Neptune rises as dark horse in global game industry

Neptune Corp.'s chief executive Jeong Wook 
Neptune Corp.'s chief executive Jeong Wook 
Joo-wan Kim 3
2020-12-17 12:43:49 kjwan@hankyung.com
PC games



A South Korean game company is hoping to shake up the global game landscape with its latest title, Eternal Return: Black Survival, a PC game that has achieved remarkable success in the two months since its release.

On Oct. 14, Neptune Corp.'s subsidiary Nimble Neuron debuted Eternal Return on the world’s largest PC game platform Steam. Upon its release, the game pulled in around 3,290 players, and in just seven weeks had surged sixteenfold to 52,853 players on Dec. 6.

This is the second time for a Korean game to draw in over 40,000 users on Steam since Krafton Inc. rolled out its global blockbuster PlayerUnknown's Battlegrounds (PUBG) in 2017. It's particularly impressive considering that Korean PC games tend to underperform in the global market.

“Our strategy was to create a game with the help of our players and it worked. We are ready to go all in to make sure we don't miss out on this amazing opportunity," said Jeong Wook, the chief executive of Neptune, in an interview with The Korea Economic Daily as of Dec. 16.



Neptune rises as dark horse in global game industry


Jeong says the "community snowballing" strategy contributed immensely to the game's success. Community snowballing is a fast-track approach that employs community involvement to drive a project's growth. It was also used by Krafton when developing PUBG, which went on to achieve global success.

Eternal Return is currently offered through early access on Steam. During the early access period, players can enjoy the game in pre-release development cycles and submit feedback, which can be adopted by the developers to fine-tune the game ahead of the official release.

Prior to the October early access release, Nimble Neuron ran seven alpha and beta tests, during which they received and implemented input from over 20,000 players.

“Our team of developers is considerably smaller than those of larger game companies, so the feedback we received from our players was very valuable,” said Jeong.

Eternal Return's popularity can also be attributed to its effective use of factors that were successful in earlier games. For example, Eternal Return selected the Battle Royale genre, already very popular thanks to PUBG.

The game also adopted a Multiplayer Online Battle Arena (MOBA) gameplay from Riot Games’ League of Legends, which has remained the No. 1 PC game for over a decade.

The blending of familiar and popular gameplay elements in Eternal Return has prompted game players to refer to the game as “League of Legends in survival mode.”

“It takes about 30 to 40 minutes to play a full game of League of Legends, but a game on Eternal Return requires around 15 to 20 minutes, which lessens stress for players,” said Jeong. “Simply put, if League of Legends is similar to Youtube, Eternal Return is more like to Tik Tok."




Neptune is committed to spending its resources to promote Eternal Return. The company has expanded its team of developers from 10 members to 50 members this year.

Also, on Dec. 15, the company decided to invest 10 billion won ($9.1 million) into Nimble Neuron, an extraordinary decision given that Neptune has posted four straight years of operating losses since 2016.

Eternal Return is expected to launch its official release in late 2021. During the early access period, Nimble Neuron plans to enhance its features, such as by expanding the choice of game characters and adding a ranking system.

“Our latest achievement is very rare for a Korean game company. It is a stroke of incredible luck and we are ready to put in our best efforts to shake up the game industry,” Jeong said.


Write to Joo-wan Kim at kjwan@hankyung.com
Danbee Lee edited this article.

S.Korean games, entertainment eye China return after 3-year ban

S.Korean games, entertainment eye China return after 3-year ban

Com2uS' most popular mobile game Summoners War South Korea's game and entertainment companies saw their share prices surge on rising expectations of a return to the Chinese market after a Korean mobile game developer received approval from the Chinese government -- the first Korean game to do

Firms vie to become Krafton's $883 mn IPO manager

Firms vie to become Krafton's $883 mn IPO manager

A competitive lineup of securities firms gathered at game developer Krafton Inc.'s office building in Pangyo, Gyeonggi province on Oct. 21 to pitch for the company's IPO underwriter position.  Krafton is the label behind the international hit game PlayerUnknown’s Battlegrounds (PUBG) with

Korean unicorn Krafton eyes 2021 IPO to raise over $850 mn

Korean unicorn Krafton eyes 2021 IPO to raise over $850 mn

South Korean games developer Krafton Inc., 13.2% owned by Tencent Holdings’ investment arm, is seeking to raise over 1 trillion won ($852 million) in an initial public offering next year, set to be the country’s first unicorn company to list on the main Kospi bourse.The startup, behind t

Korean mobile game developer buys out German rival

Korean mobile game developer buys out German rival

South Korean mobile game developer Com2uS Corp. has acquired a German gaming rival in its first cross-over buyout, in a move to bolster its sports game portfolio and increase its global footprint.Com2uS, listed on the junior Kosdaq market, bought a 100% stake in Out of the Park Developments (OOTP),

Kakao Games gears up to become Korea’s IPO blockbuster of the year

Kakao Games gears up to become Korea’s IPO blockbuster of the year

Kakao Games Corp. is set to be South Korea’s biggest initial public offering of the year backed by overwhelming demand seen during its bookbuilding for institutional investors on August 26 and 27, according to the investment banking industry. Around 270 billion won ($227 million), 71% from th

Korean game platform seeks $323 mn IPO in non-contact business boom

Korean game platform seeks $323 mn IPO in non-contact business boom

Kakao Games Corp., a unit of South Korea’s top mobile messaging app operator, is seeking to raise up to 384 billion won ($323 million) from an initial public offering in Seoul next month, riding on the non-contact business boom in the stay-at-home environment.The platform of the famous game ti

(* comment hide *}