Super League Enterprise, Inc. reported earnings results for the third quarter and nine months ended September 30, 2025. For the third quarter, the company reported sales was USD 2.42 million compared to USD 4.43 million a year ago. Sales was USD 2.42 million compared to USD 4.43 million a year ago. Net loss was USD 3.01 million compared to USD 3.63 million a year ago. Net loss was USD 3.01 million compared to USD 3.63 million a year ago. Basic loss per share from continuing operations was USD 45.12 compared to USD 257.6401 a year ago. Basic loss per share from continuing operations was USD 45.12 compared to USD 257.6401 a year ago.
For the nine months, sales was USD 8.14 million compared to USD 12.76 million a year ago. Sales was USD 8.14 million compared to USD 12.76 million a year ago. Net loss was USD 10.02 million compared to USD 11.35 million a year ago. Net loss was USD 10.02 million compared to USD 11.35 million a year ago. Basic loss per share from continuing operations was USD 50.4 compared to USD 961.2004 a year ago. Basic loss per share from continuing operations was USD 50.4 compared to USD 961.2004 a year ago. Diluted loss per share from continuing operations was USD 50.4 compared to USD 961.2004 a year ago. Diluted loss per share from continuing operations was USD 50.4 compared to USD 961.2004 a year ago.
Super League Enterprise, Inc. is a creator and publisher of content experiences and media solutions across the immersive digital platforms. The Company’s solutions provide incomparable access to audiences who gather in immersive digital spaces to socialize, play, explore, collaborate, shop, learn and create. It is an end-to-end activation partner for dozens of global brands. The Company is an operating system for the 3D Web, offering a complete range of development, distribution, monetization and optimization capabilities designed to engage users through dynamic, energized programs. The Company offers innovative advertising, including immersive game world and experience publishing and in-game media products; direct to consumer offers, including in-game items, e-commerce, game passes and ticketing and digital collectibles, and content and technology through the production and distribution of its own, advertiser and third-party content.