TinyBuild announced that its revenue for the first half of 2026 rose by 18 percent, reaching a total of $20 million for the six‑month period that ended on June 30, 2026. The company attributed this growth to a combination of solid performance from its existing catalogue and the successful launch of several new titles. In the unaudited financial statement covering this interval, TinyBuild highlighted that an overwhelming 85 percent of its gaming income originated from intellectual property that the company either owned outright (first‑party) or co‑owned through partnership agreements (second‑party).

Within that split, the contribution from second‑party titles was especially notable, indicating that collaborative projects are becoming an increasingly important revenue driver for the publisher. Legacy games continued to form the backbone of the business, accounting for roughly 68 percent of total gaming revenue in the first half of the year. Long‑standing, evergreen titles such as *Hello Neighbor* and *Graveyard Keeper* demonstrated remarkable staying power, delivering a steady stream of income well beyond their initial launch windows. Their durability underscores TinyBuild’s strategy of nurturing a deep back‑catalog that can generate recurring sales, downloadable‑content purchases, and platform‑specific revenue over an extended lifespan.

The strength of the back‑catalog helped to underpin the successful market entry of newer offerings. Among the fresh releases that contributed to the revenue uplift were *Hozy*, *All Will Fall*, and *Sand: Raiders of Sophie*. Each of these games entered the market with distinct themes and gameplay mechanics, expanding TinyBuild’s portfolio into new genres while still leveraging the company’s expertise in community‑driven promotion and post‑launch support.

During the reporting period TinyBuild also broadened its IP roster through several notable platform expansions. The studio launched the console version of *I Am Future*, delivered downloadable content for the title *The King is Watching*, and brought *Kill It With Fire 2* to the Nintendo Switch. These moves not only diversified the company’s platform presence but also opened additional channels for monetisation, as each new platform brings its own user base and revenue opportunities. Despite the revenue increase, gross profit slipped by 5.7 percent, falling from $10.4 million to $9.8 million.

The decline was primarily linked to higher royalty payments that resulted from the strong performance of second‑party releases, which required the company to share a larger portion of earnings with partner developers. Adjusted EBITDA also contracted, decreasing 23.2 percent from $4.2 million to $3.2 million.

This reduction was driven largely by heightened marketing expenditures aimed at supporting the launch and promotion of the new titles mentioned earlier. Employee numbers remained largely unchanged, hovering just under the 200‑employee mark, indicating that the company has maintained a stable workforce while navigating the financial fluctuations of the quarter.

Looking forward, TinyBuild is confident about its pipeline. The firm disclosed plans for several higher‑budget projects, each with development costs exceeding $5 million, as well as a suite of promising new IPs and further extensions of its existing catalogue. Management believes these upcoming titles will reinforce the company’s growth trajectory and enable it to meet or exceed full‑year financial expectations.

"TinyBuild is well‑positioned with a strong pipeline and a proven ability to attract, screen and market games, both from existing and brand‑new IP," said Alex Nichiporchik, TinyBuild’s chief executive officer. He emphasized the company’s balanced investment approach, which focuses on building a diversified portfolio of high‑potential owned IP while leveraging a multimedia franchise model that extends the life of each property across multiple formats, thereby maximising return on investment. Nichiporchik concluded by outlining the medium‑term vision: "Our medium‑term strategy is to expand our position as a leading global video‑games developer and publisher, focusing on IP ownership while creating long‑term scalable franchises across multiple media formats.

2026 so far has seen significant progress towards that ambition, and I would like to thank all of our staff for their amazing contribution and our shareholders for their support." In a related development, venture‑capital firm Griffin Gaming Partners acquired a 3.24 percent equity stake in TinyBuild during June. The investment was justified by the firm’s confidence in TinyBuild’s stable IP portfolio and its ability to create sustainable, globally‑recognised franchises. Overall, TinyBuild’s H1 2026 results illustrate a company that is leveraging both its deep‑seated catalogue and new, innovative releases to drive growth, while also navigating the financial realities of royalty obligations and increased marketing spend.

The firm’s forward‑looking pipeline and strategic focus on IP ownership suggest that it is well‑poised to continue expanding its footprint in the competitive video‑game publishing landscape.