KRAFTON PUBG Revenue Drops 25% Despite Strong Half-Year Performance

krafton pubg revenue drops 25% despite strong half year performance

krafton pubg revenue drops 25% despite strong half year performance

KRAFTON, South Korean gaming company that made the battle royale game PUBG, is facing trouble on the income of PUBG. Operating profit performance of the company in the second quarter of 2025 indicates the company has dropped 25.9 percent in the category, a clear sign that it has so far failed to diversify its online gaming portfolio with its major game.

The gaming corporation reported that it generated 662 billion won ($495 million) (Q2 2025) consolidated revenue and 246 billion won in operating profit. Although these figures are a setback against the same time last year, KRAFTON PUBG revenue continues to rule the monetary performance of the company, constituting the majority of its revenues.

KRAFTON PUBG Revenue Challenges Show Dependency Issues

Krafton made its debut in 2017, PUBG has collected a staggering 18 trillion won (approximately 14 billion USD) in total global turnover throughout its eight years of existence. This success has, however, developed a dependency issue that KRAFTON is currently working towards resolving.

In the case of revenue breakdowns of the company, mobile platforms made 960 billion won, PC platforms contributed 543.2 billion won, and console/other platforms added 33 billion won in the first half of 2025. Even though these KRAFTON PUBG revenue data are impressive, the company sees the necessity of diversification.

CFO Bae Dong-geun said that KRAFTON will continue to diversify its content to grow PUBG longer. The company is partnering with other renowned brands internationally, such as Bugatti and K-pop group aespa, and is also working on new games such as Blindspot and Black Budget to minimise dependency on KRAFTON PUBG revenue.

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New Game Investments Struggle to Match KRAFTON PUBG Revenue Success

KRAFTON has actively been investing in new intellectual properties and acquisitions to develop alternative sources of revenue. Within the first half of 2025, the company bought the Japanese animation studio ADK Group as well as the gaming company Neptune and Elevenfours Hour Games, all at a price of 710.4 billion won, 165 billion won, and 132.4 billion won, respectively.

These investments are yet to deliver the returns that can make a big difference in the KRAFTON PUBG dependency on revenue. More recent games such as The Callisto Protocol, Moonbreaker, and inZOI have not performed as well as expected in the marketplace. Simulation life game inZOI experienced a reduction of players by 87,000 simultaneous users on its release date in the game to only 1,800 as late as June.

As it goes forward, KRAFTON has a good number of future releases to assist with revenue diversification, such as “Subnautica 2” (replaced by “Singular Heaven,” scheduled to launch in 2026) and “Pale World Mobile.” It is also investing in AI technology and worldwide publishing functions to make its position in the market stronger than traditional sources of KRAFTON PUBG revenue.

Although faced with present obstacles, KRAFTON demonstrated a record-breaking half-year performance with 1.5362 trillion won in total revenue and 703.3 billion won in operating income, and it would also go to show that even with the efforts to diversify its operations, the KRAFTON PUBG revenue is a tremendous support to its growth strategy.

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