Pearl Abyss Sees Q2 Earnings Drop as Crimson Desert Launch Boost Fades
Pearl Abyss has reported a decline in its Q2 earnings, as the initial surge from Crimson Desert's launch in March has begun to subside. The company's operating revenue and profit saw a decrease from the previous quarter, following a significant 419.8% increase in Q1 earnings. Specifically, operating revenue fell 41.4% to ₩192.6 billion ($135.9 million), while operating profit decreased by 68.1% to ₩67.6 billion ($47.7 million), with net profit also experiencing a 58.3% decline to ₩70.9 billion ($50 million). The company attributed this underperformance to factors including sales splits, regional pricing differences, and time lags in revenue recognition. Geographically, North America and Europe accounted for 75% of revenue, followed by Asia and Korea at 16% and 9%, respectively. By platform, PC generated 61% of revenue, with console and mobile accounting for 34% and 5%, respectively. Notably, Crimson Desert represented about 70% of total revenue. During Q2, Crimson Desert sold 2.11 million copies, generating ₩136.1 billion ($96 million) in revenue, with digital sales making up 82% of total units sold. Pearl Abyss is currently developing DLC for the game, with a release date expected to be announced in Q3. Additionally, the company is expanding to new platforms, having achieved a playable version on Nintendo Switch 2, with a targeted launch in the first half of 2027. The Black Desert franchise saw a slight decrease in revenue, generating ₩55 billion ($38.8 million), as the focus shifted towards content optimization rather than major expansions. Looking ahead, Pearl Abyss has revised its full-year guidance, expecting operating revenue to range from ₩709.8 billion ($501 million) to ₩743.8 billion ($525 million), with operating profit projected between ₩315.5 billion ($222.7 million) and ₩345.2 billion ($243.6 million). The company is also developing two new titles, DokeV and Plan 8, with DokeV scheduled for release in the second half of 2028, as part of its goal to maintain a consistent release cycle of every two to three years for its games.