Hiber
Financials
Estimates*
EUR | 2017 | 2018 | 2019 | 2020 | 2021 | 2022 | 2023 |
---|---|---|---|---|---|---|---|
Revenues | <1m | <1m | <1m | <1m | 1.6m | 3.2m | 3.2m |
% growth | - | 24 % | 684 % | 266 % | 186 % | 100 % | - |
EBITDA | - | - | - | - | (1.4m) | - | - |
% EBITDA margin | - | - | - | - | (88 %) | - | - |
Profit | (<1m) | <1m | (<1m) | (<1m) | (1.4m) | - | - |
% profit margin | (14 %) | 9 % | (138 %) | (129 %) | (90 %) | - | - |
Source: Dealroom estimates
Date | Investors | Amount | Round |
---|---|---|---|
- | N/A | - | |
$800k | Seed | ||
$2.3m | Seed | ||
$1.4m Valuation: $11.5m 18.7x EV/LTM Revenues | Seed | ||
* | $15.0m | Series A | |
* | N/A | Secondary | |
Total Funding | AUD30.1m |
Recent News about Hiber
EditHiberWorld operates as an online platform that allows users to create, play, and share games. The platform caters to a broad audience, including casual gamers, aspiring game developers, and creative individuals looking to express themselves through interactive media. HiberWorld operates in the digital entertainment and gaming market, which is characterized by rapid growth and high user engagement.
The business model is primarily based on user-generated content, where users can design their own games using the platform's tools and share them with the community. This model encourages high levels of user interaction and content creation, driving traffic and engagement on the platform. Revenue is generated through a combination of advertising, in-app purchases, and potentially premium features or subscriptions that offer enhanced capabilities or experiences.
HiberWorld's market includes both individual users and potential partnerships with educational institutions or other organizations interested in leveraging interactive content for learning or engagement purposes. The platform's ease of use and wide range of game genres make it accessible to a diverse user base, from young gamers to adults looking for creative outlets.
Keywords: user-generated games, online platform, digital entertainment, game creation, interactive media, casual gamers, aspiring developers, in-app purchases, advertising revenue, educational partnerships.