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Games Workshop: Stories create attachment.
Communities keep them alive.

By · Research and review process

Games Workshop · The economics of Warhammer, from the first miniature to an expanding collection.

Reviewed 19 October 2026 · FY2022–FY2026 · Historical information

Reported financial summary

Selected annual observations from the historical dataset. Later interim periods are presented separately in the interactive history.

Core hobby revenue
626.8GBP m · FY2026 · Annual
Core operating profit
245.1GBP m · FY2026 · Annual
Licensing revenue
32.9GBP m · FY2026 · Annual
Cash after asset & development investment
218.3GBP m · FY2026 · Annual
Definitions, sources and limitations
  • Core hobby revenue Reported. Money earned from miniatures and related hobby products, publications and digital offerings. Reported core revenue; excludes licensing. Not miniature unit sales, consumer retail spending or unique buyers. FY2026 company results · 28 July 2026 — Strategic report: design, customer engagement, licensing and financial review; consolidated cash flows and segment note 3. FY2026 ended 31 May 2026.
  • Core operating profit Reported. Core sales less related cost of sales and operating expenses. Company-reported core operating profit. Excludes licensing profit; profit is not cash. FY2026 company results · 28 July 2026 — Strategic report: design, customer engagement, licensing and financial review; consolidated cash flows and segment note 3. FY2026 ended 31 May 2026.
  • Licensing revenue Reported. Income from allowing third parties to use Warhammer intellectual property. Company-reported licensing revenue. Minimum guarantees may be recognised before cash is received; lumpy game releases affect comparisons. FY2026 company results · 28 July 2026 — Strategic report: design, customer engagement, licensing and financial review; consolidated cash flows and segment note 3. FY2026 ended 31 May 2026.
  • Cash after asset & development investment Calculated. Group operating cash remaining after the three specified investment outflows. Operating cash flow − PPE purchases − other intangible purchases − capitalised product development. Before lease principal and lease interest, dividends and financing. Not a company-defined FCF measure or cash available for distribution. Group cash, including licensing; before lease principal/interest, dividends and financing. Deducts capitalised product development. FY2026 company results · 28 July 2026 — Strategic report: design, customer engagement, licensing and financial review; consolidated cash flows and segment note 3. FY2026 ended 31 May 2026.

Figures use the same dataset as the interactive history, displayed in the stated units with up to six decimal places. Reporting periods are not editorial review dates. Missing values are not zero. Date definitions · Published corrections

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Start here · business mechanics

A world people can participate in

Games Workshop designs and manufactures miniatures, develops the rules and stories around them, and sells through its stores, website and independent retailers. Customers can collect, paint, play, read and watch. Partners pay to use its intellectual property in products such as video games.

What it can affect next · second-order effects

Enjoyable rules can renew interest in an existing army and encourage additions. More nearby players can make finding opponents easier, supporting participation. But excessive cost or disruptive changes can undermine trust. These are operating mechanisms to test, not measured customer-retention outcomes.

Stories → discovery → participation → collections → profit & reinvestment

The Warhammer flywheel.

Operating interpretation

The appeal is more than a plastic model: it is a character, a creative project, a strategic choice and sometimes a connection to other people. Each reason to participate can reinforce the others.

  1. 01 · Create

    An expandable universe

    Owned stories, factions and characters give designers room to introduce appealing models. Creative possibilities are broad; customer budgets, attention and design capacity remain finite.

    Follow the evidence ↗
  2. 02 · Discover

    More ways into Warhammer

    Stores, independent retailers, books and licensed entertainment create entry points. An audience member is not automatically a miniature buyer.

    Follow the evidence ↗
  3. 03 · Participate

    Collect, paint and play

    People can enjoy the same model for different reasons. Opponents, clubs and shared interests can make continued participation more rewarding.

    Follow the evidence ↗
  4. 04 · Refresh

    New strategies and additions

    New rules can change useful combinations and make familiar armies interesting again. Additional units, factions and larger games offer reasons to expand; repurchasing is not compulsory.

    Follow the evidence ↗
  5. 05 · Earn

    Products plus licensed IP

    Hobby products generate core profit; third parties generate royalties. Income recognition, cash collection and manufacturing costs differ.

    Follow the evidence ↗
  6. 06 · Reinvest

    Support the next experience

    Design, tooling, capacity, service and distribution help deliver future products. Cash must also fund leases, taxes and other obligations.

    Follow the evidence ↗

↻ Participation can support purchases, which fund more products and stories. None of these links is automatic.

Product economics

Why plastic can carry high margins

Customers pay for design, identity, detail and participation as well as material. Once a mould and design exist, additional production can spread those initial costs across more sales. Design, factories, distribution, staffing and unsold stock still cost money.

FY2026 core gross margin was 71.1%; core operating margin was 39.1%. The difference matters: gross profit must still cover operating expenses.

Pricing

Price increases need context

Higher prices can increase revenue and profit per purchase, but can make joining or expanding a collection less affordable. FY2025 average recommended retail price increases were 5% for miniatures and 4% for other product lines.

This does not establish that prices consistently outpaced inflation, or that price increases caused all historical growth. Follow an unchanged-product basket alongside demand and engagement.

The latest completed year

FY2026 company results ↗

Follow the operating history

GBP · FY2022–FY2026

Charts are separate evidence, not proof that launches caused growth. Approximate counts are marked ≈. Open values and sources for definitions and missing observations.

Games Workshop / Company economics · Reviewed 19 October 2026 · GBP unless stated.