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You might not hear that much about it anymore, but the PUBG series grew its revenue by 25% in the first half of 2026

Дата публикации: 29-07-2026 13:56:53

PUBG, once the biggest multiplayer game on PC, has quietly continued to do very well. Though it may no longer make the headlines, it remains a constant sight in Steam's top five most played games, trading blows with the platform's biggest releases regularly. Read more

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Image credit: Krafton, Eurogamer.

PUBG, once the biggest multiplayer game on PC, has quietly continued to do very well. Though it may no longer make the headlines, it remains a constant sight in Steam's top five most played games, trading blows with the platform's biggest releases regularly.

That popularity, it turns out, has also made it very profitable for Krafton. The developer-publisher announced that the PUBG intellectual property (IP) has collectively brought in 25 percent more revenue in the first half of 2026 than the previous year. Krafton shared this in its second quarter 2026 financial earnings report.

The PUBG brand encompasses PUBG: Battlegrounds on PC as well as the incredibly popular PUBG Mobile and Battlegrounds Mobile India. All three games showed growth, and Krafton pointed to recent collaborations and new modes as key factors.

Image credit: PUBG Corporation, Krafton.

On PC, that took the form of the co-op PvE mode Xeno Point, as well as a cross-over event with the Payday series. More diverse modes and collaborations are, unsurprisingly, on the way in the second half of 2026.

Some of that growth on mobile is owed to the game's user-generated content (UGC), which lives under the World of Wonder banner - essentially a creative suite that's not entirely unlike Robolox's or Fortnite's.

"Going forward, Krafton will upgrade its creation tools and expand UGC built on global IPs such as Naruto and Spider-man, while enhancing user engagement and creator rewards through a new in-game currency," the publisher said.

Krafton's overall operating profit during the second quarter set a new record, too, totalling 410.9b KRW (~£213m), a massive 67.0 percent increase year-on-year.

Interestingly, the PC and console segments led in revenue growth, with the former growing by 155.1 percent year-on-year, and the latter 143.3 percent. By comparison, mobile only saw a modest 5.5 percent growth.

Elsewhere in the report, Krafton revealed similarly strong performance from the recently released Subnautica 2 early access, which convinced the company to turn it into a "franchise IP".

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