
PopReach Games
PopReach Corporation :: Free-to-play Mobile Games.
Date | Investors | Amount | Round |
---|---|---|---|
N/A | €0.0 | round | |
N/A | €0.0 | round | |
N/A | €0.0 | round | |
* | $9.8m Valuation: $9.8m 0.1x EV/Revenue 0.5x EV/EBITDA | Acquisition | |
Total Funding | 000k |
USD | 2019 | 2020 | 2021 | 2022 | 2023 | 2024 |
---|---|---|---|---|---|---|
Revenues | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
% growth | - | - | (5 %) | 632 % | 12 % | 27 % |
EBITDA | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
% EBITDA margin | 10 % | (5 %) | 26 % | 9 % | 11 % | 12 % |
Profit | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
% profit margin | (25 %) | (35 %) | 9 % | (5 %) | (40 %) | (12 %) |
EV | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
EV / revenue | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
EV / EBITDA | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
R&D budget | 0000 | 0000 | 0000 | 0000 | 0000 | 0000 |
R&D % of revenue | 18 % | 16 % | 21 % | 4 % | - | - |
Source: Company filings or news article
PopReach Games operates as a significant entity within the free-to-play mobile gaming market, focusing on a diverse portfolio of titles. The company was established in 2015 by Christopher Locke and Jon Walsh, who serve as co-founders. Their strategy centers on acquiring and revitalizing proven game franchises, thereby leveraging established player bases and brand recognition. This approach allows the company to manage a portfolio of over 25 games, catering to a broad audience of millions of players globally. The business model is anchored in the free-to-play structure, generating revenue primarily through in-app purchases and advertising within its games.
The company's history is marked by strategic acquisitions and public market activity. Originally part of the Ionik (formerly PopReach Corporation) umbrella, it has built its collection of games by purchasing assets from other major developers. A notable milestone includes its public listing on the TSX Venture Exchange in July 2020. This strategic move provided the capital necessary to fuel its acquisition-focused growth plan. The leadership duo brings relevant experience to the venture; Jon Walsh, prior to co-founding PopReach, held the position of CEO at Fuse Powered Inc., a company specializing in mobile app monetization which was later acquired by AcuityAds. Christopher Locke also hails from an entrepreneurial and investment background, contributing to the company's strategic direction and financial management.
PopReach Games' portfolio includes well-known titles such as 'Smurfs' Village', 'Kitchen Scramble', and 'Gardens of Time'. The core of their operational expertise lies in optimizing these acquired games for long-term player engagement and monetization. By managing the live operations, they continuously update the games with new content and features to maintain and grow their user communities. This model targets casual gamers who enjoy accessible and engaging mobile experiences. The company functions within the broader digital media ecosystem of its parent, Ionik, which also holds assets in ad-tech and monetization platforms, creating potential synergies for user acquisition and revenue generation across its portfolio.
Keywords: mobile gaming, free-to-play, game publishing, in-app purchases, live operations, game acquisition, Smurfs' Village, casual games, digital media, ad monetization
Tech stack
Investments by PopReach Games
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