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    OnMobile Global

    ONMOBILE
    Media, Entertainment & Publication·6 Feb 2026
    Management Summary

    OnMobile Global reported a strong Q3 FY26, driven primarily by robust gaming performance with subscription revenue growing 29.6% QoQ to INR 44.6 crores and a monthly run rate of $1.6 million. Overall revenue increased 4.5% QoQ to INR 136.9 crores, with normalized EBITDA up 16% QoQ to INR 8.1 crores. The company is actively working towards the launch of its gaming console within the next 1.5 quarters, while the Mobile Entertainment segment remained stable despite a slight QoQ decline.

    Highlights

    5
    • Overall revenue grew by 4.5% quarter-on-quarter to INR 136.9 crores.

    • Gaming subscription revenue was INR 44.6 crores, up 29.6% quarter-on-quarter.

    • Gaming monthly run rate touched $1.6 million in December, nearing the $2 million target.

    • Normalized EBITDA grew 16% quarter-on-quarter to INR 8.1 crores.

    • Mobile Entertainment business remains stable and profitable, contributing strong cash foundation.

    Concerns

    4
    • Mobile Entertainment revenue saw a slight decline of 4% quarter-on-quarter to INR 91.6 crores.

    • DSO stood at 123 days, slightly higher due to festival and vacation season delaying collections.

    • One-time exceptional cost of INR 4.6 million booked for gratuity expenses.

    • DeOSphere partnership is currently 'on the ice' with no positive outlook for future collaboration.

    Key financials

    Single quarter

    06 metrics
    1. 01Revenue₹136.9 Cr+4.5%QoQ
    2. 02EBITDA (Normalized)₹8.1 Cr+16%QoQ
    3. 03PAT₹3.5 Cr
    4. 04Gaming Subscription Revenue₹44.6 Cr+29.6%QoQ
    5. 05Mobile Entertainment Revenue₹91.6 Cr-4%QoQ

    Capital allocation

    4
    high confidence
    CategoryHeadline
    Capex

    Capex disclosed

    Debt

    Gross ₹88 crores

    Maturity: 30 to 90 days

    M&A

    Chingari

    divestment · announced

    Liquidity

    Cash ₹138.5 crores

    Guidance & targets

    6
    CategoryTargetPriority
    Gaming Growth
    Gaming Revenue Growth
    50%
    High
    Gaming Growth
    Gaming Revenue Growth
    10-15%
    High
    Gaming Profitability
    Gaming Profitability
    Profitable
    High
    EBITDA Margin
    EBITDA Margin for Gaming
    20%
    High
    Gaming Subscription
    Monthly Run Rate
    $2 million
    High
    Gaming Console Launch
    Launch Timeline
    within the next quarter, 1.5 quarters
    High

    Gaming Console Launch

    within the next quarter, 1.5 quarters
    CurrentIn development, working hard to get ready
    TargetFormal press release and launch

    Why it matters

    The console is a new product category expected to drive future growth and profitability, and its successful launch is critical.

    So within the next quarter, you'll see we'll do a formal press release as we launch obviously. But yes, that's the goal.

    How to verify

    guidance_and_targets[category='Gaming Console Launch'].target_value

    Risks & concerns

    4
    RiskSeverity

    Global political uncertainty for hardware sourcing

    Analyst raised concern about reliance on China for console manufacturing; management confirmed efforts to move production to India.Analyst acknowledged

    medium

    Higher marketing costs in new markets

    Marketing costs increased 8.8% QoQ; management explained this is normal for new market entry and customer acquisition.Analyst acknowledged

    low

    Delayed collections (DSO)

    DSO increased to 123 days due to festival and vacation season, with collections expected in Q4.Management acknowledged

    low

    Complexity and potential issues with new console launch

    Management emphasized the complexity of console launch (hardware, servers, games) and the need to start with small quantities to fix issues.Management acknowledged

    medium

    Q&A highlights

    7

    “So, the way it is, what we show as a gaming subscriber base is the average at the end of the quarter, what is the subscriber base at the end of the quarter. In quarter 3, what we witnessed is that we had a peak in end of September, and we peaked up and because of the festival season and the transactions which we were able to do throughout the subscriber base, we had a peak of around 400,000, 500,000 more subscribers than 13.7 million, which tapered down to 13.7 million at the end of the quarter.”

    Clarifies that the reported 13.7 million subscriber base is an end-of-quarter figure, and there was a higher peak during the quarter due to seasonality, explaining revenue growth despite a flat reported subscriber count.

    asked by Revanth

    3 min read6 chapters

    Detailed Narrative

    01

    Q3 FY26 Financial Performance Overview

    OnMobile Global reported an overall revenue of INR 136.9 crores for Q3 FY26, marking a 4.5% quarter-on-quarter increase. Normalized EBITDA stood at INR 8.1 crores, reflecting a 16% growth QoQ. The company's PAT for the quarter was INR 3.5 crores, with a gross cash balance of INR 138.5 crores. Operating expenses included INR 27.8 crores for people cost (flat QoQ) and INR 25.2 crores for marketing (up 8.8% QoQ), while other OpEx decreased by 10% to INR 10 crores. DSO increased slightly to 123 days due to seasonal collection delays.

    02

    Gaming Segment Growth

    The gaming segment continued to be a key growth driver, with subscription revenue reaching INR 44.6 crores, a significant 29.6% increase quarter-on-quarter. The monthly run rate for gaming subscriptions touched $1.6 million in December, moving closer to the target of $2 million per month in coming quarters. The gaming subscriber base stood at 13.7 million at the end of Q3, with management noting a higher peak during the festival season. The company is bullish on gaming, with plans to close deals with 6-7 new customers and expand its gaming platform, which saw its first launch in Africa this quarter.

    03

    Mobile Entertainment and Buzzmo Performance

    The Mobile Entertainment segment remained stable and profitable, generating INR 91.6 crores in revenue, despite a slight 4% quarter-on-quarter decline. This segment continues to provide a strong cash foundation for the company. In the Buzzmo product line, OnMobile is in late-stage commercial discussions with three prospective industry leaders, with expansion expected in the next financial year. Geographically, the Middle East, Asia, and Latin America were the best-performing regions for OnMobile in Q3.

    04

    Gaming Console Development and Strategy

    OnMobile is actively developing and preparing to launch its gaming console, targeting a release within the next 1.5 quarters. This console is positioned as a full console experience for the price of a controller, offering 200 included games and quick activation. The company is working on localizing manufacturing in India to mitigate geopolitical risks and plans a cautious, small-quantity launch to refine the product and go-to-market strategy. Management clarified that the DeOSphere partnership is currently on hold.

    05

    Capital Allocation and Shareholder Returns

    The company reported no CapEx in Q3 FY26, marking the first quarter in five years without CapEx, as prior investments in gaming platforms and console development are now being capitalized. Short-term borrowings of INR 88 crores are primarily for working capital facilities, typically ranging from 30 to 90 days. Management stated that no dividend would be paid this year, as the focus remains on funding the gaming console launch and growth initiatives. The company is also in negotiations to sell shares in Chingari, aiming to recover investment starting from the new financial year in April.

    06

    Video Services Performance

    The video services segment experienced a decline this quarter. Management acknowledged this downturn and indicated that they are working on launching a new service. This new service is currently in negotiations and is expected to help restabilize video revenues once confirmed and launched, rebalancing the company's overall revenue mix.

    This is an AI-generated summary of a publicly available earnings call transcript. It is for informational purposes only and does not constitute investment advice, a recommendation, or an endorsement. inve.money is not a SEBI-registered investment advisor. Please consult a qualified financial advisor before making any investment decisions.