Krafton Statistics 2026

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Krafton reported FY2025 revenue of KRW 3.3266 trillion ($2.4 billion), crossing the KRW 3 trillion mark for the first time and recording a 22.8% year-on-year increase from KRW 2.7098 trillion in 2024. Operating profit hit KRW 1.0544 trillion, making 2025 the second straight year above KRW 1 trillion. This article covers the latest Krafton statistics for 2026, including annual financials, PUBG franchise data, segment breakdowns, quarterly trends, and recent acquisitions.

Krafton Statistics 2026 – Key Highlights

Krafton’s FY2025 annual revenue reached KRW 3.3266 trillion, up 22.8% year on year and an all-time company record.

Operating profit exceeded KRW 1 trillion for the second consecutive year at KRW 1.0544 trillion, though down 10.8% from FY2024.

PUBG: Battlegrounds PC revenue hit an all-time high in FY2025, growing 16% year on year.

Mobile accounted for 52.3% of total FY2025 revenue at KRW 1.7407 trillion.

Krafton now operates 19 global creative studios and targets KRW 7 trillion in revenue within five years.

Krafton Annual Revenue and Operating Profit (FY2023–FY2025)

Krafton’s revenue growth accelerated across two consecutive years. FY2024 delivered 41.8% growth to KRW 2.7098 trillion, followed by another 22.8% jump to KRW 3.3266 trillion in FY2025. The company first crossed KRW 1 trillion in operating profit during FY2024 at KRW 1.1825 trillion, and held above that threshold in FY2025 at KRW 1.0544 trillion despite increased spending on new IP development and studio acquisitions.

MetricFY2023FY2024FY2025
Annual Revenue~KRW 1.909TKRW 2.710TKRW 3.327T
Operating Profit~KRW 0.768TKRW 1.183TKRW 1.054T
Revenue Growth (YoY)—+41.8%+22.8%
Operating Profit Growth (YoY)—+54.0%-10.8%

Source: Krafton Inc. FY2024 & FY2025 Earnings Releases

The 10.8% decline in operating profit from FY2024 to FY2025 came as Krafton ramped up investment. The $96 million acquisition of Eleventh Hour Games in July 2025 and the consolidation of ADK Group and Neptune into its financials both contributed to higher operating costs. The 963% surge in “other revenue” (from KRW 33.7 billion to KRW 358.5 billion) reflects these structural additions rather than organic growth from existing business lines.

Krafton Revenue by Segment (FY2025)

Mobile remained Krafton’s largest segment at KRW 1.7407 trillion, accounting for 52.3% of FY2025 total revenue. PC followed at KRW 1.1846 trillion (35.6%), while console stayed comparatively small at KRW 42.8 billion. The “other” category ballooned to KRW 358.5 billion after the Neptune and ADK Group consolidation. These four segments sum to the full KRW 3.3266 trillion, as confirmed in Krafton’s earnings filings. Mobile gaming’s dominance in Krafton’s mix mirrors the broader gap between mobile and console gaming revenue across the industry.

SegmentFY2025 RevenueShare of Total
MobileKRW 1.741T52.3%
PCKRW 1.185T35.6%
OtherKRW 358.5B10.8%
ConsoleKRW 42.8B1.3%

Source: Krafton Inc. FY2025 Earnings Release, February 9, 2026

PUBG Franchise Performance Data

PUBG: Battlegrounds on PC recorded an 890,000 peak concurrent user count in 2024 — a record for a game that launched in 2017 and went free-to-play years later. PC revenue grew another 16% in FY2025 to reach its highest-ever annual total. Across all variants combined, PUBG has been downloaded 1.75 billion times. For context on how in-game spending habits fuel titles like PUBG Mobile, the franchise’s monetization model has been one of its strongest financial engines.

BGMI (Battlegrounds Mobile India) saw paying users grow 27% year on year in FY2025, outpacing PUBG Mobile’s 5% growth globally. Krafton attributed this to India-specific content, local brand deals, and national esports events like BGIS and BMPS. The company has invested over $170 million in Indian gaming and tech startups since 2021. India’s mobile-first gaming audience — with 488 million online gamers recorded in 2024 — makes it a priority market for Krafton.

PUBG MetricFigurePeriod
PC/Console PCU Record890,0002024
PC Revenue Growth+16% YoY (all-time high)FY2025
BGMI Paying User Growth+27% YoYFY2025
PUBG Mobile Paying User Growth+5% YoYFY2025
Total Downloads (all variants)1.75 billionThrough 2024
5-Year Avg. Revenue Growth20% per year2019–2024

Source: Krafton FY2024 & FY2025 Earnings Releases; FY2024 Investor Presentation

Krafton Quarterly Revenue Trends (2025)

Krafton’s quarterly performance showed steady growth through 2025. Q3 2025 brought in KRW 870.6 billion (+21% YoY), with cumulative Q1–Q3 revenue reaching KRW 2.4069 trillion. That nine-month operating profit of KRW 1.0519 trillion was itself a first — never before had Krafton exceeded KRW 1 trillion in operating profit through just three quarters. Q4 2025 revenue then hit KRW 919.7 billion, roughly 49% above Q4 2024’s KRW 617.6 billion.

QuarterRevenueYoY Change
Q4 2024KRW 617.6B+15.5%
Q3 2025KRW 870.6B+21%
Q4 2025KRW 919.7B~+49%

Source: Krafton Q3 2025 & FY2025 Earnings Releases

Mobile represented 56.1% of Q3 2025 revenue at KRW 488.5 billion, consistent with the full-year 52.3% share. PC brought in KRW 353.9 billion that quarter. Console remained a small contributor at KRW 10.2 billion. The quarterly data confirms that Krafton’s revenue split has stayed structurally stable throughout the year, with mobile maintaining a slight majority in every reported period.

Krafton Acquisitions and New Titles (2024–2026)

Krafton expanded aggressively through acquisitions and new launches. In August 2024, Krafton purchased Tango Gameworks from Microsoft Gaming, acquiring the Hi-Fi Rush IP in the process. The gaming industry’s broader revenue trends help explain why publishers like Krafton are spending heavily on IP acquisition and studio expansion.

Two new titles each crossed 1 million units sold in 2025: inZOI (launched March 2025) and MIMESIS from ReLU Games (launched October 2025). The $96 million Eleventh Hour Games deal in July 2025 brought Last Epoch into Krafton’s portfolio. Krafton also formed a joint venture with Hanwha Aerospace for physical AI technologies, backed by a $1 billion fund, and launched a $30 million Blue Ocean Games VC fund aimed at supporting roughly 100 indie developers. Krafton’s esports ambitions through BGIS and BMPS in India also tie into its broader expansion strategy.

DevelopmentDetailDate
Tango Gameworks AcquisitionPurchased from Microsoft; includes Hi-Fi Rush IPAug 2024
Eleventh Hour Games Acquisition$96 million (Last Epoch developer)Jul 2025
inZOI Launch1M+ units soldMar 2025
MIMESIS Launch1M+ units soldOct 2025
Hanwha Aerospace JVPhysical AI; $1B fund2026
Blue Ocean Games VC Fund$30M for ~100 indie devsApr 2025

Source: Krafton FY2025 Earnings Release; Krafton acquisition announcements

A less positive corporate development: in March 2026, a Delaware court reinstated Ted Gill as CEO of Unknown Worlds (a Krafton subsidiary) and found that Krafton’s CEO had “secretly devised a plan” to avoid paying a $250 million earnout. That ruling is the most significant governance dispute in Krafton’s public history. Subnautica 2 from Unknown Worlds remains on track for early access in 2026.

Krafton’s KRW 7 Trillion Revenue Target

Krafton stated during its FY2024 earnings briefing that it aims to reach KRW 7 trillion in annual revenue within five years. Starting from the FY2025 base of KRW 3.3266 trillion, hitting that target would require roughly 21% compound annual growth. The company cited the PUBG IP’s 20% average annual revenue growth over five years (2019–2024) as its basis for this projection. With 19 studios globally and new IPs like inZOI and Subnautica 2 in the pipeline, Krafton is betting that a mix of franchise growth and M&A will sustain that pace. The gaming industry’s own growth trajectory — projected at roughly 3% annually — means Krafton would need to vastly outpace the market to reach its goal.

FAQ

What was Krafton’s revenue in FY2025?

Krafton reported FY2025 revenue of KRW 3.3266 trillion (approximately $2.4 billion), a 22.8% increase from KRW 2.7098 trillion in FY2024.

How many times has PUBG been downloaded?

PUBG has been downloaded 1.75 billion times across all variants combined, according to Krafton’s FY2024 investor presentation.

What is Krafton’s largest revenue segment?

Mobile gaming generated KRW 1.7407 trillion in FY2025, accounting for 52.3% of Krafton’s total revenue and making it the largest segment.

How many studios does Krafton operate?

Krafton operates 19 global creative studios as of 2025, roughly double the count from 2021, driven by acquisitions and new studio formations.

What is Krafton’s long-term revenue target?

Krafton aims to reach KRW 7 trillion in annual revenue within five years, requiring approximately 21% compound annual growth from its FY2025 base.

Bryan

Bryan is a passionate gaming writer who covers everything from the latest releases to in-depth strategy guides and industry trends. With a sharp eye for detail and a love for immersive gameplay, he creates content that helps players get more out of every game—whether they’re casual gamers or hardcore enthusiasts.