Raised fiscal 2026 net bookings guidance to $6.65-$6.7B, up from prior outlook
Guidance · revenue to $6.675B
Take-Two delivered a massive beat in Q3 FY2026, driven by strength in NBA 2K, GTA Online, and mobile, and raised full-year guidance. Management is highly confident heading into the GTA 6 launch, framing FY2027 as a record-breaking year. Q3 net bookings $1.76B, significantly above guidance of $1.55-1.6B.
Take-Two delivered a massive beat in Q3 FY2026, driven by strength in NBA 2K, GTA Online, and mobile, and raised full-year guidance. Management is highly confident heading into the GTA 6 launch, framing FY2027 as a record-breaking year. Q3 net bookings $1.76B, significantly above guidance of $1.55-1.6B.
Guidance · revenue to $6.675B
Q3 net bookings $1.76B, significantly above guidance of $1.55-1.6B.
Full-year net bookings guidance raised to $6.65-6.7B (from ~$5.94B prior).
Recurrent consumer spending (RCS) grew 23% in Q3, above 8% guidance.
Management emphasized enthusiasm for generative AI, saying they are actively embracing it with hundreds of pilots and implementations, seeing opportunities to drive efficiencies, reduce costs, and free up creators. They pushed back on market fears, framing AI as a tool that enhances their creative and efficiency strategy, while noting it does not replace the creative process.
Management raised full-year net bookings guidance again, citing broad-based strength across NBA 2K, GTA Online, and mobile. The tone is highly confident heading into the GTA 6 launch, guiding to record bookings in FY2027.
Management consistently highlighted outperformance, raised guidance, and expressed high confidence in upcoming releases, especially GTA VI, describing fiscal 2027 as 'groundbreaking.'
“the anticipation is yielding even more engagement with GTA. GTA 5, of course, is now sold in 225 million units.”
“The recent regulatory environment has become much more favorable. And we also predicted that, and I do think we're going to continue to see third-party take rates decline, which will drop to the bottom line.”
“The market has rebounded. There are tailwinds. And so much as I'd like to take credit for all of the team's success ... a rising tide lifts all ships”
| Metric | Period | Range | Midpoint | Status |
|---|---|---|---|---|
| Free cash flow | FY2026 | $450M | $450M | RAISED |
| Revenue | FY2026 | $6.65B–$6.7B | $6.675B | RAISED |
| Revenue | FY2026 Q4 | $1.51B–$1.56B | $1.535B | GUIDED |
| Issued | Metric | Target | Guide | Actual | Outcome |
|---|---|---|---|---|---|
| FY2026 Q2 | Revenue | FY2026 Q3 | $1.55B–$1.6B | $1.699B | Met / beat |
Direct-to-consumer mobile sales delivered its strongest quarter on record, and management explicitly calls out an improving regulatory environment reducing app store take rates, which will drop to the bottom line. — Confirms the structural shift in app store economics; lower take rates are a direct margin tailwind for all mobile game publishers, pressuring the app store operators' service revenue growth.
“Color Block Jam remains Rollick's all-time top performing title and was featured in Apple's 2025 free games list”
… net bookings an extraordinary achievement for a title that has been engaging players for more than eight years the game continues to rank among our most valuable franchises showcasing the long-term value of our match 3 portfolio match factory another hit from peak grew approximately 17 over last year the title remains a top contributor two years after its launch affirming our strategy of building a diverse portfolio of games with vast global appeal. Color Block Jam remains Rollick's all-time top performing title and was featured in Apple's 2025 free games list in the U.S., underscoring the title's success. Empires and Puzzles and Words with Friends grew 11% and 6% respectively over last year. Advertising revenues grew 10% over last year, driven by higher average revenue per daily active user, and we're highly confident in the future of this component of the business. 2K's mobile offerings also had another solid quarter, with WWE Supercard surpassing 38 million lifetime downloads, NBA 2K Mobile continuing to expand its audience, NBA 2K26 Arcade Edition holding its top five position on the Apple Arcade charts, and NBA 2K All-Star in China growing to nearly 9 million registered …
Direct-to-consumer mobile sales delivered its strongest quarter on record, and management explicitly calls out an improving regulatory environment reducing app store take rates, which will drop to the bottom line. — Confirms the structural shift in app store economics; lower take rates are a direct margin tailwind for all mobile game publishers, pressuring the app store operators' service revenue growth.
“Genie is not a game engine. And I would it's very exciting technology”
So in terms of commenting on the specific technology, I think I don't think we're going to go into the great details about the tech differences, because, frankly, Genie's early in its iteration at this point and trying to make a comparison to a game engine is just really they're not even in the same ballpark. Genie is not a game engine. And I would it's very exciting technology. And I think it's it's the question is. How can it benefit our creators? And I think there will be a moment in time where that will become more defined. It certainly doesn't replace the creative process. And I would say, look, I mean, it looks to me more like a procedurally generated interactive video. At this point, there are limitations and Google has said as much. So to compare the technologies, I think there's really no way to do that because they're so far apart. And there are so many more elements to game development that go beyond just you know, quote, world creation. And the question is, what is world creation? So even beyond world creation, there's everything else that's involved. There's the storyline, there's emotional connection, there's vibe, there's mission structure. All of those things you …