This valuation is totally focused on the Operator XR product and Enterprise part of the business.
XRG is breaking new ground when it comes to training for PD’s and Special Forces, so the market potential is staggering compared to the current small but still impressive sell in. So I am starting a BASIC valuation on the grounds the sell in continues at a modestly increased pace, but way short of the opportunity just in the US (note Europe being approached via distributors).
Due to the cash up front sales model, cash flows are very favourable compared to profit in the current growth phase, which has only just started. Hence, I have used a mix of value methods based on price multiples, a DCF is a bit wild given the high growth rate, up front and pulsing cash flow pattern and picking suitable terminal value assumptions is a wild guess.
The multiples used are based on high growth (20%+) and high margin factors, but are totally up for debate and challenge. The result is a ballpark market cap of a bit over $100m in 3 years which at a 15% discount rate is about $61m now (taking an average of 2-4 year results) or about $0.097 per share on a fully diluted basis (628.9m shares+options).

I do not accept this valuation as in any way accurate and neither should anyone else – I just wanted to get a feel for if it may be worth well above the current value based what I consider low ball assumptions, as well as see how the P&L and FCF’s may play out based on unit economics.
Key Assumptions:
· Entertainment business is static (ie ignore benefit of sale of FREAK or iFly growth)
· The DoD & Aus Gov contracts don’t expand and stays at $3m/$270k per year
· New customers generate A$250k revenue on average (low end of US$150-200k)
· Net New customers in FY25 of 30, 40 in FY26 then 50 each year after.
· Entertainment margins 80% and Enterprise 70%
Enterprise Sales, Cash Receipts & Unearned Income
XRG is adding customers rapidly at an average deal value of US$150-200k for a 3-year upfront payment, so mapping the cash flows and revenue requires also forecasting the Unearned Income balance sheet movements. So, I have used customer additions to calculate receipts and recognised this revenue over 3 years. Noting that the customer number are net of any discontinuations, so you also have renewals of customers first added 3 years earlier.
Below are my workings, customer numbers in green drive the cash receipts in orange which are then split between immediately recognised 0.5yr (1/6), current assets 1yr (1/3) and non-current assets (1/2). With current assets being released to the P&L as revenue in the following year and a potion of non-current assets moving to current each year.
I have included the DoD contract as an addition, which has cash receipts and revenue recognition aligned as they pay by the month for the 20-month contract (Sep24 start). I then assume this continues at the same rate per year going forward. However, it should be noted this is a development project, which will if successful open effectively a whole new business opportunity in Augmented Reality (current is VR).
The Australian Government contract was added separately just due to it’s size. I have just assumed this roles at the end of 3 years as a year by year contract.

The yellow line shows the cash receipts total, which as you will see is well ahead of revenue recognised in the P&L. Due to the 3-year renewal or re-contract approach, you will notice receipts have big increase in FY27 then only a small increase in FY28 as the renewal cycle pulses cash receipts. This is clearer if graphed out a few more years as below.

Gross Margin (total company)
Based on flat sales for Entertainment and 80%/70% margins for Entertainment/Enterprise we get the below gross margin break out into Immediately recognised sales and those from deferred release of Unearned Income. Note that Entertainment has prepaid gift cards but the balance on these is relatively stable, so Unearned Income movements are Enterprise driven.

Note also that I am basing the 70% Enterprise margin on a comment by Wayne that it was 70-75% margins. I suspect that they are moving around a lot as the product/customer mix is evolving, so I have taken the low end as a starting point but would expect scale and maturity to provide improvements on this figure.
P&L Forecast (total company)
Given a relatively steady state growth rate that is assumed I am running with a 10% S&M growth and 5% for Admin. Noting the freeze on Entertainment, these changes are all Enterprise business related. Add a few tweaks for Grant income and Finance cost dropping off and for the period cumulative tax losses of $23.7m from FY24 should mean no tax is payable in the forecast period (acknowledging this doesn’t mean no tax expense on the P&L, but a benefit exists).

Under the assumptions the company is profitable by H2 of FY26. High gross margins enable operating leverage, but depend on controlled Operating Expenses of which Sales and Marketing is the bulk but shouldn’t need to grow at anywhere near the rate sales do. If additional sales teams are added and associated costs, we would also expect much higher sales.
FCF: Receipts Vs Revenue
The Enterprise business is capital light, with negative working capital requirements, hence cashflows run ahead of profits when they grow. This is unlike most businesses which can run out of cash in a growth spurt due to increased working capital needs.
I have assumed growing PPE (capitalised development costs), which goes beyond just maintaining the VR product, it is also to keep them ahead of the competition and continue to innovative.

A DCF on these figures gives a $57m value with a 15% discount and 5% terminal growth (above system because growth is still high in termal year). This is close to the other values but I don’t think this calculation is appropriate based on forward assumptions, just interesting its close.
The current debt should be paid off by the end of FY27, but acquisitions or expanding the business with Augmented Reality products and new markets will radically change this (noting they have the ability to raise 25% of their listed capital ready to fire if needed). Hence, I would only expect a capital raise to fund an acquisition or significant investment to fund a new product line.
The fact they have acquired a company and built from the ground up a world leading VR and weapons integration system from what I can gather is well under A$10m tells me they can do a lot with a little. So, I am not expecting the company to burn shareholder value on empire building, but it is always a risk and particularly if they move heavily into Defence contracts or if they move into capital intensive areas (like iFly where they started).
Conclusion
The Operator XR product is the investment thesis and the companies opportunity to generate very high cash flows. XRG is a highly agile and innovative company that embodies it’s special forces heritage in how it plans, operates and executes.
Part of the problem with forecasting and valuing is the fact that Operator XR is a new product in a new market so standard operating procedures are still being defined and the business model is evolving. None the less, it is clear there is a value opportunity, it is significant, the market is going to struggle to see and price it, but the cash flows will start speaking for themselves very soon to show value.
As always constructive feedback sought, please poke holes in the valuation and calc’s so I can continue to improve them.
Disc: I own RL+SM and looking to buy more for both.