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GameSquare Completes FanEngine IP Asset Transaction

GameSquare completed its FanEngine transaction, adding rights connected to Peaky Blinders, Simon's Cat and 15 global athletes while reiterating its 2027 financial guidance.

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GameSquare Holdings, Inc. (NASDAQ:GAME) has completed its acquisition of sports, music and entertainment intellectual property assets from FanEngine Holdings Ltd. The closing followed approval from GameSquare stockholders at a special meeting held on October 22, 2026.

The transaction adds rights and commercial relationships linked to Peaky Blinders, Simon's Cat and 15 global athletes, including The Two Robbies & Friends and Ben Stokes. GameSquare also expects Peaky Blinders to launch in the fourth quarter of 2026.

#FanEngine assets broaden GameSquare's offering

GameSquare said the acquired assets will sit alongside its existing data, creator, agency and media operations. The company expects the combination to allow it to manage and monetise fan relationships connected to owned intellectual property, rather than providing audience services only on behalf of other parties.

FanEngine's activities include content, community, gaming, ticketing, merchandise, digital ownership, rewards and commerce. The transaction is also intended to add recurring, direct-to-fan revenue streams such as licensing, brand partnerships and live and in-real-life experiences alongside GameSquare's existing services revenue.

#2027 guidance reiterated

GameSquare reiterated its 2027 guidance of revenue over $150 million, gross margin above 50% and adjusted EBITDA of more than $30 million. The company said FanEngine is expected to require limited incremental overhead and operating expenses, while GameSquare plans to use its existing infrastructure for production, events, commerce and gamification functions.

GameSquare expects FanEngine to contribute to its 2026 proforma outlook of $85+ million in revenue and $5+ million in adjusted EBITDA. The company also expects the acquired operations to contribute to fourth quarter 2026 results and to be immediately accretive to adjusted EBITDA.

GameSquare's adjusted EBITDA guidance excludes transaction costs, impairments and other one-time expenses. The company did not provide a reconciliation of forward-looking adjusted EBITDA to GAAP net income or loss, stating that certain deductions are difficult to forecast and quantify. It said those deductions may be material and could cause projected GAAP net income or loss to be materially less than projected adjusted EBITDA.

#Integration and identified risks

Justin Kenna, GameSquare's chief executive officer, said the company's immediate focus is integrating the acquisition and pursuing commercial opportunities involving its owned intellectual property assets.

GameSquare identified several risks affecting the transaction and its outlook. These include the company's ability to continue as a going concern, whether financial milestones are achieved, dilution from equity issued in the transaction, the integration process, future financing and the ability to use its portfolio across entertainment and media platforms.

The company also cited dependence on key personnel, along with broader business, economic, competitive, political and social uncertainties. GameSquare said forward-looking statements are based on management's current expectations and assumptions, and that actual results could differ materially.

#Key Takeaways

  • GameSquare completed its acquisition of sports, music and entertainment IP assets from FanEngine after stockholder approval on October 22, 2026.
  • The portfolio includes rights linked to Peaky Blinders, Simon's Cat and 15 global athletes, including The Two Robbies & Friends and Ben Stokes.
  • Peaky Blinders is expected to launch in the fourth quarter of 2026.
  • GameSquare reiterated 2027 guidance of revenue over $150 million, gross margin above 50% and adjusted EBITDA of more than $30 million.
  • The company said adjusted EBITDA guidance is non-GAAP and does not include transaction costs, impairments and other one-time expenses.

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