Fall Damage
Financials
Estimates*
EUR | 2017 | 2018 | 2019 | 2020 | 2021 | 2022 | 2023 |
---|---|---|---|---|---|---|---|
Revenues | <1m | <1m | 1.2m | 1.9m | 5.3m | 6.1m | 6.1m |
% growth | - | 150 % | 44 % | 57 % | 179 % | 16 % | - |
EBITDA | - | - | <1m | <1m | (<1m) | - | - |
% EBITDA margin | - | - | 5 % | 23 % | (1 %) | - | - |
Profit | (<1m) | (<1m) | (1.2m) | <1m | (<1m) | - | - |
% profit margin | (27 %) | (12 %) | (102 %) | 32 % | (2 %) | - | - |
Source: Dealroom estimates
Date | Investors | Amount | Round |
---|---|---|---|
- | N/A | - | |
$110k | Seed | ||
* | N/A | Early VC | |
* | SEK20.0m Valuation: SEK20.0m | Acquisition | |
Total Funding | €100k |
Recent News about Fall Damage
EditFall Damage Studio, founded in 2016 and based in Stockholm, Sweden, is a game development company that specializes in creating diverse and collaborative gaming experiences. The company is composed of a mix of junior and senior developers with backgrounds in a wide range of genres. Fall Damage Studio places a strong emphasis on diversity, collaboration, and the sharing of ideas within the team, believing that these elements are crucial for innovation and growth. The company values work-life balance and approaches game development as a marathon rather than a sprint, ensuring that their employees have a healthy and sustainable work environment.
Fall Damage Studio operates in the video game market, targeting gamers who seek unique and engaging experiences. Their business model revolves around developing and selling video games, generating revenue through game sales, in-game purchases, and potentially other monetization strategies such as downloadable content (DLC) and partnerships.
The company serves a global audience, with a particular focus on gamers who appreciate well-crafted, immersive experiences. By fostering a welcoming and inclusive environment, Fall Damage Studio aims to attract top talent and create games that resonate with a wide range of players.
Keywords: game development, diverse team, collaboration, work-life balance, innovation, immersive experiences, Stockholm, junior and senior developers, global audience, monetization strategies.