our portfolio. Starting with ARK, we maintained consistent activity and engagement during the quarter. ARK: Survival Evolved sold approximately 574,000 units with average DAU of approximately 105,000 and peak DAU of approximately 131,000. ARK: Survival Ascended sold approximately 1.2 million units with average DAU of approximately 120,000 and peak DAU reaching over 155,000.
Across ARK Mobile, average DAU was approximately 129,000, while total downloads exceeded 13 million. We are also pleased with the progress we have made in executing our ARK content pipeline. Starting in May, we released the ARK Fantastic Tames Season 1 pack, which included three DLC creatures: Burrowbuck, Cerberax, and Enigmasaur. Burrowbuck was available at launch, while the latter two creatures are scheduled for release during the third and fourth quarter, respectively, to extend the pack's content cadence through year-end. More recently, early July marked the return of the iconic Genesis Part 1 DLC to ASA and the Unreal Engine 5 experience. In tandem with Genesis, we released ARK: Tides of Fortune, a new premium expansion that transformed the Genesis ocean into a massive map-wide natural frontier. Alongside these two DLC releases, we also shadow-dropped ARK: Dragontopia.
Content for the Dragontopia DLC will be released in phases throughout 2026, with DLC owners expected to receive included content updates throughout Q3 and Q4. Together, these launches further expanded the ASA experience and established a strong foundation for the additional ARK content planned through 2027. Beyond ARK, we officially launched Bellwright on PlayStation and Xbox during the second quarter. Bellwright originally launched in 2024 as an early access Steam title and has since achieved over 1 million lifetime units sold, over 46.4 million playtime hours, and maintained a very positive Steam rating for the past two years. The strong and established Steam following carried into the console launch as well. Following the launch on console platforms, Bellwright reached the top five paid games list on Xbox and earned strong early user ratings on both PlayStation and Xbox.
Additionally, during the first 30 days after the console launch, combined console DAU demonstrated positive early engagement, suggesting console monetization potentials. During a relatively measured second quarter for new game and content releases, Palride sales helped support our overall performance. More importantly, its success reinforces our confidence in expanding beyond the ARK IP. Our rich history in the sandbox survival genre continues to support our broader diversification strategy, and we remain focused on growing this portfolio as we evaluate new investments and pipeline opportunities. Operationally, we are pleased to report a new initiative through our subsidiary, Egofold, which is focused on the development of our new AI technology. Just last week at the Ai4 2026 conference, we introduced the AI Ranch initiative and unveiled a new product called the Non-Human Player, or NHP. At its core, NHP is an AI companion designed for gamers.
Unlike traditional NPCs or scripted bots, NHP is intended to behave, learn, and adapt like a real human teammate to ultimately create a personalized and dynamic AI partner through a player's gaming journey. What makes NHP unique is its approach to understanding games. Rather than relying on scripts, APIs, or game modification, NHP observes the game the same way a human player would. It watches the screen, interprets what is happening in real-time, understands players' objectives, environments, and user interfaces, develops a plan, and then executes actions through standard keyboard and mouse inputs. Over time, the technology is designed to learn from each user's play style and preference, creating an increasingly personalized companion experience. Our vision is for NHP to accompany users across multiple game titles, helping them not only enjoy games more, but also improve their skills and shorten the learning curve when entering new games.
We believe this technology has the potential to address several common challenges faced by both casual and hardcore gamers. These include difficulties finding reliable teammates, frustrations with inconsistent multiplayer experiences, the repetitive nature of content grinding, and the time required to learn increasingly complex games. NHP is being developed to serve as an AI partner that adapts to each player's individual goals and preferences to help elevate the overall gaming experience. To illustrate the concept, imagine a virtual pet that can play chess against you, learn how you play, and help you improve your game. That is the type of personalized consumer experience NHP aims to deliver. This new initiative reflects a broader effort to expand Snail's growth platforms while staying anchored in the communities, creators, and gameplay experiences that define our core business.
As we move through the second half of the year and into 2027, we are pairing this new initiative with a clear slate of gaming content designed to sustain engagement, broaden our portfolio, and support long-term revenue diversification. As we look ahead to the rest of the year, our gaming content pipeline is well-defined. Across ARK, we have phased releases planned for the Fantastic Tames Pack and Dragontopia DLC throughout Q3 and Q4. In addition, ARK Maker, our content creation tool, and the return of ARK: Survival of the Fittest are slated for launch in the second half of 2026. At IGN Live in June, we unveiled a teaser trailer for ARK Maker as we continued preparing for the tool's official launch, and also released new details about the upcoming ARK animated series ahead of part two's return to Paramount+.
We are also pleased to share updates across the PixARK franchise. In addition to PixARK Worlds, which we unveiled in March, we recently announced the upcoming PixARK: Terracrypt DLC. Terracrypt marks the largest paid DLC expansion for PixARK and is planned to introduce more than 200 hours of gameplay, 80 new creatures, and a vast new environment designed to extend player progression and exploration opportunities within the PixARK universe. We were pleased to showcase a playable demo at the ChinaJoy event as we are preparing to launch the DLC this fall. With much of the upcoming ARK content centered around ASA, we are pleased to include PixARK's largest paid DLC expansion into our pipeline as well. Lastly, we are pleased to highlight continued progress across our three highly anticipated AAA titles in development: For The Stars, Nian Sutra: Immortal, and Nian Sutra: Wuxia.
In April, we released a new developer diary for For The Stars, offering an in-depth look at the upcoming game's development progress, new pre-alpha footage, and unreleased concept art. We also plan to showcase For The Stars at the upcoming Gamescom event later this month, alongside ASA, Bellwright, Honeycomb, and another internally developed AAA title. In addition, Nian Sutra Immortal headlined our attendance at the ChinaJoy event, making its public debut at the event. We released a new trailer alongside the game's official Steam page, marking a significant moment in the title's development cycle ahead of its release. As a reminder, the two Nian Sutra titles currently in development builds on established Age of Wushu IP, which has a loyal fan base in China.
Nian Sutra Immortal will aim to deliver an open world sandbox cultivation experience aligned with current Chinese gaming market trends and preferences while introducing a new experience to that established community. To reiterate, the three AAA titles in our pipeline continue to represent a significant growth driver for Snail. These titles mark an important step in diversifying beyond the ARK IP and establishing new, lasting franchises at a larger scale than we have historically pursued. As we advance these projects towards launch, we are focused on building durable communities, expanding our addressable audience, defining ourselves as a multi-franchise developer and publisher, and positioning Snail for a broader portfolio of long-term growth opportunities. Thank you for joining us today. I will now turn the call over to Heidi to discuss our financial results for the second quarter ended June 30, 2026.
Heidi? Thank you, Peter, and good afternoon, everyone.
FULL TRANSCRIPT
Continue the full translated transcript in StockNow.
Log in to unlock every statement, the English original, and speaker-by-speaker history.
Log in for the full transcriptCall participants
5 people spoke on this call — only 2 are shown here.
PARTICIPANT LIST
View participant details in StockNow.
Log in to see executives and analysts, their roles, and complete speaking history.
Log in to view all participantsKeep exploring
