KRAFTON, Inc. (A259960) Earnings Call Transcript & Summary

May 9, 2023

Korea Exchange KR Communication Services Entertainment earnings 87 min

Earnings Call Speaker Segments

Claire Lee

executive
#1

Good afternoon. I'm Claire Lee from KRAFTON's IR team. I would like to extend my appreciation to analysts and investors from both home and abroad for joining the company's first quarter 2023 earnings release. Please note that today's earnings presentation is based on K-IFRS consolidated estimates, and as such, business and financial information may be subject to change upon the independent auditor's review. With that, I will invite our CFO, Dong-geun Bae, to run through the highlights of business and financial results.

Dong-geun Bae

executive
#2

Hello. I'm Dong-geun Bae, KRAFTON's CFO. Allow me to present on the earnings results for Q1 2023. KRAFTON reported a record high quarterly revenue in the first quarter. PUBG PC and Console posted a growth of a whopping 70% year-over-year, which is a testament to our strong IP power. After the free-to-play conversion performance has been notched up to a new level, once again affirming the sustainability of PUBG IP. Last quarter during the earnings release call, we mentioned that KRAFTON's 2023 objective is to drive both the revenue and operating profit growth, underpinned by PUBG IP preparing for next year's cycle of expansion of new titles. To that end, under a new strategy of scale up the creative, we are currently working on around 24 pipelines within the KRAFTON ecosystem. Supported by robust earnings, we made investments into 4 global studios in the first quarter were equipped with competitive strength expanding the lineup for a second party publishing to more than 6 titles and increasing the number of studios we invested to 12 in total since the IPO. This year in the face of rapidly changing global game industry, KRAFTON is poised to solidify its global IP, which is PUBG's competitive advantage and speed up the process for new titles that are fresh and creative to better meet users' growing expectations. I would once again like to thank our investors and analysts who have always been supportive of KRAFTON's challenges and vision as well as each member of KRAFTON and creative studios for your passion and hard work. Now moving on to major business highlights. In Q1, PC and Console revenue saw a steep growth largely driven by promotions on weapons and upgrade system features through the Guardians collection in January on PUBG PC and Console, which was popular among global users. This promotion offered content which both high paying and nonpaying users could all enjoy bringing record high in-game revenue for PUBG PC Console combined. All in all, it led to more than a twofold year-over-year growth in combined in-game ARPU from PUBG PC and console with continuing monetization backed by large-scale traffic, which displays higher prospects for future growth. PUBG PC and Console celebrated 6 year anniversary last March and is in its seventh year of service. Its light [client] system equipped with a stronger social feature and the Arcade center servicing a variety of modes nonstop offer entertainment beyond what is Battle Royale. Supercar collaboration, most awaited by the users as well as many more updates, including release of a new map that features new metaplay will all work to drive higher growth which will help to sustain the uptrend from last year. Q1 Mobile business defended its top line on the back of a more stable global mobile game market and sustained traffic supported by PUBG Mobile's content update despite the sanction of BGMI. Things are looking quite positive, especially for PUBG Mobile as in step with mobile game growth in emerging markets, which is a recent market trend, we are seeing there has been a more pronounced traffic growth from some of the emerging countries considered to be our noncore markets. During Q1, in the UGC game [Playmode], World of Wonder, we introduced a feature whereby users can freely craft maps and generate sessions. Such creative content of PUBG Mobile produced by many different users is currently receiving very good feedback. This year, PUBG Mobile will expand paying user base underpinned by new traffic and will also drive growth by further advancing live services, so as to increase monetization efficiency from the current user base. As mentioned during the previous earnings conference call, we at KRAFTON have chosen scale of the creative as the company's strategic direction in order to expand on our business competitiveness as a global game publisher. Under the new scale of the creative strategy, KRAFTON will not only expand on its own development pipeline, but also titles and pool for second party publishing will be sourced through our minority equity investments in order to further maximize growth potential. To that end, we are seeking to drive scale up of the production process built on the footing of sound communications between KRAFTON's head office and the studios. The new strategic direction will allow leaders of virtual organizations built for each game project unit work in mutual collaboration and become advisers to each creative studio so that these studios can continue to challenge and focus on game development. KRAFTON's head office, we're focused on supporting these studios content work while conducting a more thorough review and test across the whole game production process so that we may explore, scale up and maximize diverse array of creative. KRAFTON will line up more games in the pipeline and by laying down a system for rigorous production management that can increase the likelihood of a game title success. We will be able to roll out new titles that are of higher quality and place greater momentum behind future growth. KRAFTON has researched deep learning technologies and made preemptive investments into these projects which helped to make production, publishing and operation of these gains more efficient, while it is contributing to discovery of new gameplay as well. Most recently, KRAFTON's Deep Learning division published a research paper on ACL 2023, which is the most reputable international academic society in the field of natural language processing. The research was on a methodology for designing a chat box that can retain mid to longer-term memory using large-scale language models without requiring the use of [chat] data, which was a testament to KRAFTON's competitiveness and deep learning research. This technology was used in an in-house demo game called Deep Date Night. Powered by deep learning, chat box can see here, remember and talk and freely engage in conversations on different topics, both in and outside of the game. We also laid down technological basis that allow gamers to employ collaborative play in which a virtual friend or lover will suggest strategies based on this understanding of the game acquired through reinforced learning. These various deploy technologies are being used in Migaloo, which is a UGC open-world game platform developed through a joint cooperation with NAVER Z and will be used to shorten the production cycle for upcoming new titles and will be used to implement various in-game features which will help to scale up the company's prospects for future growth.

Unknown Executive

executive
#3

With that, we now move on to Q1 2023 financial highlights.

Dong-geun Bae

executive
#4

So such business results that I have just walked through are translating into KRAFTON's financial performance. Q1 '23 consolidated revenue was KRW 538.7 billion, up 14% Q-on-Q and 3% year-over-year breaking the quarterly record. PC revenue, in particular, was up 28% Q-on-Q and 68% year-over-year, accounting for 33% of total sales, driving growth to a higher notch. Mobile revenue reported lower year-over-year growth, mainly due to suspension of BGMI-India services. While for console, there was a base effect following the release of the Callisto Protocol last quarter. All in all, driven by solid revenue growth from core business based on PUBG IP Q1 operating profit was up 124% Q-over-Q, recording KRW 283 billion and recording OP margin of 53%. Excluding the impact of stock-based compensation, Q1 operating profit came in at KRW 293 billion, up 12% versus KRW 261.7 billion of the previous year. Adjusted EBITDA, which includes the impact from SBC and depreciation, was up 14% year-over-year, reporting KRW 319 billion. Moving on to normal operating profit, which is inclusive of other income and financial income it was up KRW 428.5 billion Q-over-Q, recording KRW 79.4 billion, driven by the base effect from impairment of intangible asset previous quarter and rise in FX-related gains in light of the strong dollar. Last but not least, Q1 consolidated net profit was up KRW 432.7 billion Q-over-Q and KRW 22 billion year-over-year coming in at KRW 267.2 billion with net profit margin at 50%.

Unknown Executive

executive
#5

This brings us to the end of the earnings presentation for Q1 of 2023. We will now entertain your questions.

Operator

operator
#6

Now Q&A session will begin. [Operator Instructions] The first question will be provided by Dong Hwan Oh from Samsung Securities.

Donghwan Oh

analyst
#7

Thank you for taking my question and I would like to be congratulate you on the earnings surprise. I would like to ask you 2 questions. Firstly, if we look at -- if we look at your revenue for the first quarter, PC and Mobile, was much higher than what we had expected, I would like to understand whether there was any one-off drivers behind your mobile revenue, for instance, have you renewed your licenses or contracts in China? I ask you that question because compared to the projected figures, especially if you look at the applications for app commission income, it was lower, but still your revenue increased quite a bit. So I would like to get some color on whether there was any one-off impact on your sales. Second question relates to your cost items. There has been also a much larger extent of cost savings. I would like to understand whether there were any one-off factors behind that cost saving and going forward, should we continue to expect this level of cost savings?

Dong-geun Bae

executive
#8

Now regarding your first question for whether there were any one-off factors behind this high level of sales or revenue that we've seen for PC and Mobile new. There weren't any one-offs. You also asked about whether there was a renewal of the contract in China that was not an impact. Basically, this performance was driven by our key strategy, where we had a focus on driving our revenue efficiency by expanding the user traffic. And I think you could just taken the figure as is. This actually is an outcome of that specific strategy. Regarding also the part on the cost side, and you also mentioned the data from Sensor Tower. Of course, the third-party data can be used as a reference point and one can look at it and see how the trajectory will play out. In terms of the cost, there will be fluctuations on a quarterly basis. But no, there has not been any particular extraordinary one-off savings that we had driven during the first quarter. And as I mentioned at the very beginning, on a year-over-year basis, if you look at our stock-based compensation last year, there was a reversal. And this year, because of the rise in the share price, I guess you could say that it had it had come back to a normalized level. But despite there being a [indiscernible] cost factor, I guess, some may think that the performance of the results that we were able to drive were cost driven, but that really is not the case. The earnings and the results that we were able to bring this quarter was revenue driven. So I would like to make sure that, that is clearly understood. Now having said that, the management has a very clear stance in wanting to operate this business in a very steady footing. And so I can tell you with certainty that there will not be a case where the company will arbitrarily try to reduce the cost in order to create earnings. As mentioned during the beginning of the year conference we said that there will not be any significant releases of those strategic game titles such as [ PCP ] or the New State. But we've made it quite clear that we will be able to drive both the revenue and operating profit growth based off of our core PUBG IP. And I think that the results that we've seen in the first quarter actually is a testament to that fundamental strength that [customers] have. And PUBG is a game that if it was a game that really depended on, for instance, play-to-win or if it was like other MMO -- other MMO RPG games where the sales of the equipment in game equipment were important is PUBG IP -- PUBG game. On the other hand, is a game that really appeals with it's core game play and also the revenues are driven based off of the attractive products that game products that it actually provides. So as long as we don't undermine the gamability of this game title and as long as we are able to provide attractive products with appeal then we believe that we will be able to sustain the very strength of PUBG as an IP.

Unknown Executive

executive
#9

Next question please.

Operator

operator
#10

The following question will be presented by Stanley Yang from JPMorgan.

Stanley Yang

analyst
#11

Congratulations on your good earnings. I see that your PC revenue has been quite stellar. Is this driven by growth in user traffic, which with that is driving this Q1 result? Or is it because of more expansion of monetization. If you could provide some color on the key driver behind this good results, that would be helpful. And also, you've mentioned your mobile business growth was quite pronounced from the emerging markets. I'm wondering whether this growth is attributable for the PC game is the growth coming from your core market? And also, has there been any conversion between [big] user base from mobile to PC -- mobile between the mobile and the PC users. And the Q1 earnings is quite elevated. We'd like to know whether you think that this trend will continue on into Q3 to 2 and 4 as well. Second question relates to the distribution of your operating profit. Usually, you seem to have higher OP during the first quarter in the mid-30s to around 40s and also up margin is higher during Q1, probably this is because of the contribution you're getting from the Chinese market. But anyhow, do you think that the same pattern will be repeated this year? Or will the OP contribution that we've seen in Q1? Do you think it's going to sustain into Q2, 3 and 4?

Dong-geun Bae

executive
#12

[I have] more than two questions, but anyhow. Regarding PUBG, whether the good performance is attributable to traffic or monetization, it actually depends on the timing. So if you were to make the comparison before, we had free-to-play conversion, then yes, traffic is definitely higher. But if you were to compare after -- immediately after free-to-play, like comparing Q1 of previous year, it was not necessarily the higher level of traffic. That is quite obvious because once we convert to free-to-play, there was a significant amount of users that were onboarded, but not all of those users who started to play the game would, of course, be retained. So it depends on the timing. Now also if you look at Q1 of this year, there were a slew of products that we introduced, which was very competitive. So it was thanks to the strength of these introductions that we were able to really drive growth. And so just in a nutshell, if you asked me this question, I would have to say that we were very good and efficient at monetization. [Responding] to your second question, you asked whether there's been any change in the overall geographical mix of the breakdown in terms of the contribution we are seeing on our PC revenue, though the revenue patterns are more or less the same compared to the past. It's just that the absolute basis the number itself has grown. So in terms of the PUBG PC, once again, I come back to the point that during the first quarter, we were able to introduce in with these very attractive products and competitive as well. You also asked whether there's been a migration of the users from Mobile to PC platform. We don't necessarily track that specific, but I do not think that, that was the main driver behind the results that we've seen. There has been, as I mentioned before, growth that was quite pronounced from the emerging markets. And if you look at these markets, their mobile phone features are not that advanced. And also in order for you to play PUBG on a PC platform, you require quite highly featured or a high level or high spec PC. So I do not -- I would not think that the growth that we've seen was due to the mobile users migration to PC platform. So as such, I do not think that there will suddenly be a cannibalization between our PC service and mobile service. But if in terms of the revenue, if the PC mix increases from a platform commission perspective, PC actually is better for us versus mobile. So if there is a change in the revenue mix, there could be and there is an impact on a positive note to -- on the operating profit. Your last question on Q1 operating profit, it's trend on a quarterly basis and what it's share is out of the total annual per annum operating profit. If you look at our quarterly earnings over the past years, I'm sure you clearly know that there is a seasonality. Yes, we seem to have an elevated level of operating profit during the first quarter. This is because of a very long winter vacation as well as New Year holidays that's included in that quarter. So obviously, second quarter results was obviously falls short of the results that we see in the first quarter. And also, there is a large scale promotions that take place in Q1. And as we enter into the second quarter, there's also a fatigue relating to these paying users. So hence, naturally, the Q2 figure would be lower versus the Q1 figure. You also asked the percentage of operating profit mix for the first quarter as against the per annum operating profit, although I cannot put that into a specific ratio and give you a number. And the reason is because there will be other variables or factors that would impact us such as release of new titles and the amount of operating expense. But once again, Q1 OP, operating profit at KRAFTON, the percentage is higher. And as we enter into the second quarter, that figure will fall short of what we've seen in the first quarter. But as I've mentioned before, going forward, we will continue to drive growth based off of the PUBG IP as we have done during Q1 of this year.

Unknown Executive

executive
#13

Next question, please.

Operator

operator
#14

[Foreign Language] The following question will be presented by Ha Jeong Kim from DAOL Investment & Securities. Please go ahead with your question.

Ha Jeong Kim

analyst
#15

I would like to ask a couple of questions. When can we look forward to the stabilization of services like craft ground? And also, do you have any additional plans to carry forward with AI-based projects? And also, can you provide a little more color with respect to services like Migaloo. Second question is, under your scale of the creative strategy, I know because you are in the first year, you may not be at that level. But once this strategy takes a deeper route how many projects or large-scale projects can we expect on an annual basis?

Dong-geun Bae

executive
#16

Because of a bit of a bad connection, I'm not quite sure whether I understood the question fully, but I took your first question to be on Craft Ground, the UGC content under PUBG. During the first quarter in the World of Wonder, we allowed the creators to actually generate their own sessions and change the structure within the map, which really received positive feedback from the gamers. With regards to whether we are going to expand this to all of our user base is something that we are thinking about at this point because our user base is really massive on a global scale, there could some stabilization or stability-related issues. So at this point, we are planning on expanding the user creator pool. But once again, whether or not we will expand this to support all of the user base is something that we are at this point, mulling over. And then you asked whether there are any additional UGC contents that we are incorporating in the games that we developed. I think you could break that down into two. One is incorporating user-generated content element into the game. The other is actually having the game based upon the UGC platform. And Migaloo actually is that very platform. And in terms of the number of projects or the number of games that we are currently developing, there are some that we are trying to, and we are thinking of incorporating UGC element. But at this point, it would be premature to tell you as to the specific number of those such game titles. Now once again, in terms of the UGC game platform itself, at this point, our focus lies with Migaloo. So once again, Migaloo the platform, the UGC platform in terms of the number of services that we will be launching. There will be a soft launch before the end of this year in North America. And once that happens, we will be able to see more clearly as to the type of services we will be able to provide to the Migaloo platform. You also asked about whether there are any AI projects that are ongoing. Actually, there are many not in the form of having a certain number of AI games. But what we are doing is we are really focusing on developing competitive tools and also bringing general purpose AI and incorporating that into the KRAFTON game and these tools, which are going to be very much distinct from what already exists out in the market. Now we've mentioned that we have implemented virtual friend and [YouTuber] technology, and this is supported and powered by AI and deep learning. And these are the basic foundational technologies that we are very much focusing on investing into. You also asked about the scale of creative. Once that creates scale up creative strategy is well established, how many gains can we expect on a yearly basis. I mean is 10 the right number, it's 5 too little. I think that when it comes to the content and the creative business, it's not about meeting a specific number in terms of a target. Creative has to do with a discovery. I believe that the focus first starts on discovering that creative. That's why the whole spirit and the approach of the scale of the creative strategy is we will move away from the 1P model, whereby we previously focused on developing our own creative internally. But going forward, we will be more actively discovering creative from the outside and publishing that. So that basically is the key concept of scale up the creative strategy. Also, we should not just end at and discovering this creative. Well, we, in the past, have recognized that we have some shortcomings when it comes to production management of the game titles and rather than just only depend upon the creative studios. We feel that it's important that KRAFTON as an HQ, further up's its capability of production management and publishing. And our Chair had previously mentioned this and talked about a real name system-based publisher. Each of the game title can be considered to be a one stand-alone business because each of the games are very distinct from one another, hence, as we implement the scale of the creative strategy. KRAFTON HQ we'll be able to provide support to the creative studios and also provide advice and work as a very healthy check and balance mechanism. And once this scale up the creative strategy is well established, we believe that we will be able to see many such successful game titles to be discovered and to be introduced. Yes, we have put in full-fledged investments since the IPO, but even before the IPO, 1 year prior, we've built [that game] database, and we have carried on with investments. And over the past 3 years, within the game ecosystem, KRAFTON has gained a respect and reputation. Previously, it was based off of the PUBG's original creator reputation, but over the -- with lapse of time, we've seen more opportunities emerge in terms of the deal flow or the quality of the [steel] has improved over the years. And we -- KRAFTON are recognized not just as a developer, but in a global game ecosystem. We are considered to be a very reputable publishing company that a lot of good developers would want to work with. And in order to bring about a globally successful IP. At this point, yes, our key focus is on markets like North America and Europe, but we are not constraining ourselves to only these markets. If you look at game companies and Korean game companies, in general, basically, they would announce a search in time line of new title release and their time lines would obviously get changed. That is possible because games are not just like products that are manufactured in a factory. So obviously, there is going to be this uncertainty. As the management of this company, for us, what we want to do is to further build on our in-house, our own pipeline of game titles, but at the same time, leverage our global positioning so that we can actually come up with the new titles that would be competitive on the global stage. And we want to be able to select those competitive game titles and bring that to market. And that is why we have adopted this strategy called scale up the creative. That is basically the whole spirit behind this approach. Hence, it will be quite difficult for me to give you an answer in terms of how many titles are coming up under this initiative in Q2 or Q3. But once again, we want to have that capability of choosing and selecting a very competitive pipeline and bringing that out into the market so that it could be a success. And that's what we are endeavoring to do as we speak.

Unknown Executive

executive
#17

Next question, please.

Operator

operator
#18

[Foreign Language] The following question will be presented by Seyon Park from Morgan Stanley.

Seyon Park

analyst
#19

A follow-up to the previously asked question is on a yearly basis, we see that the trajectory for your mobile revenue is on a downward trend. In Q1, we've seen good performance, thanks to the PC [indiscernible] in China and PUBG Mobile and those game titles that you do directly service. Last year, there's always been a seasonality where Q1 is the highest and we see a downward trajectory from Q2 up to 4. Now for this year, are there any signs that will signal that this trend will not continue. For instance, in terms of your China PC [indiscernible], the PUBG Mobile, are there any signals that will tell us otherwise?

Dong-geun Bae

executive
#20

That's a difficult question, I wish I had a crystal ball. But yes, to a certain extent, I think we are going through a tipping point. Global mobile market has been at an up trend and last year, the total market had dipped. And looking at Battle Royale mobile [indiscernible], yes, KRAFTON since it is one of the top ranking companies, it was impacted to a certain extent. If you look at industry reports and research papers, they do say that they project that the mobile market will start to rebound and resume growth. I don't know about the total market, but at least from KRAFTON's perspective, I believe that there will be recovery and stabilization on the [indiscernible] of the slower mobile growth. And if we are also able to get some good news regarding BGMI, I believe that KRAFTON's mobile -- mobile performance will turn for the better. But with regards to whether this is a sufficient enough signal as you would have wanted to expect. I'm not quite sure. But as a CFO, I think this is actually my take on this. To your question regarding whether we will see a different pattern this year versus previous years. If we look at this from a higher level, taking a helicopter view, sitting in Korea, if we look at PUBG Mobile, I think we're moving more of a western bound. In Q1, we are seeing -- if you look at our revenue breakdown, we are seeing revenue meaningful amount coming from the so-called the noncore markets, the markets where we have not yet had a dominant positioning in. So whether our PUBG mobile revenue will grow going forward will basically depend on how competitive the servicing we can provide regarding [UGC] contents, user-created contents and other new contents as was the case of a World of Wonder. And how big of a performance and positioning can we get from new markets, the so-called the western bound markets of India and the Middle East. How much can we capture in those markets. I believe those 2 factors will play a meaningful role.

Unknown Executive

executive
#21

Next question, please.

Operator

operator
#22

[Foreign Language] The following question will be presented by Incheol Yu from Citigroup.

Incheol Yu

analyst
#23

I would like to ask 2 questions on the cost side. First, regarding your marketing cost. After the PCP, if there are no other upcoming new titles, and then in terms of the marketing spend, it wasn't much this year but I would like to understand that in light of the upcoming new titles, would there be an increase in marketing spend as we go forward? And second question regards the app commission and COGS on a Q-on-Q basis, I mean, your mobile revenue has gone up but your COGS had gone down. So it seems that there's been some -- on a percentage perspective, there has been some movement on the percentage. And do you think that, that trend will continue?

Dong-geun Bae

executive
#24

Regarding the question on marketing expense last year with the release of PCP, there has been significant marketing spending and this year, not [much luck]. And in terms of the upcoming pipeline, we do not believe that this year, we will see that elevated level of marketing spend as we've seen in the previous year. Our approach is not such that we will [shed] the marketing spending just to simply drive operating profit. When we decide to spend, it will be to provide better user experience, which will then be able to drive the top line revenue. So on an absolute size basis, we think that the marketing spend for this year will be lower compared to the previous year -- previous year. Once again, we do not make the decision to slash the marketing expense just to bring [indiscernible]. Regarding the second question on the app commission in COGS versus the fourth quarter the attributable to a lower TCP sales on a year-over-year basis compared to Q1 of the previous year. This was an impact from the suspension of services with BGMI. The margins for PC, mobile and Console are all different. So the numbers that you see on the COGS and the application commission is an outcome of the change in the revenue mix. If the ban is lifted on BGMI and we are to resume with our services, the number will start to creep up. Well, I think all in all, we will see more of a flat, flattish trend this year.

Unknown Executive

executive
#25

Since we've spent quite a bit of time, we will take the final question.

Operator

operator
#26

[Foreign Language] The last question will be presented by Dong Woo Kim from Kyobo Securities.

Dong Woo Kim

analyst
#27

I would like to focus my questions on the upcoming new titles. If you could provide a little color as to the type of game [genres] for the new titles and what your time line is? And also, if you could provide an update on the [bird] that drinks [indiscernible], that will be quite helpful. And aside from 1P, what are your lineup for 2P publishing?

Dong-geun Bae

executive
#28

Are about 24 different titles. It will be hard to walk through [indiscernible] the time line of each of these game titles. One title that is upcoming is [ Defense Derby ]. We're in the midst of early access testing and the retention number that we're getting is better than expected. So things are quite positive in the process. So based off of the results of the early access test, we will make needed enhancements and we'll be able to take this to market before the end of this year. Another title is that we're working on is under the Project [Black] Project. Basically, this is being developed together by the PUBG [Solo] studio in Amsterdam, this in the genre of extraction shooter. Now we -- based on our assessment, we believe there is quite a bit of an avid fan base for the -- this type of a gain genre. And just as PUBG was able to define a [ genre ] called Battle Royale at this point because there is no single game title that can actually define the extraction shooter genre, we think that we have strength in certain elements that is required to this genre. So we believe that this has good or positive prospects for us. Right now, it is undergoing a full production phase, and we believe that by the second half of -- by the second half, we will be able to launch this. We will be able to launch this, and we are -- we will go through a number of closed beta test. And we check and go through these types, and we'll be able to enter into a test in the second half and launch it in the second half of '24. Regarding the [bird that drinks tears], as you know, we set up the Montreal studio, and we have already onboarded key personnels, EPDs as well as the developers. And they are at this point in the process determining and defining the game play, the core game play of this game. If you know the novel, you will know that based off of this game, we could think of developing this into a game title from a first-person perspective an action storyline or it could be in the form of an open world multi character game. Since we have the core development team in place, we are, at this point, ironing out the core game play that will be employed by this game. And once all the preparations are made, we expect to be able to release this into the market in 2025 -- after 25 that is. Regarding the time schedule for 1PP and second -- 2P publishing, at this point, it will be difficult to provide any specific time line because the number of pipelines are growing and there are different variables and elements that will impact the development process. So once we -- we are able to gain more concrete information. And once we are ready to showcase that to the world, we will definitely come back to you and share with you relevant information.

Unknown Executive

executive
#29

Thank you very much. That brings us to the end of the first quarter 2023 earnings release of KRAFTON. Thank you once again for all your interest. Goodbye. [Statements in English on this transcript were spoken by an interpreter present on the live call.]

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