FingerTango Inc. released its 2026 interim report showing a swing to a RMB30.40 million net loss from a RMB4.37 million profit a year earlier.
Revenue fell 20.6% year on year to RMB168.28 million, largely due to aging “classic” mobile titles that have entered the mature stage of their life cycles. Gross profit dropped 34.0% to RMB76.64 million, and gross margin contracted 9.3 percentage points to 45.5% as platform-sharing fees and developer commissions absorbed a larger share of sales.
Revenue mix continued to shift toward co-publishing: • Self-publishing revenue declined 32.1% to RMB68.87 million, representing 40.9% of total sales. • Co-publishing revenue slipped 10.0% to RMB99.41 million, lifting its contribution to 59.1%.
Key operating metrics weakened. Average monthly active users fell 5.8% to 1.29 million and average monthly paying users dropped 24.0% to 53,982. Average revenue per paying user rose 4.6% to RMB520, partially offsetting the user contraction. Cumulative registered users reached 274.7 million, up 3.7%.
Cost controls moderated spending: selling and marketing expenses fell 12.3% to RMB46.77 million, while R&D rose 3.3% to RMB41.02 million as resources were redirected to new game development. Other income slid 87.9% to RMB0.91 million, driven by a RMB5.84 million foreign-exchange loss.
Balance-sheet liquidity remained strong. Time deposits stood at RMB337.17 million and cash at RMB334.44 million; the current ratio improved to 7.2. The company reported no interest-bearing debt and no pledged assets.
Management reiterated its “Premium Game” strategy, prioritising real-time strategy/SLG projects for domestic and overseas markets, adopting a selective launch schedule based on testing metrics, and exploring AI tools for content iteration, QA, localisation and marketing.
No interim dividend was proposed.