Gamehaus Holdings (NASDAQ:GMHS) reported third-quarter financial results on Monday. The transcript from the company's third-quarter earnings call has been provided below.
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The full earnings call is available at https://event.choruscall.com/mediaframe/webcast.html?webcastid=NMoUAHmv
Summary
Gamehaus Holdings reported Q3 fiscal 2026 revenue of $26.2 million, exceeding guidance, with net income of $3.2 million for the first nine months, up 40% year over year.
The company emphasized a shift towards efficiency and profitability, reducing operating expenses by 10.1% and increasing DTC revenue mix to 13.9%.
Gamehaus is integrating AI into core business processes, enhancing productivity and decision-making, and aims to evolve into an AI-driven content generation and distribution platform.
Despite a decline in MAU and DAU due to focusing on high-value players, ARPDAU increased by 13%, and payer conversion improved.
Looking ahead, Gamehaus expects Q4 revenue between $23 million and $26 million, driven by new title launches and continued investment in AI and DTC initiatives.
Full Transcript
OPERATOR
Good day ladies and gentlemen. Thank you for standing by and welcome to GameHoss third quarter of fiscal year 2026 earnings conference call. Currently, all participants are in listen only mode. Later we will conduct a question and answer session and instructions will follow at that time. As a reminder, we are recording today's call. If you have any objection, you may disconnect at this time. I will now turn the call over to Today's speaker host, Ms.
Allie Wong. Allie, please proceed.
Allie Wong (Moderator)
Thank you. Operator. Hello everyone. Thank you all for joining us on today's conference call to discuss the financial results of Gamehaus Holdings for the third quarter of fiscal year 2026. We released our earnings results earlier today. The press release is available on the company's website as well as from newswire services. On the call with me today are Mr. Brian Xiefeng, Chairman of the Board, Mr. Carl Cai Min, Chief Executive Officer and Mr.
Cost of revenue also decreased approximately 12.7%, with DTC driven savings on platform commissions now contributing meaningfully to profitability.
Brian Xiefeng (Chairman of the Board)
Notably, Direct-to-Consumer (DTC) hit another milestone this quarter. As of the end of March, companywide Direct-to-Consumer (DTC) revenue mix reached approximately 13.9%, up from roughly 10% last quarter. Our flagship title Game Content Services advanced to approximately 36.7%. We also completed the Direct-to-Consumer (DTC) rollout across our entire social casino portfolio during the quarter, opening up additional margin opportunity in that category.
These efforts are producing tangible, measurable results. Our Houhan AI Creative platform processed nearly 70,000 requests this quarter, exceeding the 60,000 target we set last quarter.
Beyond creative production, our centralized AI gateway handled approximately 240,000 large language model calls during the quarter with use cases extending well beyond the original asset generation to include customer service automation, market scanning, operational Q and A and several early stage AI agent workflows.
AI is no longer a side project, it is now part of how we run the business across functions and it is having a real impact on our speed, our productivity and how our teams make decisions. The near term financial impact remains modest, but the competitive advantage these capabilities are creating over the medium to long term is becoming increasingly clear.
With that, let me turn the call over to Sean for a closer look at our financials.
Sean Zhong
Thank you Brian and hello everyone. I will now walk through our financial results in more detail for the third quarter of fiscal year 2026 which end March 31, 2026. Please note that all figures are in US dollars and all comparisons are made on a year over year basis unless otherwise stated. Starting from the top line, top revenue for the quarter was US$26.2 million, a decrease of 9.1% from 28.8 million in the year ago period.
Advertising costs declined 17.2% year over year, which dropped the lower traffic and user acquisition Brian discussed earlier that said revenue exceeded the upper end of our forecast for the third quarter and the trajectory remained in line with our long term growth strategies, underscoring the resilience of our operating model. Breaking down our revenue in app purchase revenue was 23.4 million, a 9.9% decline from 26 million a year ago.
Advertising revenue was 2.8 million, slightly down from 2.9 million in the same period last year as we highlighted before. The monetization improvements we are seeing in Arpdau and payer conversion helped parcel offset the impact of lower user acquisition volumes.
Turning to expenses, total operating costs and expenses were 25.7 million, down 10.1 from 28.5 million a year ago, reflecting continued progress in our cost discipline efforts and efficiency optimization.
More specifically, cost of revenue decreased 12.7% to $12 million mainly due to lower platform commission expenses as DTC adoption continued to increase and reduce profit sharing payments to game developers as some mature titles move further along in their life cycle. Research and development expenses increased 24.1% to 1.6 million DOL, reflecting our ongoing collaborations with multiple developers across the development and testing phases.
As we expand our future game pipeline, selling and marketing expenses decreased 15.5% to 10.3 million. The 2 million reduction in advertising spend was the primary driver, consistent with the efficiency focus of approach Brian discussed earlier. General and Administrative expenses were 1.8 million, up 33.1% from 1.4 million a year ago.
This primarily due to higher salary expenses associated with our efforts to improve corporate governance, financial reporting and investor relation capabilities as well as strategic hiring to support business expansion. Turning to profitability, operating income improved significantly to 0.5 million from 0.3 million in the year ago period.
Operating margin expanded to 2.1% from 1%, which we believe further validates the operational adjustment we have been making. Other income net was approximately 0.02 million compared with the 0.13 million in the year ago period. Net income for the quarter was 0.5 million up from 0.4 million a year ago.
Looking at the first nine months of fiscal year 2026, cumulative net income increased approximately 40% year over year, reflecting the continued improvement in our profitability profile. We ended the quarter with.
OPERATOR
A Pardon me, please stand by while we reconnect the speaker line. Hello, this is the operator. We have reconnected the speaker line and we can proceed.
Sean Zhong
Going forward, we will continue to evaluate repurchase activity based on market conditions, share price performance and our broader capital allocation priorities. Looking Ahead As Brian mentioned earlier, for the fourth quarter of fiscal year 2026 ending June 30, 2026, we expect total revenue to be in the range of approximately 23 million to 26 million.
OPERATOR
We will now begin the Question and Answer session. To ask a question, you may press Star then one on your touchtone phone. If you are using a speakerphone, please pick up your handset before pressing the keys. If at any time your question has been addressed and you would like to withdraw your question, please press Star and then two. When asking a question in Chinese, please repeat your question in English as well for everyone's convenience.
Our first question comes from Henghui with Sanhe Capital. Please go ahead.
Henghui
That's all. Thank you.
OPERATOR
Please pause momentarily while we reconnect the speaker line.
I have reconnected the speaker line. Can you please repeat your question?
Allie Wong (Moderator)
I think we know the question and I will just let Carl, our CEO to answer the first question. Okay,
Carl Yimin Cai
This is Carl. I will answer your first question. Regarding the three RPG titles planned for launch during the August to September window, we are paying close attention to launch pacing to avoid resource conflict or potential cannibalization. First, in terms of launch schedule, we plan to stagger the releases as much as possible with roughly three to four weeks between each title.
This should help reduce internal resource pressure and give our marketing operations and data teams enough time to shift focus, analyze early performance and optimize each launch properly. Second, we have already started preparing the required launch materials and events, including creative assets, localized content and operational resources for testing and launch.
Our goal is to have the key launch materials largely ready before the products complete their final testing stages so that we can avoid last minute resource constraints. From a marketing spend perspective, we will allocate badges dynamically based on each title's testing results, payback period and ROI performance, rather than launching all three titles with heavy spending at the same time.
RPG titles typically provide relatively fast early monetization feedback and the payback period is generally more manageable. Therefore, we will manage user acquisition with a disciplined payback target and keep marketing investment within a healthy range. In the short term, there may be some temporary fluctuation and profitability as multiple new titles enter the launch phase. That is normal during a new product ramp up period.
However, because we will stagger the launches and carefully control the payback cycle, we expect the impact to be temporary. As these products move into a more stable operating phase, we expect profitability to return to a more normalized level in the following quarter.
On the other end is content generation. As AI matures, the way content is produced is being fundamentally reshaped. Our goal is to use AI to connect these two ends into a closed loop AI driven content generation layered on top of our mature global distribution, forming an integrated capability that is difficult for others to replicate.
In terms of execution, the most direct step is AI generated games. As Brian mentioned earlier, this quarter we completed key capability building in AI generated game content. This means we are embedding generative AI directly into the production process of game content itself, not just applying it to creative assets or live operations. This is our first concrete step toward making the content generation tangible.
We believe this direction will define the core competitive modes of the next phase for games and for the broader content industry, and we are laying solid groundwork to position ourselves to for that opportunity.
Thank you, Zhonghui. That's our answer.
OPERATOR
Okay, and the next question comes from Hua Rong with Jinyu Asset. Please go ahead.
Hua Rong
But candidately, much of that improvement has come from reduced marketing spend rather than revenue growth. As you move into fiscal 2027 and ramp up user acquisition again to support your new product pipeline, how much of this margin improvement is structural and sustainable? Should we expect margins to compress again once marketing spend comes back? Thank you,
Carl Yimin Cai
Thank you for your question. This is Carl I'll answer your first question on dtc, we do see it as one of the important near term levers to improve margins. That said, we need to balance several factors as we scale it, including compliance, user experience, payment conversion, and the broader platform ecosystem. First, from a compliance perspective, not every market currently allows us to directly promote or trigger third party payment options inside the game.
Overall, we will continue to steadily increase our DTC share, especially in markets where compliance is clear and user acceptance is strong. But we will do it in a disciplined and sustainable way rather than forcing a rapid increase at the expense of conversion or platform relationships.
Sean Zhong
That is broadly how we see it. Thank you.
Carl Yimin Cai
Thank you, Hua Rong. That will be the answer of us.
OPERATOR
This concludes our question and answer session. I would like to turn the conference back over to Sean Zhong for any closing remarks.
Sean Zhong
Okay, thank you operator. And thank you all for participating on today's call and we apologize for the multiple disconnections. And thank you for your support. We appreciate your interest and look forward to reporting to you again next quarter on our progress.
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