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K Game Companies Push Hard in Second Quarter… New Titles to Flood Market in Second Half

K Game Companies Push Hard in Second Quarter… New Titles to Flood Market in Second Half

Domestic Game Companies’ Q2 Operating Profit / Graphic=Yoon Seon-jeong
Domestic Game Companies’ Q2 Operating Profit / Graphic=Yoon Seon-jeong

The domestic game industry has concluded its second-quarter earnings announcements. Overall, domestic game companies received decent results and plan to continue their growth trajectory through new releases and IP expansion in the second half of the year.

According to the game industry on the 14th, Nexon reported second-quarter revenue of 1.139 trillion won and operating profit of 294.3 billion won. Revenue increased by 2% compared to the same period last year, while operating profit declined by 17%.

Nexon is launching IP expansion efforts led by its 'MapleStory' franchise and 'Arc Raiders'. The company plans to drive participation from existing users and attract new users through large-scale updates and strengthen earnings momentum with various new titles.

Krafton reported second-quarter consolidated revenue of 1.2902 trillion won and operating profit of 410.9 billion won. Revenue increased by 94.9% compared to the same period last year, and operating profit rose by 67%. Both figures represent the highest levels ever recorded for a second quarter.

Krafton’s results were driven by steady growth in its existing PUBG (PlayerUnknown's Battlegrounds) and the success of 'Subnautica 2'. Released via early access last May, Subnautica 2 surpassed 5 million copies sold within just 22 days.

Krafton plans to unveil five new titles at Gamescom 2026 this month, with a goal of launching them by next year. It will showcase its first new project based on the PUBG IP and reveal 'NO LAW', 'Project Zeta', 'Age Twister', and 'Tale: Unbound' to begin full-scale validation in the next-generation franchise IP market.

Netmarble reported second-quarter consolidated revenue of 749.2 billion won and operating profit of 80.1 billion won. Revenue increased by 4.4% compared to the same period last year, while operating profit declined by 20.8%. This was due to the fading impact of 'Seven Knights: Reverse', which launched during the same period last year.

In Netmarble’s second-quarter results, overseas revenue stood out. Overseas revenue reached 580.8 billion won, a 22.6% increase compared to the same period last year, accounting for 78% of total revenue. By country, revenue breakdown was North America 39%, South Korea 22%, Europe 13%, Southeast Asia 10%, and Japan 9%.

NC, which had experienced fluctuations, reported second-quarter consolidated revenue of 770.5 billion won and operating profit of 173.9 billion won. Revenue increased by 101% compared to the same period last year, while operating profit surged by 1053%.

PC game revenue reached 343.8 billion won, marking the highest quarterly figure ever. Lineage Classic continued its success, generating 185.5 billion won in revenue. Additionally, with JustPlay, a global mobile game platform, now included in consolidation, mobile casual game revenue reached 169.7 billion won, accounting for 22% of total revenue.

Kakao Games, which came under the management control of LINE Yahoo, received somewhat disappointing results. Kakao Games reported second-quarter consolidated revenue of 75 billion won and an operating loss of 23 billion won. Revenue declined by 35% compared to the same period last year, and losses continued.

Kakao Games is actively launching new titles to escape its slump. It plans to release 'Goblin's World', based on a popular web novel, this October, followed by 'Akiage Chronicle' and 'Dungeon Awaken' in the fourth quarter. In the first quarter of next year, it will launch highly anticipated titles including 'Odin Q' and 'God Save Birmingham'.

"Please note that this article has been automatically translated by AI, and minor discrepancies from the original text may occur due to machine translation limits."