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Netmarble (251270) Q2 2025 earnings summary

Event summary combining transcript, slides, and related documents.

Logotype for Netmarble Corporation

Q2 2025 earnings summary

24 Jun, 2026

Executive summary

  • Q2 2025 revenue reached KRW 717.6 billion, up 15% quarter-over-quarter but down 8.2% year-over-year, with EBITDA at KRW 131.1 billion, up 60.7% sequentially and down 13.2% year-over-year.

  • Operating profit was KRW 101.1 billion and net income was KRW 160.2 billion, reflecting strong profitability improvements from the previous quarter.

  • Growth was driven by the full-quarter revenue from RF Online Next and the successful launch of Seven Knights Rebirth.

  • Operates a global mobile game development and publishing business with 57 consolidated subsidiaries as of June 30, 2025, focusing on mobile, cross-platform, and blockchain-integrated games.

  • Major titles include 'MARVEL Contest of Champions', 'Jackpot World', 'Lotsa Slots', '세븐 나이츠 리버스', and '나 혼자만 레벨 업: ARISE'.

Financial highlights

  • EBITDA margin stood at 18.3% for Q2, up from 13.1% in the previous quarter.

  • Operating expenses were KRW 616.5 billion, up 7.4% quarter-over-quarter and down 8.1% year-over-year.

  • Marketing expenses rose to KRW 135.4 billion, with marketing spend as a percentage of revenue at 18.9%.

  • H1 2025 consolidated revenue: KRW 1,341.5 billion, down from KRW 2,663.8 billion in H1 2024.

  • Net profit attributable to owners: KRW 235.9 billion (H1 2025), up from KRW 25.6 billion (H1 2024).

Outlook and guidance

  • Seven new titles are planned for launch in the second half, including King of Fighters AFK and Vampires, with regional expansion for existing titles.

  • Ongoing updates and global launches for RF Online Next and Seven Knights Rebirth are expected to sustain performance.

  • Ongoing investment in AI, blockchain, and metaverse technologies to enhance game quality and user engagement.

  • The company aims to maintain stable performance momentum through operational capabilities and new releases.

  • Expects continued growth in global and domestic mobile game markets, with Asia remaining the largest region.

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