Our question: does each release cycle leave a larger engaged audience and a stronger cash-producing business? Public reporting answers the financial part more clearly than the customer-retention part.
Compare the same stage of the cycle
A new edition can stimulate sales and make the following comparison tougher. There are few genuinely launch-free years: faction releases and smaller systems continue between the largest editions.
Illustrative cycle comparisons · reported core revenue · GBP millions| Comparable edition years | Earlier | Later | Total increase | Annualised |
|---|
| 40k · FY2021 → FY2024 | £353.2m | £494.7m | 40.1% | 11.9% |
|---|
| Age of Sigmar · FY2022 → FY2025 | £386.8m | £565.0m | 46.1% | 13.5% |
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| Horus Heresy · FY2023 → FY2026 | £445.4m | £626.8m | 40.7% | 12.1% |
|---|
Calculated nominal revenue growth: later / earlier − 1; annualised = (later / earlier)^(1/3) − 1. Not adjusted for prices, currency, distribution, pandemic effects or the extra FY2024 week. Launches differ in scale. These are historical comparisons, not forecasts or miniature-volume growth.
Interpretation: revenue achieved at similar points in the calendar has increased. This is consistent with a larger business, but does not establish lasting new customer recruitment or quantify launch effects.
Annual reports and release commentary ↗
What creates the moat?
Owned characters and stories can create attachment; detailed models and creative skills support the product. Collections, learned rules and painting time can make switching less convenient. Local opponents and shared interests can add community value.
Second-order effect / limit: A competitor can create a game; reproducing the combination of brand attachment, collections, distribution and active communities is harder. This is interpretation, not a quantified monopoly or a guarantee against competition.
Rules: renewal or frustration?
Like changing tactics in sport or video games, different unit strengths and combinations can create strategic discovery. Enjoyable changes can make old collections interesting and encourage additions.
Second-order effect / limit: Tabletop models require money, assembly and painting time. Repeatedly undermining a collection can damage trust. No claim is made that rules are deliberately changed to force purchases; track participation and repeat demand where evidence exists.
More armies, more reasons to participate
Customers can expand an army, try a faction, paint a character or read without playing. Multiple routes into the hobby can support a longer relationship.
Second-order effect / limit: Armies are durable goods, not recurring subscriptions. More buying opportunities do not establish purchase frequency, customer lifetime profit or mandatory repurchasing.
Community: a local reinforcing effect
More active nearby players can make finding opponents and organising events easier. That can improve enjoyment and help retain participants.
Second-order effect / limit: The effect depends on local activity, welcoming communities and available time. Online attention alone does not establish healthy local play; collectors may not need opponents.
Media: income and discovery
Video games, books and screen entertainment can bring people into the fictional universe and generate royalties. FY2025 management linked Space Marine 2 and Secret Level to additional store interest and related product demand.
Second-order effect / limit: No measured conversion rate is disclosed. A popular licensed game may attract people who never buy miniatures. Projects in development are not treated as released audiences or realised income.
Pricing: current profit and future access
Higher prices can support profit per sale. A higher entry cost can also reduce recruitment, even while established collectors continue spending.
Second-order effect / limit: Track consistent product prices, engagement and comparable-cycle sales. Missing new-buyer and retention data prevent a firm conclusion about affordability or customer churn.
Distribution and supply
More outlets can make the hobby accessible. Product availability lets interest turn into purchases; shortages can suppress sales without weak demand.
Second-order effect / limit: Trade orders can include initial stock rather than final consumer demand. Growing trade share also changes realised selling prices. Do not divide total core revenue by trade accounts to infer outlet productivity.
Cash and product development
New products require design and tooling; physical growth needs manufacturing and logistics. Cash supports those inputs.
Second-order effect / limit: Capitalised development is an investing cash outflow, so subtracting only physical capex overstates this page’s cash-after-investment measure. Do not subtract studio spending again where it overlaps.
What the evidence supports
Observed: core revenue rose across these release cycles; recent active-user and subscriber disclosures increased; FY2026 core profit exceeded FY2025.
Interpretation: those observations are consistent with an expanding ecosystem. They cannot isolate the effect of rules, new-player recruitment or loyalty.
Missing: unique buyers, repeat-purchase cohorts, customer retention and miniature unit volumes. There is no clean “base model sales year” in this source set.
A first-principles question
If revenue grows alongside prices and distribution, but active engagement stops growing, what further evidence would distinguish healthy customer spending from weaker recruitment?
Look for comparable release timing, product mix, availability, repeat buying and consistent engagement definitions. A single proxy cannot resolve the question.