Skip to content
    TTWO
    Earnings call· Sep 2025(Q2 FY26)

    TAKE TWO INTERACTIVE SOFTWARE INC TTWO

    Nov 6, 2025 Source

    Executive summary

    Take-Two Interactive Software, Inc. Q2 FY26 — Record Net Bookings and Raised Full-Year Outlook

    Take-Two delivered a strong second quarter, driven by record net bookings and robust recurrent consumer spending across its diverse portfolio, particularly NBA 2K26 and mobile titles. The company raised its full-year net bookings outlook, though the highly anticipated Grand Theft Auto VI saw its release pushed to November 2026 to ensure optimal polish. Management expressed confidence in its creative execution and long-term growth strategy, emphasizing quality and efficiency.

    Highlights

    5
    • Achieved record second quarter net bookings of $1.96 billion, significantly exceeding expectations.

    • NBA 2K26 sold over 5 million units, a double-digit increase over NBA 2K25, with average selling prices reaching an all-time high.

    • Recurrent consumer spending (RCS) rose 20% for the period, outperforming guidance of 1% growth and accounting for 73% of net bookings.

    • Mobile business outperformed substantially, with Toon Blast growing 26% year-over-year and Rollic achieving new net bookings records.

    • GTA+ membership grew over 20% year-over-year, and Grand Theft Auto V has sold over 220 million units worldwide.

    Concerns

    2
    • Grand Theft Auto VI release date moved to November 19, 2026, from an unspecified earlier target.

    • Borderlands 4 experienced some challenges with optimization and performance on PC, leading to softer initial launch than desired.

    Guidance & targets

    17
    CategoryTargetConfidence
    Full-year FY26 Net Bookings
    $6.4 billion to $6.5 billion
    high materiality
    High
    Grand Theft Auto VI Release Date
    November 19, 2026
    high materiality
    High
    Full-year FY26 Recurrent Consumer Spending (RCS) Growth
    approximately 11%
    medium materiality
    High
    Full-year FY26 NBA 2K RCS Growth
    mid-20% range
    medium materiality
    High
    Full-year FY26 Mobile RCS Growth
    approximately 10%
    medium materiality
    High
    Full-year FY26 Operating Cash Flow
    approximately $250 million
    medium materiality
    High
    Full-year FY26 Capital Expenditures
    approximately $180 million
    medium materiality
    High
    Full-year FY26 GAAP Net Revenue
    $6.38 billion to $6.48 billion
    high materiality
    High
    Full-year FY26 Cost of Revenue
    $2.66 billion to $2.69 billion
    medium materiality
    High
    Full-year FY26 Total Operating Expenses
    $3.98 billion to $4 billion
    medium materiality
    High
    Full-year FY26 Management Basis Operating Expense Growth
    approximately 9% year-over-year
    medium materiality
    High
    Q3 FY26 Net Bookings
    $1.55 billion to $1.6 billion
    high materiality
    High
    Q3 FY26 Recurrent Consumer Spending (RCS) Growth
    approximately 8%
    medium materiality
    High
    Q3 FY26 GAAP Net Revenue
    $1.57 billion to $1.62 billion
    high materiality
    High
    Q3 FY26 Operating Expenses
    $980 million to $990 million
    medium materiality
    High
    Q3 FY26 Management Basis Operating Expense Growth
    approximately 12% year-over-year
    medium materiality
    High
    Net Bookings
    record levels
    high materiality
    High

    Segment performance

    3
    SegmentRevenueYoYQoQMargin
    Zynga
    Expected to be the largest contributor to full-year net bookings.
    Net Bookings Contribution: 46%
    2K
    Second largest contributor to full-year net bookings.
    Net Bookings Contribution: 39%
    Rockstar Games
    Third largest contributor to full-year net bookings.
    Net Bookings Contribution: 15%

    Operational metrics

    20
    Net Bookings
    $1.96 billion
    Q2 FY26

    Exceeded expectations and represents the best second quarter of net bookings in company history.

    Recurrent Consumer Spending (RCS)
    20%YoY increase
    Q2 FY26

    Outperformed guidance of 1% growth.

    NBA 2K Recurrent Consumer Spending (RCS)
    45%YoY increase
    Q2 FY26

    Contributed significantly to overall RCS growth.

    Mobile Recurrent Consumer Spending (RCS)
    mid-teensYoY increase
    Q2 FY26

    Contributed significantly to overall RCS growth.

    GAAP Net Revenue
    $1.77 billion31% YoY increase
    Q2 FY26

    Reported GAAP net revenue.

    Cost of Revenue
    $793 million27% YoY increase
    Q2 FY26

    Reported cost of revenue.

    Operating Expenses (GAAP)
    $1.1 billion5% YoY increase
    Q2 FY26

    Reported GAAP operating expenses.

    Operating Expenses (Management Basis)
    13%YoY increase
    Q2 FY26

    Above forecast due to user acquisition investments and higher performance-based compensation, partly offset by marketing/IT shift.

    Toon Blast Growth
    26%YoY growth
    Q2 FY26

    Driven by new gameplay elements and meta game features.

    Match Factory! Growth
    20%YoY growth
    Q2 FY26

    Achieved record net bookings, players responded positively to new features.

    Rollic Lifetime Downloads
    3.8 billion
    lifetime

    Achieved a new net bookings record for the quarter.

    CSR Franchise Lifetime In-Game Spending
    $1 billion
    lifetime

    Indicates great momentum ahead of CSR 3 release.

    WWE SuperCard Lifetime Downloads
    38 million
    lifetime

    Part of 2K's strong mobile offerings.

    NBA 2K All-Star China Registered Users
    8 million
    6 months

    Captured users after just 6 months in market.

    NBA 2K26 Daily Active Users (DAU) Growth
    nearly 30%YoY growth
    Q2 FY26

    Contributed to recurrent consumer spending growth.

    NBA 2K26 MyCAREER Daily Active Users (DAU) Growth
    nearly 40%YoY growth
    Q2 FY26

    Contributed to recurrent consumer spending growth.

    Borderlands 4 YouTube Views
    300 million
    launch

    Dominated YouTube during its launch, underscoring franchise's mass appeal.

    Grand Theft Auto V Units Sold-in
    220 million
    to date

    Continues to grow its audience worldwide.

    GTA+ Membership Growth
    over 20%YoY growth
    Q2 FY26

    Continued increase in membership.

    Industry Tailwinds
    modest tailwinds
    current

    Management senses consumers are once again moving in the industry's direction, similar to the beginning of the pandemic but with less enthusiasm.

    Industry KPIs

    3
    MetricValueDetails
    ARPU armall-time high
    Paid members subscribersover 20%%
    Content spend title performance5 millionunits

    Product announcements

    11
    ProductTypeDetails
    NBA 2K26launch
    Borderlands 4launch
    Mafia: The Old Countrylaunch
    Zynga Pokerlaunch
    WWE 2K26launch
    Grand Theft Auto VIroadmap
    Judasroadmap
    Project ETHOSroadmap
    CSR 3roadmap
    Top Goalroadmap
    Next BioShockroadmap

    Risks & headwinds

    2
    Grand Theft Auto VI Release DelayFY27

    Release date moved to November 19, 2026

    Mitigation: To allow additional time for polish and ensure the game meets high player expectations; management has full support for Rockstar's decision.

    Borderlands 4 PC Optimization and Performance IssuesQ2 FY26 (initial launch)

    Softer initial launch than desired due to PC challenges

    Mitigation: Gearbox has been addressing these issues and releasing updates to improve gameplay; confident in strong lifetime unit sales.

    What to watch in Q3 FY26

    4

    Full-year FY26 Net Bookings

    Next quarter (Q3 FY26 earnings call)
    Current$6.4B-$6.5B
    TargetConfirmation or further revision of guidance

    Why it matters

    This is a key indicator of the company's overall financial performance and growth trajectory, especially after a significant raise.

    Due to these outstanding second quarter results and our optimism for the balance of the fiscal year, we're again raising our net bookings outlook for fiscal 2026 to $6.4 billion to $6.5 billion.

    Q&A highlights

    7

    What are the common denominators for strong RCS performance in NBA and mobile, and how will the GTA VI delay impact content/marketing for GTA Online?

    GTA Online support will continue as usual, with GTA+ membership growing. Strong RCS is attributed to the creative teams delivering high-quality, engaging experiences, leading to monetization. Management believes there are modest industry tailwinds, but quality is the primary driver.

    Give people something great, they're going to come out for it.

    asked by Colin Sebastian · answered by Strauss Zelnick

    2 min read7 chapters

    Detailed Narrative

    01

    Strong Q2 Performance and Full-Year Outlook Raise

    Take-Two reported record second-quarter net bookings of $1.96 billion, significantly surpassing expectations. This strong performance was driven by NBA 2K26, mobile titles like Toon Blast and Match Factory!, and Grand Theft Auto Online. Consequently, the company raised its full-year FY26 net bookings outlook to $6.4 billion to $6.5 billion, representing 14% growth at the midpoint over FY25, and increased its operating cash flow forecast to $250 million.

    02

    Grand Theft Auto VI Release Date Update

    Rockstar Games announced that Grand Theft Auto VI will now be released on November 19, 2026. This decision was made to allow additional time for polish, ensuring the game meets the high expectations of players. Management expressed full support for Rockstar's commitment to delivering an unrivaled blockbuster entertainment experience, acknowledging that while date changes are painful, they have historically led to better outcomes.

    03

    Mobile Business Outperformance and Direct-to-Consumer Growth

    The mobile segment delivered excellent results, with Toon Blast growing 26% year-over-year and Match Factory! achieving record net bookings. Rollic's Color Block Jam continues to engage audiences, contributing to over 3.8 billion lifetime downloads for the studio. The company is also seeing higher conversion in its mobile direct-to-consumer business, aided by new technologies for direct transactions and payment mechanisms, which are expected to expand net bookings and margins.

    04

    NBA 2K26 Success and Recurrent Consumer Spending Growth

    NBA 2K26 launched to record-breaking success, selling over 5 million units, a double-digit increase from NBA 2K25, with premium editions driving higher average selling prices. Daily active users and MyCAREER daily active users grew nearly 30% and 40% respectively, contributing to a 45% growth in recurrent consumer spending for the title. This strong engagement and monetization were attributed to new features and optimized live service offerings.

    05

    Borderlands 4 and Mafia: The Old Country Launches

    Borderlands 4 received critical praise and achieved the largest concurrent player count on Steam in franchise history during its opening weekend. Despite initial PC optimization challenges, which are being addressed, the company expects strong lifetime unit sales. Mafia: The Old Country also surpassed internal expectations, affirming strong consumer demand for premium, narrative-driven experiences and earning vast praise from critics and consumers.

    06

    AI Implementation and Talent Strategy

    Management clarified its stance on AI, stating that while it doesn't replace creative genius, it serves as a positive technological tool to enhance efficiency and effectiveness in development. AI is being implemented in non-creative areas to free up talented individuals for more creative tasks, rather than for headcount reduction. This approach aims to improve overall organizational work and foster creativity.

    07

    Long-Term Pipeline and Strategic Vision

    The company highlighted a strong long-term pipeline, including Grand Theft Auto VI, Judas, Project ETHOS, CSR 3, Top Goal, and the next BioShock. Take-Two aims to achieve record net bookings in fiscal 2027, establishing a new baseline for the business and enhancing profitability by expanding core franchises, releasing groundbreaking hits, driving efficiencies, and capitalizing on new business opportunities.

    AI-generated summary of the company’s earnings call. Not investment advice.