NCSOFT Corporation (036570.KS) Earnings Call Transcript & Summary

November 11, 2025

KOSE KR Communication Services Entertainment earnings 55 min

Earnings Call Speaker Segments

Jason Lee

executive
#1

Good morning, everyone. This is Jason Lee, Head of IR at NCSOFT. Thank you for participating in the NCSOFT earnings conference call for the third quarter of 2025. We have co-CEO BM Park; and CFO, Willy Hong, joining us for today's conference. Now let me begin with the financial highlights. Q3 sales totaled KRW 360 billion, down 6% Q-o-Q and 10% Y-o-Y driven by sales decline across live service games, which had been strong in the prior quarter. Operating loss came in at KRW 7.5 billion, reflecting weaker sales and onetime severance payments. Excluding the onetime item, operating profit would have been positive. Pretax income and net income were KRW 435.1 billion and KRW 347.4 billion, respectively. The results included a gain of KRW 355.9 billion from the sale of NC Tower Samseong-dong along with increased foreign exchange gains driven by higher exchange rates. Moving on to sales by game. First off, Q3 mobile game sales declined 10% sequentially to KRW 197.2 billion. Lineage M sales were down 13% Q-o-Q affected by our long-term plc extension strategy. That said, with key user metrics continuing to show Y-o-Y growth each quarter, we remain focused on extending the product life cycle and driving operations based on user traffic. Lineage2M sales declined 2% Q-o-Q, but increased 9% Y-o-Y as the impact of the Southeast Asian launch on May 20 was fully reflected in this quarter. Looking ahead, we plan to further enhance the IP value through its upcoming China release in 2026. Lineage W sales fell 9% sequentially, reflecting our focus on enhancing user retention. Following the fourth anniversary major update on November 5, we aim to deliver improved results in Q4. PC online game sales in Q3 totaled KRW 87.7 billion, down 4% Q-o-Q, but up 9% Y-o-Y. Lineage I and presales of Guild Wars 2's sixth expansion pack delivered solid results, and it's encouraging to see PC online game sales achieving Y-o-Y growth for the second consecutive quarter. Royalty sales recorded KRW 46.8 billion, up 11% Q-o-Q and 23% Y-o-Y, driven by royalty sales increase in Lineage M and Blade & Soul. In this quarter, overseas and royalty sales made up around 40% of total sales. Now turning to operating costs. In Q3, operating costs totaled KRW 367.5 billion, roughly flat sequentially and 12% lower than a year ago, led by effective cost management. Labor costs were KRW 199.4 billion, a sequential 5% increase due to cancellation of some projects and workforce optimization onetime severance payments were reflected. Marketing spend recorded KRW 16 billion, down 32% Q-o-Q and 67% Y-o-Y, supported by adjustments in live game business efforts. Depreciation expenses totaled KRW 21.4 billion, down 13% Q-o-Q and 19% Y-o-Y as depreciation for some mobile game server assets concluded. Variable costs and other expenses were KRW 130.7 billion, up 2% Q-o-Q and down 7% Y-o-Y.

Won Hong

executive
#2

This is CFO, Willy Hong. Before we move on to our Q&A session with BM Park, our CEO, I would like to talk about a few things that we would like to highlight on for the third Q. AION 2 our highly anticipated [indiscernible] title launches in just 8 days. We are confident that the game will broaden our MMO player base through its excellent gameplay and execution, and we are very excited to start gearing up for its global launch in the second half of 2026. Starting with AION 2, 2026 is really shaping up to be our year for global expansion. Three new IPs, including Limit Zero Breakers, Time Takers and Cinder City will enter the global market throughout the year. On top of that, we will be unveiling a next-generation MMORPG title at G-STAR for global audiences. We are confident that this game will demonstrate the work our team has been doing behind the scenes to build a strong foundation for long-term growth. Beyond AION 2, our pipeline includes global expansion for existing titles. Lineage W will relaunch in Southeast Asia in the first half of 2026 and is planning to expand its service in North America and Russia within the same year. Lineage2M and Lineage M are also preparing for China releases with Lineage2M conducting a local user testing in late November. Moreover, our legacy IP enhancement strategies will see more tangible results in 2026. Four spinoff titles slated for 2026 are on track, and one of them is actually coming earlier than expected, launching this December. This gives us the cadence of one release in December, one in Q1 and two in the second half of 2026. Another news to share is that NCSOFT is teaming out with Shengqu Games to co-develop AION Mobile based on the PC [indiscernible]. Shengqu Games will publish the title in China in 2026. Likewise, we will continue to make various efforts to keep growing our legacy IPs. Lastly, I'd like to share one more initiative aimed at enhancing profitability. So far, we focused on reducing fixed costs, but starting in November, we are also addressing variable costs by introducing a proprietary payment system mobile games. Any mobile game processes make their Purple PC platform will utilize this in-house system. Everyone at NCSOFT is working hard to deliver better results each quarter. Now I'd like to open it up for the Q&A session led by BM to discuss more details. Thank you.

Operator

operator
#3

[Operator Instructions] The first question will be provided by Dong Hwan Oh from Samsung Securities.

Donghwan Oh

analyst
#4

You mentioned that MMORPG will be unveiled during G-STAR. I was wondering if you could give us more color on to the release date.

Byeong-Moo Park

executive
#5

Internally, the development has been progressed pretty significantly. So we think that based on the development progress, it will be available to be launched either in next year or earlier two years from now, but we need to discuss the specific date with our IP holder. But what I want to emphasize is that the development progress has been done significantly. So with the refinements, we will be able to release the title soon.

Won Hong

executive
#6

And also, if you [visit G-STAR], you will definitely understand BM's comments.

Byeong-Moo Park

executive
#7

We only have two days left, so we'll meet again. Everyone kind of gave us a round of applause after looking at the demonstration and play the games firsthand.

Operator

operator
#8

The following question will be presented by Jin-Gu Kim from Kiwoom Securities.

Jingu Kim

analyst
#9

I have deep interest in the user base of AION 2. Based on the preregistration events and character and server registration events, it will be great if you could give us more visibility into your expected user base, possibly breaking down them into regions. And although you have some time left until the official launch in the Western side, but I was wondering if you can give us more visibility into the user feedback from the Western perspective as well.

Byeong-Moo Park

executive
#10

So regarding the number of users, number wise, it was higher than our expectation, although I cannot give you more specific numbers. But because giving the numbers for the preregistration can distort the data. So I hope that you continue to wait for the official release, which will be made in just a week. And as we have mentioned through our live stream broadcast, the character registration and server registration was sold out pretty quickly. We have done it three times with 50 servers and it was sold out just within 2 minutes or 30 minutes. It was higher than our expectation. And for the regions, the preregistration events were conducted solely for Korea and Taiwan. I think that number wise, it is close to the population of each country. And for the Western user feedback, we actually done the FTT in September and in October. And the feedback was quite similar from the user feedback we garnered from Korea and Taiwan. So it was very promising. Of course there were some specific points that were raised by the Western users, but I'm sure that our dev team will work hard to address those feedback until the official release. The purpose of the FTT was to make sure whether we will be able to release our game as it is for the global launch and the result was quite promising. And as the CFO mentioned in his prepared remarks, we think that we will be able to release the game within the second half of next year. I'm sorry for not giving the specific details regarding the numbers. You will be able to see the numbers within just a week through our official release.

Operator

operator
#11

The following question will be presented by Jae-min Ahn from NH Investment & Securities.

Jae-min Ahn

analyst
#12

I have two questions. For the first question, you mentioned that you're going to have initiatives for mobile platform fee. I was wondering when this will be initiated and which games would this applied. Does this mean that all games on Purple will be applied with that policy? And for the second question, it is about AION 2. I understand that there is a market concern over the lighter BM. However, from the investment perspective, I think because of the lighter business model, this might lead to some concerns over the field. I was wondering how are you going to balance out the two factors?

Byeong-Moo Park

executive
#13

For the question regarding the platform fee for mobile games, we actually have applied the proprietary payment system for smaller games and ready -- and have completed our testing. But for the big titles like Lineage M, Lineage2M and Lineage W, for the first two titles, as we have mentioned in our disclosure, it will be migrated to the proprietary repayment starting from tomorrow and for Lineage W, it will be applied at the end of November.

Won Hong

executive
#14

And for AION 2, since its launch on November 19, we're going to provide our proprietary system as a default. And of course, if users want to pay through Google and Apple, they will be able to pay through these platforms. So this means that most of our mobile games until November will be able to have the proprietary payments applied for the PC payment. And for monetizing scheme regarding AION 2, we have decided to apply monetization schemes that is less aggressive and more user-friendly. And I believe that for sales, when it comes to sales, I think it's a combination of the user base acquired plus paying ratio. And we believe that for the lighter business model, we will be able to secure more user base. So you will probably know within a week, once we release our title. But for your information, I would like to bring the case of TL. Over the one year, TL has -- we assume that the sales was around $200 million, and their paying ratio and user base was pretty high. And you could see from the stream data about their DAU and concurrent user base. And paying ratio was pretty high, and we believe that TL has accumulated $200 million sales within a year. And second point is that in order to have this kind of sales, we think that the user base must be large and it needs to have high retention. And since AION 2 offers a vast amount of open world, dungeon and content, we believe that the retention will be high and it will be -- remain for a long period of time. I hope you consider these factors when it comes to predictions. I hope you can make calculations based on my statement that I just made.

Operator

operator
#15

The following question will be presented by Joshua Kim from CGSI.

Joshua Kim

analyst
#16

I have questions regarding the cost. It seems like the depreciation cost is getting down Q-o-Q and there will be additional costs. And in terms of onetime costs, do you think that this will affect the fourth quarter as well? And for the mobile game proprietary payment system, what is the share of the mobile games that will be applied with the system and when this system will be applied? And for the third question, it seems like even though your working [indiscernible] getting decreasing, but release timing is on track. So I was wondering what contributed to this factor? Was it due to AI?

Won Hong

executive
#17

And regarding the depreciation cost for Lineage W and Blade & Soul 2, the depreciation for their server assets has concluded. So that's why we have seen a decline Q-o-Q and Y-o-Y. And I believe that the same trend will continue. For the labor cost, the last year, as you may know, KRW 100 billion was executed for labor costs. In this year, third quarter, we have done a onetime reduction. And I believe that there will be some items that will be reflected in the fourth quarter. So for the third quarter and fourth quarter this year, we believe that will be around KRW 20 billion. And I believe that BM will continue to mention this, but so far, we've focused on the surgical operations side, which means to improve our structure. And -- but looking forward, we're going to focus on functions and targeted approach to make further adjustments.

Byeong-Moo Park

executive
#18

And as CFO mentioned, we are seeing continuous decline in terms of depreciation expenses. And for our efforts to reduce cost, we have done a broad-based activities starting from last year. For the server cost wise, we have looked into our games that are using either cloud or our own IDC servers. And based on our close calculations, we decided to allocate each game accordingly. And we will continue to make these kind of efforts to reduce costs. To add on CFO's comments regarding the onetime severance payment, it is KRW 20 billion, but for the third quarter, 60% to 70% of the payments were already reflected and only the small amount of numbers will be reflected in the fourth quarter. And regarding your question about the mobile game share relative to Purple payment, this is kind of confidential information, so I cannot disclose at the moment. However, I want to say that the payment ratio is pretty high for Purple. Of course, there could be some variances depending on the game. Regarding your question about the release schedules getting on track despite the decrease in the workforce, there are two to three factors to this. First, although we have done large-scale voluntary resignation program last year, we have implemented such program based on the strategic decisions and we didn't apply to the products that are important for us in terms of live service games and strategic new titles that are developed by the teams. So we only conducted this program for redundant functions or the products getting dropped or for the support organizations. And another factor is that we have changed our incentive scheme to be based on contribution income starting from last year after we made a spun off for the dev team. Now many developers are aware only with the appropriate number of size of teams and with a quick development schedule, they will be able to have greater contribution income, so that's why I believe that the teams are maintaining the optimal size and cost in order to follow their release timeline. That was all from my side.

Operator

operator
#19

The following question will be presented by Junhyun Kim from HSBC.

Junhyun Kim

analyst
#20

I have two questions. For the first question, which is regarding AION 2. I was wondering if you could give us more color on their target audiences. I believe that the audience will be different from the mobile and MMORPG games. And since younger audiences in their teens have preferred games that have shorter play time, I was wondering what will be the target audiences? And also, would that impact the service -- the game services that you are currently operating? And for the Shengqu Games collaboration, is this mainly about IP royalties? Or are you considering getting a government license for this game? And I believe that AION Mobile and AION 2 Mobile will be kind of similar. So I was wondering should this be a part of the strategy that you want to make regional extensions for AION 2?

Byeong-Moo Park

executive
#21

For the AION 2 target audiences, what we have discovered through our FTT is that we are able to appeal this game to our younger audiences. And I think you will be able to see whether this is true when we actually release our game. And as you mentioned, we are fully aware that our younger audiences prefer short play time, and this has been considered in our development. So unlike vintage games that focused on TvP experience, AION 2 is also providing the best amount of PvE experience, which means that if players want to play PvE game instead of putting a lot of time to increase their [indiscernible], they can do so. So I think without explanation, I believe that you will be able to see this result within a week once we release our title. Regarding your question about the AION Mobile that will be codeveloped by Shengqu Games, we hope you understand that this is a mobile game that is supporting the PC AION IP into a mobile platform. And for China release, Shengqu Games will be our publisher, and we will get royalty from them. And if we decide to do the global release for AION Mobile, then we will be the publisher. In that case, we'll have to pay royalty to Shengqu Games. And for AION 2, as I've mentioned before, AION 2 is a title that inherits and build upon the AION IP, but at the same time, it has 36x larger open world map with new dungeons and new box mechanics. And so I believe that AION Mobile and AION 2 are completely different titles. And of course, this is a new title, so we need to get the government license. And I think since the Shengqu Games is going to develop the mobile game of AION, I believe that we can acquire the domestic license. And since we're going to release the same next year by Shengqu Games, I think Shengqu will prepare, and they say that they can get the government license without an issue. So if we don't have any further questions, I would like to start my closing remarks. So far, we've communicated the gains that we are going to publish and develop. And in order to continue to grow our business, we are going to continue to pursue building clusters for different genres, including thrillers and subculture. And since we are going to have release of AION 2 soon, I'm not going to disclose the information at the moment, but there are already the deals that have been confirmed. Regarding subculture, there will be one studio that is prepared to launch the subculture game probably within next year, the end of next year or early two years from now, and we have acquired the investment and publishing deal for that and also MMORPG game as well. So these two deals will be communicated soon after the release of AION 2. And as I've mentioned in the last quarter, we are continuing to making efforts to build cluster for mobile casual gaming sector and pursuing M&A deals. And as a part of that effort, we have recruited [now] and we have established the mobile casual center and currently looking for additional talent. And I believe that we can share more details in the next quarter. But we believe that our mobile casual business could be one of our revenue pillars in this company. And more importantly, we want to create a new ecosystem in the casual market and as a part of that effort, we decided to acquire a new tech platform developed by external company. And to test this platform, we decided to acquire add-on studios domestically and overseas, and we decided to acquire them. And after AION 2, we are going to announce more details. And in order to continue to increase the size of our ecosystem, we decided -- we are currently in talks with two or three candidates for acquisition at a sizable size and we're currently negotiating publishing deals as well. So I hope that we can share more details later once they are solidified in the next quarter's conference call. And so for those of you who are attending this conference, I ask you to come to G-STAR to see our announcements and our lineups and hope to follow -- continue to follow up our news regarding AION 2 that will be released next week. I hope you continue to show your interest and support in our company. Thank you. [Statements in English on this transcript were spoken by an interpreter present on the live call.]

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