Super League Enterprise, Inc. Common Stock (SLE) Stock Price
SLEStock
$4.49−89.46%52W
Market Cap$13.51M
P/E—
PEG Ratio—
Div yield—
Beta1.50
SLE Share Price Chart
Favorite Metrics
Price vs S&P 500 (26W)1.23%
Price vs S&P 500 (4W)-11.66%
VGM Score58.70
SLE Earnings Surprise History
| Quarter | Report date | EPS estimate | EPS actual | Surprise |
|---|---|---|---|---|
| Q2 2026 | -$1.67 | -$2.70 | -61.68%(-$1.03) | |
| Q1 2026 | -$1.92 | -$1.09 | +43.40%(+$0.83) | |
| Q3 2025 | -$33.12 | -$36.85 | -11.28%(-$3.73) | |
| Q2 2025 | -$93.60 | -$40.66 | +56.56%(+$52.94) |
SLE Analyst Recommendations
Jun 2026
Jul 2026
Aug 2026
Sep 2026
4.00
4.00
4.00
4.00
Industry Peers — Computer Integrated Systems(65)
| Symbol | Value Score | Growth Score | Momentum Score | P/S Ratio (TTM) | Revenue Growth TTM (YoY) | Gross Margin (TTM) | Operating Margin (TTM) | Price |
|---|---|---|---|---|---|---|---|---|
SLESuper League Enterprise, Inc. Common Stock | B | C | C | 1.2x | 7.2% | 37.9% | -122.4% | $4.49 |
| IOTSamsara Inc. | F | A | B | 12.5x | 29.5% | 76.4% | 1.1% | $39.57 |
| LDOSLeidos Holdings, Inc. | B | C | B | 0.9x | 3.4% | 17.8% | 11.4% | $124.85 |
| CACICACI INTERNATIONAL CLA | C | C | B | 1.4x | 10.9% | 33.2% | 9.6% | $614.31 |
| GDDYGoDaddy Inc | C | C | B | 2.6x | 7.4% | 63.8% | 24.8% | $105.96 |
| IONQIonQ, Inc. | F | A | D | 51.4x | 370.6% | 30.9% | -408.2% | $31.28 |
| JKHYHenry (Jack) & Associates | C | C | B | 4.2x | 7.1% | 43.6% | 25.0% | $153.19 |
| AURAurora Innovation, Inc. Class A Common Stock | F | A | C | 1946.0x | — | -400.0% | -19400.0% | $4.86 |
| QNTQuantinuum Inc. Class A Common Stock | — | F | D | 217.9x | — | 63.4% | -1882.6% | $36.55 |
| OTEXOpen Text Corp | B | C | B | 1.2x | 1.5% | 73.7% | 21.7% | $25.50 |
| SAICScience Applications International Corporation Common Stock | B | D | A | 0.8x | -0.8% | 12.7% | 8.0% | $133.07 |
About Super League Enterprise, Inc. Common Stock
Super League Enterprise develops and publishes content and experiences for immersive digital platforms. The company generates revenue through advertising, in-game sales, e-commerce, game passes, ticketing, and digital collectibles, while providing creators with development, distribution, and monetization tools.