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Motorsport Games Q2 FY24 Results. $1.9 million revenue. $2.1 million net income. Accelerate plans for Le Mans Ultimate on console.

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motorsport GAMES
Investor Relations (IR)
Financial Year (FY)
January - December​
The unstoppable force, the immovable (insolvent) object...
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January 1 - December 31, 2024
Motorsport Games Q1 FY24 Results. $3.0 million revenue. $1.7 million net loss. Le Mans Ultimate sold 79,000 copies in Q1.
“We are pleased to have built upon the foundation that our successful launch of Le Mans Ultimate achieved in February 2024 in this quarter,” stated Stephen Hood, President and Chief Executive Officer of Motorsport Games. “For players, we’ve made significant improvements to the game through multiple updates and subsequently added a new revenue stream through our first paid-for downloadable content for the title, adding a second revenue stream.”

“There has also been traction this quarter and the following month of July in our constant efforts to improve the Company’s balance sheet and short-term cash needs. A settlement with INDYCAR LLC resulted in a $2.9 million liability reduction and our recent Registered Direct Offering (“RDO”) raised approximately $1 million in gross proceeds to fund business operations,” continued Hood. “Our business now boasts a promising product and development team with a significantly reduced operating expense base and detachment from historical challenges that we now believe presents an attractive opportunity to investors and potential acquirers. Given the strong customer reception to our ongoing development of the Le Mans Ultimate game, we have decided to accelerate efforts to bring this to title to games consoles and reach a larger audience.”
Select Financial Highlights (Q2 FY2024)
Revenue: $1.9 million
Net Income: $2.1 million
Cash Flow and Liquidity
As of June 30, 2024, the Company had cash and cash equivalents of approximately $0.5 million.
As of July 31, 2024, the Company’s cash and cash equivalents has decreased to $1.3 million.
During the six months ended June 30, 2024, the Company had negative cash flows from operations of approximately $1.4 million, representing an average monthly net cash burn from operations of approximately $0.2 million.
Second Quarter 2024 Business Update
  • Net income attributable to Motorsport Games Inc. of $2.4 million in Q2 2024 compared to a net loss of $8.2 million in Q2 2023, an improvement of $10.6 million.
  • Executed INDYCAR Settlement Agreement and entered into new License Agreement with INDYCAR LLC in Q2 2024, resulting in a $2.5 million gain from settlement of the INDYCAR License liability.
  • Released inaugural paid downloadable content (“DLC”) pack for Le Mans Ultimate in July 2024, featuring Imola Circuit, Lamborghini SC63 LMDH and the 2024 Peugeot 9X8 LMH.
  • Raised $1.0 million in gross proceeds from an RDO transaction in July 2024.
For additional information see Q2 2024 Earnings Slides & the Q2 2024 Earnings Release. Will keep the OP (relatively) short & save the SEC Filings for another time. See my post from July 28, 2024 for a July round up, plus it has the preliminary results that were released on July 10, net income was better than expected, coming in at $2.1 million rather than $1.6 - 1.8 million. The company is not out of the woods yet, while 'historical challenges' are largely behind them, it still relies heavily on selling its back catalogue of NASCAR titles which are set to be delisted by the end of the year. Overtake does what I don't, finding the figure in SEC Filings of 55.5% revenue.

No update on Kart Kraft being sold, meaning even with lower overhead, it'll still need additional funding (broken record, pony up parent company!) for its forthcoming plans.

Le Mans Ultimate PlayStation and Xbox development “accelerated”

“During [Le Mans Ultimate’s] early access period, the game has exceeded our internal projections, and this success has resulted in us making this decision to accelerate our mission, to make this game available on more formats, including some Playstation and Microsoft Xbox games consoles,” highlighted Stephen Hood on the earnings call.
Note: traxion.gg has a deal in place for sponsored content with its former owner, Motorsport Games

Yet that lower overhead means it doesn't have enough staff to develop its one new game, still in Early Access rather than a full (version 1.0) release. The 4 part Season Pass is expected to continue until Early 2025. The plans for a console version (PlayStation & XBOX, presumably PS5/XBOX Series) require more in-house staff or an external contractor. Ideally finish the main game & launch Version 1.0 simultaneously on PS5/XBS/Steam in Early 2025 in time for the final DLC pack. Include all four parts with the (full price) console version with a new 'complete' version on Steam to have price/feature parity.

As for whether or not it can be done by Early 2025, all depends on the workload for the (understaffed) development team. Motorsport Games really ought to publish a Road Map to explain how it'll reach this goal. Raising more funding to hire more staff is the way to go but if thats not possible & the game needs longer, so be it. The main thing is you cannot have an Early Access title on console, MSG have to finalise the content & feature set of the multi-platform launch 1.0 version & clearly explain it all to existing customers on PC.

Only when the game has been launched can you have a post-launch roadmap that outlines what is coming, including features not included with all versions (like VR support). Thoughts?
 
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Surprised they're still standing after all the shit from the past year or so, and losing NASCAR and such to iRacing to boot.

Right now iRacing is the one to watch, especially with Monster Games being under them now, which is fitting as iRacing has veterans from Papyrus which had very close ties to Monster pre-Nintendo, so it was a bit of a full-circle moment, even if I and likely a lot of others wished they'd just stayed with Nintendo. Excite Truck IIRC is still by far their highest-rated original title ever. Their post-Nintendo run wasn't so smooth so far.
 
Only when the game has been launched can you have a post-launch roadmap that outlines what is coming, including features not included with all versions (like VR support). Thoughts?
to me, Motorsport will probably put up the dev team and game as collateral for investment

essentially, the only way I see this ending is the team and the game being moved to a different publisher. the WEC license has weight, and with the content they have now, maybe someone can cop IMSA (though with NASCAR under iRacing, might be difficult). Take 2? they wanted Codemasters. it's not F1 but still a premiere series
 
[Preface: This was meant to a post about the SEC Filing 'Quarterly report which provides a continuing view of a company's financial position' to confirm figures quoted by Overtake.gg & find anything else new of interest. But I ended up getting distracted writing lengthy replies to both @Hero of Legend & @ILikeFeet so I'll come back to that document later in the week.]

Summary of my thoughts for anyone jumping into these discussion threads. There are two outstanding issues. The opaque structure of the company, Motorsport Games is a publicly listed company but its parent company is privately listed. I don't like it. Especially the loan agreement with 10% interest. I really don't like it. Parent company should invest not take money out.

Licensed titles have fixed costs, the contract means there are legal requirements to fulfil or the license is lost, as we've seen with NASCAR, INDYCAR & BTCC (British Touring Car). Sign multiple licenses & you have huge fixed costs & legal requirements to deliver. Games are expensive to make, so combined you have reckless expansion but unlike other companies, less headroom to reduce costs. That is before you get into the damage to your reputation from having to settle, making it unlikely other license holders will do business with you in future.
Surprised they're still standing after all the shit from the past year or so, and losing NASCAR and such to iRacing to boot.
Stephen Hood deserves credit for coming in & negotiating deals to draw a line under these breach of licensing deals. However I don't agree with the extent of the job losses for the reasons stated above. Cutting to the bone has bought 'em time, but now it has too few staff to use that time effectively to finish the game. Had they retained enough staff MSG could've sold a full game at full price. Early Access buys more time. But again, without enough staff it has been unable to produce a detailed Road Map for the Early Access to include new features.

Season Pass is another way to buy time, yet doing so while in Early Access raises eyebrows. While it might be understandable it doesn't mean people will be willing to pay for it. It all depends on the finances of the privately owned parent company. Side topic, I'm wondering if the problems with NASCAR 21: Ignition have influenced companies use of Unreal Engine?

Not the only example, as it should be noted EA WRC (especially on PC) has major technical issues on UE. KUNOS Simulazioni has dropped UE post-Assetto Corsa Competizione & reverted back to its in-house tech for the forthcoming Assetto Corsa 2. It is noteworthy that iRacing & Monster Games are using UE for the visuals but not the physics engine (sticking with its own code based on Unity, at least for now). Even if not a direct influence, various sim racing developers are deciding independently of one another different approaches to avoid relying on UE.
Right now iRacing is the one to watch, especially with Monster Games being under them now, which is fitting as iRacing has veterans from Papyrus which had very close ties to Monster pre-Nintendo, so it was a bit of a full-circle moment, even if I and likely a lot of others wished they'd just stayed with Nintendo. Excite Truck IIRC is still by far their highest-rated original title ever. Their post-Nintendo run wasn't so smooth so far.

NASCAR 25 marketing is starting up but it reminds me that we're still waiting for news on World of Outlaws: Dirt Racing 24, you know the game that is supposed to be out next month*. Not a peep outta iRacing since May. It does have plans to publish more console titles (signing Original Fire Games). Even if Monster Games is no longer working for Nintendo, a spiritual successor to Excite Truck could happen. Might want to avert your eyes from the article linked above when discussing the various platforms, although they do state it's a personal opinion.

*For those interested, there are updates on the official Twitter page, based on the previous title, a month before launch on September 17 (a week earlier for Gold Edition) is when full details will arrive. This lines up with the official website which outlines some of the new features & improvements has a pre-order date set for August 20, 2024. Mark it in your Dirt Racing Calendar!
“I think we learned some things from World of Outlaws on Switch. It’s a tougher market. Simulation-type games, probably not the best place to live [for them is] on the Switch, but that is my own personal opinion.

“I think the Switch is more geared towards a casual and mass-market type product. But NASCAR is different in the sense that it’s a bigger brand, it’s something that people might make more impulse buys on. I think it’s still up in the air.”
Executive Vice President at iRacing, Steve Myers​
NASCAR 25 on Switch but not World of Outlaws: Dirt Racing 24? The previous Dirt Racing had two years of support (with a Switch port, second Season Pass & Ultimate Edition coming out a year later). If they decide against porting to Switch, maybe iRacing ought to consider a launch window port of World of Outlaws: Dirt Racing 24 on Switch 2 to build an audience early on.

Start by porting Dirt Racing 24, team up with Exocross developer Orontes Games & you've got the building blocks for creating a bouncy, physics driven spiritual successor to Excite Truck!
to me, Motorsport will probably put up the dev team and game as collateral for investment

essentially, the only way I see this ending is the team and the game being moved to a different publisher. the WEC license has weight, and with the content they have now, maybe someone can cop IMSA (though with NASCAR under iRacing, might be difficult). Take 2? they wanted Codemasters. it's not F1 but still a premiere series
You know, I could totally see that being the plan, Stephen Hood mentions 'investors and potential acquirers' so maybe the company is really just looking to prepare for a [fire]sale. Not sure about Take 2 Interactive due to no US centric racing sim licenses. Besides they're firing people & closing studios, like Electronic Arts did with Slightly Mad Studios & Project Cars 4.

Now that I think about it, maybe GIANTS Software (Farming Simulator) would be a good fit, last month it announced a publishing deal with Ian Bell & Straight4 Studios after Embracer Group company PLAION skipped town. If they're already looking to invest further in the sim racing sector, perhaps GIANTS Software is also interested in Studio397 for LE MANS ULTIMATE.
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Straight4's New Sim Gets A New Name And A New Publisher

The Partnership

When Straight4 went “silent” at the start of the year, negotiations were already well underway with GIANTS Software. Part of the excitement for Straight4 having GIANTS as publishers is the way the Swiss-based company goes about making and publishing games.

What Does This All Mean For Project Motor Racing?

The base-content of Project Motor Racing remains unchanged.

One of the main reasons for that is the acknowledgment of the value of Project Motor Racing by GIANTS from our very first dialogue at gamescom in 2023. Added to that, of course, is that a significant portion of the content was already well-advanced by the time negotiations first began in late-2023.

The Newsletter

The S4 newsletter went into a hiatus at the end of 2023 while S4 and GIANTS concluded negotiations. We apologise for that, but we could not communicate what was happening for legal reasons.

The good news for those of you who enjoyed the newsletter is that it will resume regular activities after gamescom (where we will also have another major announcement about our partnership with GIANTS).

You can therefore expect the newsletter to resume its monthly rotation at the end of August 2024.
Straight4 Studios & Studio397 working together on sim racers to pool resources on a shared physics engine would be a thought. Ruled out KUNOS Simulazioni owner Digital Bros (505 Games) has been cutting back, maybe it'll have turned a corner & would be interested post Assetto Corsa 2 launch? Acquisition fan-fiction aside, if it can successfully launch a full, multi-platform version of LE MANS ULTIMATE it'd potentially draw enough interest from investors to become a sustainable business as there is real potential in Studio397 developing rFactor 3.
 
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Monstrous PSA: For all y'all dirty cheapskates outlawing the world way out there in the local Dirt Racing sticks, both the standard & ultimate editions of World of Outlaws: Dirt Racing are currently on sale for PS4/PS5. But not XBOX or Switch (yet?) because iReasons. As I was muddily impressed by the 2 hour trial, I'm tempted to become a Renegade Outlaw. But without 'Three-time Chili Bowl champion Christopher Bell [who] will serve as the Pre-Order Exclusive driver for the Switch edition' why even bother. Free the Chilli Bowl Bell! Sale lasts until August 28, best wait for new title details, compare & contrast before signing on the dirt flecked button line. As for the post by @ILikeFeet I'm well up for a Farming Sims F1 Cross Over Game.
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Q2 earning calls provided details about the % uptake on the first DLC pack & Season Pass from the earnings call, plus talk of news on an optional subscription services arriving shortly.

13% of Le Mans Ultimate players have purchased DLC

“Despite Le Mans Ultimate still operating within this early access phase, the uptake for this new content has been encouraging,” stated Hood.

“In terms of the overall sales of this DLC content, I’m happy to report that already around 13% of Le Mans Ultimate users have purchased this content, once again, underlining the community sentiment surrounding the product. All of this has been achieved with no paid marketing budget,” he continued.

“We had anticipated the Season Pass to account for five to 10% of purchases, whereas, in reality, as of today, it counts for around 46% of purchases.”
Note: traxion.gg [still] has a deal in place for sponsored content with its former owner, Motorsport Games
13% bought DLC overall, of which 46% were for the Season Pass. Don't have the latest game sales numbers but if we use the 79,000 sales number from the end of Q1 FY24 as a baseline.

EARLY ACCESS: February 19, 2024
18,000: 'Within 36 hours'
55,000: February 28, 2024
79,000: March 31, 2024​
Content included in 2024 Pack 1 - (release date 23rd July)
• Autodromo Internazionale Enzo e Dino Ferrari (Imola Circuit)
• Lamborghini SC63
• Peugeot 9X8 (2024 spec)​
• Pack 1 - July 2024 - Imola, Peugeot 9X8 (2024 spec), Lamborghini SC63
• Pack 2 - Expected September/October 2024 - 1 track / 2 Hypercars
• Pack 3 - Expected December 2024 - 1 track / 3 GT3
• Pack 4 - Expected Q1 2025 - 1 track / 4 GT3​
79,000 / 100 = 790
x 13 = 10,270
10,270 / 100 = 102.7
x 46 = 4724.2
(10,270 - 4724 = 5.546 bought the first DLC pack separately)

$12.99 x 5.546 = $72,042.54
$49.99 x 4724 = $236,152.75
= $308,195.29

If Gabe got 30% then lets divide by 100 & multiply by 70 to get a very rough figure (due to regional pricing) of $215,736.703 with the actual total being higher based on full game sales beyond the 79,000 that have been announced. Maybe sales numbers will be forthcoming in future (Q3?) but for now let's (finally) end with select excerpts from the Q2 FY24 SEC Filings:

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Liquidity and Going Concern
The Company had net income of $0.4 million and negative cash flows from operations of $1.4 million for the six months ended June 30, 2024. As of June 30, 2024, the Company had an accumulated deficit of $86.4 million and cash and cash equivalents of $0.5 million, which increased to $1.3 million as of July 31, 2024. The increase in cash and cash equivalents was primarily due to $0.9 million in net proceeds received from a registered direct offering transaction that closed on July 29, 2024. During the three months ended June 30, 2024, the Company settled its outstanding licensing liabilities with INDYCAR LLC and BARC (TOCA) LIMITED for $0.4 million and $0.2 million, respectively.

For the six months ended June 30, 2024, the Company experienced an average net cash burn from operations of approximately $0.2 million per month, and while it has taken, and continues to take measures to reduce its costs, the Company expects to continue to have a net cash outflow from operations for the foreseeable future as it continues to develop its product portfolio and invest in developing new video game titles.

On July 29, 2024, the Company closed on a registered direct offering transaction with H.C. Wainwright & Co., LLC acting as the exclusive placement agent, which raised $1 million in gross proceeds. The Company intends to use the net proceeds from this offering for working capital and general corporate purposes.
(page 6)​
Correction of an Immaterial Error in Previously Issued Financial Statements
The Company has revised the presentation of net loss attributable to the non-controlling interest in the joint venture with Automobile Club de l’Ouest discussed in Note 9 – Commitments and Contingencies, to correct an immaterial error in the presentation of related the non-controlling interest. This correction increased net loss and comprehensive loss attributable to non-controlling interests, decreased net loss and comprehensive loss attributable to Motorsport Games, Inc. by $350,059 and decreased net loss per Class A common share attributable to Motorsport Games Inc. by $0.13 for the three months ended March 31, 2024. It decreased net loss and comprehensive loss attributable to non-controlling interests, increased net loss and comprehensive loss attributable to Motorsport Games, Inc. by $216,019 and increased net loss per Class A common share attributable to Motorsport Games Inc. by $0.08 for the three months ended March 31, 2023. This correction decreased net loss and comprehensive loss attributable to non-controlling interests, increased net loss and comprehensive loss attributable to Motorsport Games, Inc. by $41,065 and increased net loss per Class A common share attributable to Motorsport Games Inc. by $0.02 for the three months ended June 30, 2023. This correction also decreased net loss and comprehensive loss attributable to non-controlling interests, increased net loss and comprehensive loss attributable to Motorsport Games, Inc. by $257,084 and increased net loss per Class A common share attributable to Motorsport Games Inc. by $0.11 for the six months ended June 30, 2023. Furthermore, this correction decreased stockholders’ deficit attributable to non-controlling interests and decreased stockholders’ equity attributable to Motorsport Games Inc. by $411,535 as of December 31, 2023.
(page 9)​
NOTE 3 – INTANGIBLE ASSETS
In October 2023, the Company sold its NASCAR licensed rights under that certain Second Amended and Restated Distribution and License Agreement with NASCAR Team Properties (the “NASCAR License”) to iRacing.com Motorsport Simulations, LLC (“iRacing”). As consideration for such sale and assignment of the NASCAR License and all rights related thereto (the “Assignment”), iRacing paid the Company $5.0 million at closing of the transactions contemplated by the Assignment. In addition, iRacing is obligated under the Assignment to pay the Company an additional (i) $0.5 million payable on the date that is 6 months following such closing, which was paid by iRacing in April 2024 and (ii) $0.5 million on the earlier of such date when all NASCAR games have been removed by the Company from the websites, smart phone applications or other digital portal engaging in sales or providing access to the NASCAR games, including without limitation Xbox, PlayStation and Switch and all other domain names, web addresses and websites used by the Company in the its business (collectively, the “Business Platforms”), or December 31, 2024, provided that all NASCAR games have been removed by the Company from the Business Platforms, and in any event, no earlier than such date that is one year following the closing of the Assignment.
(page 12)​
NOTE 6 – RELATED PARTY TRANSACTIONS
In addition to the $12 million Line of Credit, the Company had other related party receivables and payables outstanding as of June 30, 2024 and December 31, 2023. Specifically, the Company owed approximately $0.1 million to its related parties as a related party payable as of June 30, 2024 and December 31, 2023. During each of the six months ended June 30, 2024 and 2023, approximately $1.0 million was paid to related parties in settlement of related party payables. The Company’s corporate headquarters, located in Miami, Florida and consisting of approximately 2,000 square feet of office space, are owned by Driven Lifestyle and are used rent-free by the Company.

On May 3, 2024 (but effective as of October 1, 2023), the Company entered into a new lease agreement with Lemon City Group, LLC, an entity controlled by Driven Lifestyle, for approximately 800 square feet of storage space located in Miami, Florida. The term of the lease is nine months, with a commencement date of October 1, 2023, consistent with the Company’s initial date of occupancy, and expiring on June 30, 2024, terminable with a 60-day written notice with no penalty. The base rent from the lease commencement date through June 30, 2024 is fixed at approximately $1,800 per month. The Company extended the lease for two additional months through August 31, 2024.
Backoffice Services Agreement
On March 23, 2023 (but effective as of January 1, 2023), the Company entered into a new Backoffice Services Agreement with Driven Lifestyle (the “Backoffice Services Agreement”) following the expiration of the Company’s prior services agreement with Driven Lifestyle. Pursuant to the Backoffice Services Agreement, Driven Lifestyle will provide accounting, payroll and benefits, human resources and other back-office services on a full-time basis to support the Company’s business functions. The term of the Backoffice Services Agreement is 12 months from the effective date. The term will automatically renew for successive 12-month terms unless either party provides written notice of nonrenewal at least 30 days prior to the end of the then current term. The Backoffice Services Agreement may be terminated by either party at any time with 60 days prior notice. Pursuant to the Backoffice Services Agreement, the Company is required to pay a monthly fee to Driven Lifestyle of $17,500. For the six months ended June 30, 2024, the Company incurred $105,000 in fees in connection with the Backoffice Services Agreement, and $52,500 for the three months ended June 30, 2024, which is presented in general and administrative expenses within the condensed consolidated statements of operations.

On August 8, 2024 (but effective as of July 1, 2024), the Company amended its Backoffice Services Agreement with Driven Lifestyle (the “Amended Backoffice Services Agreement”). Pursuant to the Amended Backoffice Services Agreement, Driven Lifestyle will provide office space, accounting, payroll and benefits, human resources and other back-office services on a full-time basis to support the Company’s business functions. The term of the Amended Backoffice Services Agreement is 12 months from the effective date. The term will automatically renew for successive 12-month terms unless either party provides written notice of nonrenewal at least 30 days prior to the end of the then current term. The Amended Backoffice Services Agreement may be terminated by either party at any time with 60 days prior notice. Pursuant to the Amended Backoffice Services Agreement, the Company is required to pay a monthly fee to Driven Lifestyle of $12,500.
(page 14)​
Rent free is good, but as for the rest, privately owned parent company ought to stop taking money out of the publicly listed group company & let them focus on hiring staff needed to launch the game on multi-platforms. It can be sold full price to more people & this will lead to a higher share price. Not huge amounts but it all adds up for what is now a small operation.

Epic License Agreement
On August 11, 2020, the Company entered into a licensing agreement with Epic Games International (“Epic”) for worldwide licensing rights to Epic’s proprietary computer program known as the Unreal Engine 4. Pursuant to the agreement, upon payment of the initial license fee described below, the Company was granted a nonexclusive, non-transferable and terminable license to develop, market and sublicense (under limited circumstances and subject to conditions of the agreement) certain products using the Unreal Engine 4 for its next generation of games.

The Company will pay Epic a license fee royalty payment equal to 5% of product revenue, as defined in the licensing agreement. During the six months ended June 30, 2024, the Company paid royalties to Epic of approximately $15,000 under the agreement. Pursuant to the terms of the agreement, the Company has the right to actively develop new or existing authorized products during a 5-year period ending on August 11, 2025.
(page 18)​
15,000 / 5 = 3000
x 100 = 300,000

This was $13.000 after three months ending March 31, 2024 so its paid an additional $2,000 meaning 2,000 / 5 = 400 x 100 = $40,000 paid in royalties to Epic Games during Q2 2024. I think. I dunno! Somehow managed to mess up the sums in the Q1 FY24 report OP (which I've edited to amend). Please let me know confirm if any figures I'm post are incorrect. Help.gif

License Commitments
...On April 12, 2024, the Company entered into a settlement agreement (the “BARC Settlement Agreement”) with BARC for settlement of the remaining liability in connection with the Prior BTCC License. Pursuant to the BARC Settlement Agreement, the Company and BARC, without admitting any liabilities, agreed that the Prior BTCC License Agreement was terminated without any liabilities and that any and all royalties and/or any other sums whatsoever were forgiven by BARC and discharged in their entirety in consideration of (i) the Company’s one-time payment of $225,000 to BARC and (ii) the Company and BARC entering, effective as of April 12, 2024, into a new License Agreement to use certain licensed intellectual property related to, themed as, or containing the British Touring Car Championship (the “New BTCC License Agreement). Pursuant to the BARC Settlement Agreement, the Company recognized a gain of $0.6 million which is included in gain from settlement of license liabilities on the condensed consolidated statements of operations for the three and six months ended June 30, 2024.

On April 12, 2024, the Company and BARC entered into the New BTCC License Agreement. Pursuant to the New BTCC License Agreement, BARC granted the Company a non-exclusive license to use the “British Touring Car Championship,” “BTCC” and (insofar only as this is included in the title of the British Touring Car Championship) certain title sponsor logos, the title “British Touring Car Championship,” “BTCC” and other related intellectual property rights described in the New BTCC License Agreement (collectively, the Licensed IP”) for the official Licensed IP downloadable content purchased for the rFactor 2 video game digitally sold and distributed through the Steam store (including, but not limited to purchases through Licensee’s RaceControl storefront) (the “Products”), including the Products’ development, manufacturing, marketing, publicity, advertisement, promotion, distribution, publicizing, broadcasting, streaming, making available and/or selling worldwide, continued commercial exploitation of the Products, including the right to use, modify and improve the Products developed using the Licensed IP. As consideration for the license under the New BTCC License Agreement, the Company will be obligated to pay BARC an annual royalty in the amount of 50% of Adjusted Gross Annual Sales (as defined in the New BTCC License Agreement) of official Company’s downloadable Products purchased for the rFactor 2 video game digitally sold and distributed through the Steam store during the term of the New BTCC License Agreement. The term of the New BTCC License Agreement expires on December 31, 2026. The New BTCC License Agreement further provides that, during the term of New BTCC License Agreement, the Company and BARC agree to negotiate in good faith the options for the Company to develop an official British Touring Car Championship video game and one or more esports competitions based upon the British Touring Car Championship.
(page 19)​
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It's the only reason I'm doing all this sleuthing, to uncover the government conspiracy led to the abduction of a Studio 397 developed BTCC game. Not saying it was Aliens, but it was Aliens.
On May 17, 2024, the Company entered into a Settlement Agreement and License with INDYCAR (“the INDYCAR Agreement”). The INDYCAR Agreement resolved any and all disputes between the Company and INDYCAR with respect to the termination of (i) the License Agreement, dated July 13, 2021, by and between INDYCAR and the Company with respect to INDYCAR SERIES racing series related gaming products (the “IndyCar Products License”) and (ii) the License Agreement, dated July 13, 2021, by and between INDYCAR and the Company with respect to INDYCAR SERIES racing series related esports events (the “IndyCar Events License,” together with the IndyCar Products License, the “Prior License Agreements”). Pursuant to the INDYCAR Agreement, subject to the satisfaction of the conditions to the effectiveness of the Agreement (as described below), the Company and INDYCAR agreed that the Company’s liabilities under the Prior License Agreements, including any and all royalties and/or any other sums or liabilities of any kind whatsoever were forgiven by INDYCAR and discharged in their entirety in consideration of the Company’s payment to INDYCAR of $250,000 on the date of the Agreement and $150,000 within 30 days following the date of execution of the Agreement. The Agreement became effective upon satisfaction of (i) the Company’s payment to INDYCAR of $250,000 on the date of the Agreement and (ii) the Company’s payment of $150,000 to INDYCAR within 30 days following the date of execution of the Agreement. Both $250,000 and $150,000 were paid to INDYCAR by the Company in May 2024. Pursuant to the INDYCAR Agreement, the Company recognized a gain of $2.5 million which is included in gain from settlement of license liabilities on the condensed consolidated statements of operations for the three and six months ended June 30, 2024.

Further, as of the effective date of the INDYCAR Agreement, the Company granted to INDYCAR a royalty-free, perpetual, irrevocable, exclusive, transferable, and sublicensable, right and license throughout the world (the “License”) to use the licensed intellectual property described in the Agreement (the “Licensed Intellectual Property”) for the purpose of developing, marketing, distributing and selling esports series and esports events related to, themed as, or containing the INDYCAR SERIES racing series and/or motorsports and/or racing (including without limitation simulation style) video gaming products related to, themed as or containing the INDYCAR SERIES racing series, on current and future versions of consoles, PCs, smart TVs, mobile applications, gaming subscription services, cloud gaming, cloud streaming, handheld products and other new generation formats. In addition, the Company agreed to provide INDYCAR from the effective date of the Agreement to December 31, 2024, upon request by INDYCAR, with up to 50 hours free-of-charge consulting services to facilitate the transition of the INDYCAR series game development using the Licensed Intellectual Property to the software developer of INDYCAR’s choice.
(page 20)​
INDYCAR got paid & full rights. Doubt it would've agreed to a December 31, 2024 deadline for consultancy work if it didn't have a new developer/publishing deal ready to start work on it.

Purchase Commitment Liabilities
On April 20, 2021, the Company acquired 100% of the share capital of Studio 397 B.V. (“Studio397”) from Luminis International B.V. and Technology In Business B.V. (collectively, the “Sellers”). The purchase price originally consisted of (i) $12.8 million paid at closing and (ii) $3.2 million payable April 2022 on the first anniversary of closing, as deferred consideration (the “Deferred Payment”). On April 22, 2022 and July 21, 2022, the Company entered into certain letter agreements with the Sellers pursuant to which, among other things, the Deferred Payment installment amount due to be paid by the Company on the first anniversary of closing was reduced from $3.2 million to $1 million with the remaining $2.2 million to be settled in installments of: $330,000 to be paid on July 31, 2022; for the period August 15, 2022, through December 15, 2022 monthly installments of $100,000; and for the period beginning on January 15, 2023, monthly installments of $150,000 until the remaining Deferred Payment amount is satisfied. The letter agreements also call for 15% interest on the Deferred Payment balance effective on July 19, 2022. The remaining principal balance of the Deferred Payment as of June 30, 2024 was $0.6 million with unpaid accrued interest of $0.3 million.
(page 21)​
Remains unchanged since Q1 FY24 so putting this payment off until the other more pressing financial issues are being resolved. But at some point, gotta pony up the S397 acquiring cash.

About Motorsport Games
On October 3, 2023, we sold our NASCAR licensed rights under that certain Second Amended and Restated Distribution and License Agreement with NASCAR Team Properties (“NTP”) (the “NASCAR License”) to iRacing.com Motorsport Simulations, LLC. Prior to the sale of our NASCAR License, we had been the official video game developer and publisher for the NASCAR video game racing franchise and had the exclusive right to create and organize esports leagues and events for NASCAR using our NASCAR racing video games, in each case, subject to certain limited exceptions. Concurrently with the sale of our NASCAR License, we entered into an agreement with NTP pursuant to which we have a limited non-exclusive right and license to, among other things, sell our NASCAR games and DLCs that are currently in our product portfolio through December 31, 2024 (the “NASCAR New Limited License”). For the three months ended June 30, 2024 and 2023, 55.0% and 77.7% of our total revenue, respectively, was generated from sales of our NASCAR racing video games.
(page 24)​

Hardware Platforms
We derive most of our revenue from the sale of products made for PCs and video game consoles manufactured by third parties, such as Sony Interactive Entertainment Inc.’s (“Sony”) PlayStation and Microsoft Corporation’s (“Microsoft”) Xbox consoles, which comprised approximately 88.4% and 84.2% of our total revenue for the six months ended June 30, 2024 and 2023, respectively. For the six months ended June 30, 2024 and 2023, the sale of products for Microsoft Windows via Steam comprised approximately 48.1% and 23.4% of our total revenue, respectively, and the sale of products for mobile platforms comprised approximately 1.8% and 5.2% of our total revenue, respectively. The success of our business is dependent upon consumer acceptance of video game console/PC platforms and continued growth in the installed base of these platforms. When new hardware platforms are introduced, such as those released by Sony and Microsoft in November 2020, demand for interactive entertainment used on older platforms typically declines, which may negatively affect our business during the market transition to the new consoles. The latest generation of Sony and Microsoft consoles provide “backwards compatibility” (i.e., the ability to play games for the previous generation of consoles), which could mitigate the risk of such a decline. However, we cannot be certain how backwards compatibility will affect demand for our products.

Digital Business
Players increasingly purchase our games as digital downloads, as opposed to purchasing physical discs. All of our titles that are available through retailers as packaged goods products are also available through direct digital download. For each of the six months ended June 30, 2024, and 2023, approximately 88.4% and 84.2% of our revenue from sales of video games for game consoles and PCs was through digital channels. We believe this trend of increasing direct digital downloads is primarily due to benefits relating to convenience and accessibility that digital downloads provide. In addition, as part of our digital business strategy, we aim to drive ongoing engagement and incremental revenue from recurrent consumer spending on our titles through in-game purchases and extra content.
(page 26)​
Formatting of the Q2 SEC Filing differs from Q1 SEC Filing. Sneakily the staff numbers aren't included as they were on page 25 of the previous report (quoted below). Boo! Unless it is mentioned in either another financial document that I've missed or during the latest earnings call, I don't know if there has been any changes in this regard (TLDR: they should hire more!)
As of March 31, 2024, we have a total headcount of 65 people, made up of 46 full-time employees, including 51 dedicated to game development, to continue developing our expanded product offerings.
Back to page 26 of this filing, I'm confused.com by these percentages of 88.4% & 84.2% when page 26 of the Q1 SEC Filing has 49% & 57%. Is it meant to be 48.4% & 44.2%? Help.gif

We depend on a relatively small number of franchises for a significant portion of our revenues and profits.
We follow a franchise model and a significant portion of our revenues has historically been derived from products based on a relatively small number of popular franchises, including our NASCAR products, which have historically accounted for the majority of our revenue. For the years ended December 31, 2023 and 2022, revenues associated with our NASCAR franchise accounted for approximately 71.6% and 62.9% of our total revenue, respectively. Revenues associated with our NASCAR franchise accounted for approximately 51.6% and 67.5% of our total revenue for the six months ended June 30, 2024 and 2023, respectively. Following the sale of our NASCAR License and the execution of the NASCAR New Limited License, which allows us to sell our NASCAR games and DLCs that are currently in our product portfolio through December 31, 2024, we anticipate the amount of revenue to be generated by our existing NASCAR products to decline over time and to cease after December 31, 2024.

During the three months ended June 30, 2024, three customers accounted for 23.6%, 20.5% and 41.2% of our revenue and during the six months ended June 30, 2024, the same three customers accounted for 21.2%, 20.6% and 47.3% of our revenue. In addition, the same customers represented 28.7%, 31.1% and 30.8% of our accounts receivable at June 30, 2024.
(page 42)​
NASCAR revenue was 49% in Q1 FY24 & 55% in Q2 FY24 but 51.6% for the 1H combined in FY24. Maybe it is possible to work out the customers from the various percentages but the main point is that even with the launch of LE MANS ULTIMATE improving the overall percentage of revenue from Steam (plus revenue from rFactor 2, KART KRAFT, bearing in mind of course the NASCAR titles are on Steam as well), it just goes to show two things. NASCAR back catalogue sales overall are still very important. Also, the revenue from sales of the console versions of the NASCAR titles represent a large source of revenue set to be lost on December 31, 2024. Forza Horizon 4 type end of life sale before delisting to help in Q3 & especially Q4 FY24?

Motorsport Games has to put itself in a more sustainable financial position by the end of this year. But that means [BROKEN RECORD] having enough staff at Studio 397 to work on LE MANS ULTIMATE so complete the work necessary to launch version 1.0 on console/PC at full price alongside the final part of the Season Pass in Early 2025. [/BROKEN RECORD] Agreed?
 
Motorsport Games is up for sale

“The Board of Directors has authorized management to consider strategic alternatives to maximize shareholder value, including a potential sale or merger of the Company,” reads the statement by the custodian of Studio 397 – the team developing both rFactor 2 and Le Mans Ultimate.
Following the emerging news of redundancies across both Motorsport Games and Studio 397 on 3rd October, the Miami-headquartered company has confirmed that by today, 4th October 2024, “approximately 24 employees and contractors” had lost their jobs.

“The workforce reduction is expected to impact approximately 39% of the Company’s employees worldwide,” it continued. In March of this year, it reported that it had “65 people, made up of 46 full-time employees.”
 
Beat me to the punch @ILikeFeet - you called it earlier in this discussion thread. To me, cutting staff even further when you already don't have enough to complete the work on a single licensed game in Early Access where the clock is ticking on making full use of it (& NASCAR back catalogue sales) is beyond comprehension. Hopefully any new owner (if it can find one) rehires most if not all of them as per Krafton with Tango Gameworks. All goes back to having a privately owned parent company extracting rather than investing into MSG. Monthly round up:

“Our September update marks a significant milestone for Le Mans Ultimate, as we continue to enhance the player experience with new game modes, features, and exciting content from the 2024 FIA World Endurance Championship,” said Stephen Hood, CEO of Motorsport Games. “We’ve listened to our community, and this update delivers a co-op mode that’s perfect for playing with friends as well as the ability to resume endurance races using a new save feature. With the completion of the Hypercar grid and the iconic Circuit of the Americas joining the game, we’re excited for players to dive in and experience all that’s new.”

Motorsport Games also announced that the introductory Early Access pricing will expire on October 1, 2024, as more content and features are added to the game. After that date, the base game price will increase to £28.99 / €34.99 / $37.99, providing an opportunity for those on the fence to take advantage of the current lower price.
We have implemented a strategic restructuring to further streamline operations, reduce costs, and strengthen our financial foundations. These changes position us to become a more agile, focused, and efficient company – one that is conscious of our forthcoming operating requirements as well as within-reach growth opportunities.” commented Stephen Hood, CEO and President of Motorsport Games. “With our core talent and cutting-edge technology intact, we are excited about the future. The successful launch of Le Mans Ultimate, our pivotal role in F1 Arcade, and our plans for an innovative new title are clear signals of our commitment to driving the company forward.”

On the subject of strategic alternatives, Hood continued “Our board remains fully dedicated to delivering shareholder value and maximizing the business potential demonstrated by the recent and ongoing success of Le Mans Ultimate. Alongside this, our steadfast cost-cutting measures have optimized cash flow, allowing us to reverse prior over-expansion and operate more efficiently while investing in future growth. We continue to receive a growing number of inquiries from interested parties regarding strategic transactions, reflecting the positive response to our ongoing turnaround, not to mention growing confidence in our brand, vision and ability to deliver innovative games.”
My condolences to any staff impacted by these bad decisions, whose good work under difficult circumstances should enable them to find work elsewhere. As to why it is happening now:

I don't know! Could be related to the Prospectus offering & above presentation from September 9, 2024 failing to attract more funding? Again goes back to the finances of the owner. Diminishing returns from the Early Access release & Season Pass? As for what's next, a Special Meeting of Stockholders is set for October 25, 2024 so maybe we'll know more next month.
 
No major updates on the above. However there's news the Q3 results (covering July 1 - September 30, 2024) will be published tomorrow afternoon, will set aside time to create an OP (soon).
MIAMI, Florida – November 11, 2024 Motorsport Games Inc. (NASDAQ: MSGM) (“Motorsport Games” or “the Company”), a racing game developer, publisher and esports ecosystem provider of official motorsport racing series, will report its financial results for the third quarter of 2024 on Thursday, November 14, 2024 after market close. Management will host a conference call and webcast on the same day at 5:00 p.m. ET to discuss the results.
In the meantime, quick PSA that all NASCAR titles published by Motorsport Games are on sale over at PSN right now until November 23, 2024. But not on Switch or Steam. Boo! Seeing as all entries will be delisted on December 31, 2024 as per the revised licensing deal with NASCAR & iRacing, worth keeping an eye out for any further promotions between now & then. Quick aside, the latest development diary for NASCAR by iRacing was uploaded last month, giving us a first (wireframe) glimpse of the ongoing work for NASCAR 25 due in, you guessed it...in 2025 (console only?).

...but that's not why I'm here (one more thing.gif) rather I wanted to draw attention to an interview with CEO Stephen Wood that revisits the decision to cancel INDY CAR (The Official Game). While it doesn't change the overall narrative (TLDR: Motorsport Games choose to prioritise Le Mans Ultimate) some of the details on what lead to the decision are of interest..
"I went to see them in person and to see what they were working on. I wanted to talk to the team. To my surprise, they had no idea when the project could be delivered", Stephen Hood looks back on the trip Down Under. "They asked me when it should be delivered, and I said 'yesterday', because we needed the revenue. They gave me a bunch of excuses as to why it couldn't be done." Hood admits that the studio was "somewhat understaffed, maybe underresourced, but that's fine if it means that the project would take longer to deliver. But there was no timeline."

Following this visit, Hood had to make a decision. "I came away with an external producer who used to work with me at Codemasters, and we both looked at one another and thought: 'If they can't even tell us when the project is going to be delivered, how do we keep financing it?' Money is tight, so you have to make some difficult decisions", Hood said. In addition, the game apparently also did not feature the Studio 397 physics engine, "which is why we acquired the studio in the first place", according to Hood.
why-msg-pulled-the-plug-on-the-indycar-game-jpg.795108
[Broken Record] If the studio lacks staff & resources & the parent company Motorsport Network/Driven Lifestyle failed to put money back into the company, I fail to see how they can be expected to have a realistic timeline for completing the game. Licensed titles have a minimum cost, there's a certain amount of money that has to be spent & you need a large enough team given enough time content that has to be included (in this case, cars & tracks). Otherwise you end up with another NASCAR 21: IGNITION. See EA with NBA T-Pose (remember me.gif) or the disastrous hand over by 2K of the WWE license from Yuke's to Visual Concepts. This is born out by Le Mans Ultimate being changed to an Early Access launch (with a lower price) at short notice. It worked in the short term with a decent launch but not everyone will pick up the Season Pass to offset the price differential with a full priced version. [/Broken Record]
indycar-game-its-about-time-png.795118
As for why it didn't use the Studio 397 engine, maybe there were practical reasons, its no mean feat to change the physics engine for a racing simulation, especially when, again you're understaffed & under resourced. Anyway I've been over this multiple times, the latest job losses say to me, the current leadership is (relatively) better than before, yet it repeats the same mistakes. I just feel bad for all the developers (most recently those at Studio 397) who keep getting laid off when they are doing good work, much of which shall never see the light of day.
motorsport-games-indycar-tech-jpg.795119
Article is a reminder of how promising the game was looking (in bull screenshots at least) so hopefully INDY CAR will find another team capable of picking up where Motorsport Games Australia left off. Perhaps the reception for the various racing sims out next year, including NASCAR 25 will play a part in whether or not more niche licenses such as INDY CAR are picked up.
 
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No major updates on the above. However there's news the Q3 results (covering July 1 - September 30, 2024) will be published tomorrow afternoon, will set aside time to create an OP (soon).

In the meantime, quick PSA that all NASCAR titles published by Motorsport Games are on sale over at PSN right now until November 23, 2024. But not on Switch or Steam. Boo! Seeing as all entries will be delisted on December 31, 2024 as per the revised licensing deal with NASCAR & iRacing, worth keeping an eye out for any further promotions between now & then. Quick aside, the latest development diary for NASCAR by iRacing was uploaded last month, giving us a first (wireframe) glimpse of the ongoing work for NASCAR 25 due in, you guessed it...in 2025 (console only?).

...but that's not why I'm here (one more thing.gif) rather I wanted to draw attention to an interview with CEO Stephen Wood that revisits the decision to cancel INDY CAR (The Official Game). While it doesn't change the overall narrative (TLDR: Motorsport Games choose to prioritise Le Mans Ultimate) some of the details on what lead to the decision are of interest..

why-msg-pulled-the-plug-on-the-indycar-game-jpg.795108
[Broken Record] If the studio lacks staff & resources & the parent company Motorsport Network/Driven Lifestyle failed to put money back into the company, I fail to see how they can be expected to have a realistic timeline for completing the game. Licensed titles have a minimum cost, there's a certain amount of money that has to be spent & you need a large enough team given enough time content that has to be included (in this case, cars & tracks). Otherwise you end up with another NASCAR 21: IGNITION. See EA with NBA T-Pose (remember me.gif) or the disastrous hand over by 2K of the WWE license from Yuke's to Visual Concepts. This is born out by Le Mans Ultimate being changed to an Early Access launch (with a lower price) at short notice. It worked in the short term with a decent launch but not everyone will pick up the Season Pass to offset the price differential with a full priced version. [/Broken Record]
indycar-game-its-about-time-png.795118
As for why it didn't use the Studio 397 engine, maybe there were practical reasons, its no mean feat to change the physics engine for a racing simulation, especially when, again you're understaffed & under resourced. Anyway I've been over this multiple times, the latest job losses say to me, the current leadership is (relatively) better than before, yet it repeats the same mistakes. I just feel bad for all the developers (most recently those at Studio 397) who keep getting laid off when they are doing good work, much of which shall never see the light of day.
motorsport-games-indycar-tech-jpg.795119
Article is a reminder of how promising the game was looking (in bull screenshots at least) so hopefully INDY CAR will find another team capable of picking up where Motorsport Games Australia left off. Perhaps the reception for the various racing sims out next year, including NASCAR 25 will play a part in whether or not more niche licenses such as INDY CAR are picked up.

The NASCAR games were on sale on Switch a month ago. I bought NASCAR Rivals for a pretty steep discount right then, but sadly the DLC wasn't on sale. Didn't know about the upcoming delisting but I was surprised it hadn't occurred yet.
 
While drafting the Q3 2024 thread, belatedly realised the OP was incorrect, Motorsport Games reported a net income of $2.1 million. Appears that I when copying & pasting the OP format from the Q1 2024 OP that I failed to change the $1.7 million figure. Apologies for a lack of proof reading, as ever, I blame my (non-existent) editor in chief. OP & title have been corrected.
or just get more people to sign up for iracing
Could be, although as with World of Outlaws: Dirt Racing & '24 being console only, curious as to how much cross-over there is between the platforms. Perhaps if they offered console users something to move over, but that would require some kind of cross-buy, cross-platform iRacing account to be in place. My broader point is whether or not the reception to NASCAR 25 will persuade iRacing or another developer/publisher to license INDY CAR. Part of it will depend on the amount of work Motorsport Games Australia completed & how much can be retained.
The NASCAR games were on sale on Switch a month ago. I bought NASCAR Rivals for a pretty steep discount right then, but sadly the DLC wasn't on sale. Didn't know about the upcoming delisting but I was surprised it hadn't occurred yet.
Thanks for the heads up. Had a chance to play NASCAR Rivals & if so, what do you think of it? Each store having its own sales policies could be a factor hindering lining everything up. But you'd think Motorsport Games will try to get all NASCAR titles on sale at the same time at least once more before delisting (which is part of the terms negotiated with NASCAR & iRacing when the rights were lost). Something to keep an eye out for in the Q4 2024 results next year will be how much revenue Motorsport Games is able to generate before December 31, 2024.
 
While drafting the Q3 2024 thread, belatedly realised the OP was incorrect, Motorsport Games reported a net income of $2.1 million. Appears that I when copying & pasting the OP format from the Q1 2024 OP that I failed to change the $1.7 million figure. Apologies for a lack of proof reading, as ever, I blame my (non-existent) editor in chief. OP & title have been corrected.

Could be, although as with World of Outlaws: Dirt Racing & '24 being console only, curious as to how much cross-over there is between the platforms. Perhaps if they offered console users something to move over, but that would require some kind of cross-buy, cross-platform iRacing account to be in place. My broader point is whether or not the reception to NASCAR 25 will persuade iRacing or another developer/publisher to license INDY CAR. Part of it will depend on the amount of work Motorsport Games Australia completed & how much can be retained.

Thanks for the heads up. Had a chance to play NASCAR Rivals & if so, what do you think of it? Each store having its own sales policies could be a factor hindering lining everything up. But you'd think Motorsport Games will try to get all NASCAR titles on sale at the same time at least once more before delisting (which is part of the terms negotiated with NASCAR & iRacing when the rights were lost). Something to keep an eye out for in the Q4 2024 results next year will be how much revenue Motorsport Games is able to generate before December 31, 2024.
I only played Rivals for a couple of minutes in portable mode so I can't really say much, though I got a kick of the wealth of ending jingles you can choose from the start and some do sound awesome. From footage I've seen it looks much better than Ultimate Edition+ released the year prior. Something that negatively caught my eye was at least in portable mode, the pit crew is STILL absent during repairs. Maybe they're there in docked mode, not sure.
 
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