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Ragnarok Online

Game

29 documents in the library are about Ragnarok Online, from writers such as GungHo Online Entertainment, Gravity Co. and SocialPeta. Each has a summary and key insights with the page they come from.

Connections

The documents about Ragnarok Online 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.

Key figures from the reports

  • The 'Spirit Veil' MMO, a title inspired by the 20-year-old 'Ragnarok Online', recently reached 20,000 concurrent users (CCU) as a $15 premium game without microtransactions.

    GameDiscoverCo, 2026 · How much AI do players want in their games?, p. 30

  • The flagship Ragnarok Online franchise saw its revenue share drop to 17.4%, as the company successfully pivoted toward high-margin mobile titles like Ragnarok X: Next Generation and Ragnarok M: Eternal Love.

    Gravity Co., 2022 · Gravity Co. 20-F — FY2021 (April 2022)

  • The PC Online segment remains the primary revenue driver, contributing 4.2 billion yen in sales and 1.18 billion yen in operating profit, largely supported by the performance of Ragnarok Online.

    GungHo Online Entertainment, 2011 · GungHo Online Entertainment FY2011 Q2 Financial Results, p. 4

  • The flagship title 'Ragnarok M: Eternal Love' generated 43.6% of total revenue, while 'Ragnarok Online' experienced a 111.6% sales surge following its relaunch in Thailand.

    Gravity Co., 2021 · Gravity Co. Annual Report on Form 20‑F for FY2020

  • The flagship title *Ragnarok Online* drove the recovery, accounting for 57.3% of total sales and contributing to a significant gross margin expansion from 15.1% to 41.6%.

    Gravity Co., 2017 · Gravity Co., Ltd. Form 20‑F: FY2016 Annual Report

Documents about Ragnarok Online

Cover of Ragnarok: Adventures Official Service Launch Date in Japan
Article

Ragnarok: Adventures Official Service Launch Date in Japan

GungHo Online Entertainment has officially scheduled the Japanese launch of its new smartphone title, Ragnarok: Adventures, for November 4, 2026.

  • GungHo Online Entertainment will launch Ragnarok: Adventures in Japan on November 4, 2026.
  • The title shifts the franchise from horizontal, real-time MMORPG mechanics to a vertical-screen, auto-battle RPG model.
  • The game incorporates casual idle systems for offline progression to attract light users while retaining core RPG features like job systems and stat customization.
GungHo Online EntertainmentOct 2026
Cover of How much AI do players want in their games?
43 min
GameDiscoverCo43 min

How much AI do players want in their games?

Steam’s refund policy remains a cornerstone of consumer confidence in the PC gaming market, effectively balancing developer risk with player protection despite the volatility inherent in early-access releases.

  • A GameDiscoverCo survey indicates that player sentiment toward AI in games is highly divisive, with approximately 43% of respondents expressing openness to AI usage while roughly 31% hold negative views.
  • Steam is actively vetting games for AI content, occasionally identifying AI-generated assets in titles where developers were unaware their subcontractors had used such tools.
  • Apple Arcade has shifted its strategy to commissioning only 10 to 12 games per year, a significant reduction from its initial launch phase which featured $500 million in 100% commission-based titles.
GameDiscoverCoJul 2026
Cover of GungHo Online Entertainment Corporate Overview
Financial report4 pages

GungHo Online Entertainment Corporate Overview

GungHo Online Entertainment’s corporate overview outlines a strategic transition in management and operational focus as of mid-2026.

  • GungHo reported strong H1 2026 financial growth, with operating profit rising 27.1% to 6,380 million yen and net profit increasing 40.4% to 3,460 million yen on 51,759 million yen in net sales.
  • The company is shifting its capital allocation strategy to include a 4% Dividend on Equity (DOE) target, a minimum 50% consolidated dividend payout ratio, and flexible share buybacks.
  • Future growth is anchored in international expansion via subsidiary Gravity Co., Ltd. and a pipeline expansion that grew from five titles in 2025 to nine currently.
GungHo Online EntertainmentJun 2026
Cover of Financial Results Briefing FY2025
Financial report24 pages

Financial Results Briefing FY2025

GungHo Online Entertainment is currently undergoing a fundamental strategic pivot, transitioning from a primary focus on the domestic Japanese mobile market toward a global, multi-platform distribution model.

  • GungHo is executing a strategic pivot from the domestic Japanese mobile market to a global, multi-platform model, with overseas net sales projected to reach 66% of total revenue in FY2025, up from 11.4% in 2016.
  • Consolidated net sales and operating profit are in a four-year decline, with quarterly performance metrics dropping from a peak of over 16,000 to approximately 7,750.
  • The company is addressing the softening sales of legacy mobile titles and decreased revenue from its subsidiary Gravity by leveraging high-profile collaborations with brands like Sanrio and Digimon.
GungHo Online EntertainmentFeb 2026
Cover of Smartphone/PC MMORPG 'Ragnarok Online 3' Service to Begin in Japan
Article

Smartphone/PC MMORPG 'Ragnarok Online 3' Service to Begin in Japan

GungHo Online Entertainment has officially announced the upcoming release of Ragnarok Online 3, a new MMORPG developed for both smartphone and PC platforms.

  • GungHo Online Entertainment announced the upcoming release of Ragnarok Online 3, a cross-platform MMORPG for PC, iOS, and Android.
  • While Gravity Co., Ltd. Group will handle global distribution, GungHo will manage all operations for the Japanese market.
  • The game utilizes a free-to-play model supported by in-game purchases and features a new season-based system for character builds, skills, and siege battles.
GungHo Online EntertainmentFeb 2026
Cover of Global Mobile Games in August 2025: Advertising, Revenue, and Downloads
Article

Global Mobile Games in August 2025: Advertising, Revenue, and Downloads

The analysis focuses on August 2025 mobile game performance worldwide, covering advertising spend, revenue generation, and download volumes across the Apple App Store and Google Play.

  • Roblox led Google Play revenue with $65 million and reached a record 47.3 million peak concurrent users in August 2025.
  • Royal Match and Pokémon GO dominated App Store revenue, generating $79 million and $42 million respectively, while Royal Kingdom saw a 13.6% month-over-month revenue lift.
  • FunPlus aggressively marketed Tiles Survive! with nearly 11,000 deduplicated iOS creatives in August, with 89% of ads utilizing vertical 720x1280 video formats.
SocialPetaSep 2025
Cover of Web3 Gaming: Insights from the Ronin Ecosystem
63 min
Naavik63 min

Web3 Gaming: Insights from the Ronin Ecosystem

The Ronin blockchain serves as a specialized infrastructure designed to overcome the scaling and transaction cost limitations inherent in the Ethereum network.

  • The Ronin blockchain is transitioning from a curated, permissioned model to a permissionless ecosystem, allowing any developer to build on the network while maintaining Sky Mavis's role in providing strategic publishing support and grants.
  • The 'Ronin effect'—the ability to drive significant user acquisition and liquidity for new projects—was validated by the game Pixels, which grew from 5,000 to millions of users in a few months and reached a multi-billion dollar market valuation.
  • Sky Mavis has launched the Ronin Developer Console, a suite of tools designed to lower barriers to entry by providing features such as sponsored transactions, marketplace integration, and access to core network APIs.
NaavikMar 2025
Cover of Global Mobile Games in September 2022
Article

Global Mobile Games in September 2022

The September 2022 snapshot of the global mobile gaming market highlights a mix of established franchises and fresh releases driving revenue, downloads, and advertising activity.

  • Survivor.io became the top-grossing mobile title in September 2022, generating over $30 million by pairing casual roguelike mechanics with a heavy top-up system and 163 daily ad creatives.
  • Advertising volume reached significant scale, with Android leader 英雄戰紀 deploying 7,400 creatives and iOS leader 1945-Airplane Shooting Games utilizing 2,500 deduplicated creatives.
  • New releases and spin-offs demonstrated strong market entry, such as the Ragnarok Online spin-off 愛如初見, which earned over $16 million on iOS following a celebrity-backed launch.
SocialPetaOct 2022
Cover of Gravity Co. 20-F — FY2021 (April 2022)
Financial report1 page

Gravity Co. 20-F — FY2021 (April 2022)

Gravity Co., Ltd. reports a fiscal year 2021 marked by a strategic pivot toward mobile gaming, with mobile titles generating 77% of total revenue—up from 62.5% in 2020—and contributing a 7.3% rise to ₩320,164 million (US$269 m).

  • Gravity Co. achieved a 7.3% revenue increase to ₩320,164 million (US$269 million) in FY2021, driven by a strategic shift toward mobile gaming which now accounts for 77% of total revenue, up from 62.5% in 2020.
  • Operating profit reached ₩96.7 billion (US$81 million) with a 23.4% margin, bolstered by efficient cost management and reduced commission costs despite a 21% rise in operating expenses from higher salaries and advertising.
  • Revenue growth is geographically concentrated in Southeast Asian markets, specifically Thailand and Japan, which offset sharp sales declines in the Korean and Taiwanese markets.
Gravity Co.Apr 2022
Cover of Gravity Co. Annual Report on Form 20‑F for FY2020
Financial report1 page

Gravity Co. Annual Report on Form 20‑F for FY2020

Gravity Co., Ltd. reports a fiscal year 2020 that saw revenue rise 12.5% to KRW 405,953 million (US$ 373.8 m), driven largely by mobile-game micro-transactions, which accounted for 73.5% of total sales.

  • Gravity Co. reported a 12.5% revenue increase to KRW 405,953 million in FY2020, with mobile micro-transactions accounting for 73.5% of total sales.
  • Operating profit grew by 81.6% to KRW 88.4 billion, while gross profit margins improved significantly to 41.1% compared to 26.4% in 2018.
  • The flagship title 'Ragnarok M: Eternal Love' generated 43.6% of total revenue, while 'Ragnarok Online' experienced a 111.6% sales surge following its relaunch in Thailand.
Gravity Co.Apr 2021
Cover of GungHo Online Entertainment FY2020 Q3 Financial Results Briefing
Financial report29 pages

GungHo Online Entertainment FY2020 Q3 Financial Results Briefing

GungHo Online Entertainment’s fiscal year 2020 third-quarter financial results highlight a strategy centered on the creation of new intellectual property, the maximization of existing core titles, and the expansion of subsidiary operations.

  • GungHo reported a quarter-over-quarter increase in consolidated revenue, driven by the sustained performance of flagship title Puzzle & Dragons and successful new releases from subsidiary Gravity.
  • The Nintendo Switch title Ninjala reached over 5 million worldwide downloads, supported by a cross-media strategy involving anime, manga, and e-sports.
  • Gravity’s expansion in Asia significantly bolstered financial health, with Ragnarok Origin and Ragnarok X: Next Generation achieving top-tier sales rankings in South Korea, Taiwan, Hong Kong, and Macau.
GungHo Online EntertainmentNov 2020
Cover of Gravity Co., Ltd. Form 20‑F: FY2016 Annual Report
Financial report1 page

Gravity Co., Ltd. Form 20‑F: FY2016 Annual Report

Gravity Co., Ltd. reported a decisive turnaround in fiscal 2016, with net revenue rising to KRW 51.4 billion (US$42.7 million) and operating profit turning positive at KRW 3.4 billion (US$179 k) after consecutive losses in 2014 and 2015.

  • Gravity Co., Ltd. achieved a financial turnaround in FY2016, reporting KRW 51.4 billion in net revenue and an operating profit of KRW 3.4 billion after consecutive losses in 2014 and 2015.
  • The flagship title Ragnarok Online drove the recovery, accounting for 57.3% of total sales and contributing to a significant gross margin expansion from 15.1% to 41.6%.
  • Revenue remains heavily concentrated in a single IP and its overseas licensees, with GungHo alone accounting for 21.1% of total sales.
Gravity Co.Apr 2017