Krafton announced its financial results and business details for the first half of the fiscal year 2025, which includes the period between January and June.
Revenue for the first half was 1.536 trillion Won, up 11.9% year-on-year. Operating profit was 703.3 billion Won, up 9.5% year-on-year. This was driven by growth in PC and mobile games.
Both figures set a new record for the company, albeit the second quarter alone saw a 6.4% year-on-year drop in revenue and a 25.9% year-on-year drop in operating profit due to the lower sales and increased expenses.
While mobile still takes the lion’s share of revenue, 543.2 billion Won was from PC games, while only 22.9 billion Won was from console games.
The PUBG IP franchise continues to grow with 10% higher revenue compared to the same period in the previous year.
The company continues to invest in generative AI and to seek expansion in India via localized content and marketing campaigns.
The company is aiming to achieve 7 trillion Won in yearly revenue and to double its corporate value by fiscal year 2029.
This includes 4 trillion Won to be earned by the PUBG IP and 3 trillion Won earned by new IPs.
Krafton also disclosed that it has 13 games in development.
These include 2 “challengers” that aim for “next-gen leadership with unique gameplay in mature markets dominated by successful titles.” Among these is the open-world action RPG for PC and consoles codenamed Project Wilderness.
8 are defined as “genre champions,” including Subnautica 2. These aim to “become an “Ultimate Game” in markets various in size by delivering deep gameplay to a loyal fanbase”
2 projects are in “emerging” markets, aiming for “long-term growth in an area without an “Ultimate Game,” and are infant markets with high potentials.” These are both unannounced.
Another unannounced game is defined “pioneer,” and aims to “create unprecedented original gameplay and pioneer new genres and gameplay experiences.”
The launch of The Sims challenger inZOI is seen as a success, and Krafton shared a few factors within that success. This includes the fact that it was the fastest ever Korean full game (non-free-to-play) to sell a million copies.
It took only 7 days against PUBG’s 16 and the average of 32 days.


In conclusion, the company aims to create a “strong pipeline by securing IPs with potential in the global market” and “duplicate the success of inZOI by focusing on the global player community.”
Other gaming companies have also already announced their financial results this quarter, including Koei Tecmo and Ubisoft.