We saw updates to Galaxy earlier this month. Not substantial, but still supporting it.
2020 Management Board Report (p.102) - 71% of all their revenue is part of direct selling costs (i.e., 70% cut to gamedevs) - the offset with CDPR games sold is probably bizdev, repackagers, and server costs
- 22% are indirect operating costs: marketing, Galaxy development, overhead, external services, maybe giveaways
- 1% taxes
- 6% is net profit goes to shareholders, dividends, bonuses, etc.
Maybe a finance or stocks guy can help explain the rest of the numbers to give more insights.
---
On profit and growth:
According to the Kawasaki Matrix, GOG's games are 'valuable', but 'not unique', so they have to compete on margin and volume sales to stay in the black. DRM-free is valuable to us, but other Steam and EGS folks either haven't heard of it, erroneously believe they own a license of their games, or don't consider it important enough to them to be 'valuable'. And I highly suspect here won't be a huge shift in adoption until DRM burns them AND they overcome sunk cost fallacy.
I don't foresee user base or revenue to grow significantly unless GOG starts doing [timed] exclusives or until EGS fails. Since we're probably seeing a limit to how much its users will evangelize GOG's reputation through positive word of mouth.
---
Ice_Mage: The refund rate is 1.39%, GOG reserve the right to
refuse refund requests in case of abuse, and pirates don't need to ever pay for the game in the first place.
Pirate providers likely do keep their games and use donations and/or ad revenue to subsidize others for their game releases so the system can't catch them. You'd have to be shortsighted to refund all the library games you're going to upload and trigger their report abuse systems. Or if not, then they'd have to be doing it from throwaway accounts. There's plenty of ways to circumvent their checks through social engineering / system abuse.