Netmarble G-Tower. /Courtesy of Netmarble

Netmarble announced on the 7th that its second-quarter revenue reached 717.6 billion won and operating profit was 101.1 billion won, marking a decrease of 8.2% and 9.1%, respectively, compared to the same period last year.

As of the first half of the year, revenue was 1.3415 trillion won, with operating profit at 150.8 billion won. Revenue decreased by 1.9% compared to the same period last year, while operating profit increased by 31.2%.

In the second quarter, overseas revenue was 473.7 billion won, a decrease of 7.1% from the previous quarter and 19.8% year-over-year, influenced by relative growth in the Korean market. Overseas sales accounted for 66% of total revenue in the second quarter. The revenue breakdown by country was ▲North America 35% ▲Korea 34% ▲Europe 12% ▲Southeast Asia 7% ▲Japan 6% ▲Others 6%. The revenue breakdown by genre was ▲RPG 42% ▲casual games 33% ▲massively multiplayer online role-playing games (MMORPG) 18% ▲others 7%, with notable growth in RPG sales alongside growth in the Korean market.

The second quarter saw revenue and operating profit increase by 15% and 103.4%, respectively, reflecting the performance of 'RF Online Next' and the success of the launch of 'Seven Knights Reverse'. Compared to the same period last year, both revenue and operating profit decreased due to a base effect from the launch of 'Solo Leveling: Arise'.

Netmarble plans to unveil a total of seven anticipated new titles in the second half of the year, starting with the launch of 'Vampire', followed by 'King of Fighters AFK', 'Stone Age: Pet World', 'Mongil: Star Dive', 'Project SOL', 'The Seven Deadly Sins: Origin', and 'Solo Leveling: Arise Overdrive'.

Kim Byeong-kyu, CEO of Netmarble, noted, 'The consecutive hits of 'RF Online Next' and 'Seven Knights Reverse', along with the leverage effect from improving expense structures, have shown a simultaneous growth in scale and profitability,' adding, 'In the second half, we will strive to grow even more compared to the first half through the effect of new titles and games launched globally.'

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