Impact of Blade & Soul Neo, NCSoft Q2 Revenue Increases by 4% Year-on-Year
블소 네오 영향, 엔씨 2분기 매출 전년 대비 4% 증가
2025.08.12 11:44 UTC+9
AI Summary
NCSoft reported Q2 2025 revenue of 382.4 billion KRW with a 36 billion KRW net loss. Mobile titles like Lineage M remain core, while Blade & Soul Neo drove a PC revenue boost. The company is now pivoting its AI resources toward new mobile casual projects.

NCSoft announced its financial results for the second quarter of 2025, reporting revenue of 382.4 billion KRW, an operating profit of 15.1 billion KRW, and a net loss of 36 billion KRW.
While revenue and operating profit increased by 4% and 71% respectively compared to the same period last year, the company recorded a net loss due to a decrease in foreign exchange-related gains and losses caused by currency fluctuations.
Breaking it down by region, Korea brought in 244.8 billion KRW, Asia 69.1 billion KRW, and North America/Europe 26.2 billion KRW, with royalty revenue standing at 42.3 billion KRW. International and royalty earnings combined accounted for 36% of total revenue.

PC game revenue increased by 6% year-on-year to 91.7 billion KRW. Notably, 'Blade & Soul' revenue surged 400% to 19.5 billion KRW, a boost largely attributed to the success of 'Blade & Soul Neo.' PC and online games represented 24% of total sales.
Mobile game revenue increased by 0.3% year-on-year to 219 billion KRW. 'Lineage M' revenue reached 121.1 billion KRW, up 13.2% compared to the same period last year, while 'Lineage W' revenue decreased by 27.2% to 47.6 billion KRW. Mobile games accounted for 57% of total revenue.

Meanwhile, NCSoft recently established a mobile casual center with the goal of expanding its global game portfolio and securing new growth engines. The company plans to extend its existing AI and data science capabilities into the mobile casual gaming sector. It also continues to invest in advancing MMORPG development, building clusters for shooter and subculture genres, and pursuing mergers and acquisitions.

엔씨소프트가 2025년 2분기 실적 결산 결과 매출 3,824억 원, 영업이익 151억 원, 당기순손실 360억 원을 기록했다.
매출과 영업이익은 전년 동기 대비 4%, 71% 상승했다. 당기순이익은 환율 변동으로 외화 관련 손익이 감소해 적자를 기록했다.
지역별 매출은 한국 2,448억 원, 아시아 691억 원, 북미∙유럽 262억 원이다. 로열티 매출은 423억 원이다. 해외 및 로열티 매출의 비중은 전체 매출의 36%를 차지했다.

PC게임 매출은 전년 동기 대비 6% 증가한 917억 원이다. '블레이드앤소울' 매출은 전년 동기 대비 400% 증가한 195억 원의 매출을 기록했으며, 블레이드앤소울 네오의 흥행이 주요했던 것으로 분석된다. PC 및 온라인게임 매출은 총 매출 중 24%에 해당했다.
모바일게임 매출은 전년 동기 대비 0.3% 증가한 2,190억 원이다. 리니지M 매출은 1,211억 원으로 전년 동기 대비 약 13.2% 증가했으나, 리니지W 매출은 27.2% 감소한 476억 원을 기록했다. 모바일게임 매출은 총 매출 대비 57%를 차지했다.

한편 엔씨소프트는 글로벌 게임 포트폴리오 확장과 신성장 동력 확보를 목표로 최근 모바일 캐주얼 센터를 신설했다. 보유한 AI 기술과 데이터 사이언스 역량을 모바일 캐주얼게임 분야로 확장할 방침이다. MMORPG 개발력 고도화, 슈팅 및 서브컬처 장르 클러스터 구축, 인수합병을 위한 투자도 지속 추진 중이다.
This news was translated by AI.
I will always love games. skyanze@gamemeca.com
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