259960 - KRAFTON, Inc.

259960 Summary
Games
Stock Price & Overview
₩216,500 -1,500 (-0.69%) Close · Sep 4, 2026 KST
KOSPI | ₩KRW | Close: ₩216,500  ≈ US$155  ·  Market cap ₩9.9tn (≈ $7.1bn)

KRAFTON: Subnautica 2 Sold 5m Copies And Produced A Net Loss

Summary

  • KRAFTON reported record first-half revenue of ₩2,661.6bn and record operating profit of ₩972.5bn. It also reported a second-quarter net loss of ₩29.9bn.
  • Operating income in the quarter was ₩410.9bn. Pretax income was ₩94.2bn. Roughly ₩317bn disappeared below the operating line, and finance costs explain almost none of it.
  • The tax charge was ₩124.1bn on ₩94.2bn of pretax profit. A charge that reduces book profit without reducing taxable profit behaves exactly like this.
  • Intangible assets went from ₩656.2bn at the end of FY2024 to ₩1,862.8bn in June, mostly the ¥75bn purchase of Japan's ADK. Liabilities more than doubled alongside.
  • I'd watch the third quarter, because the Unknown Worlds settlement was reached in July and that is where the final cost of Subnautica 2 shows up.

KRAFTON, Inc. (KRX:259960) had its best half-year ever and then reported a loss. Both statements are true, and the distance between them is the whole story.

The first half of 2026 brought revenue of ₩2,661.6bn, up 73% from the ₩1,536.2bn of a year earlier. Operating profit was ₩972.5bn against ₩703.3bn. Both are company records. PUBG's PC revenue passed ₩500bn in a single quarter for the first time. Subnautica 2 shipped 5 million units in 22 days.

Then look at the second quarter on its own. Revenue ₩1,290.2bn. Operating income ₩410.9bn, a 31.8% margin. Pretax income ₩94.2bn. Net income negative ₩29.9bn.

Roughly ₩317bn went missing between operating profit and pretax profit in three months. Finance income was ₩6.4bn and finance costs were ₩5.6bn, so borrowing explains none of it. The company said the loss came from non-operating items, including items related to Unknown Worlds and foreign exchange translation.

The Hit Game Is What Triggered The Charge

Unknown Worlds is the studio that makes Subnautica. KRAFTON bought it in 2021. The purchase agreement carried an earnout worth up to $250m to the studio's leadership and staff, payable if Subnautica 2 hit revenue and performance targets.

That earnout became a lawsuit. In July 2025 the founders sued, saying KRAFTON had delayed the Early Access launch to push the game past the deadline. A judge ruled in March 2026 that KRAFTON had breached the agreement by removing the studio's leaders without valid cause. The court reinstated the CEO and extended the testing period. The two sides settled in July 2026, agreeing to drop all proceedings and to widen the bonus pool to employees who joined after 2021.

So the sequence runs the wrong way around from how games usually work. A commercial success normally produces profit. Here the success is what makes the contingent payment payable, and the payment is a cost of the acquisition rather than a cost of the game.

$250m at roughly ₩1,400 to the dollar is about ₩350bn. That rate is approximate and the settlement terms are not public. The company has not broken out the amount it booked. But a ₩317bn hole below the operating line in the quarter Subnautica 2 launched is not a coincidence I would argue against.

The Tax Line Is The Tell

Income tax expense was ₩124.1bn in the second quarter, against pretax income of ₩94.2bn. The effective rate is above 130%. That is what pushed the quarter into a loss.

Taxes do not normally behave that way. When they do, it usually means the charge that crushed book profit did not reduce taxable profit by the same amount. Acquisition-related contingent consideration is a common source of exactly that mismatch, and the studio in question sits in the United States, under a different tax regime from the parent.

I cannot confirm the mechanism from the filings alone. What I can say is that the tax charge stayed roughly where the operating profit implied it should be, while the pretax number collapsed underneath it. That is a book-versus-tax gap, not a cash windfall for the tax office.

The pattern is not new here either. FY2024 ran the other way. Operating income was ₩1,182.5bn while pretax income was ₩1,722.7bn, so ₩540.2bn arrived from below the line. Net income that year was ₩1,302.6bn, higher than operating profit. KRAFTON's non-operating line swings hard in both directions, and it is large enough to decide the reported result.

Anyone modelling this company off operating income is modelling half of it.

What The Balance Sheet Took On While Nobody Watched

Intangible assets were ₩656.2bn at the end of FY2024. They were ₩1,804.2bn at the end of FY2025 and ₩1,862.8bn in June. Property and equipment more than doubled over the same stretch, from ₩239.7bn to ₩576.4bn. Total liabilities went from ₩1,090.3bn to ₩2,364.2bn.

The main cause is ADK. KRAFTON bought the Japanese advertising and anime group from Bain Capital for ¥75bn, about $517m, in 2025. ADK has produced Doraemon, Yu-Gi-Oh! and Crayon Shin-chan across seventy years. It is the company's largest deal and its biggest step outside games. There was also a smaller purchase, the Indian mobile studio Nautilus Mobile, for $14m.

This changes what KRAFTON is. Two years ago it was a studio with one enormous franchise and a pile of cash. Now it carries ₩1.86tn of intangibles, an advertising business, and an anime IP library. Goodwill of that size is a future impairment risk that did not exist before.

Cash still looks fine. Cash and equivalents were ₩903.1bn in June, up from ₩596.7bn at year-end, and total equity was ₩7,350.1bn.

Cash Is Lagging The Profit

One more line deserves attention. Operating cash flow in the first half was ₩458.7bn against ₩972.5bn of operating profit. FY2025 produced ₩1,045.1bn of operating cash on ₩1,054.4bn of operating profit, so conversion used to be close to one for one.

Trade receivables explain a lot of it. They were ₩1,338.7bn at the end of FY2025 and ₩1,687.0bn in June. Game revenue arrives through platform holders who settle on their own schedules, and a launch quarter loads the receivable before it loads the bank account. This is a timing item rather than a quality problem, and the third quarter should show it unwinding. If it does not, that becomes a different conversation.

KRAFTON also started returning money. Dividends paid in the second quarter were ₩98.6bn, and financing outflows for the quarter were ₩245.1bn, so a buyback took the rest.

The Case Against

Concentration has not gone away. PUBG remains the engine, and a nine-year-old battle royale competing against free-to-play shooters is not a growing category. Subnautica 2 is a genuine second franchise, but one strong launch does not fix the dependence.

The ADK deal is unproven. A Korean game publisher buying a Japanese advertising agency is a strategy that needs explaining, and the explanation runs through IP licensing rather than through anything either company does today. Anime rights are valuable. Advertising is a cyclical, people-heavy business with thin margins, and it now sits inside a company that has spent a decade earning software margins.

The Unknown Worlds episode also carries a cost that will not appear on any statement. KRAFTON removed a studio's founders and lost in court. Developer talent watches these outcomes.

The shares closed at ₩218,000 on September 3, near the 52-week low of ₩204,000. The market capitalisation was ₩10 trillion at Thursday's close, which is about 1.4 times June book value. Trailing net income is depressed by the charge, so any earnings multiple computed on it will be misleading in both directions.

What Would Settle It

The third quarter is the report that matters. The settlement was reached in July, so the final accounting for the earnout lands in that period. Look for two things: whether another non-operating charge appears, and whether the effective tax rate returns to something near 25%.

Second, watch receivables. If ₩1,687.0bn converts to cash in the third quarter, the half-year cash flow gap was timing. If it does not, the record operating profit is less real than it reads.

Third, watch for the first disclosure of ADK's revenue and margin as a segment. Until that appears, nobody outside the company can judge what ₩1.86tn of intangibles is earning.

Written with AI assistance from Korean-language sources and checked against the filing or article it rests on. kstock does not issue buy, sell or hold ratings and this is not investment advice.

One Korean filing a day, in English.

kstock reads DART every morning and writes up what moved — the contract, the buyback, the number that does not add up. The daily post and a Saturday roundup, by email.

Free. Unsubscribe anytime. Sent by Substack · Privacy

259960

Price
₩216,500
Change
-0.69%
Market cap
₩9.9tn
Prev. close
₩218,000
259960 SummaryCompare to Peers