SINGAPORE, July 31, 2025 (GLOBE NEWSWIRE) -- GCL Global Holdings Ltd (NASDAQ: GCL) (“GCL” or the “Company”), a leading provider of games and entertainment, today announced its financial results for the fiscal year ended March 31, 2025.
FY2025 and Subsequent Highlights
- Revenues of $142.1 million, up 45.7% from the prior year period
- Gross Margin of 15.0% compared to 13.7% in FY2024
- Net income of $5.0 million grew 350% compared to net loss of $2.0 million in FY2024
- EBITDA of $10.8 million increased 980% compared to $1.0 million in FY2024
“This year marked a major inflection point for our business highlighted by a return to net income, increased gross margins, and top-line growth,” said Sebastian Toke, Group CEO of GCL. The growth seen was primarily fueled by the global success of “Black Myth: Wukong” in conjunction with distribution of a larger library of games and an increase in overall demand for our distribution and publishing pipeline. We believe “Black Myth: Wukong” is the first of many Asian AAA titles with the potential to captivate global gamers, and GCL is well-positioned to capitalize on this trend.
“Looking ahead, we expect a seamless integration of Ban Leong Technologies following the close of the acquisition, and we’re confident in our ability to realize meaningful synergies that will strengthen our platform and accelerate growth. Furthermore, in an era where gaming software drives the demand for gaming hardware, the acquisition of Ban Leong as a consumer electronic and gaming hardware group will complement GCL’s ecosystem. Our full-service gaming ecosystem positions us as an increasingly attractive partner to developers across the spectrum, from indie creators to major AAA studios.”
Revenues for fiscal year 2025 were $142.1 million, up 45.7% from $97.5 million in the comparable twelve months in 2024. The increase was driven by robust growth across all segments, which included global physical publishing revenues from “Black Myth: Wukong” and the expansion of our subsidiary, 2Games’s, digital library to over 8,000 games. Gross margin was 15% for the fiscal year ended March 31, 2025, an improvement of 130 basis points from 13.7% in fiscal year 2024. While the margin increase was partly driven by the success of “Black Myth”, it also reflected generally higher profit margins from publishing and digital sales.
The cost of revenues was $120.8 million for FY2025, representing a 43.5% increase compared to $84.2 million for the same period last year.
Selling and marketing expenses remain stable at $2.6 million for fiscal year 2025 and the same period of FY2024, reflecting higher efficiency and cost management.
General and administrative expenses were $15.4 million for FY2025, an increase of 17.8% compared to $13.1 million for the same period last year. The company invested in personnel and infrastructure to support ongoing business growth and organizational expansion, as well as costs associated with the transition to becoming a public company.
Total operating expenses increased 14.6% to $18.0 million for FY2025, from $15.7 million for the same period last year.
Other income, net was $2.9 million compared to $0.5 million in FY2024 with the increase due to a $5.3 million fair value gain associated with the Company’s convertible notes that were issued during FY2025.
Net income was $5.0 million for FY2025, up 350% compared to a net loss of $2.0 million for FY2024.
EBITDA for FY2025 was $10.8 million, a 980% increase from $1.0 million in the comparable prior year period.
Earnings per share, basic and diluted, was $0.05 for FY2025, compared to a loss per share, basic and diluted, of $0.01 for the same period last year.
Key FY2025 and Subsequent Developments
- On February 13, 2025, GCL announced that it had completed the business combination with RFAC Acquisition Corp., and the ordinary shares and warrants of GCL commenced trading on Nasdaq on February 14, 2025.
- On February 14, 2025, GCL announced the acquisition of a 20% stake in NEKCOM Inc. and that it had obtained global publishing rights for its upcoming game, “Showa American Story.”
- On February 20, 2025, GCL and 4Divinity announced the signing of a Memorandum of Understanding with Sword Panda for global publishing rights of “Yuan Gong’s Sword: Awakening.”
- On March 3, 2025, GCL announced that it had entered a term sheet with LEAP Studio Limited, a game studio in Hong Kong, and its affiliates, with plans to further strengthen its gaming portfolio by potentially acquiring a 20% stake for exclusive global publishing rights for the game “Realm of Ink”.
- On March 27, 2025, GCL announced that its subsidiary, Epicsoft Asia Pte Ltd (“Epicsoft Asia”), had been appointed as the exclusive regional distributor for “Elden Ring Nightreign.”
- On March 31, 2025, GCL, in conjunction with the Hainan Animation and Gaming Association, a key industry group, announced a strategic partnership to drive regional gaming initiatives.
- On April 30, 2025, GCL announced that Epicsoft Asia made a voluntary conditional cash offer for Ban Leong Technologies Limited at S$0.6029 per share. On May 27, 2025, the offer was declared unconditional. As Epicsoft Asia has already received over 90% of the total number of issued shares of Ban Leong, it intends to compulsorily acquire all the offer shares not acquired under the offer which is currently expected to take place on or around August 25, 2025. Ban Leong will then be delisted from the Singapore Stock Exchange.
- On May 23, 2025, GCL announced that it had secured $2.9 million in senior unsecured convertible note financing.
Balance Sheet
As of March 31, 2025, the Company had a total of $21.4 million in cash and restricted cash, compared to $4.3 million as of March 31, 2024.
“The acquisition of Ban Leong is expected to materially improve the Company’s financial position. More importantly, it positions us to integrate hardware, software, and IP in innovative ways as the gaming industry continues to advance, taking advantage of the ever-faster computing platforms and evolving gamer preferences. We have a clear roadmap to realize synergies and expect to see results by the end of this fiscal year,” said Sebastian Toke.
“We have a robust pipeline of new anticipated releases, with game titles expected to be published globally and distributed regionally throughout Asia. We are actively building our game development pipeline and believe the current developer landscape provides a range of attractive opportunities for us to leverage our distribution and localization expertise that will keep global gamers coming back for more.”
Conference Call
GCL will host a webcast and conference call to discuss its fiscal year 2025 results today at 8:00 a.m. EDT. A live webcast and a slide presentation will be available on GCL’s investor relations website in the “Events” section under the “News & Events” header at ir.gclglobalholdings.com.
For participants who wish to dial-in, please register in advance using the link provided below and do so 10 to 15 minutes prior to the call. Dial-in numbers, passcode and unique access PIN will be provided upon registering:
A webcast replay of the call will be available at ir.gclglobalholdings.com for one year following the call.
About GCL Global Holdings
GCL Global Holdings Ltd. unites people through immersive games and entertainment experiences, enabling creators to deliver engaging content and fun gameplay experiences to gaming communities worldwide with a strategic focus on the rapidly expanding Asian gaming market.
Drawing on a deep understanding of gaming trends and market dynamics, GCL Group leverages its diverse portfolio of digital and physical content to bridge cultures and audiences by introducing Asian-developed IP to a global audience across consoles, PCs, and streaming platforms.