Video games Workshop grows its viewers and its product sales on the internet and across channels even with Covid-19

Image courtesy of Games Workshop

Image courtesy of Video games Workshop

Online games Workshop has grown its viewers, product sales and gains on line and throughout gross sales channels irrespective of Covid-19 limits proscribing its merchants in the initially fifty percent of its financial 12 months.


Game titles Workshop today introduced profits of £186.8m in the 6 months to November 29

, up by 26% from £148.4m a 12 months before. On the internet product sales grew by 87% to £46m from £24.5m last year, while product sales as a result of its 529 shops – hampered by Covid-19 closures in the British isles and about the globe – fell to £36.3m from £45.8m previous time. Wholesale to third-bash consumers selling equally on the web and in-keep remained the most significant portion of its small business, increasing by 33% to £104.9m from £78.1m a 12 months earlier. Producing output expanded by 30% at the same time.


Pre-tax earnings of £91.6m ended up additional than a third in advance of final year’s £58.6m. The retail brand did not furlough staff during the period of time and will shell out its business rates for the yr.


Video games Workshop, rated Leading350 in RXUK Best500 research, can make its products and solutions in Nottingham, where its head business is primarily based, and distributes them by means of warehouses in that town, in Memphis and Tennessee in the US, and in Sydney, Australia. The retailer is already applying robotics in Memphis, and claims they will be up and working in the Uk through the summertime. It has also brought its United kingdom logistics operation back again in-dwelling. Around the yr it spend £3.6m on structure and production facilities, and £1.4m on logistics services and IT units. It has spent £6.5m on its European ERP program, which include £0.4m during the 50 %-year.


Online games Workshop chief government Kevin Rountree suggests: “Another cracking efficiency from a truly amazing, global team a strong six months developing on the fantastic progress and financially rewarding expansion we have been regularly providing over the last 5 several years.


“Finally, I’d like to thank our enthusiastic and faithful fan base who share our appreciate for the Warhammer Hobby ad the fantastical settings, figures and narratives that make up our IP. Their ongoing assistance and comments have been a must have, retaining us truthful when we have fallen limited and driving us onwards to proceed to provide far more and greater.”


Expanding the Warhammer practical experience

Its launch of its most up-to-date Warhammer 40,000 edition has been its most profitable to date. It is now certifying main products for the Chinese marketplaces and is increasing its translation staff in get to make the Warhammer expertise available to far more clients in marketplaces together with China.


During the 50 %-yr it opened two new retailers, about 200 trade accounts and noticed its digital adhering to develop the Warhammer Group web site, which now has 4.7m buyers, up from 4.5m a 12 months before. It is also moving shoppers to its My Warhammer system, employed now to make it less difficult for shoppers to obtain its electronic products and services and in the upcoming to provide linked material to prospects.


“Part of the joy of the Warhammer Interest is that it provides like-minded men and women alongside one another and provides a feeling of shared encounter,” Video games Workshop stated in today’s fifty percent-12 months statement. “With most of the globe locked down, we wanted to further more aid our customers online and introduced a series of on the net preview situations. These live-streamed displays discovered new products and solutions, presented fun commentary and the possibility for our supporters to hear from some of our critical creatives. The most well known of the on line preview displays acquired over 500,000 views, with the accompanying content articles go through among 500,000 and 1 million instances.”

Video games Workshop continues to perform on a Television sequence centered on its Eisenhorn collection of novels, although this has been delayed by Covid-19.




Video games Workshop suggests the influence of Brexit is most very likely to be felt as it moves items from the British isles to the EU throughout all its channels, and by its work of EU workers in the Uk. It suggests a dedicated challenge group has assessed every single area, evaluated most likely impacts and put mitigation designs in place.