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Blade & Soul

Game

12 documents in the library are about Blade & Soul, from writers such as Netmarble, NCSoft and Game Developers Conference. Each has a summary and key insights with the page they come from.

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The documents about Blade & Soul on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

Documents about Blade & Soul

Cover of NCSOFT Q4 2025 Earnings Release
Financial report12 pages

NCSOFT Q4 2025 Earnings Release

NCSOFT’s financial results for the fourth quarter of 2025 demonstrate a return to operating profitability, with quarterly revenue reaching KRW 404.2 billion.

  • NCSOFT returned to operating profitability in Q4 2025 with an operating income of KRW 3.2 billion, following losses in the previous period.
  • Full-year 2025 net income surged 269% to KRW 347.4 billion, primarily due to a one-time gain from a real estate sale.
  • Quarterly revenue reached KRW 404.2 billion, a 12% increase quarter-over-quarter, driven by a 92% spike in PC online game revenue to KRW 168.2 billion following the launch of Aion 2.
NCSoftFeb 2026
Cover of NCSOFT Q3 2025 Earnings Release
Financial report10 pages

NCSOFT Q3 2025 Earnings Release

NCSOFT’s third-quarter 2025 earnings release details a period of operational contraction characterized by declining revenue and an operating loss, contrasted against significant non-operating gains.

  • NCSOFT reported a Q3 2025 operating loss of KRW 7.5 billion on total sales of KRW 360.0 billion, representing a 10% year-over-year revenue decline.
  • Net income reached KRW 347.4 billion, driven primarily by non-operating gains from property sales and favorable foreign exchange fluctuations rather than core operations.
  • Mobile game revenue, which comprises 55% of total sales, fell 10% quarter-over-quarter due to strategic business adjustments.
NCSoftNov 2025
Cover of Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'
30 min
Game Developers Conference30 min

Reinforcement Learning in Action: Creating Arena Battle AI for 'Blade & Soul'

The development of professional-level artificial intelligence for the 1v1 arena battles in the MMORPG Blade & Soul demonstrates the successful application of reinforcement learning (RL) to complex, real-time fighting games.

  • NCSOFT replaced traditional hand-written AI rules in 'Blade & Soul' with reinforcement learning (RL) to create pro-level agents capable of strategic, multi-stage combat sequences.
  • To ensure robustness and generalization, the team implemented a 'self-play' method where agents were trained against a growing pool of diverse, previously trained sparring partners rather than a single fixed opponent.
  • The AI was trained to exhibit specific fighting styles—such as aggressive or defensive—by adjusting reward signal weights, allowing the agents to prioritize either damage output or HP preservation without hard-coded logic.
Game Developers ConferenceJan 2022
Cover of Netmarble 4Q 2020 Earnings Results
Financial report12 pages

Netmarble 4Q 2020 Earnings Results

Netmarble’s 2020 fiscal year performance reflects significant growth driven by successful global game launches and the expansion of existing titles.

  • Netmarble achieved 2020 annual revenue of KRW 2,484.8 billion, a 14.0% year-over-year increase, and an operating profit of KRW 272.0 billion, up 34.2%.
  • Overseas markets are the company's primary revenue driver, accounting for 72% of total annual revenue.
  • Fourth-quarter 2020 net profit reached KRW 103.3 billion, significantly bolstered by one-off gains from the listing of Big Hit Entertainment.
NetmarbleFeb 2021
Cover of Netmarble 2Q 2020 Earnings Results
Financial report12 pages

Netmarble 2Q 2020 Earnings Results

Netmarble’s second-quarter 2020 earnings results demonstrate significant financial growth, driven by the successful performance of new and existing game titles.

  • Netmarble reported 685.7 billion KRW in Q2 2020 revenue, a 30.3% year-over-year increase, with operating profit surging 146.1% to 81.7 billion KRW.
  • International markets generated 75% of total revenue, with North America serving as the primary region at 36% of total earnings.
  • The Seven Deadly Sins: Grand Cross was the top-performing title, accounting for 21% of total quarterly revenue.
NetmarbleAug 2020
Cover of Netmarble 1Q 2020 Earnings Results
Financial report11 pages

Netmarble 1Q 2020 Earnings Results

Netmarble’s first-quarter 2020 earnings results reflect a period of strategic investment and revenue diversification, characterized by a focus on global market expansion and a robust pipeline of new game titles.

  • Netmarble reported 1Q 2020 revenue of 532.9 billion KRW, an 11.6% increase year-over-year, despite a 4.0% decline from the previous quarter.
  • Operating profit fell to 20.4 billion KRW due to increased marketing expenditures for new title launches in March.
  • Net profit reached 57.5 billion KRW, driven by non-operating income including foreign exchange gains, dividend income, and equity method investments.
NetmarbleMay 2020
Cover of Netmarble 2Q 2019 Earnings Results
Financial report11 pages

Netmarble 2Q 2019 Earnings Results

Netmarble’s second-quarter 2019 earnings results demonstrate a period of top-line growth driven by new game releases, alongside a strategic focus on international market expansion.

  • Netmarble reported 2Q 2019 revenue of 526.2 billion KRW, marking a 5.1% year-over-year increase and a 10.2% quarter-over-quarter increase.
  • Operating profit fell 46.6% year-over-year to 33.2 billion KRW, driven by higher marketing costs and labor expenses related to new game launches and a North American studio acquisition.
  • Overseas revenue accounted for 64% of total earnings in 2Q 2019, with management targeting an increase to 70% by the end of the year.
NetmarbleAug 2019
Cover of Netmarble 1Q 2019 Earnings Results
Financial report11 pages

Netmarble 1Q 2019 Earnings Results

Netmarble’s first-quarter 2019 earnings report details a period of financial contraction characterized by declining revenue and operating margins.

  • Netmarble experienced a 54.3% year-over-year decline in operating profit to 33.9 billion KRW, resulting in an operating profit margin of 7.1%.
  • Quarterly revenue fell to 477.6 billion KRW, representing a 5.9% decrease year-over-year and a 2.0% decline quarter-over-quarter.
  • Net profit surged 189.7% quarter-over-quarter to 42.3 billion KRW, despite the contraction in operating performance.
NetmarbleMay 2019
Article

Top Mobile Games: March 2018

This analysis examines the global mobile gaming landscape for February 2019, focusing on top-performing titles by revenue and download volume.

  • Dragon Ball Z: Dokkan Battle achieved its highest-earning month to date in February 2019, rising to No. 3 on the global mobile gaming revenue charts.
  • Color Bump 3D by 101 Digital became the most downloaded mobile game across both Apple and Google app stores in February 2019, reaching No. 1 on Google Play.
  • Matchington Mansion experienced significant growth in user acquisition, jumping to No. 2 globally on the iOS App Store with 6.6 million new users, up from 2.4 million in January.
Sensor TowerMar 2019
Cover of Netmarble 4Q 2018 Earnings Results
Financial report11 pages

Netmarble 4Q 2018 Earnings Results

Netmarble’s fourth-quarter 2018 earnings results reflect a period of contraction, characterized by a decline in both revenue and profitability.

  • Netmarble reported a significant financial downturn in 4Q 2018, with revenue falling 20.9% year-over-year to 487.1 billion KRW and operating profit dropping 59% to 38.0 billion KRW.
  • Profitability was negatively impacted by 25.8 billion KRW in one-off impairment costs related to intangible assets and goodwill, alongside a lack of new title releases.
  • Overseas markets generated 68% of total revenue, with North America remaining the primary international contributor at 33%, followed by Japan at 12% and Europe at 10%.
NetmarbleFeb 2019
Cover of Netmarble 3Q 2018 Earnings Results
Financial report11 pages

Netmarble 3Q 2018 Earnings Results

Netmarble’s third-quarter 2018 earnings results reflect a period of moderate sequential growth despite year-over-year declines.

  • Netmarble reported 3Q 2018 revenue of 526 billion KRW, reflecting a 5.0% increase quarter-over-quarter but a 9.6% decline year-over-year.
  • Operating profit for the quarter reached 67.3 billion KRW, resulting in an operating margin of 12.8%.
  • International markets remain the primary revenue driver, accounting for 73% of total earnings, with North America leading at 32% of the total.
NetmarbleNov 2018
Cover of Netmarble 1Q 2018 Earnings Results
Financial report11 pages

Netmarble 1Q 2018 Earnings Results

Netmarble’s first-quarter 2018 earnings report details a period of financial contraction characterized by declining revenue and operating profit.

  • Netmarble experienced a significant financial contraction in 1Q 2018, with revenue falling 26.2% year-over-year to 507.4 billion KRW and operating profit dropping 62.9% to 74.2 billion KRW.
  • Net profit rose 50.6% quarter-over-quarter to 78.9 billion KRW, primarily fueled by non-operating income from dividend payouts from NcSoft.
  • The company maintains a geographically diversified revenue stream, with 68% of total revenue generated overseas, led by North America (32%) and Korea (32%).
NetmarbleApr 2018