Yalla Group’s average monthly active users rose 12.3% to 47.6 million in Q2 2026 from 42.4 million, even as paying users fell to 10.9 million from 11.2 million, widening the gap between audience growth and monetized-user growth across its Middle East and North Africa social and gaming ecosystem.
Average MAU increased to 47.625 million from 42.421 million, while paying users declined to 10.861 million from 11.186 million, a decrease of about 2.9%.
Revenue declined modestly to $82.6 million from $84.6 million, with Yalla attributing the reduction primarily to lower paying users following geopolitical events in the broader region. Increased gaming revenue partially offset that pressure.
Gaming is becoming a larger part of the business. Games-services revenue increased 11.6% to $34.2 million, reaching approximately 41.4% of total revenue, while chatting-services revenue was $47.4 million.
Yalla is investing aggressively to convert user growth into broader product adoption. Selling and marketing expense increased 106% to $17.8 million from $8.7 million, primarily because of advertising, user acquisition and support for new games. Technology and product-development expense also increased 18.9% to $9.9 million.
Those investments pressured profitability. Operating income declined to $19.4 million from $30.6 million, while net income fell to $29.3 million from $36.5 million. Even so, non-GAAP net income totaled $34.4 million and non-GAAP net margin remained high at 41.7%.
Yalla retains substantial financial resources for expansion. Cash, restricted cash, term deposits and short-term investments totaled approximately $824.2 million, up from $754.6 million at year-end. The company also repurchased approximately $18 million of ADSs during Q2 and $27.6 million during the first half.
For Q3, management expects revenue of $78 million to $85 million. The company is developing additional casual, hyper-casual and strategy games along with social and AI applications as it seeks to convert its larger audience into longer-term monetization opportunities.
KEY QUOTES:
“We delivered solid results across our flagship products and growing momentum in our gaming business in the second quarter of 2026. Our revenues exceeded the upper end of our guidance, driven by an 11.6% year-over-year increase in revenues from games services. Meanwhile, our core products continued to build momentum, with refined operations and targeted marketing driving a sequential rebound in paying users for Yalla Ludo and a 12.3% year-over-year increase in overall average MAUs to 47.6 million.
Beyond the sustained strength of our flagship products, we made progress in expanding our gaming ecosystem. Our new games, including our first self-developed match-3 title and desert-themed SLG title, continued to advance smoothly with a clear roadmap taking shape for the next stage of development. We also continued to strengthen our pipeline of self-developed products, spanning casual games, hyper-casual games, social products and AI applications, designed to maximize the synergy between our social and gaming ecosystems. Building on years of deep-rooted expertise in MENA, we will continue to unlock local opportunities and broaden our reach globally through strategic partnerships to deliver sustainable growth for our shareholders.”
Tao Yang, Founder, Chairman and CEO of Yalla
“In the second quarter of 2026, we continued to pursue high-quality development while maintaining solid profitability. Total revenues were US$82.6 million, with revenues from games services growing to US$34.2 million, increasing the segment’s contribution to 41.4%. While doubling our selling and marketing expenses year over year to support the promotion of new products, we maintained a healthy non-GAAP net margin of 41.7% through increased efficiency. Our balance sheet and cash flow remain ample to support our investments in business expansion as well as consistent shareholder returns. Going forward, we will continue to invest in long-term growth while driving value creation.”
Karen Hu, CFO of Yalla