NCSoft Targets 5 Trillion won Revenue by 2030, Expands Mobile Casual Gaming

NCSoft held its 2026 Management Strategy Briefing at the Pangyo Research and Development Center in Seongnam, just south of Seoul. Co-CEO Park Byung-moo presented the company’s vision to investors and reporters, outlining ambitious revenue and profitability targets for the coming years.

The South Korean game maker said it aims to post 2.5 trillion won in revenue this year and reach 5 trillion won by 2030, with a return on equity above 15 percent. Attendees questioned whether such a jump from current and recent performance is feasible, noting that NCSoft’s 2025 revenue was about 1.5 trillion won in provisional results and that the record annual figure for a Korean game company last year was about 4.5 trillion won, recorded by Nexon.

Park responded with confidence, arguing that M&A efficiency would be far higher than a 1x price-to-sales ratio and that revenue from existing, live-service titles would conservatively contribute about 1.5 trillion won. He said NCSoft would also capitalize on stronger performance in genres it has not dominated in the past and that a slate of new IPs with strong growth potential is waiting in the wings through 2029.

The company outlined three core growth pillars: elevating legacy IPs, securing new IPs, and expanding the mobile casual business. NCSoft plans to strengthen its long-standing MMORPG franchises such as Lineage and Aion while exploring new IPs across different genres, including shooting games, to diversify its portfolio beyond its traditional base.

A notable shift is NCSoft’s emphasis on mobile casual games as a key engine for growth. Today, the mobile casual segment accounts for a small portion of NCSoft’s revenue, but the company aims for this segment to represent 30–35 percent of total revenue by 2030. Since last year, NCSoft has been actively hiring in, and pursuing M&A activity around, mobile casual gaming and plans to publish a large IP-based mobile casual title soon.

In addition to internal development, NCSoft signaled a broader publishing strategy, including partnerships with external studios. Management highlighted priorities such as using artificial intelligence to boost productivity, expanding into global markets beyond Asia, and growing its customer base through new partnerships and products.

For U.S. readers, the implications are notable. NCSoft’s push into mobile casual games and IP-driven titles could intensify competition with Western developers in one of the largest, growth-focused segments of the global gaming market. A successful expansion to Europe, the Americas, and other regions, paired with publishing deals with international studios, could affect licensing, distribution, and platform dynamics that involve U.S. publishers, technology suppliers, and investors. If NCSoft’s strategy accelerates, it may influence the valuation of Korean gaming stocks and shape cross-border collaborations in the global game-development ecosystem. NCSoft did not specify timing for the new mobile titles or potential partnerships beyond their stated targets.

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