
CPK's Not-So-Secret, Pizza-Inspired Baked Mac ‘N' Cheese is Official (For Now)
Earlier this year, CPK quietly introduced the new line of Mac 'N' Cheese for takeout only, featuring 'noodle-ized' versions of every pizza on the menu. After a tongue-in-cheek social campaign in which a rogue intern leaked the menu, fans caught on and started asking for the dishes in the restaurant.
"Something magical happens when you take our most beloved pizzas and reimagine them through the lens of comfort food," said Paul Pszybylski, VP of Culinary Innovation at CPK. 'With our new Baked Mac 'N' Cheese lineup, we're not only expressing pizza flavors in a new way, we're also glowing up our iconic Mac 'N' Cheese, which so many of our guests grew up eating.'
Also spicing up the menu is the return of last summer's hottest (or sweetest?) pizza, CPK's Nashville-Style Hot Honey Pizza. This fan-favorite is the perfect mash up of hot honey pizza and Nashville hot chicken, featuring crispy hand-battered chicken with spicy cayenne seasoning, fresh Mozzarella, housemade ranchito sauce, dill pickle slices and a fiery drizzle of Mike's Hot Honey® – Extra Hot.
To further respond to guest demand, CPK is introducing spiked versions of its longtime popular mocktails. The Strawberry Mango Cooler features fresh strawberries blended with Fresca and vibrant flavors of mango, guava and a splash of ginger, while the Cucumber Reviver mixes freshly puréed pineapple and cucumber with torn mint and agave sour, topped with sparkling water. Both beverages are now available with a choice of Tito's Vodka, Bacardi Rum or Bombay Sapphire Gin for guests to choose their own refreshing adventure.
The new Mac 'N' Cheese lineup is based on the brand's best-selling pizzas. The five varieties steal the pizza toppings and replace the crust with CPK's signature spiral Mac 'N' Cheese, all baked in its hearth oven:
BBQ Chicken Baked Mac 'N' Cheese – The OG legend since 1985, now in creamy, cheesy form with CPK's iconic BBQ sauce, grilled chicken, smoked Gouda and that signature cilantro finish.
Burnt Ends BBQ Baked Mac 'N' Cheese – Smoky brisket burnt ends meets molten cheese perfection, crowned with tangy pickled red onions for the ultimate flavor bomb.
Carne Asada Baked Mac 'N' Cheese – Charred marinated steak meets cilantro pest magic, with roasted salsa verde that'll make you question everything you thought you knew about comfort food.
Five-Cheese Baked Mac 'N' Cheese – Pure indulgence with Mozzarella, Monterey Jack, smoked Gouda and Romano creating the ultimate cheese lover's dream.
Wild Mushroom Baked Mac 'N' Cheese – Earthy cremini mushrooms and three premium cheeses create an umami explosion that's anything but ordinary.
CPK's new Baked Mac 'N' Cheese lineup, Nashville-Style Hot Honey Pizza and spiked beverages are available at all participating locations nationwide. For more information, visit www.cpk.com and follow @ cpk on Instagram, @ calpizzakitchen on TikTok or @ calpizzakitchen on X.
About California Pizza Kitchen
Founded in 1985, California Pizza Kitchen (CPK) revolutionized casual dining with its first restaurant in Beverly Hills, introducing the world to gourmet, California-inspired pizza. Now celebrating its 40th anniversary year, CPK is a beloved global brand, serving creative California cuisine across 26 states and in nine countries and U.S. territories. CPK continues to redefine casual dining, fueled by a passion for fresh, seasonal ingredients and bold global flavors. From iconic hearth-baked pizzas like The Original BBQ Chicken and California Club, to inventive salads like Thai Crunch, unique pastas like Chicken Tequila Fettuccine, and industry firsts like Cauliflower Crust and Take & Bake Pizzas, CPK combines familiar foods with a fresh, imaginative California twist that guests continue to crave.
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4 hours ago
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Product Type, Age, Distribution Channel, Region, & Country Insights and Forecasts 2021-2031
DUBLIN--(BUSINESS WIRE)--The "Toys Market Factbook (2025 Edition): Analysis By Product Type, By Age, By Distribution Channel, By Region, By Country: Market Insights and Forecast (2021-2031)" report has been added to offering. The market was valued at USD 115.16 Billion in 2024 which is expected to reach USD 176.60 Billion in 2031. This report provides a complete analysis for the historical period of 2021-2024, the estimates of 2025 and the forecast period of 2026-2031. The global toys market has experienced substantial growth in recent years and is projected to continue its upward trajectory due to a confluence of demographic, technological, and cultural factors. Rising disposable incomes, growing awareness of early childhood development, and increasing demand for innovative, safe, and educational toys are key drivers of the industry. The proliferation of dual-income households has led to increased spending on children's products, including toys, as parents seek to provide enriching experiences for their children. Additionally, the resurgence of classic toy lines, integration of advanced technology into toys, and the popularity of franchise-based products have fueled consumer interest. Toy manufacturers are constantly innovating to include features such as augmented reality (AR), artificial intelligence (AI), and STEM (Science, Technology, Engineering, and Mathematics) learning components, which align with modern parental preferences for educational and interactive play options. Moreover, the impact of social media and influencer marketing, particularly on platforms like YouTube and TikTok, has contributed significantly to the virality and demand for certain toys, often leading to rapid surges in sales for trending products. North America continues to dominate the global toys market, largely due to its robust retail infrastructure, high purchasing power, and strong presence of leading toy brands such as Hasbro, Mattel, and LEGO. The region's mature market has been bolstered by continued innovation, nostalgic reboots of popular toy lines, and a culture that values entertainment and play. The United States, in particular, leads in terms of consumption, supported by seasonal surges in demand during holidays like Christmas and Thanksgiving, as well as a growing e-commerce ecosystem. The prevalence of licensed toys based on blockbuster movies, television series, and digital content also plays a critical role in maintaining high sales volumes in the region. Furthermore, strong brand loyalty and early adoption of tech-integrated toys make North America a key testing ground for new launches. Despite market saturation in some segments, premiumization and product diversification have enabled companies to maintain growth. Canada also contributes significantly to the region's performance, with rising interest in eco-friendly and sustainable toy options reflecting broader consumer trends. Beyond North America, the Asia-Pacific region is emerging as the fastest-growing market, driven by rising birth rates in countries like India, China, and Indonesia, increasing urbanization, and expanding middle-class populations. These factors have created a large consumer base eager for both traditional and modern toys. In China, local manufacturers are gaining prominence while also catering to export markets. Government initiatives supporting early childhood education and development have further boosted demand for educational toys in the region. Meanwhile, Europe remains a strong market, especially in countries like Germany, the UK, and France, where high-quality standards and preferences for sustainable products are shaping toy design and manufacturing. Latin America and the Middle East & Africa are witnessing gradual growth, hampered somewhat by economic instability in certain regions, but still offering potential for expansion due to rising awareness and increasing retail penetration. The market is segmented by product type, age group, and distribution channel. In terms of product type, the market includes Games and Puzzles, Infant and Pre-School Toys, Construction Toys, Dolls and Accessories, Outdoor and Sports Toys, and Other Product Types. Games and puzzles have seen a notable resurgence, especially among families seeking indoor recreational activities, a trend that was particularly reinforced during the COVID-19 pandemic. Infant and pre-school toys remain critical for early cognitive and motor skills development, and parents' growing inclination toward Montessori-style learning has expanded this category. Construction toys like building blocks continue to enjoy consistent demand due to their role in enhancing creativity and problem-solving skills. Dolls and accessories benefit from strong branding and franchise associations, with companies investing heavily in new character lines and thematic playsets. Outdoor and sports toys have also witnessed a rise as parents aim to reduce screen time and encourage physical activity in children. By age, the market is categorized into 0-8 Years, 8-15 Years, and 15 Years and Above. The 0-8 Years segment dominates the market due to high toy consumption in early childhood. This stage is marked by rapid developmental milestones, and parents are keen to invest in toys that are not only entertaining but also educational. The 8-15 Years group is increasingly engaging with tech-driven toys, including drones, programmable robots, and app-based gaming kits, which blend traditional play with modern technology. The 15 Years and Above category, while smaller, is growing due to the popularity of collectible toys and hobby-based products. This demographic includes not only teenagers but also adult toy enthusiasts and collectors, who often seek nostalgia-driven merchandise and limited-edition releases. On the basis of distribution channel, the market is segmented into E-Commerce, Supermarkets, Traditional Stores, and Other Distribution Channels. E-commerce has seen explosive growth, propelled by the convenience of online shopping, expanded product variety, and personalized recommendations based on browsing behavior. Online platforms also facilitate the rapid spread of toy trends through customer reviews and influencer content, especially for tech toys and educational kits. Supermarkets continue to serve as a one-stop solution for consumers, with prominent shelf placements for best-selling toy brands. Traditional stores, including toy shops and departmental stores, remain relevant due to their immersive shopping experience, enabling children to physically interact with toys before purchase. However, their market share is gradually declining in the face of digital transformation. Other distribution channels, such as pop-up stores and vending kiosks in entertainment centers, contribute to impulse purchases and seasonal sales. The competitive landscape of the global toys market is highly dynamic and fragmented, with a mix of multinational giants and regional players. Companies like Mattel Inc., Hasbro Inc., LEGO Group, and Bandai Namco Holdings dominate the global scene through extensive product portfolios, strategic licensing deals, and strong brand recognition. These companies invest heavily in research and development to stay ahead of market trends and often collaborate with entertainment franchises to develop themed toy lines that enjoy instant popularity. Smaller players and startups, meanwhile, are gaining ground by focusing on niche markets, such as eco-friendly wooden toys, inclusive dolls, or DIY craft kits. Innovation, agility, and the ability to connect emotionally with consumers are key differentiators in this space. Moreover, mergers and acquisitions, as well as strategic partnerships with digital content creators, are reshaping the competitive dynamics, allowing companies to diversify their offerings and enter new geographic markets. Overall, the toys industry is evolving rapidly, balancing tradition with innovation and physical play with digital interactivity to meet the diverse needs of modern consumers. Scope of the Report The report analyses the Toys Market Factbook by Value (USD Billion). The report analyses the Toys Market Factbook by Region (Americas, Europe, Asia Pacific, Middle East & Africa) and 20 Countries (United States, Canada, Brazil, Mexico, Rest of Americas, Germany, United Kingdom, France, Italy, Netherlands, Spain, Nordic, Rest of Europe, China, Japan, South Korea, India, Australia, Singapore, Rest of Asia Pacific, GCC, North Africa, South Africa, and Rest of MEA). The report presents the analysis of Toys Market Factbook for the historical period of 2021-2024, the estimated year 2025 and the forecast period of 2026-2031. The report analyses the Toys Market Factbook By Product Type (Games and Puzzles, Infant and Pre-School Toys, Construction Toys, and Others). The report analyses the Toys Market Factbook By Age (0-8 years, 8-15 years, 15 years & above). The report analyses the Toys Market Factbook By Distribution Channel (E-Commerce, Supermarkets, Traditional Stores, and Other Distribution Channels). The key insights of the report have been presented through the frameworks of SWOT Analysis. Also, the attractiveness of the market has been presented by region, By Product Type, By Age & By Distribution Channel. The report tracks competitive developments, strategies, mergers and acquisitions and new product development. Strategic Recommendations Personalization and Customization Focus on Health and Wellness Toys Competitive Positioning Companies' Product Positioning Market Position Matrix Market Share Analysis of Toys Market Company Profiles The LEGO Group Mattel Inc. Hasbro Inc. Bandai Namco Holdings Inc. MGA Entertainment Horst Brandstatter Group Melissa and Doug LLC For more information about this report visit About is the world's leading source for international market research reports and market data. We provide you with the latest data on international and regional markets, key industries, the top companies, new products and the latest trends.


Business Wire
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Nexon Releases Earnings for Second Quarter 2025
TOKYO--(BUSINESS WIRE)--NEXON Co., Ltd. (Nexon) ( a global leader in online games, today announced the financial results for its second quarter ending on June 30, 2025. 'Nexon delivered a highly positive performance with better-than-expected results in the second quarter,' said Junghun Lee, President and CEO of Nexon. 'We have re-ignited growth in key titles, created momentum for recent launches, and successfully introduced new services to expand our presence in large markets worldwide. And excitement is building for the October 30 launch of ARC Raiders, which is currently ranked as Steam's #6 Wishlisted game worldwide.' Recent Highlights: Nexon delivered stronger-than-expected results with revenue of ¥118.9 billion, driven by MapleStory, FC ONLINE 1, and Dungeon&Fighter (PC), along with successful regional expansion of MapleStory Worlds and MABINOGI MOBILE. Year over year, revenue was down 3% on an as-reported basis, and up 6% on a constant-currency basis 2. Q2 operating income exceeded our expectations at ¥37.7 billion, driven by a strong top-line performance. Year over year, it was down 17% on an as-reported basis or 10% on a constant-currency basis 2. Net income 3 was down 58% at ¥16.8 billion due to an FX loss of ¥17.5 billion, while recording a ¥8.2 billion FX gain in the same quarter a year ago. The collective Q2 revenue of Nexon's three major franchises — Dungeon&Fighter, MapleStory, and FC — were down 13% year over year, due to the anticipated decline of Dungeon&Fighter Mobile, which launched in Q2 2024. MABINOGI MOBILE sustained the success of its March launch and delivered a solid contribution to the quarter. This week Nexon announced Woochi the Wayfarer, an all-new AAA action-adventure game now in an early stage of development for a global audience on PC and console. Nexon's Embark Studios announced the October 30 release of ARC Raiders. Another Embark game, THE FINALS, received an ISBN license in China in July and began its closed-alpha test on August 8. Franchise Performance D ungeon&Fighter Franchise: Player enthusiasm for recent content updates delivered a solid recovery and 67% year-over-year revenue growth on Dungeon&Fighter (PC) in Q2. However, total franchise revenue declined by 40% due to the Q2 2024 mobile launch. For the same reason, in Q3, we expect approximately 45% year-over-year decline, while expecting continued growth from the PC game. Dungeon&Fighter (PC): In Korea, Q2 revenue marked a new quarterly record with 132% year-over-year growth, led by the accelerated momentum from Q1. In China, Q2 revenue exceeded our expectations, delivering strong double-digit year-over-year growth, driven by the solid performance of the Labor Day update. The subsequent Anniversary update attracted returning users and pushed June MAUs and PUs to their highest levels this year. For Q3, we anticipate year-over-year growth both in Korea and China. Dungeon&Fighter Mobile: While the Q2 performance fell short of expectations due to the Anniversary update being less effective than anticipated at retaining returning players, we see improved prospects in Q3. A series of updates which began with a level-cap increase in July is expected to deliver modest sequential revenue growth. New content co-developed with Tencent is scheduled for release later this year. The First Berserker: Khazan: Our summer campaign kicked off in June with new content and promotions. This year's launch of Khazan gives us confidence in our ability to significantly expand the Dungeon&Fighter franchise worldwide. MapleStory Franchise: In Q2, the franchise delivered an exceptional performance with revenue growing 60% year over year, driven by strength in Korea MapleStory and the regional expansion of MapleStory Worlds. In Q3, we expect the franchise to maintain this momentum with approximately 70% year-over-year growth. Korea MapleStory: The summer update delivered a significant increase in active players and all-time-high PC-cafe market share of 25%, resulting in 91% year-over-year revenue growth and setting a Q2 record. In Q3, we expect revenue to more than double year over year with additional content releases to maintain the strong player engagement. Global MapleStory: Q2 revenue grew year over year, led by the 36% growth in Western markets, which executed multiple promotions to deliver a significant increase to the player base. A summer content update was well-received by the player community. MapleStory Worlds: Q2 revenue significantly exceeded our expectations, achieving more than 7x year-over-year growth. Following the rollout in Europe and Asia 4 this year, the service is generating solid revenue with a growing and deeply engaged player base. We expect the momentum to continue in Q3. MapleStory Universe Project: The blockchain-based PC MMORPG MapleStory N launched in select markets on May 15. This experimental project tests autonomous economic models, fostering a player-driven, in-game economy within the Web3 ecosystem. The project offers insights on how this next-generation approach could overcome the limitations of the traditional Web2 games. MapleStory: Idle RPG: This mobile franchise extension created with idle-game studio, Able Games, is scheduled for global 5 release later this year. FC Franchise: FC ONLINE 1 exceeded our expectations with a 7th anniversary content update which, despite lower seasonality, delivered year-over-year and quarter-over-quarter Q2 revenue growth. In Q3, we expect to maintain player engagement with the Team of the Season update and marketing initiative featuring a legendary players' exhibition match planned for September. Mabinogi Franchise: The successful launch of MABINOGI MOBILE and player enthusiasm for the recent alpha test of Vindictus: Defying Fate support the potential of our Mabinogi IP to become a new and sustainable pillar in Nexon's portfolio of global franchises. MABINOGI MOBILE: Following the successful launch in March, revenue exceeded our outlook with strong MAUs, PUs, and ARPPU. Despite some sequential revenue moderation, we expect a significant contribution in Q3. Vindictus: Defying Fate: In June, we conducted a highly successful alpha test which established the game as the Most-Played Demo in the Steam Next Fest. Shooters: The First Descendant: Q2 results came within the expected range. The large-scale Season 3 launched on August 7 is expected to almost triple quarterly revenue sequentially. THE FINALS: Q2 revenue exceeded our outlook, driven by the well-received June Season 7 update which returned the title to a year-over-year growth trajectory. In July, the game received an ISBN license in China and our partners at Tencent began its closed-alpha test on August 8. ARC Raiders: Following the successful tech test in May, ARC Raiders is building recognition and player excitement. The game is ranked #6 on Steam's Top Wishlists worldwide and is scheduled for release on October 30. Shareholder Return Under the one-year, ¥100 billion share buyback policy announced in February, we completed a ¥50 billion share repurchase on June 25. Also, today, Nexon's board of directors approved the execution of the repurchase for the ¥25 billion worth of shares, scheduled from August 14 to October 31. We plan to complete the repurchases of the remaining ¥25 billion worth of shares by February 2026 at the latest, with consideration of factors including investment opportunities, financial conditions, and the market environment. Third Quarter 2025 Outlook: Expect revenue to be in the range of ¥116.6 billion to ¥127.1 billion, down 14% to 6% year over year on an as-reported basis, down 12% to 4% on a constant-currency basis 2. Expect operating income in the range of ¥32.7 billion to ¥41.2 billion, down 36% to 20% year over year on an as-reported basis. Expect net income 3 of ¥26.4 billion to ¥32.8 billion, down 2% to up 21% on an as-reported basis. FX sensitivity 6 – For every one JPY move against the USD, expect the following impact on our Q3 2025 financials: Revenue: ¥0.83 billion Operating Income: ¥0.23 billion Earnings Letter Investors, analysts, and media are encouraged to visit Nexon's website, and review the Earnings Letter: Q2 2025 with details on our Q2 performance and Q3 outlook. Nexon Investor Relations website: Online Earnings Presentation (Japanese & English) Nexon management will host an online earnings presentation through Zoom Webinar (audio only) for investors, analysts and the media to discuss the company's financial results and outlook which will be simultaneously conducted in Japanese and English. It will consist of brief remarks made by the management team followed by a Q&A session. The Q&A session will be conducted with consecutive translations. Date & Time: August 13, 2025 at 5:00 p.m. JST / 4:00 a.m. EDT Format / Pre-registration Online earnings presentation will be held through Zoom Webinar (audio only). URL, webinar ID, and passcode will be provided upon registration from the link below. Please join the webinar from the URL provided and choose the language by clicking 'Interpretation' button. To register, please go to the Registration Page: Q&A Session An online Q&A session will be conducted with consecutive translation in Japanese, English, and Korean. When asking a question, please wait for the permission to speak prompt to appear on your screen, as some translations take longer to complete. Audio Archive and Transcript An audio archive and a transcript will be available on Nexon Investor Relations website ( This press release is prepared to offer reference information about Nexon to investors and is intended to generally provide investors and analysts with financial and operational information about Nexon, but not to solicit or recommend any sale or purchase of stock or other securities of Nexon. About NEXON Co., Ltd. Founded in 1994, NEXON Co., Ltd. (Nexon) ( is a global leader in the production, development and operation of online games. First listed on the Tokyo Stock Exchange in December 2011, Nexon has since been listed on JPX400, Nikkei Stock Index 300, and Nikkei 225. Nexon currently has more than 40 games operating in more than 190 countries on PC, console, and mobile. Major game franchises include MapleStory, Mabinogi, and Dungeon&Fighter. In 2024, the company set a multi-year IP Growth Initiative that details vertical growth with new experiences in existing major franchises and horizontal growth with the creation of new pillars in the company's IP portfolio. ___________________________________ 1 Official titles are EA SPORTS FC™ONLINE (PC) and EA SPORTS FC™ONLINE M (mobile). 2 Constant currency is a non-GAAP measure used to show performance unaffected by fluctuations in foreign currency exchange rates. Constant-currency basis amounts are calculated using the average foreign currency exchange rates for the comparable period in the prior year and applied to the current period. 3 Net income refers to net income attributable to owners of the parent. 4 Asia excluding China and Japan. 5 Excludes China, Vietnam, and other specified regions 6 In most situations, the exchange rates of both the South Korean Won and the Chinese Yuan are linked to the U.S. dollar. For simplicity, forex sensitivity is calculated based on the assumption that Korean Won and Chinese Yuan move similarly against Japanese yen when there is an exchange rate movement in the U.S. dollar and Japanese yen.


Business Wire
4 hours ago
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'Mind Your Manners' Star Sara Jane Ho Featured on the Impact Podcast with John Shegerian
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