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Fewer Downloads, Bigger Spenders: Korea's Mobile Game Market in 2026, by the Numbers

Koreans install a third fewer games than they did in 2020, yet spend about $5 billion a year on them. Meanwhile Korean studios now earn half their mobile money abroad. A data tour of one of the world's strangest and richest mobile markets.

WGC News desk · · 6 min read
Fewer Downloads, Bigger Spenders: Korea's Mobile Game Market in 2026, by the Numbers

Here is a puzzle. In 2020, people in Korea downloaded about 660 million mobile games. By 2026, that number had fallen to roughly 390 million. Over the same years, spending on mobile games barely moved: Koreans still pour about $5 billion a year into in-app purchases.

Fewer players trying new games, but the same amount of money. That single contrast explains most of what is happening in Korea's mobile market right now, from the rise of idle games to Korean studios' rush overseas. Here is the market in numbers, drawn mainly from Sensor Tower's research.

The shrinking funnel

Downloads in Korea peaked at about 660 million in 2020. Sensor Tower estimated about 460 million for 2025, and its 2026 report puts the figure at roughly 390 million, down about 28% from 540 million in 2021.

Revenue tells a different story. In-app purchase revenue was about $5.5 billion in 2021, an estimated $5.3 billion in 2025, and stays close to $5 billion in Sensor Tower's 2026 view. Half-year figures show the rhythm: about $2.4 billion in the first half of 2025, then about $2.8 billion in the second half, up 8.3%.

The result is that revenue per download in Korea hit a record high. Put simply, the Koreans who still play mobile games are spending more per head than ever.

Where the money goes

Genres have shifted a lot in five years. According to Sensor Tower's 2026 report:

  • RPGs (including MMORPGs) fell from 66% of in-app revenue in 2021 to 43% in 2026. Still the biggest slice, but no longer most of it.
  • Strategy games doubled their share from 13% to 25%, led by 4X games such as Whiteout Survival and Kingshot.
  • Puzzle games went from 17% to 32% of downloads, the clearest sign of how casual Korean phone gaming has become.

The 2025 data showed fast growth in smaller sub-genres too: turn-based RPGs grew 138% and merge games 89%. Among casual games, Digital Insight noted that all of the top 10 by revenue in 2025 came from overseas publishers, with merge games like Gossip Harbor surging.

The winners at home

The top of Korea's charts in 2025 and 2026 mixed old kings and new arrivals:

  • Lineage M was No. 1 for the first half of 2025 for a second straight year, and No. 1 again for the second half thanks to its eighth-anniversary event.
  • Whiteout Survival was No. 2 in both halves of 2025, with a record $43 million in Korea in August 2025.
  • Seven Knights Re:BIRTH earned about $120 million from May to September 2025, the year's most successful new release at that point.
  • MapleStory: Idle RPG, launched in November 2025, reached about $430 million worldwide within 11 months.
  • SOL: enchant, launched in June 2026, earned about $90 million by October, the most of any 2026 Korean launch.

Among publishers, Nexon finished the second half of 2025 at No. 1 in Korea for the first time since Sensor Tower began tracking in 2014, ahead of Century Games, the maker of Whiteout Survival.

The export machine

The second half of the puzzle is where Korean studios earn their money. Sensor Tower's numbers show Korean mobile publishers turning steadily outward between 2021 and 2026:

  • Overseas share of their downloads: 88% to 92%
  • Overseas share of their in-app revenue: 44% to 49%

In other words, nine in ten downloads of Korean-made mobile games now happen abroad, and about half the money comes from outside Korea.

Some of the fastest growth in 2026 comes from companies most players have never heard of. In the first three quarters of 2026, overseas revenue grew 78% at Nexon, 82% at tower-defense specialist 111%, 97% at Supercent, and more than 200% at both 5minlab and ACTIONFIT. Supercent's XP Hero passed 10 million downloads, with more than $15 million in in-app revenue and over $3 million in ad revenue in that period. Korean publishers' overseas in-app revenue from hybrid-casual games, simple games with deeper progression and in-app purchases layered on top, doubled over the past year.

Who is still playing

The people left in Korea's mobile market are older and more committed than the stereotype of a phone gamer. A Korea Creative Content Agency survey found overall game use and mobile playtime both declining, so the typical player is not spending more hours, just more money per game. MMORPGs in particular lean on players in their 30s and 40s: Sensor Tower found that 35- to 44-year-olds made up 40.9% of the core gamers reached by MMORPG ads in 2026, and that YouTube carried more than half of the digital ad impressions shown to that group.

At the same time, the casual end of the market is growing fast. Puzzle games' rise to almost a third of downloads, and the No. 1 download ranking in the second half of 2025 for Gostop M, a take on Korea's classic hwatu card game that hit a record 1.2 million downloads in August 2025, show how many people now use their phones for quick, familiar games rather than long sessions. Korea's mobile market is really two markets sharing one app store: a small group of deep spenders and a large crowd of light players.

The ad war

To reach a shrinking pool of new players, game companies spend heavily on ads. From January to September 2025, Korean game ad spending passed $200 million, about 12 times what was spent on PC and console games, and game ads were shown more than 81 billion times, more than media and entertainment (60 billion) or education (53 billion). In January 2026, 4X games alone took 19% of all game ad impressions in Korea.

By the numbers

  • 660 million: mobile game downloads in Korea in 2020, the peak
  • 390 million: downloads in 2026
  • ~$5 billion: yearly in-app spending, roughly flat since 2021
  • 43%: RPG share of revenue in 2026, down from 66%
  • 92%: share of Korean publishers' downloads that come from abroad
  • $200 million+: Korean game ad spend, January to September 2025

What to watch

Three things will shape 2027. First, whether Korea's spending can stay flat while downloads keep falling; at some point the funnel gets too narrow. Second, whether the MMORPG's 2026 comeback lasts against 4X strategy. Third, how far Korea's small hybrid-casual and tower-defense studios can go abroad.

WGC's take: Korea's mobile market looks smaller than it is. The headline download numbers are falling, but the players who remain are some of the most engaged and highest-spending anywhere, and the studios that serve them are increasingly selling to the world. That combination, a demanding home market and a growing export business, is not a bad place for an industry to be.

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