Blockchain game performance is key to Wemade’s future success
South Korea’s securities and investment banking house, Shinhan Securities, has maintained the investment rating for Korean game company Wemade as “hold,” according to local financial media outlet Etoday. Shinhan Securities cited uncertainties in the crypto market outlook and the firm’s need to improve business performance as the ground for its latest investment rating. The performance of the firm’s blockchain games is a significant factor in Wemade’s future success as the overall excitement surrounding mobile massively multiplayer online role-playing games (MMORPGs) cools down.
Shinhan Securities’ head analyst Kang Seok-oh wrote in his analysis report that for Q4 2023, the firm recorded an operation loss of approximately $53 million (KRW 70.8 billion) and a consensus deficit close to $39.4 million (KRW 52.6 billion). Sales for the game company declined during the same period because the revenue from license sales, which was included in the Q3 2023 revenue, was not counted in the Q4 2023 figures, according to the report.

New games to enter the Chinese market
Wemade is set to roll out more new games relative to last year, with plans to enter the Chinese market with “Mir4” and “MirM,” both of which are based on blockchain technology. Its MMORPG “Night Crows,” which ranked 3rd in mobile game sales last year, is also scheduled for a global launch on March 12. “The Legend of Mir”, the firm’s another new game in the pipeline, will be released in the second half of this year.
Kang said the key question is how much influence the crypto market boom will have on the future performance of the firm’s blockchain games. Furthermore, with the firm’s local sales slowing down following the cease of its referral marketing strategy, keeping its existing services profitable would be another important point, he said.
“Although Wemade keeps making its efforts to enter the Chinese market by signing contracts and obtaining the license permit Version Number from the Chinese government, it seems unlikely that Korean games will enjoy the high popularity they once had before China’s ban on Korean culture. Everything would have to turn out in the game company’s favor to improve its business performance,” Kang said.


