KRAFTON, Inc. has announced record results for the first half of 2025, driven by steady performance from PUBG, the development of new intellectual properties (IPs) and strategic investments.
According to the Korean International Financial Reporting Standards (K-IFRS), the South Korea-based games company posted revenue of KRW 1.54 trillion (~$1,1 billion) and operating profit of KRW 703.3 billion (~$506 million) in the first six months of the year — the highest first-half performance in its history. This represents year-on-year growth of 11.9% in revenue and 9.5% in operating profit.
For the second quarter alone, KRAFTON reported KRW 662 billion (~$477 million) in revenue and KRW 246 billion (~$177 million) in operating profit. Platform breakdown showed KRW 543.2 billion (~$391 million) from PC, KRW 960 billion (~$691 million) from mobile, and KRW 33 billion (~$23 million) from console and other sources.
On PC, growth was led by PUBG: Battlegrounds, supported by significant online service updates and the April introduction of the “Competitor” character progression system. The mobile segment performed strongly, aided by high-engagement content such as progressive skins (including X-Suits). In India, Battlegrounds Mobile India (BGMI) continued to expand through collaborations with major local brands and targeted marketing efforts including its integration to the Esports World Cup PUBG Mobile circuit.
Looking ahead to the second half of 2025, KRAFTON plans to boost player engagement with high-profile collaborations, including partnerships with French luxury carmaker Bugatti and globally recognised K-pop group aespa, which performed live during the final day of the PUBG Nations Cup (PNC) 2025. The company will also extend the PUBG universe with new titles across genres and platforms. PUBG: Blindspot, a top-down tactical shooter, will debut globally at Gamescom in August, while extraction shooter Project Black Budget is set for a closed alpha test later this year.
As part of its long-term strategy, KRAFTON is expanding and creating new IPs. Its five-year plan includes 13 new game projects backed by experienced talent and advanced development resources. Publishing plays a central role, with the introduction of a scalable second-party publishing model. This begins with Rivals Hover League, an arena vehicular combat game by EF Games, which launched a demo on 25 July. Additional second-party titles are in development.
KRAFTON also continues to support inZOI, a simulation game which became the fastest-selling Korean title to surpass one million units, topping sales charts in 27 countries across North America, Europe and Asia.
In AI applied to gaming, KRAFTON is advancing with “Orak”, a benchmark for testing large language model-based agents. In partnership with SK Telecom, it refined three open-source models to improve in-game reasoning and decision-making, with plans to use them in more complex titles.
Beyond gaming, KRAFTON is diversifying into adjacent industries. In April, it acquired adtech company Neptune. In July, it invested in Japanese advertising group ADK, one of the country’s top three agencies and a key player in anime production. The company also acquired US-based Eleventh Hour Games, developer of the action RPG Last Epoch.