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PLAYSTUDIOS, Inc. (MYPS) stock intrinsic value fair value estimate & owner earnings analysis

Margin of safety$0.35 ComplexityAverage Updated
$0.56 $1.95
bear $0.56 base $0.82 bull $1.95 margin of safety $0.35 market price* $3.96
Business condition attached to the margin of safety Regains Nasdaq minimum-bid-price compliance (or completes a reverse split) and shows at least one full quarter of daily active/paying user trends stabilizing, not merely decelerating.
PLAYSTUDIOS makes free-to-play mobile games. Its long-running social casino titles (myVEGAS, POP! Slots, MGM Slots Live) are tied to real-world rewards from hotel and casino partners such as MGM Resorts -- players redeem in-game loyalty points for actual dining, shows, and hotel stays, which the partners provide at no cost to the company. Alongside that, the company owns Brainium, a casual card-and-puzzle game studio (Solitaire, Mahjong, Sudoku) bought in 2022, and holds the mobile rights to Tetris, acquired in 2021 and relaunched under a 2024 deal for the Pixode games studio. Revenue comes from in-game virtual currency purchases and from advertising. What changed in 2025: revenue fell about 19% for the year, driven by fewer paying users and fewer daily active players. This followed an October 2024 plan that cut the company's global headcount by roughly 30% and reduced marketing (player-acquisition) spending. Notably, the amount of money made per active player per day actually rose about 8% even as the number of players fell -- a sign the falloff looks more like the result of spending less to acquire and retain players than a breakdown in the games' ability to make money from the players who remain. Results through the first half of 2026 show revenue down only about 7% year over year, a real deceleration from 2025's pace. How much cash this actually generates for owners has been thin. After removing non-cash accounting items, swings in working capital, stock-based compensation, and the substantial, recurring cost of building and maintaining game content (capitalized on the books as internal-use software, running $16-34 million a year), real owner cash flow was roughly breakeven to negative in most years since the company went public via SPAC merger in 2021, briefly turning modestly positive in 2023 after the Brainium and Tetris deals were folded in, before falling back through 2024 and into a slight loss in 2025. The heavy, recurring game-development spend -- not one-off items -- is the main reason cash profit has consistently lagged the much larger operating profit the company reports. Three cases: Base case (about $0.82/share): the recent decline continues for a couple of years but slows and levels off, consistent with the deceleration already visible in 2026 and the fact that last year's cost-cutting program is now behind the company. No further growth is assumed beyond that plateau, because none is currently in evidence. Bear case (about $0.56/share): player numbers keep eroding. The company owes fixed minimum-guaranteed royalty payments of roughly $9-10 million a year on its game licenses regardless of how the games perform, which pressures cash flow further if revenue keeps shrinking. Separately, the stock has been trading below Nasdaq's $1.00 minimum bid price; the company received a formal deficiency notice in November 2025 and has been given a cure period. If that isn't resolved, the company could be forced into a reverse stock split or, in a worse case, delisting from Nasdaq -- a real, currently unresolved risk that isn't yet reflected in results. Bull case (about $1.95/share): the cost cuts prove to have found the trough, the per-player monetization gains already visible continue, and cash generation recovers toward the best year the company has actually produced as a public company (2023, about $11 million), sustained at that level rather than assumed to keep growing further. Beyond the cash the operating business can generate, the company holds about $105 million in cash and has no borrowed debt. It does have two real, near-term obligations: about $21 million of minimum guaranteed royalty payments owed on its game licenses, and about $8 million of earn-out payments owed on last year's Pixode acquisition. Netting those against cash leaves roughly $75 million, or about $0.60 per share, which is added to each case above. Given how little of the accounting profit converts into real cash for owners, and the live uncertainty around both player trends and Nasdaq listing status, the margin-of-safety price is set at a large discount to fair value -- around $0.35 per share. It also assumes the Nasdaq listing issue is resolved (compliance regained or a reverse split completed) and at least one full quarter where player numbers stabilize rather than merely decelerate. A judgment worth noting: the ongoing cost of building new game content, which the company capitalizes on its balance sheet rather than expensing immediately, is treated here as an ongoing cost of staying in business rather than optional growth spending, because it has recurred every year regardless of whether revenue was growing or shrinking. The 2021 Tetris license purchase and the 2022 and 2024 studio acquisitions were treated as one-time investments rather than routine spending. One item could not be fully reconciled: the reported net loss widened substantially in the first half of 2026 even as the revenue decline eased, which appears to reflect non-cash, fair-value adjustments tied to acquisition-related payments rather than a change in underlying cash generation, but the interim disclosures do not provide enough detail to fully confirm this.
Fiscal yearOwner's earningsMethodology
2025 -$0.01 ▼
OE = CFO - deltaWC - SBC - maintenance capex. CFO=$26,340K; deltaWC=-$3,132K (added back); SBC=$14,143K; capex (PP&E $968K + internal-use software $15,525K)=$16,493K; revenue declined from $289,429K (2024) to $235,097K (2025) so growth capex=$0; maintenance capex=$16,493K; OE=$26,340K+$3,132K-$14,143K-$16,493K=-$1,164K; diluted shares=125,679K; OE/sh=-$0.0093. Revenue fell 19.1% YoY on a 20.8% decline in Average Daily Paying Users and a 25.6% decline in Average DAU, following the 2024 headcount/UA-spend cuts; ARPDAU nonetheless rose 7.7%, indicating the decline reflects reduced marketing spend more than a monetization failure (break-test: this specific fact weighs against reading the decline as pure organic decay). Reconciliation of net income + D&A + non-cash items - maintenance capex ties out exactly to reported CFO. Source: FY2025 10-K, accession 0001823878-26-000020.
2024 $0.02 ▼
OE = CFO - deltaWC - SBC - maintenance capex. CFO=$45,740K; deltaWC=+$2,866K, removed; SBC=$18,113K; capex (PP&E $3,980K + internal-use software $18,624K)=$22,604K; revenue declined from $310,886K (2023) to $289,429K (2024) so growth capex=$0; maintenance capex=$22,604K (full capex); OE=$45,740K-$2,866K-$18,113K-$22,604K=$2,157K; diluted shares=129,438K; OE/sh=$0.0167. FY2024 includes a $9,228K non-cash asset impairment and $25,710K total restructuring cost tied to the October 2024 Reorganization Plan (global headcount cut ~30%, user-acquisition spend reduced), both already reflected in CFO via non-cash/WC lines. Also includes the Pixode Games asset acquisition (July 1, 2024; $3.5M upfront, contingent consideration up to $113.5M), excluded from capex. Source: FY2025 10-K, accession 0001823878-26-000020 (comparative); cross-checked to FY2024 10-K, accession 0001823878-25-000017.
2023 $0.08 ▼
OE = CFO - deltaWC - SBC - maintenance capex. CFO=$51,724K; deltaWC=-$4,475K (added back); SBC=$18,722K; capex (PP&E $6,335K + internal-use software $21,742K)=$28,077K; revenue grew from $290,309K (2022) to $310,886K (2023); growth capex=7.95%x$20,577K=$1,635K; maintenance capex=$26,442K; OE=$51,724K+$4,475K-$18,722K-$26,442K=$11,035K; diluted shares=132,978K; OE/sh=$0.0830. First full year reflecting the Brainium and Tetris acquisitions; independent reconciliation (net income + D&A + other non-cash items - maintenance capex) ties out exactly to CFO. Excludes a separate $4,393K purchase of intangible assets. Source: FY2023 10-K, accession 0001823878-24-000005.
2022 -$0.14 ▼
OE = CFO - deltaWC - SBC - maintenance capex. CFO=$33,384K; deltaWC=+$139K, removed; SBC=$17,727K; capex (PP&E $11,979K + internal-use software $21,401K)=$33,380K; revenue grew from $287,419K (2021) to $290,309K (2022); growth capex=7.95%x$2,890K=$230K; maintenance capex=$33,150K; OE=$33,384K-$139K-$17,727K-$33,150K=-$17,632K; diluted shares=128,353K; OE/sh=-$0.1374. Excludes $70,365K paid for the Brainium Studios LLC acquisition (closed Oct 12, 2022), a diversifying move into ad-monetized casual games, treated as M&A rather than capex. FY2022 includes under 3 months of Brainium and is a transition year, not the valuation anchor. Source: FY2023 10-K (comparative), accession 0001823878-24-000005.
2021 -$0.02 ▼
OE = CFO - deltaWC - SBC - maintenance capex. CFO=$33,876K; deltaWC (net cash effect of receivables/prepaid/income tax receivable/AP&accrued/other, per CF statement)=+$5,592K, removed; SBC=$4,455K; capex (PP&E $2,010K + internal-use software $25,890K)=$27,900K; revenue grew from $269,882K (2020) to $287,419K (2021); growth capex=7.95%x$17,537K=$1,394K (capex ratio computed over FY2023-2025 post-acquisition window, applied consistently across the series); maintenance capex=$26,506K; OE=$33,876K-$5,592K-$4,455K-$26,506K=-$2,677K; diluted shares=124,898K; OE/sh=-$0.0214. Excludes a separate $13,000K purchase of Tetris mobile-license intangible assets, treated as a growth/M&A-type investment rather than routine capex. FY2021 predates the Brainium (Oct 2022) and Pixode (Jul 2024) acquisitions and is not used as the valuation anchor. Source: FY2023 10-K (comparative), accession 0001823878-24-000005; cross-checked to original FY2021 10-K, accession 0001823878-22-000013.

Owner's earnings per share by fiscal year, most recent first. Tap a row to see how that figure was calculated, including the source filing.

Sales geography
United States (approximately 84% of 2025 revenue, sold nationwide through digital app stores; no state-level breakdown is disclosed). Remaining revenue (approximately 16%) comes from international markets, not broken out by country.
Historical growth strategy

We don't have historical growth strategy information for this company yet.

Chart analysis
MYPS came public via SPAC merger (the Acies Acquisition Corp. deal) in June 2021 and its Class A shares have been in a sustained, multi-year downtrend ever since -- a textbook post-SPAC de-rating pattern rather than a cyclical swing. By late 2025 the stock had fallen far enough that Nasdaq issued a minimum-bid-price deficiency notice (November 2025), placing it in sub-$1 territory with the headline sensitivity to reorganization/earnings news that typically accompanies that zone. A chartist would flag the multi-year lower-highs/lower-lows structure, watch for a basing pattern as an early (unconfirmed) sign of a bottom, and treat any near-term bounce with caution given the live Nasdaq compliance clock and the risk of a reverse split resetting the chart entirely.
Competitors

We don't have competitor information for this company yet.

Circle of competence

We don't have circle of competence information for this company yet.