operating profit

AppWizard
August 11, 2026
Supermassive Games is reducing its workforce by up to 75 employees three months after the launch of Directive 8020, citing the need for long-term sustainability. This is the third round of layoffs in under three years, with previous cuts occurring in 2024 and 2025 due to challenges in the gaming industry. The parent company, Nordisk Film, reported an operating profit of €140 million on revenues of €2.2 billion in 2025. The number of employees remaining after the layoffs is currently unclear.
AppWizard
July 29, 2026
Subnautica 2 launched in early access in May 2025 after facing corporate turmoil, including the removal of Unknown Worlds' leadership by Krafton and allegations of sabotage. Krafton accused the studio heads of neglect, while the ousted leadership claimed Krafton was stalling to avoid a financial obligation. Despite these challenges, Subnautica 2 sold 5 million copies shortly after its release. Unknown Worlds' CEO, Ted Gill, left his position amid the turmoil, and staff were set to receive bonuses from the earnout. Krafton reported record revenues of KRW 1.29 trillion and an operating profit of KRW 410.9 billion, largely attributed to Subnautica 2 and the PUBG franchise. PC revenue exceeded KRW 500 billion for the first time, but Krafton faced a net profit deficit of KRW 29.9 billion due to costs from acquiring Unknown Worlds and the earnout.
AppWizard
May 28, 2026
Krafton promised a substantial bonus to Unknown Worlds' principals—Ted Gill, Max McGuire, and Charlie Cleveland—following their acquisition in 2021, with a payout structure of .12 for every dollar earned once monthly revenues exceeded .8 million, capped at 0 million. Subnautica 2 sold four million copies in its first week and received a "very positive" rating on Steam. In 2025, Krafton dismissed the executives, alleging they rushed the game's release, but court proceedings revealed Krafton had approved their strategy. Krafton reported an operating profit of 1.1 trillion Korean won (approximately 6 million) for 2025, raising concerns that the bonus could consume over a third of its annual profits.
AppWizard
February 12, 2026
Kakao Corp. is partnering with Google Inc. to enhance on-device AI services, integrating them with Google's upcoming AI glasses and expanding cloud infrastructure. Kakao's CEO, Chung Shina, highlighted the importance of collaboration with the Android development team to explore new on-device AI possibilities. The partnership distinguishes focuses for both companies, with Google working on device-based AI and Kakao collaborating with OpenAI for consumer-facing services. Kakao is advancing its on-device AI services, including “Kanana in KakaoTalk,” and is the only Korean company utilizing Google's tensor processing units for machine learning. Kakao's collaboration with OpenAI has resulted in over 8 million users for “ChatGPT for Kakao” within three months, with plans to enhance integration with KakaoTalk. In 2025, Kakao reported a 48% increase in operating profit to 732.0 billion won and a 3% rise in revenue to 8 trillion won.
AppWizard
January 30, 2026
Paradox Interactive's year-end financial report indicates a 23% increase in revenue compared to the same quarter last year, marking it as the company's "second-best quarter ever." However, operating profit decreased by 162%, resulting in an overall loss of 245.4 million Swedish kronor, primarily due to the poor performance of Vampire: The Masquerade – Bloodlines 2, which led to a write-down of 355 million kronor. Without this write-down, Paradox would have reported a profit of around 110 million kronor, though this would still be less than the previous year's operating profit of 395.3 million kronor. Additionally, fluctuating foreign exchange rates negatively impacted the company's financial results, with the dollar depreciating by approximately 12% and the euro by 5-6%.
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