Home / Transcripts / NC Corporation (A036570) · November 11, 2026

NC Corporation (A036570) Earnings Call Transcript

November 11, 2026

KOSE KR Communication Services Entertainment earnings 68 min

Earnings Call Speaker Segments

Won Hong executive
#1

Good afternoon, everyone. We sincerely apologize for the delayed start. There was a technical issue with the conference call system on the provider's side. Now it has been resolved. Let me briefly -- this year, NC is delivering predictable, sustained growth. This is driven by the success of our legacy IP spin-off strategy with Lineage Classic, the strong global launch of our new title and the full ramp-up of mobile casual, our new growth engine. Third quarter revenue was KRW 686.5 billion, up 91% year-on-year.Year-to-date revenue came to KRW 2.144 trillion, up 83% from the same period last year. Lineage Classic generated KRW 158.7 billion in the third quarter. In about 8 months since launch, its cumulative revenue has reached KRW 427.8 billion. Key traffic metrics, including the number of paying users have held steady without any major swings and purchasing patterns have also stabilized very much. So going forward, we expect Lineage Classic to keep generating stable revenue unlike the typical retention curve of an MMO. AION 2 generated KRW 52.6 billion in the third quarter. Over the roughly 10 months since launch, its cumulative revenue is KRW 338.6 billion. Revenue from AION 2's global service will start to be fully reflected from the fourth quarter. Over the roughly 42 days from early access on September 30 through November 10, cumulative billings came to KRW 110.3 billion. That outpaced our early momentum in Korea and Taiwan. Peak concurrent users also hit 410,000, beating our record in Korea and Taiwan. Our mobile casual, which you may have a lot of interest, continues to deliver sustained growth, beating even our own expectations. In the third quarter, revenue grew from the previous quarter to KRW 171.9 billion, which is 25% of NC's total revenue. In particular, our rewards platform, JustPlay, more than doubled year-on-year, thanks to solid advertiser demand, and it led the growth of our Mobile Casual business. Next, let me go over our operating expenses. Out of total operating expenses of KRW 566.9 billion in the third quarter, personnel expenses were KRW 249.9 billion, and they stayed stable quarter after quarter. Our marketing expenses also have maintained efficiently. Marketing expenses totaled KRW 158.1 billion. Marketing for NC's Core Game business came to KRW 27.8 billion. This shows that our streamlined marketing management system has firmly taken fruit. Most of our marketing spend, KRW 130.3 billion, was in mobile casual, where spending like user acquisition and rewards actually tied to revenue. Operating profit for the third quarter was KRW 119.6 billion with an operating margin of 17%. This shows that we are growing revenue and managing cost efficiently at the same time. I want to especially emphasize this point. Unlike in the past, this structural improvement that we have shown in our third quarter results, this structural improvement does not depend on a single hit IP. It's the result of our 3 growth pillars: core game, mobile casual and new IP publishing, all running at the same time. For more details on our performance and future strategies, I will hand it over to our Co-CEO, BM Park, who is here with us today. Thank you.

Byeong-Moo Park executive
#2

Hello, everyone. This is Co-CEO, BM Park. As our CEO (sic) [ CFO ], Willy Hong just explained, after 2 years of groundwork, 2026 will be the year our 3 growth pillars have taken shape and make visible results. In the first quarter, we had shown our existing IP and new IP on the 2 fronts, we had successful results in both Korea and Taiwan. In the second quarter, in our Mobile Casual business and inside that our most pivotal element, JustPlay, we showed you the results of acquiring JustPlay. In the third quarter, we have our new IP AION 2. We have shown you the successful launch of its own global publishing. Last year, we gave you the guidance that this year's revenue -- guidance will reach -- guidance will be about -- 2026 revenue guidance of KRW 2 trillion to KRW 2.5 trillion. However, if we keep the current pace, we expect that the revenue this year will reach about KRW 2.8 trillion. Compared to about KRW 1.5 trillion in 2025, that's remarkable growth. This was made possible by the interest and advice of our customers and shareholders and the dedicated efforts of all our people at NC. In 2027, we expect to keep growing as these 3 pillars fully come together and become more advanced. We've announced 2027 guidance of KRW 3.2 trillion to KRW 3.4 trillion. But just like this year, we will do our very best to exceed it. For the visualization of such performance and results, there are 3 things shareholders and investors should keep an eye on as we work towards next year's target. First, existing IP. On top of enhancing our live services, we will keep expanding into more regions, opening up new markets and launching spin-off games. That includes AION Classic Mobile, Lineage M in China and MISTBOUND based on the Guild Wars IP. Through this, we will steadily sustain great annual revenue. Secondly, for the new IP, our global publishing capabilities with the launch of AION 2. Building on that, we will raise the chances of success for our upcoming global titles. Over the first half of next year, we will roll out new shooter and subculture games one by one, both our own titles and titles we publish. They include Astrae Oratio, Cinder City, Limit Zero Breakers, Time Takers, which we've been refining through rigorous user testing and validation. Third, mobile casual. This year, fourth quarter through additional M&A and business expansion, we aim to complete our value chain for the reward platform and publishing services. We expect that this kind of ground -- underground framework will complete to a certain level. By fully unlocking the 3-way synergy among our rewards platform, development studios and IP publishing, we will make a quantum leap in 2027. I would like to point out that the business structure NC is pursuing is optimized for the fast-changing AI environment. MMORPG, which is NC's core strength, require vast world, vast volume of content, sophisticated server technology and continuous live operations. So for a certain period of time, we expect that MMORPG is an area AI cannot easily replace. And also, this is our core strength, and we will keep refining and improving. Also in the [ current ] reality and situation where AI is bringing and helping a huge volume of games into the market facing such current development reality, we believe that the role of publishing and platform is even more important. Therefore, we will be committed to improving and enhancing our global publishing capabilities of our core games. And also inside our mobile casual area, making the publishing expansion into the platform will further accelerate and continuously enhance our capabilities and growth in the AI environment. Today, I focused on our 2027 guidance. However, I want to emphasize that NC's new business structure will continue to refine, and we will continue to enhance our new business structure. And also, we will have our full year with our major IPs and games. I expect that we can show you exponential growth -- explosive growth in 2028. We expect to share more specifics at the event for media and analysts. Now we will go into more details during the Q&A session.

Operator operator
#3

[Operator Instructions] The first question will be provided by Eric Cha from Goldman Sachs.

Minuh Cha analyst
#4

I have 2 questions for you. Number one, the question is about AION 2 Global. So before the release of AION 2, the management's message from NCSOFT was that AION 2 has already received a lot of user feedback in Korea and Taiwan. And also in terms of the game business model architecture and design compared to Throne and Liberty, AION 2 will go much, much more user-friendly and also it will -- it's supposed to have excellent retention. That's what I hear from NCSOFT's management message. But from the outside, some of the metrics and indexes that I can see straightforward is the Steam traffic. And looking like compared with Throne and Liberty Global, the first initial part of its launch and comparing the AION 2 currently, it seems like they are very, very familiar. So maybe in that sense, it will be a little bit difficult to tell you that the AION 2 retention is particularly better than Throne and Liberty. Do you think this is showing the limitations of our MMORP genre? Or do you think there is still a little bit of issues left with the business model with AION 2? I'd like to hear your perspective on the business model. Number 2 question is the mobile casual growth is very excellent, like JustPlay, it's high -- it's great, high growth. So what do you think are the contributions for the high growth? Can you explain and elaborate a little bit more about the growth driver? I would appreciate that.

Won Hong executive
#5

I want to address your question number one. So basically, in general, when we look at the Korean MMO, there is a vertical progression inside Korean MMO games. So you are right about the attrition rate may go similar with the 2 games. But however, compared with the Throne and Liberty, we can look at the situation for the AION 2 in a little bit macro perspective. When TL launched, there are not too many competitors out in the market. However, for AION 2, this was the results they achieved at the same time, fighting the headwind. As you all know very well, Call of Duty, Phantom Blade, WoW Forever, they continuously and sequentially rolled out in the pace of like 1 or 2 weeks, and this is the notable results they achieved. So one thing I really want to mention to you all is that when we are comparing Throne and Liberty with AION 2, the paying user and the hardcore users retention rate, AION 2 is showing much, much greater results than Throne and Liberty. So we are keeping a close eye on that as well. So we'd appreciate your continuous interest. And also, we would appreciate it if you can -- if you will closely watch and monitor how AION 2 is performing across November and December.

Byeong-Moo Park executive
#6

Address your second question. So the JustPlay's continuous and explosive growth, maybe we can look at that from 2 perspectives. So the number one is macro perspective. So currently, we can see that right now, the platform is very much leading the game development. Last year alone, we saw that in 1 month, mobile casual games, about 2,000 mobile casual games came out into the market. This year, it's like 4,000 to 5,000 games out into the market. So this, in other words, we can say there's something like JustPlay. It is actually the wind is helping pushing them from the behind. So this is, kind of, the macro perspective and macro background is there for it to continuously grow and push them to -- leading the growth in terms of the industry environment. And also from the micro perspective, I think the people here, the [ AppLovin ], these people are very much specialized for the ad tech. In terms of the products, they are making the composition very, very much user-friendly. And this one, in turn, leading into the high UA, this in turn increasing the MAU. And also as a result of that, the advertisers, they are making the ad prices higher and engaging with it together. So this, kind of, virtuous cycle is established, it's in place and it's continuing to expand. So this, kind of, virtuous cycle is already -- it is in place and it is established from the micro perspective. And we expect that and we want to tell you that this will lead continuous growth. And lastly, not only the rewards app, but the publishing and our mobile casual game studio, its combined revenue, we expect that they will account for 25% to 30% for next year's guidance. And also, I want to add more -- one more comment from Mr. CFO, Willy Hong. So one more thing I want to add is that what Mr. BM Park just said that does not include our inorganic element. So when we announce shortly our new M&A, the additional revenue and growth that's being generated in this part is not reflected. Next question, please.

Operator operator
#7

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

Junhyun Kim analyst
#8

I have 2 questions for you. Number one, my follow-up question for the mobile casual. So do you perhaps have some, kind of, UI/UX update for this? And also, do you expect that this, kind of, our development and the synergy effect, do you think it will lead with the synergy effect? And also this synergy will expand into the margin expansion? And also, like, in the advertisement industry, when we make the expansion, do you think perhaps maybe it can a little bit restrict and limit the third-party expansion leeway? And also, if this is translated into in-app purchase, I want to know what kind of reasons will be the reasons for that? And also, I appreciate it if you can also make a little bit update on the JustPlay-related metrics. My second question is about the cost. I heard that the core business marketing expenses, even after AION 2 is launched, it seems like the core business marketing expenses a little bit -- they dropped a little bit declined. And 2027, we can see that a lot of new titles are coming out. So maybe if there is a marketing expense guidance, I would appreciate that.

Won Hong executive
#9

I actually want to ask you another question. Can you elaborate a little bit more about what you mean by UI/UX update and the mobile casual?

Junhyun Kim analyst
#10

Yes. So what I was talking about is when I go to the JustPlay app like -- and also when I compare it with other similar rewards app, like, how they display the game, yes, we understood.

Byeong-Moo Park executive
#11

So yes, firstly, to answer your #1 question, JustPlay, its current primary market is North America and some areas in the European countries. They are the primary markets. Actually, recently, I also saw that the JustPlay app is out in the Korea, but this one is a beta service, not the actual official service. So of course, very naturally, when they make entry into Korea, we will make sure that some of the -- there will be some of the improvements where it's necessary. And also earlier in my presentation, I mentioned and explained that with our additional M&A and business expansion, we expect that the framework that we desire is about to be completed. Inside that actually is also the rewards app. And just as you mentioned, the third-party and IAP, yes, this expansion plan is also included in there. So if it's expanded with the third-party and IAP and on top of that, we add our third-party models, I think our studio publishing and rewards app, the 3-pillar synergy can further be improved and refined. Yes. Some of the big strategy, our co-CEO, our 2 co-CEOs have about the mobile casual is that I want to give you a little bit more context about that. So actually, this time, we are additionally carrying out with additional M&A. JustPlay is actually centering around IAA and first party. And now what we are additionally trying to do is IAP and third party. So this is very complementary, trying to make a complete structure. That's the strategy we are having in mind. And for the -- JustPlay's metrics and MAU, this is actually related with our core competency, so we cannot give you too much full details for that. But for the MAU, I think it's safe to say that it doubled compared to last year. And also looking at our current pace and trend, our top line growth is -- our expected full year compared to our expected full year, in 2027, at least we expect to see around 50% or more additional growth. That number is -- this number, we are confident based off of our current results and metrics. And the core game marketing expenses, addressing this question, how it's going to be in the next year. So this year, we had made for the marketing expenses, very efficient execution of the marketing expenses, and you asked about next year. So as NCSOFT has repeatedly emphasized and explained, our -- over the past 3 years, our marketing expenses and its efficient operation. In some sense, maybe we can also say that the mobile casual [indiscernible] adopted in there, and it's even more one step up in terms of its systematic -- executed in a systematical way. So as we are emphasizing, we want to tell you one more time that out of our total revenue, less than 10% out of the total revenue. This policy is -- we are keeping it very rigorously. And despite we are having many multiple new titles rolling out next year, we also expect that less than 10%, this kind of meaningful or even lower than 10%, that kind of marketing expenses we expect.

Operator operator
#12

The following question will be presented by Joon Ho Lee from Hana Securities.

Lee Joon-ho analyst
#13

I have one question for you. So when you were explaining about the new IP strategy, I think there was no mention -- no particular mention about the Horizon Frontiers. So I'd like any updates and plans for that.

Unknown Executive executive
#14

Horizon, actually, the development stage, it's being completed to a certain extent. It's being completed and the process is going smoothly. And with the IP holder, Sony, we are continuously discussing with Sony about its right timing for the launch, and we expect that we will soon have the announcements for that.

Operator operator
#15

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

Jingu Kim analyst
#16

Yes, I have a simple question -- a brief question for you. So I heard that you mentioned about the AION 2's global revenue. Likewise, if you can check with us about the combined revenue for Korea and Taiwan, I would appreciate.

Unknown Executive executive
#17

Yes, AION 2's Korea and Taiwan global revenue combined, they came out in the third quarter at KRW 52.6 billion. The global revenue according to our financial policy, it's deferred to the fourth quarter. So the third quarter global revenue recognition, this amount is KRW 1.9 billion.

Unknown Executive executive
#18

Yes. Since we started our meeting 20 minutes late due to the technical error on the conference call machine, if it's okay and if time allows, I would like to have 20 more minutes for the Q&A session. So if there is any different questions, please feel free to give us the question.

Operator operator
#19

The following question will be presented by Seyon Park from Morgan Stanley.

Seyon Park analyst
#20

I have 2 questions for you. Number one, 2027 yearly revenue guidance, do you also include new titles? What kind of games do you assume for the 2027 yearly revenue guidance? And also like AION 2 or Lineage Classic or some kind of existing games, how do you assume the overall revenue direction? If you can elaborate a little bit more, I would appreciate that. Number 2, Just Right, how is the TAM? What is the TAM for this? And also, is it directly competing with AppLovin? Or like also, I'd like to have more insight into how the rewards platform, the direct competitors, how they are doing. We want to know a little bit about that. And so far, up until now, we have seen that JustPlay has been making great growth. And where do you think the advantage JustPlay, what kind of advantage is JustPlay is having? Where is this advantage they are having coming from? And also, we are trying to enhance our understanding about this reward ad tech. So if you can give us a little bit of the context about the overall market situation, we would really appreciate it.

Unknown Executive executive
#21

Yes. I think you must be curious about our -- the 2027 guidance composition that we announced today. The most important thing is Lineage Classic and AION 2, the full year next year also, there will be -- it will be reflected. And the 2 of them will be our very important revenue generation in our game. Next year, we will roll out 10 new games. Mostly, there will be shooter and subculture game. The shooter game, it will be Cinder City, our NCSOFT own developed game. And subculture game, this is going to be Astrae Oratio, which is slated to launch next year. So centering around that, we will see some new upcoming titles from NCSOFT. And also today, we made announcement, which is our new mobile casual Survivor.io IP sequel, the publishing, there is another announcement we made today. This one also, it's going to make up for as an important element in our revenue. And lastly, the mobile casual, I think previously, we also heard about the growth question. So compared to this year, we said that we are confident for about 55%. So if you actually do the calculation and think about it in this year, full year, you can actually estimate the number and figures for that. So KRW 3.2 trillion and KRW 3.3 trillion is the most conservative and foreseeable and conservative number that we can confirm. And as Mr. BM Park mentioned, we will do our very best to exceed it. And also on top of that, we will have Horizon and the additional mobile casuals M&A, there's also additional element for them.

Unknown Executive executive
#22

I will address your second question. So actually, currently, out of the entire mobile advertisement market TAM is KRW 80 billion. Among them, the reward app TAM is around KRW 3 billion to KRW 4 billion. And also based off of a lot of sources and estimations and we did analysis and estimations on our own, we expect that by 2030, the entire mobile advertisement market, the market size will reach $156 billion. The rewards app for the rewards app, the estimate is a little bit different. But usually, we expect about 9 billion to -- from $9 billion to $12 billion. So, so far up until now, we can say that the rewards web, it's a relatively new concept. It started not very long time ago but then still more than doubled compared to the mobile advertisement market, it's showing the growth pace 2x faster than that. And we believe that it will continue to show the same growth pace. And also early next year, when we have the Media and Analyst Day, I will try to give you more context in terms of the entire overall general market situation. I will try to give you more details and information about that and also touch upon our advantage competitiveness edge, what kind of things we have. As you brought up the question timely, I also want to briefly mention and give you the context that this rewards app across the fact that this reward app is growing is that rather than saying that it's directly competing with the AppLovin, it's actually developing in a way that it's having a very complementary relationship with the AppLovin. And also, of course, I will give you more details and full details early next year when our framework is expected to complete, that's early next year. But now in short, I think maybe in one sentence, maybe we can describe it that way. Up until now, the rewards web is in a way that they acquire the users in the initial place. And then they have these users, they hand it over to the advertiser. So some kind of a storage kind of is working as a storage placement. They acquire the users and hand it over to the advertiser. But now, JustPlay has its own games, and they are playing that role. So continuously, JustPlay, they can trace the user behavior and the retention rate is also high. And also it's seeing the continuous accumulation of the MAU. So that's why we call it a virtuous cycle. Yes. So that's all the summary and the context I wanted to explain it to you. So please, I ask for your understanding. Please -- I ask for your understanding. When our framework is finished, I will make sure to give you more details.

Operator operator
#23

The following question will be presented by Dongryun Lee from CLSA.

Dongryun Lee analyst
#24

I have 2 questions for you. Number one, regarding the next year first half game release, you mentioned about Cinder City, Astrae Oratio. So maybe in terms of the launch time frame window, like in the second quarter, first quarter, second quarter, how do you think the launch time window will be? Maybe if it's difficult to give me the details -- such level of the details, can you perhaps give us the guidance as to which game will roll out first or hit the market first? Number two, in terms of the financial expectations in our guidance, what kind of games revenue expectation is set high?

Unknown Executive executive
#25

Yes. Actually, for the revenue, I think going into a little bit more details, we should have a separate conversation or at a separate place, maybe I can give you a little bit more details because we also have this issue with the public disclosing or public announcement and for that matter. But anyhow, we expect that in the first quarter, we expect Astrae Oratio will be the very first game to hit the market. And following that, across the first quarter and second quarter, almost every month, 1 or 2 games will be launched. So that kind of launch time schedule we have. And also, as you well know, we have third-party games. But of course, we also have our own NCSOFT developed games, Cinder City. So personally, I really hope and high hopes that Cinder City will generate the biggest revenue.

Operator operator
#26

The following question will be presented by Dong Hwan Oh from Samsung Securities.

Donghwan Oh analyst
#27

I have a question about Astrae Oratio. So based off of the theme specific to results from what kind of metrics and results were -- what kind of results and metrics gave you the confidence about its great success? I want to ask you. And also, I'm sure that you must have had a lot of feedback from the game test. And is there any kind of processes or work going on in trying to improve the -- further improve the game.

Unknown Executive executive
#28

Yes. Actually, sharing and disclosing a lot of the test results and indexes is actually closely related with our development capability and development know-how. So it will be difficult to go into full details at this place. But maybe one single metric I can share with you is that the day 1 retention rate is over 90%. This is after various rounds of the test. This was the best matrix and results that we have seen. So that's why we are pretty confident about these results. Of course, after CDT, we have received a lot of feedbacks from the testers and players. And in the short term, for example, like balance adjustment, difficulty improvement, this kind of areas is the kind of elements and parts that we can make adjustments in the short term. So we think that it's not going to be too difficult. In December, we know that AGF is taking place. So maybe if you can -- if you have a chance to look at that, I think you can see for yourself and get a better feeling about this game.

Operator operator
#29

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

Junhyun Kim analyst
#30

So I have 2 questions for you. So I think when you are mentioning and explaining about the M&A plans, it was mostly centering around the mobile casual area. Is there any kind of similar plans in the core part as well? And also when we look at the return to shareholder policy, I can see some kind of plan by 2027. So maybe can you give us a little bit more details about that? I'd appreciate that.

Unknown Executive executive
#31

We do not have M&A plans for the core game parts for now. And also for the return to shareholder policy, as you rightly pointed out, according to our announced rule, we will keep our policy of 30% cash distribution for the shareholders by 2027. But because based off a lot of feedback and for the sake of improving corporate value, we are actually reconsidering the overall return to shareholder policy. We need to have more discussions about that. And of course, we need to get the approval from the Board of committees. But personally, what I'm thinking right now is that maybe rather we can go for the free cash flow concept adopting this kind of concept. And also when the share price is low, we can have this treasury element policy and return it to the -- return to shareholder. And when the share price is going up, maybe we can think about expanding the distribution to the shareholders. So this kind of flexible return to shareholder policy will be the right way to go. So about this matter, until the next shareholder meeting, we will put together our official corporate stance and share this with you. And also for -- right now about our treasury buyback plans, currently, we have our plans ongoing right now, and we have a little bit of uncertainty right now. So I think we should -- we are supposed to make announcements about that after we put together our stance about this. So it will be difficult to make announcements about the treasury buyback for now.

Unknown Executive executive
#32

I add is that there is a lot of things going on from the strategic perspective. So there is some uncertainty to execute stock buyback right now. So we will think about that after that kind of uncertainty is eliminated. If there is no further question, we will call it today. We want to once again sincerely extend our apologies for the delayed start. [Statements in English on this transcript were spoken by an interpreter present on the live call.]

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