The Seven Deadly Sins: Grand Cross
Game
12 documents in the library are about The Seven Deadly Sins: Grand Cross, from writers such as Netmarble, GameRefinery and Game World Observer. Each has a summary and key insights with the page they come from.
- How much revenue has The Seven Deadly Sins: Grand Cross made?
- How many players does The Seven Deadly Sins: Grand Cross have, and how is that changing?
- What do industry reports say about The Seven Deadly Sins: Grand Cross's performance?
- Which games compete with The Seven Deadly Sins: Grand Cross, and how do they compare?
Connections
The documents about The Seven Deadly Sins: Grand Cross 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
Documents about The Seven Deadly Sins: Grand Cross
WEBTOON's RI Games Deal and Kunlun Wanwei's Xianlai Huyu Deal
The gaming industry experienced a week of significant consolidation and strategic realignment, characterized by 15 transactions totaling $412 million.
- WEBTOON Entertainment is acquiring a 60% stake in RI Games Holdings for approximately $100 million, marking the company's first move to own, rather than license, its game development studios.
- Kunlun Wanwei is exiting its full ownership of Xianlai Huyu for $111 million, a divestment representing an 80% loss in value compared to its original acquisition cost as the subsidiary's annual net profit declined from $174 million in 2018 to $10 million by 2025.
- Epic Games has sold its ArtStation and Sketchfab platforms to KitBash for an undisclosed sum, allowing Epic to prioritize the development of Unreal Engine 6, Fortnite, and the Epic Games Store.
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.
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.
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.
RPG Genre Snapshot
Role-playing games represent a significant pillar of the mobile gaming market, currently holding a 14% revenue share on the US iOS platform.
- RPG titles account for 14% of the total revenue share on the US iOS mobile gaming market.
- Genshin Impact alone captures 10% of the total RPG market share, signaling a shift from turn-based titles toward high-production action RPGs.
- Market leaders are increasingly defined by console-quality production values, open-world environments, and narrative-heavy gameplay.
RPG Genre Snapshot Report June 2021
Role-playing games (RPGs) represent a cornerstone of the mobile gaming market, accounting for approximately 14% of total revenue on the US iOS platform as of mid-2021.
- As of mid-2021, RPGs account for approximately 14% of total revenue on the US iOS mobile gaming platform.
- The RPG market is shifting from traditional turn-based titles toward high-fidelity, open-world Action RPGs that offer console-quality experiences.
- Genshin Impact is the primary driver of the genre's evolution, currently commanding over 10% of the total RPG market share.
Netmarble 1Q 2021 Earnings Results
Netmarble’s first-quarter 2021 earnings results reflect a period of moderated financial performance characterized by a lack of major new game releases.
- Netmarble reported Q1 2021 revenue of KRW 570.4 billion, a 7.0% year-over-year increase but an 8.6% decline quarter-over-quarter due to a lack of new game launches.
- International markets remain the primary revenue source, accounting for 71% of total earnings, with North America leading at 36% of the total.
- Operating profit for the quarter was KRW 54.2 billion, while net profit reached KRW 61.9 billion.
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.
Netmarble 3Q 2020 Earnings Results
Netmarble’s third-quarter 2020 earnings report highlights a period of stable financial performance characterized by normalized marketing expenditures and a strong reliance on international markets.
- Netmarble generated KRW 642.3 billion in revenue for 3Q 2020, a 3.6% year-over-year increase, with an operating profit of KRW 87.4 billion.
- International markets accounted for 75% of total revenue, with North America serving as the primary contributor at 38%, followed by Korea (25%) and Europe (12%).
- Operating profit margins improved by 1.7 percentage points quarter-over-quarter, primarily due to the normalization of marketing expenditures in North America and Europe.
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.
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.
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%.