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SAP Surpasses Novo Nordisk To Become Europe’s Largest Company

SAP, the German software company, has officially overtaken Danish pharmaceutical giant Novo Nordisk to become Europe’s largest company by market capitalization. SAP’s market value reached $340 billion, surpassing Novo Nordisk’s $293.06 billion.

Key Factors Behind SAP’s Rise

SAP has experienced significant stock growth, particularly driven by optimism around its cloud business and its investments in generative artificial intelligence (AI). Since the start of 2025, SAP’s shares have risen 7%, and the company has seen a total return of 160% since the end of 2022, substantially outpacing the broader European STOXX 600 index, which rose by only 28%. The company’s increasing focus on cloud technologies and AI solutions for business applications has positioned it as a leader in digital transformation.

In recent months, strong investor interest has further propelled SAP’s growth, spurred by its expanding cloud services portfolio, AI developments, and strategic partnerships with large international corporations. These factors, alongside improvements to SAP’s ERP systems, have helped the company secure its top position.

Challenges For Novo Nordisk

In contrast, Novo Nordisk, which held the title of Europe’s largest company as recently as September 2023, has seen its stock lag due to disappointing results from its experimental obesity drug, Cagrisema. This has led to a slight decline in its market value, despite its strong performance in the pharmaceutical industry.

What This Means For The Future

The rise of SAP highlights the growing dominance of the technology sector in Europe, with digital transformation and AI solutions becoming key areas of investor focus. While Novo Nordisk is likely to remain a major player in the pharmaceutical industry, SAP’s success suggests that the European technology sector could experience even more growth, particularly with the increasing importance of AI and automation in business.

Looking ahead, competition between tech giants such as SAP and ASML is expected to intensify, marking the beginning of a new era for Europe’s technology-driven economy.

At WN Cyprus, 84% Of Showcased Game Teams Were Looking For Backing

While policymakers and business leaders discussed how the island could support more studios, 84% of the teams participating in the Developer Showcase were looking for an investor, a publisher, or both, according to organisers.

More than 20 teams presented projects at WN Conference Cyprus’26, held at Parklane in Limassol on 17 and 18 September. According to WN’s post-event figures, the conference drew 503 attendees from 251 companies, with 52% of participants holding C-level roles. The two-day event brought together developers, publishers, investors and technology companies for meetings, discussions and game demonstrations. It was WN’s fifth consecutive annual conference in Cyprus, where the organiser has held games industry events since 2018.

The funding needs revealed by the showcase gave added weight to one of the programme’s central questions: can Cyprus develop from a location for international company headquarters into a country where studios can also find talent, investment and support for new projects?

Dr Nicodemos Damianou, Deputy Minister of Research, Innovation and Digital Policy, discussed that question with Tanya Romanyukha, General Manager of TechIsland. Their conversation covered access to talent and finance, as well as the conditions needed for more studios to build and grow from Cyprus.

Investment decisions under pressure

The rest of the programme also reflected the difficult commercial environment facing game developers. Discussions raised the topics of cautious investment, layoffs, changing player behaviour and the effect of artificial intelligence on production and distribution.

In To Scale or Not to Scale: That Is the Question, Pavel Istomin, Publishing Game Producer at Hypercell Games, and Nikolay Shapovalov, Chief Publishing Officer at playducky.com, considered how studios decide whether to commit more money to a game or stop development. Phillip Black, co-host and co-author of Deconstructor of Fun, moderated the discussion, which focused on the market data and early performance indicators used in publishing decisions.

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A separate session examined how games can attract an audience before release. FLEXUS founder Semyon Kozyura joined Julia Lebedeva, COO and Partner at WN Media Group, to discuss Dear Passengers, which organisers said had accumulated three million Steam wishlists before launch.

Four teams also presented their projects to an industry jury during the Indie Pitch:

  • Through Your Eyes by Omeelia GmbH
  • Anicards by Dragocat
  • World of Sea Battle by THERA INTERACTIVE
  • Synvector by North Souls Games

The AWS Developer Showcase Awards distributed $7,500 in AWS credits. Mirrorbane, presented by Pavel Moskvin, received $5,000, while Midnight Watcher: Village, presented by Kirill Reznichenko, received $2,500. 

Six Cyprus Games Industry Awards announced

The Cyprus Games Industry Awards were presented during the WN Networking Party on 17 September. A public vote determined the shortlists before a jury selected the winners in six categories. Companies did not have to be founded or headquartered in Cyprus to qualify, but were required to have a presence on the island and contribute to its games industry.

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The 2026 winners were:

  • Growth and Marketing Partner: OHM Agency
  • Publisher of the Year: AppQuantum
  • PC Games Achievement: Heroes of Might and Magic: Olden Era by Unfrozen
  • Mobile Games Achievement: Standoff 2 by AXLEBOLT
  • People and Workplace Award: MY.GAMES
  • Game Commerce and Payments Partner: Xsolla and Unlimit

The awards covered game development, publishing and the companies providing marketing, employment and payment services to the sector.

WN has provisionally scheduled its next Cyprus conference for 4 and 5 November 2027.

For many of the teams showing their work in Limassol, however, the next milestone remained commercial. The application data indicated that more than four in five were still seeking the investment or publishing relationship needed to take their games further.

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