[Gamemeca] Is your operating profit leaking? Order now!
[이구동성] 영업이익이 샌다고요? 바로 주문하세요!
2026.05.08 16:59 UTC+9
AI Summary
Netmarble has successfully pivoted to profitability by ditching expensive third-party IP royalties. By focusing on internal titles like Seven Knights Re:BIRTH, they have slashed commission costs significantly. This strategy of leveraging original IP has proven vital for their sustained margin growth.


Just three years ago, Netmarble was the sort of outfit that raked in the cash but struggled to keep any of it. The glaring issue? A severe lack of original IP. Between the standard app store levies—which eat into revenue like clockwork—and the royalties paid out for third-party properties, their operational costs were ballooning. It was a rough patch, indeed, with the company stuck in a seven-quarter losing streak from 2022 through the third quarter of 2023.
But look at them now; Netmarble has performed quite the turnaround. Since pivoting back to profitability in the fourth quarter of 2023, they have maintained that momentum throughout 2024, consistently hitting operating profit margins between 8% and 14.1% during 2025. In the first quarter of this year, they managed an operating profit of 53.1 billion KRW, securing an operating margin of 8.1%. The secret to this fiscal glow-up? Obsessive cost efficiency. They have put the magnifying glass on commission fees, which historically gobbled up the largest chunk of their operating budget.
The linchpin of this strategy is, unsurprisingly, betting on their own IP. Following the 2024 launch of Raven 2, the company saw growth driven by titles like Seven Knights Re:BIRTH, Vampir, and RF Online Next in 2025. By moving away from external royalties, they haven't just boosted sales; they've secured a path to significantly healthier margins. To achieve this, Netmarble has been busy breathing new life into old favourites like Seven Knights while aggressively acquiring properties like the RF Online IP.
The numbers tell the tale: back in 2021 and 2022, commission fees often accounted for over 40% of Netmarble’s revenue. By 2024, that figure dipped into the mid-30s, and they have held steady between 31.6% and 35.1% throughout 2025. Even in the first quarter of this year, they maintained a lean 30.8%. Ultimately, this pivot to 'proprietary IP' is more than just a creative choice; it is a cold, calculated survival strategy to mitigate the inevitable squeeze of app store fees.
Netmarble shows no signs of slowing down, having already launched titles like StoneAge Idle and Monster Arena: Star Dive this March. With more original projects in the pipeline for the latter half of this year and beyond, it seems the reach of Netmarble’s own IP is set to expand even further.


3년 전만 해도 넷마블은 매출은 잘 내지만 영업이익은 부실한 게임사로 불렸습니다. 가장 큰 요인은 자체 IP가 없었다는 점이었는데요, 안 그래도 매출에 비례해서 책정되는 앱마켓 수수료가 꾸준히 나가는 판국에 타사 IP 사용에 대한 로열티도 지불해야 하다 보니 영업비용이 상당히 컸습니다. 실제로 넷마블은 2022년부터 2023년 3분기까지 7분기 연속 적자를 기록하며 실적 부진에 빠지기도 했습니다.
그랬던 넷마블이 달라졌습니다. 2023년 4분기 흑자전환을 이룬 후, 2024년에도 흑자를 이어갔고, 2025년에도 분기별로 8%에서 14.1%에 달하는 영업이익률을 기록했습니다. 올해 1분기에도 영업이익 531억 원, 영업이익률 8.1%를 달성했습니다. 넷마블이 실적 개선을 위해 집중한 부분은 비용 효율화인데요, 이 중에도 영업비용에서 가장 큰 비중을 차지하는 지급수수료를 낮추는 것에 초점을 맞췄습니다.
지급수수료 절감의 핵심 전략 중 하나는 자체 IP 기반 게임을 늘리는 것입니다. 2024년에 레이븐2를 시작으로, 2025년에는 세븐나이츠 리버스, 뱀피르, RF 온라인 넥스트 등 자체 IP를 기반으로 한 신규 타이틀이 매출 성장을 주도했습니다. 게임 흥행으로 매출 자체도 커졌지만, 로열티 지불이 없어 영업이익률도 큰 폭으로 올리는 경로를 확보한 것입니다. 이를 위해 넷마블은 세븐나이츠 등 기존 IP를 부활시키는 것과 동시에 RF 온라인 IP 인수 등 라인업 확대에 노력을 기울여 왔습니다.
실제로 2021년부터 2022년까지 넷마블 매출에서 지급수수료가 차지하는 비중은 40%를 넘기는 경우도 많았습니다. 그러나 2024년부터 30%대 중반으로 낮아졌고, 2025년에도 31.6% ~ 35.1%를 지켰습니다. 올해 1분기에도 30.8%를 유지했죠. 이처럼 넷마블의 '자체 IP 확장'은 앱마켓 수수료처럼 스스로 해소할 수 없는 외부 요인이 있는 가운데, 영업이익률을 높이기 위한 생존 전략이었다고 볼 수 있습니다.
올해도 넷마블은 3월에 스톤에이지 키우기, 몬길: 스타 다이브 등 자체 IP를 기반으로 한 신작을 선보였으며, 하반기와 내년에도 자체 IP 신작들을 여럿 준비 중입니다. 넷마블표 자체 IP 방수 테이프의 영역이 더 넓어질 것으로 보입니다.
This news was translated by AI.
Let's not lose our initial resolve. Meticulously, one by one. risell@gamemeca.com
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