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Seven Deadly Sins

Game

25 documents in the library are about Seven Deadly Sins, from writers such as Netmarble, GameRefinery and Game World Observer. Each has a summary and key insights with the page they come from.

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The documents about Seven Deadly Sins 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

  • Revenue is driven by a diversified portfolio led by 'The Seven Deadly Sins: Grand Cross' (15%), 'MARVEL Contest of Champions' (12%), and 'Seven Knights 2' (11%).

    Netmarble, 2021 · Netmarble 1Q 2021 Earnings Results, p. 7

  • The Seven Deadly Sins: Grand Cross was the top-performing title, accounting for 21% of total quarterly revenue.

    Netmarble, 2020 · Netmarble 2Q 2020 Earnings Results, p. 7

  • The company's revenue is distributed across RPGs (37%), casual games (27%), and MMORPGs (25%), led by titles such as Marvel Contest of Champions, Seven Deadly Sins, and Lineage 2 Revolution.

    Netmarble, 2020 · Netmarble 1Q 2020 Earnings Results, p. 7

Documents about Seven Deadly Sins

Cover of Big Unity Changes, Scopely Talks M&A, Epic, Arcade, Moonton, Data, Jobs and More
Article

Big Unity Changes, Scopely Talks M&A, Epic, Arcade, Moonton, Data, Jobs and More

This industry update provides a comprehensive overview of significant corporate shifts and market developments within the global mobile gaming sector as of late March 2026.

  • Unity plans to divest its mobile publishing arm, Supersonic, and close the Ironsource Ad Network less than four years after their $4.4 billion merger.
  • Savvy is reportedly close to finalizing a $6 billion acquisition of Moonton, the developer of Mobile Legends: Bang Bang.
  • Scopely's M&A boss, Rob Ricca, discussed the company's acquisition strategy, including potential future studio purchases and rumors about acquiring King.
Mobilegamer.bizMar 2026
Cover of Netmarble 4Q 2025 & FY 2025 Earnings Results
Financial report13 pages

Netmarble 4Q 2025 & FY 2025 Earnings Results

Netmarble’s financial results for the 2025 fiscal year demonstrate a period of record-high revenue and significant operational improvement.

  • Netmarble achieved record annual revenue of KRW 2,835.1 billion in 2025, a 6.4% year-over-year increase, with EBITDA rising 30.8% to KRW 484.0 billion.
  • Q4 2025 performance showed significant momentum with revenue of KRW 797.6 billion and EBITDA of KRW 148.9 billion, representing year-over-year growth of 22.9% and 102.9% respectively.
  • Despite strong operating profits, the company recorded a Q4 2025 net loss of KRW 35.9 billion due to impairment losses recognized on intangible assets.
NetmarbleFeb 2026
Cover of 🚨📢 BREAKING NEWS: JamCity in trouble, Unity Vector fun & Playable Ads = $124B Market?!
12 min
Two & a Half Gamers12 min

🚨📢 BREAKING NEWS: JamCity in trouble, Unity Vector fun & Playable Ads = $124B Market?!

The mobile gaming industry is currently defined by a mix of high-profile global launches, evolving ad-tech strategies, and increasing regulatory scrutiny regarding data privacy.

  • Global in-game advertising revenue is projected to reach $124.5 billion by 2025 as advertisers shift budgets toward interactive playable ads.
  • JamCity settled for $1.4 million with the California Attorney General for violating the California Consumer Privacy Act regarding unauthorized data handling of teenage users and lack of opt-out mechanisms.
  • Unity launched the 'Vector' platform to centralize development and monetization workflows, aiming to compete with ad-tech incumbents like Meta and AppLovin by improving player engagement targeting.
Two & a Half GamersNov 2025
Cover of Netmarble 1Q 2025 Earnings Results
Financial report10 pages

Netmarble 1Q 2025 Earnings Results

Netmarble’s first-quarter 2025 earnings report outlines a period of financial recovery and operational stabilization.

  • Netmarble reported Q1 2025 revenue of KRW 623.9 billion, a 6.6% year-over-year increase driven by the launch of RF ONLINE NEXT and the performance of Solo Leveling: ARISE.
  • EBITDA grew by 91.1% year-over-year to KRW 81.6 billion, achieving an EBITDA margin of 13.1%.
  • Net profit reached KRW 80.2 billion, bolstered by the absence of the intangible asset impairment losses that affected previous financial periods.
NetmarbleMay 2025
Cover of Netmarble 4Q 2024 and FY 2024 Earnings Results
Financial report12 pages

Netmarble 4Q 2024 and FY 2024 Earnings Results

Netmarble’s financial performance for the 2024 fiscal year reflects a period of revenue growth and improved operational efficiency, despite significant bottom-line volatility in the fourth quarter.

  • Netmarble achieved KRW 2,663.8 billion in annual revenue for 2024, a 6.5% increase over the previous year, while annual EBITDA surged 216.5% to KRW 370.0 billion.
  • The company recorded a net loss of KRW 166.7 billion in 4Q 2024, driven primarily by the recognition of impairment losses on intangible assets.
  • Netmarble maintains a strong global presence with 83% of its revenue generated outside of Korea, led by North America at 46%.
NetmarbleFeb 2025
Cover of Netmarble 3Q 2024 Earnings Results
Financial report10 pages

Netmarble 3Q 2024 Earnings Results

Netmarble’s third-quarter 2024 earnings results reflect a period of stabilization following a quarter characterized by the absence of major new game launches.

  • Netmarble reported 3Q 2024 revenue of KRW 647.3 billion, a 2.6% year-over-year increase but a 17.2% decline quarter-over-quarter due to a lack of major new game launches.
  • Operating profit reached KRW 65.5 billion, supported by a 13.3% quarter-over-quarter reduction in operating costs driven by lower marketing spend, reduced headcount, and decreased commission fees.
  • Overseas markets remain the primary revenue engine, accounting for 77% of total revenue, with North America alone contributing 43%.
NetmarbleNov 2024
Cover of Netmarble 2Q 2024 Earnings Results
Financial report11 pages

Netmarble 2Q 2024 Earnings Results

Netmarble’s second-quarter 2024 earnings report highlights a period of significant financial growth, characterized by the company achieving its highest quarterly revenue and EBITDA since its initial public offering.

  • Netmarble achieved record-high quarterly revenue of KRW 782.1 billion and EBITDA of KRW 151.1 billion in 2Q 2024, marking a 29.6% year-over-year revenue increase.
  • The launch of 'Solo Leveling:ARISE' was a primary growth driver, contributing 20% of the company's total revenue for the quarter.
  • Net profit reached KRW 162.3 billion, bolstered by non-operating income from the liquidation of holding assets.
NetmarbleAug 2024
Cover of Netmarble 1Q 2024 Earnings Results
Financial report10 pages

Netmarble 1Q 2024 Earnings Results

Netmarble’s first-quarter 2024 earnings results reflect a period of transition characterized by a lack of new game launches, which directly impacted top-line performance.

  • Netmarble reported Q1 2024 revenue of KRW 585.4 billion, a 12.0% decrease quarter-over-quarter and a 2.9% decline year-over-year, primarily due to a lack of new game launches.
  • The company recorded an operating profit of KRW 3.7 billion and a net loss of KRW 9.9 billion, the latter of which was partially offset by tax effects from asset liquidations.
  • Operational efficiency measures led to a 10.1% quarter-over-quarter reduction in operating costs, driven by a 1.8% decrease in labor costs and a 20.5% cut in marketing spend.
NetmarbleMay 2024
Cover of Netmarble Ends 2022 with Net Loss of $714 Million
Article

Netmarble Ends 2022 with Net Loss of $714 Million

Netmarble’s 2022 financial performance highlights a significant period of volatility for the South Korean mobile developer and publisher.

  • Netmarble reported a net loss of ₩906 billion ($714.8 million) in 2022, a sharp reversal from the ₩249 billion ($196.4 million) profit recorded in 2021.
  • Despite the net loss, total annual revenue grew 6.6% year-over-year to reach ₩2.67 trillion ($2.1 billion).
  • The company’s EBITDA declined by 57.6% year-over-year to ₩127.8 billion ($100.8 million), reflecting significant pressure on operational profitability.
Game World ObserverFeb 2023
Cover of Analyst Bulletin: Mobile Game Market Review June 2022
Article

Analyst Bulletin: Mobile Game Market Review June 2022

The mobile game market in June 2022 was characterized by a notable trend toward cross-genre integration, with developers increasingly incorporating minigame modes and RPG elements into established titles to drive engagement.

  • The global launch of Diablo Immortal in June 2022 propelled the title into the top 10 grossing games in the US market.
  • RPG elements are increasingly being integrated into non-RPG titles, as seen in Rise of Kingdoms' narrative-driven 'Words of Eternity' event and the introduction of minigame mechanics in titles like Game of Sultans.
  • Anniversary events served as major revenue drivers in June, notably causing significant spikes for The Seven Deadly Sins and Dragon Ball Legends.
GameRefineryJun 2022
Cover of Mobile Game Market Review: May 2022
Article

Mobile Game Market Review: May 2022

The mobile game market in May 2022 was characterized by significant global launches and a continued emphasis on retention-focused features and cooperative gameplay.

  • Apex Legends Mobile launched globally in May 2022, reaching the top 23 in US grossing charts and the top 50 in Japan.
  • The Chinese mobile market is seeing an accelerating trend of games incorporating roguelike elements, with three new top-200 grossing entrants in May alone featuring or claiming to feature the mechanic.
  • Netmarble’s MMORPG Ni No Kuni: Cross Worlds achieved a top 50 grossing position in the US immediately following its global launch.
GameRefineryJun 2022
Cover of Netmarble 2Q 2021 Earnings Results
Financial report13 pages

Netmarble 2Q 2021 Earnings Results

Netmarble’s second-quarter 2021 earnings results reflect a period of strategic investment and operational transition.

  • Netmarble acquired social casino developer SpinX Games for KRW 2.5 trillion to diversify its portfolio and stabilize long-term cash flow.
  • Operating profit plummeted 80.2% year-over-year to KRW 16.2 billion, primarily due to high marketing costs for 'Ni no Kuni: Cross World' and increased labor expenses.
  • Total revenue reached KRW 577.2 billion, marking a 1.2% quarter-over-quarter increase but a 15.8% decline compared to the same period in 2020.
NetmarbleAug 2021