Sharks Club · Hacksaw Gaming

How Hacksaw Gaming’s Business Model and Technology Work

Written by Lucky BetMastermind, with help of ChatGPT.

Hacksaw Gaming makes money primarily by supplying games and related technology to gambling operators, rather than by taking deposits from casino players. Its contracts generate licence and usage-based royalties linked to activity in the games it supplies. The operator handles the consumer relationship; Hacksaw provides content, distribution technology and, increasingly, infrastructure for other developers. That distinction is central to understanding the Hacksaw Gaming company overview: a successful game may generate substantial gross gaming revenue for an operator, but only a contractually determined portion becomes revenue for the supplier.

Two developments make the model more interesting than a conventional slot catalogue. OpenRGS allows independent studios to distribute games through Hacksaw's platform, while the newly announced Hacksaw Markets extends its operator-facing infrastructure into prediction markets. Neither development establishes that Hacksaw owns every partner or that each new product already contributes material earnings.

Where the money comes from

The audited 2025 annual report describes payments to Hacksaw as percentages of gaming operators' revenue from end users, recognised under the rules for sales- and usage-based royalties arising from intellectual-property licences. Put simply, the supplier's remuneration follows the actual use of its licensed games. The public disclosures do not provide a single royalty percentage applicable to all customers, games or jurisdictions.

The economic chain is easiest to understand in stages:

Economic flow: from play to recognised supplier revenue

Stage Economic measure
1 Player stakes − player winnings
↓ Operator game GGR for the defined games and period
↓ Contractual supplier royalty / usage fee, under undisclosed rates
↓ Recognised Hacksaw net sales, subject to accounting treatment
↓ Consolidated group revenue, including other operating income and consolidation adjustments

The arrows show economic relationships, not equal amounts or automatic cash transfers. Contract terms and accounting adjustments matter. If a player stakes £100 and receives £94 in winnings, the resulting £6 of game GGR does not mean Hacksaw receives £6. This illustration is hypothetical; the royalty rate is undisclosed.

Term What it measures What it does not establish
Player stakes Total amounts wagered during the defined period Casino profit or supplier sales
Player winnings Amounts paid or credited back to players A separate source of positive GGR
Operator game GGR Stakes minus winnings for the relevant games All revenue of the operator across other games and products
Supplier royalty Contractually determined payment linked to licensed content and use A publicly known universal percentage of stakes or GGR
Supplier net sales Income recognised under the supplier's accounting policies Total gambling stakes or deposits
Consolidated group revenue Reported income after group-accounting treatment, including any other operating income Sum of every internal invoice raised among subsidiaries

Hacksaw's FY2025 consolidated accounts illustrate the last distinction. They recorded €197.368 million in net sales, €0.112 million in other operating income and approximately €197.481 million in total revenue, as presented in the issuer's statements (a rounding difference arises when adding displayed figures). A separate table containing larger gross or intra-group amounts cannot be treated as consolidated sales. Nor should operator-level GGR be presented as if it were the supplier's turnover.

From game IP to casino distribution

Hacksaw develops its own games and operates remote gaming server technology used to distribute them. A remote gaming server, or RGS, supports the delivery and operation of game content behind an operator's player-facing service. Hacksaw can reach operators through direct commercial integrations or through distribution intermediaries. The annual disclosures describe a B2B value chain from development to distribution, but do not publish an exhaustive technical diagram or identical contractual architecture for every client.

Technology flow: shared distribution

Content origin Route to distribution
Hacksaw-owned game IP ↓ Hacksaw RGS / distribution
Independent studio IP ↓ OpenRGS → Hacksaw RGS / distribution

Both routes then reach the same types of downstream service:

Stage Destination
↓ Licensed operator / integration intermediary
↓ Player-facing casino operated under the operator's brand

The routes share distribution capabilities, but not necessarily IP ownership, costs, fee splits or control rights. The casino manages its player accounts, payments and responsible-gambling controls; Hacksaw's supply agreement does not make it the consumer operator.

Public reports do not document internal code, hosting costs or performance guarantees.

How OpenRGS changes the model

OpenRGS extends Hacksaw's distribution system to games made by independent studios. Rather than building every release internally, Hacksaw can add content created by partners and make it available through its existing operator relationships. For a small studio, the attraction is potentially broader market access without independently reproducing the whole distribution network. For Hacksaw, the opportunity is greater content variety and platform utilisation without bearing the entire creative-development burden of every game.

However, partner is not subsidiary. OpenRGS use does not convey studio ownership. Hacksaw announced a minority investment in Jinx Gaming on 1 April 2026, with an option to increase its stake; it did not disclose the initial percentage. That investment is a separate arrangement, not a condition of OpenRGS participation. See Hacksaw brands and subsidiaries.

Activity Who produces the principal content or service? What Hacksaw supplies Important limitation
Own games Hacksaw's internal development operation Game IP, RGS and distribution A game's success does not reveal its individual net margin
OpenRGS games Independent partner studios Platform access and distribution relationships Partner status does not establish equity control or a standard fee split
Hacksaw Markets Hacksaw's operator-facing infrastructure team Announced peer-to-peer prediction-market technology No established material revenue or universal territorial permission

The Q3 2026 figures reveal the scale of the shift. During the quarter, Hacksaw released 19 games developed internally and 26 developed by independent studios. As at 30 September 2026, the company reported 12 independent OpenRGS studios and 399 released games across the portfolio. These are not interchangeable counts: studios are organisations, releases are products and cumulative released games do not measure the number of currently active contracts or equal revenue per title.

OpenRGS can make an existing sales and technical network more productive, but the financial outcome depends on the terms shared between platform provider, developer, intermediary and operator. The published results do not isolate profit earned from OpenRGS as a separately audited business segment. It would be unsound to take the number of partner releases, apply an imagined average royalty and call the result OpenRGS revenue.

More releases may broaden market fit, but stronger output does not guarantee better monetisation per round.

Which operating measures actually matter?

Hacksaw presents several different operating indicators. Each answers a different question, and none should be added together to manufacture a larger customer figure.

Q3 2026 disclosure What it indicates What it cannot prove alone
19 own games and 26 partner games released Production throughput and mix Player adoption, profitability or equivalent commercial value
399 released games, 12 independent OpenRGS studios at 30 September Portfolio and studio-network scale Number of actively monetising titles at a particular operator
74 commercial deals, including 67 new clients Commercial contracting activity That all signed operators went live in the quarter
34 new clients went live Deployment progress Each client contributes equal revenue
Game rounds up 19% year on year Growth in player interactions with the content Matching growth in GGR, supplier fee per round or revenue
Top ten games generated 52% of content GGR Revenue-related concentration within the games portfolio Revenue concentration by operator or a standalone margin figure

The top-ten measure was 45% in Q3 2025, against 52% in Q3 2026. A higher share may reflect enduring hits, a weaker long tail or both; the metric by itself does not say which. Likewise, a headline about a distribution network spanning more than 3,000 websites and presence in more than 40 locally licensed markets is a company-reported statement about reach, not proof of equivalent revenue generation on every website. A single operator may have several brands, domains or local arrangements.

Our preferred test joins multiple measures: do new games and clients go live, do rounds grow, and does recognised supplier revenue keep pace? Contracts and launches are not income already booked.

Does the model show up in financial results?

The Q3 2026 interim report, issued on 3 November 2026, demonstrates strong reported profitability alongside a more complicated growth picture. The quarter and nine-month periods below are interim, not audited annual totals.

Reported metric Q3 2026 Nine months to 30 September 2026
Revenue €58.105m €175.010m
Adjusted operating profit (EBIT) €48.325m €144.204m
Reported operating profit (EBIT) €47.755m €142.848m
Adjusted EBIT margin 83%, rounded Approximately 82%

The exceptionally high adjusted margin describes the group's stated cost and revenue structure under its chosen alternative performance measure. It is not an IFRS-only margin, a casino's GGR margin or the share of players' stakes retained by Hacksaw. Reported EBIT and adjusted EBIT differ, and those adjustments must be considered when comparing companies. The annual and interim accounts also have different reporting periods and should not be blended as if nine months represented a full year.

High profitability is consistent with scalable licensed IP: more operators need not recreate the original game-development cost. It does not mean incremental integration, compliance and platform costs are negligible. See Hacksaw financial results for the accounts.

Hacksaw Markets: the new B2B infrastructure bet

On 15 October 2026, Hacksaw announced Hacksaw Markets, a B2B prediction-markets platform designed for operators that want to offer peer-to-peer markets under their own customer-facing brands. Instead of marketing a direct-to-consumer exchange, the group says it intends to supply technology, infrastructure and pooled participation opportunities through its operator network. This is a proposed adjacency to its existing distribution business, not a conventional new casino game and not an acquired independent exchange.

The release also said the Malta Gaming Authority had extended the relevant B2B Critical Gaming Supply licence to cover Type 3 Gaming Services, in addition to its existing Type 1 scope. The distinction matters: an MGA permission for specified B2B services is not universal authority to offer consumer prediction trading in the UK, US or any other market. Operators still need to assess the rules and permissions applying to their own services and jurisdictions. For the company-by-company and market-specific analysis, see Hacksaw markets, partners and licences.

Operators could use shared infrastructure instead of building their own market technology. Yet the detailed matching, settlement, liability and fee arrangements remain insufficiently disclosed, as do Markets revenue, adoption and margins.

In our view, the correct classification at this stage is an announced operator-facing platform opportunity. Calling it a proven profit engine, a UK-licensed consumer exchange or an immediate replacement for the core game-royalty business would outrun the evidence. Its eventual importance depends on contracts, deployment, market-specific authorisation, liquidity arrangements and earnings disclosed in later periods.

What the company does not disclose

Public reporting is detailed enough to explain the model without pretending to expose every commercial term. These missing data points remain material:

Known from published disclosures Not established publicly at a comparable level
Royalties depend on operator revenue and actual licensed game use Universal royalty percentage, operator-by-operator take rate or exact fee per round
Internal and independent studio releases are counted Partner-by-partner OpenRGS revenue split or margin
Aggregate revenue, EBIT and portfolio indicators are reported Profitability of every individual title, client or platform product
Distribution reaches operators and intermediaries Complete technical stack, each contract's route and every implementation cost
Hacksaw Markets and the MGA licence extension have been announced Material realised Markets revenue, uptake, regional approvals or projected returns

Royalties cannot be reverse-engineered reliably from group sales and estimated industry GGR: the figures cover different scopes and omit contractual detail.

Where the model may be vulnerable

The sharpest recent test is the divergence between usage and money. In Q3 2026, game rounds increased 19% year on year, while reported revenue increased 12%. Management attributed the weaker relationship partly to changes in game and operator mix, which reduced revenue per game compared with the previous year. It said it had adjusted the development roadmap to place renewed emphasis on historically successful game styles, while still serving a broader range of markets. Management expects the mix to normalise over the coming months, but acknowledged possible near-term effects from the transition.

That explanation is the company's assessment, not proof that one factor accounts mathematically for the entire seven-percentage-point gap. The concentration of 52% of content GGR in the top ten games suggests portfolio composition deserves attention. Operator and geographic mix, different commercial arrangements, game popularity and timing of deployment could affect monetisation in ways that published aggregate figures cannot fully separate.

Customer concentration is a different exposure. Hacksaw's audited FY2025 annual report states that its ten largest customers generated 44% of group net sales. Its two largest customers individually accounted for 13% and 11% of group revenue, compared with 20% and 16% for the corresponding two largest-customer positions in 2024. Dependence on the largest individual customers therefore appears to have eased, although a substantial share of sales still came from a limited group of operators.

Losing a major distribution relationship, or seeing activity weaken at one of those operators, could affect supplier earnings despite new game releases and client signings. These figures describe FY2025 customer concentration, not Q3 2026: they must not be confused with the separate 52% share of content GGR generated by ten games in that quarter.

The supplier also depends on licensed operators, integrations and successful titles. OpenRGS adds coordination demands; Markets adds an unproven category. See Hacksaw risks and opportunities.

Our assessment: the next test is whether the revised game mix improves revenue conversion as distribution expands. Subsequent reports, not rising rounds alone, must establish that outcome.

Hacksaw's economics are therefore best read as a combination of IP royalties, technology distribution and an expanding platform ecosystem. The group can report substantial revenue and high margins without being the casino taking players' deposits. Yet the value of every added studio, operator or new platform still has to be demonstrated in recognised supplier earnings. For equity-market context, the separate HACK shares and chart page addresses the listed parent rather than treating this business-model explanation as an investment forecast.

Primary documents reviewed: Hacksaw AB Annual Report 2025, particularly the revenue-recognition policy; Hacksaw Interim Report, January to September 2026, published 3 November 2026; Hacksaw Group announcement of 15 October 2026 on Hacksaw Markets; Hacksaw investor-relations announcement of 1 April 2026 concerning Jinx Gaming; Hacksaw Group's published definitions and licences.