Devsisters
Devsisters Corporation is a South Korean mobile game developer and publisher founded in 2007, specializing in entertainment apps featuring whimsical characters and gameplay mechanics centered on adventure, puzzles, and kingdom-building.[1] The company, headquartered in Seoul with additional offices across Asia and the Americas, has achieved global prominence through its flagship Cookie Run intellectual property, which encompasses titles like CookieRun: Kingdom, CookieRun: OvenBreak, and CookieRun: Tower of Adventures, collectively reaching over 200 million players worldwide.[1] Key successes include CookieRun: Kingdom surpassing 150 million downloads and generating substantial revenue—estimated at over $225 million by 2022—through a blend of role-playing elements, base-building, and gacha mechanics that appeal to diverse markets in Asia, North America, and Europe.[2][3] The franchise has earned accolades such as Best Mobile Developer at the 2022 Pocket Gamer Awards and Best Ongoing Game at Google Play's 2023 honors, underscoring Devsisters' innovation in scalable, high-engagement mobile titles supported by robust infrastructure handling peaks of 60,000 transactions per second.[1][2] However, the company has encountered operational challenges, including abrupt layoffs of approximately 40 employees in early 2023 amid slowing growth in core titles, as well as player backlash over specific update content perceived as culturally insensitive, such as stereotypical depictions in 2023 releases.[4] These incidents, often amplified in gaming communities, highlight tensions between rapid iteration for monetization and community expectations, though Devsisters has responded with apologies and revisions in some cases.[5]Company Overview
Founding and Mission
Devsisters was established on May 30, 2007, in Seoul, South Korea, by Ji-Hoon Lee, who serves as the primary founder and current chairman of the board.[6] Initially operating under the name Extra Standard as a mobile app publisher, the company was led by Lee alongside co-founders including Sejoong Kim.[7] Sejoong Kim departed in early 2010 to establish JellyBus, a mobile application developer.[8] The transition to the Devsisters name occurred around 2009, reflecting a focus on mobile gaming development during the industry's shift from console and PC platforms.[9] The company's mission centers on creating enjoyable, immersive gaming experiences that foster happiness and global engagement, encapsulated in its stated goal: "We Create a Joyful World! In More Places, To More People, For More Moments."[1] This vision emphasizes delivering content unbound by traditional conventions, with a positive attitude toward innovation and persistence in competitive markets.[1] Devsisters prioritizes touching users' hearts through memorable adventures, particularly via its flagship Cookie Run intellectual property, which has attracted over 200 million users worldwide since inception.[1] The name "Devsisters" derives from an intent to build supportive relationships akin to "sisters" for developers, underscoring a commitment to collaborative, user-centric entertainment.[2]Organizational Structure and Global Operations
Devsisters Corporation operates under a board of directors that includes CEO Cho Kil Hyeon, inside directors Lee Ji Hoon, Kim Jong Heun, and Jung Moon Hee, as well as outside directors Kim Ye Won and Choi Ethan, with Kim Hee Jae serving as auditor.[10] This governance structure supports strategic decision-making for game development, publishing, and investment activities, reflecting the company's evolution as a public entity listed on the Korean stock exchange. In April 2025, Devsisters introduced a revamped executive framework to bolster expansion, emphasizing leadership continuity from key figures who have driven prior growth in titles like the Cookie Run series.[11] The company's global operations are anchored at its headquarters in Seoul, South Korea, located at 327 Dosan-daero, Gangnam-gu.[12] Additional offices facilitate international development and market access, including Devsisters Japan in Tokyo at #901 H¹O Kanda, 41-1 Kanda Higashimatsushitacho, Chiyoda City; Devsisters Taiwan in Taipei City at 10F.-2A, No.128, Sec. 3, Minsheng E. Rd., Songshan Dist.; and Devsisters USA in San Mateo, California, at 400 Concar Drive.[12] These four locations encompass three dedicated development studios, enabling cross-platform production for mobile, PC, console, VR, and animation, while serving over 200 million cumulative users worldwide.[1] Devsisters extends its operations through Devsisters Ventures, a subsidiary founded in 2015 as a venture capital arm focused on seed, early-, and growth-stage investments in gaming, healthcare/biotech, and high-technology startups.[13][14] This structure allows the parent company to diversify beyond core game development into ecosystem-building initiatives, such as funding innovative mobile and digital content ventures.[15]Historical Development
Pre-Devsisters Initiatives: 2007–2009
The precursors to Devsisters originated with the founding of Extra Standard Co., Ltd. on May 30, 2007, by Ji-Hoon Lee and Sejoong Kim, who served as key early leaders.[16][17] This entity was established with the primary objective of developing edutainment software, integrating educational content with interactive entertainment to target emerging digital platforms.[17] The initiative reflected the founders' focus on creating accessible, engaging applications amid South Korea's growing interest in digital learning tools during the late 2000s. From 2007 to 2009, Extra Standard concentrated on prototyping and producing early educational content, laying groundwork for software that blended learning mechanics with game-like elements, though commercial releases from this phase remain sparsely documented in public records.[16] These efforts operated in a nascent mobile and edutainment market, where the company navigated limited resources typical of startup ventures in Seoul's tech ecosystem. By late 2009, Extra Standard underwent a rebranding to Moblier Corp., signaling a strategic pivot toward mobile-oriented development that would directly precede the formal emergence of Devsisters.[17] This period's activities, while foundational, produced no major hits but established core competencies in content creation that informed subsequent gaming innovations.[1]Establishment and Initial Growth: 2009–2012
Devsisters emerged from its predecessor entity, Extra Standard, which was established on May 30, 2007, by Ji-Hoon Lee and Se-joong Kim with an initial focus on edutainment software development.[18][17] By early 2009, the company rebranded to Moblier Corp., shifting toward mobile application development amid the rising popularity of iOS platforms.[17] This transition marked the formal establishment of what would become Devsisters, with the "Devsisters" brand initially appearing on mobile apps before an official corporate name change in April 2010.[19] The company's initial foray into gaming occurred with the release of OvenBreak on June 15, 2009, for iPhone and iPod Touch, developed under Ji-Hoon Lee's leadership as CEO.[18][20] This side-scrolling endless runner featured a gingerbread man protagonist escaping a witch's oven, introducing core mechanics and characters that later defined the Cookie Run series. OvenBreak represented a pivot from edutainment to casual mobile entertainment, capitalizing on the App Store's growth and establishing Devsisters as an early entrant in the genre.[20] Subsequent iterations, including OvenBreak Infinity in March 2010, expanded gameplay with additional modes and content, fostering user retention through iterative updates typical of early mobile titles.[16] These releases solidified the company's operational base in Seoul, with leadership comprising Ji-Hoon Lee (CEO), Se-joong Kim (COO), and a small team focused on rapid prototyping and platform-specific optimization. By 2012, Devsisters had built a foundation in casual gaming, though significant scaling occurred later with franchise expansions.[18]Breakthrough with Cookie Run: 2013–2015
In April 2013, Devsisters released Cookie Run for the KakaoTalk platform, marking a pivotal shift toward the domestic Korean market after earlier international efforts yielded limited results. Developed by a small team amid financial distress—including near-bankruptcy in 2012—the game introduced an innovative stamina-based running mechanic that fostered player attachment to cookie characters, differentiating it from endless runners and emphasizing themes of perseverance. This launch, described internally as a "last spark of hope," rapidly propelled Devsisters from survival mode to prominence, with the title earning the moniker "National Running Game" due to its widespread cultural penetration across schools, workplaces, and social media.[21] The game's success in 2013 was immediate and transformative, generating substantial revenue and user engagement that stabilized the company and validated its focus on user-centric design prioritizing empathy and long-term retention over pure monetization. By year's end, Cookie Run had become South Korea's top-downloaded app, underscoring its breakout status amid a competitive mobile landscape dominated by casual social games. This domestic triumph provided the financial foundation for expansion, enabling Devsisters to invest in IP development rather than mere survival.[21] In January 2014, Devsisters extended the franchise internationally via LINE Cookie Run, launched in partnership with the Japanese messaging app LINE, which amassed 10 million downloads within 30 days and further amplified the IP's reach. By April 2014, cumulative downloads in Korea alone exceeded 20 million, reflecting sustained momentum and cross-platform appeal. Through 2015, the core Cookie Run titles maintained strong player retention, solidifying the franchise as Devsisters' flagship asset and paving the way for sequel experimentation, while merchandise like comics and toys began emerging to capitalize on fan enthusiasm.[22]Expansion and Diversification: 2016–2020
In 2016, Devsisters released Cookie Run: OvenBreak, an endless runner game that marked a significant expansion of the Cookie Run franchise with enhanced multiplayer elements, pet companions, and treasure systems. The title underwent a soft launch on September 27, 2016, in select markets including Canada, Australia, Hong Kong, and the Philippines, before its global rollout on October 27, 2016, excluding China.[23] This release achieved immediate commercial success, topping the free app charts on both the App Store and Google Play in South Korea upon launch.[24] The company diversified its portfolio beyond the core Cookie Run IP during this period by launching non-franchise titles, including Solitaire: Decked Out in 2016, a themed solitaire game, and Tape it Up! in 2017, a physics-based puzzle title.[25] Concurrently, Devsisters experimented with monetization strategies in OvenBreak, integrating rewarded video ads alongside in-app purchases, which yielded a 500% increase in ad revenue through optimized formats and placements via Google AdMob.[26] Global outreach intensified with OvenBreak's international availability, contributing to franchise download milestones and sustained user engagement through regular content updates. Financial performance reflected this growth, with operating revenue rising from 15.02 billion KRW in 2016 to 17.16 billion KRW in 2017, then surging to 35.71 billion KRW in 2018 and 37.60 billion KRW in 2019, driven primarily by overseas markets and hybrid revenue models.[27] By 2020, per-user revenue in key titles had increased fivefold over the prior four years, underscoring the period's focus on scalable, IP-centric expansion rather than radical genre shifts.[24]Recent Challenges and Recovery: 2021–Present
In the years following the 2021 revenue peak of 369.3 billion KRW, primarily driven by the success of Cookie Run: Kingdom, Devsisters experienced a significant downturn as player engagement with its core franchise plateaued and market saturation set in.[28] Revenue declined sharply, reaching approximately 160 billion KRW in 2023, reflecting broader challenges in sustaining growth from aging titles amid intensifying mobile gaming competition.[29] This period saw operational strains, including abrupt layoffs of around 40 employees in January 2023, which an anonymous company insider described as sudden terminations without adequate notice, exacerbating internal morale issues.[4] Further restructuring occurred in early 2024, with substantial layoffs at Devsisters' U.S. office, affecting a large portion of staff involved in localization and marketing efforts, amid speculation of a full studio closure—though U.S. leadership denied complete shutdown.[30] These cuts were part of cost-control measures in response to the revenue slump and slower-than-expected global expansion.[31] Despite these setbacks, the company maintained focus on its Cookie Run IP, issuing updates and addressing player feedback, such as apologizing in advance for a controversial new system in Cookie Run: Kingdom while committing to iterative improvements.[5] Signs of recovery emerged in 2024, with annual revenue rebounding to about 221 billion KRW, followed by a 68.81% quarter-over-quarter increase to 91.98 billion KRW in Q2 2025, signaling renewed momentum from ongoing franchise content and diversification efforts.[29][32] Devsisters reported positive FY2024 financials, including operating income of 272 billion KRW and net income of 283 billion KRW, alongside a profit margin of 10.73% as of mid-2025.[33][34] This upturn coincided with strategic expansions, such as the announcement of Dead Cide Club's Steam Early Access release and a robust 2025 roadmap for Cookie Run: OvenBreak featuring new events, beasts, and modes to reinvigorate player bases.[35][36] By June 2025, the company's market capitalization stood at 349 million USD, with its stock price at 31.85 USD, indicating investor confidence in the stabilization and potential for IP-led growth.[37]Products and Intellectual Property
Core Gaming Franchise: Cookie Run Series
The Cookie Run series comprises a lineup of primarily mobile games developed by Devsisters, featuring anthropomorphic cookie protagonists who embark on adventures to evade witches, ovens, and other perils in a whimsical, candy-themed universe inspired by folklore such as the Gingerbread Man tale.[38] Core gameplay across titles emphasizes fast-paced action, collection mechanics, and character customization, with cookies equipped with pets, skills, and upgrades to progress through levels or build worlds.[38] The franchise has diversified beyond endless runners into strategy, puzzle, and card-based formats, amassing over 200 million cumulative players globally by September 2022 through freemium models blending free access with in-app purchases.[1] The series originated with the initial Cookie Run title, released on April 2, 2013, for iOS as a side-scrolling endless runner where players control GingerBrave and other cookies dashing from the Witch's oven while collecting coins and jellies.[39] This game marked Devsisters' entry into the Cookie Run intellectual property, building on earlier prototypes like OvenBreak from 2009 but establishing the enduring cookie escape narrative.[40] It achieved over 114 million downloads across platforms including Kakao and LINE versions by 2014, validating the IP's appeal in South Korea and Asia before global expansion. Subsequent iterations refined mechanics, introducing multiplayer elements and narrative depth while maintaining the addictive "one more run" loop. Key expansions include Cookie Run: OvenBreak, a 2016 global release that enhanced the runner formula with team-based relays, pet synergies, and rhythmic obstacle avoidance, sustaining long-term engagement via frequent updates and events.[38] Cookie Run: Kingdom, launched January 19, 2021, shifted to a social RPG with kingdom-building, gacha recruitment of over 100 unique cookies, and PvP battles, generating substantial revenue—estimated at nearly $290 million across the series in 2021 alone—through character progression and collaborations.[41] [3] Other notable entries encompass puzzle-oriented titles like Cookie Run: Witch's Castle and Cookie Run: Puzzle World, which involve match-3 or escape-room challenges; action-adventure Cookie Run: Tower of Adventures (2023), a top-down dungeon crawler; and Cookie Run: Braverse TCG, a 2024 trading card game emphasizing collection and strategy.[38] Upcoming releases such as Cookie Run: OvenSmash preview PvP-focused urban fantasy battles, signaling continued genre experimentation.[42]| Game Title | Primary Genre | Key Features |
|---|---|---|
| Cookie Run (original) | Endless Runner | Basic evasion from oven, coin/jelly collection; foundational IP launch. |
| Cookie Run: OvenBreak | Endless Runner | Relay modes, pets, treasures; ongoing updates since 2016 global release. |
| Cookie Run: Kingdom | Social RPG | Base-building, gacha heroes, guild wars; over 150 million downloads. |
| Cookie Run: Tower of Adventures | Action-Adventure | Top-down exploration, co-op raids; narrative-driven progression. |
| Cookie Run: Braverse TCG | Trading Card Game | Card collection, deck-building battles; physical-digital hybrid. |
Other Games and Applications
Devsisters has pursued diversification beyond the Cookie Run series through select mobile games, primarily targeting casual and puzzle genres to leverage its mobile development expertise. These titles represent experimental ventures, with varying degrees of commercial longevity and player engagement compared to the company's flagship IP.[38] BRIXITY, released globally in late 2021 for iOS and Android, is a social sandbox city-builder set in a post-apocalyptic 2523 where players reconstruct Earth using modular "Brix" blocks for terrain, structures, and gameplay modes.[44] The game emphasizes user-generated content, multiplayer collaboration, and strategy elements like resource management and Pipo (inhabitant) simulation, earning it the "Best Strategy Game" award at the 2023 Pocket Gamer Awards for its creative depth.[45] By mid-2023, it had garnered over 4,600 ratings averaging 4.0 on Google Play, reflecting moderate reception amid competition in the sandbox genre.[46] In 2016, Devsisters launched Solitaire: Decked Out, a digital adaptation of Klondike Solitaire featuring animated, thematic decks unlockable via in-game coins and daily challenges.[47] Designed for offline play with streak bonuses and ad-supported progression, it has maintained availability on major platforms, accumulating over 107,000 Google Play ratings at 4.4 stars as of 2025, appealing to traditional card game enthusiasts through polished visuals and accessibility.[47] The title incorporates monetization via lucky boxes and subscriptions for ad removal, aligning with casual gaming trends.[48] Tape it Up!, introduced in April 2017, functions as a fast-paced arcade clicker where players control quirky characters taping boxes on an accelerating conveyor belt to prevent mishaps, incorporating power-ups and combo mechanics for high scores.[49] Marketed as a simple yet addictive time-killer by a small internal team, it achieved early traction as Devsisters' inaugural non-Cookie Run hit, with iOS ratings reaching 4.7 stars from limited reviews.[50] However, the game was delisted from Google Play by late 2023, limiting its ongoing accessibility despite preserved APK availability and nostalgic player interest.[51] Earlier efforts include minor titles like the 2010 social party game Obey-Makes You Party Game!, focused on multiplayer interactions via iOS devices, though many pre-2013 apps from Devsisters' experimental phase remain archived or lost, reflecting the company's pivot toward sustained IP development.[40] Overall, these applications underscore Devsisters' strategy of iterative casual gaming prototypes, with BRIXITY representing the most ambitious departure in scope and ongoing support.[1]Business Operations and Financial Performance
Monetization Strategies and Revenue Streams
Devsisters' primary monetization strategy revolves around a free-to-play model for its core Cookie Run franchise, integrating in-app purchases (IAP) with in-app advertising (IAA) to capture revenue from diverse user segments. This hybrid approach balances premium content sales—such as character acquisitions, cosmetic skins, toppings, and battle passes—with ad-supported mechanics like rewarded videos, enabling sustained engagement among non-paying players who comprise over 90% of the user base in titles like Cookie Run: Oven Break.[26][52] The model emphasizes gacha-style IAP for randomized rewards, which drives high-value transactions from "whale" spenders, while ads provide accessible progression boosts without requiring payment.[3] In Cookie Run: Oven Break, Devsisters optimized IAA through AdMob integration, experimenting with rewarded ad placements to achieve a 500% growth in ad revenue by 2018, without compromising core gameplay retention. Rewarded videos offer players extra attempts, crystals, or items, creating a low-friction revenue stream that complements IAP for energy refills and special runs.[26] This strategy proved scalable, contributing to the game's long-term viability amid fluctuating IAP trends. In contrast, Cookie Run: Kingdom leans more heavily on IAP, utilizing kingdom-building progression tied to gacha pulls for epic cookies and treasures, which generated approximately $250 million in net revenue from 22 million downloads by April 2022.[3] Seasonal events and limited-time banners further amplify IAP velocity by incentivizing urgent purchases for competitive advantages in guild battles and story modes. Diversification efforts include expanding IAP options like skin systems and event-driven bundles across titles, as seen in recent updates to Cookie Run: Tower of Adventures, which emerged as a supplementary revenue pillar in Q3 2024.[53] Global localization tailors these mechanics to regional preferences, with stronger ad reliance in emerging markets and IAP dominance in high-ARPU areas like South Korea and the US. Overall, this framework supported Q1 2025 revenue of 89.1 billion KRW, up 50% year-over-year, largely propelled by Cookie Run titles' combined IAP and ad performance.[54][11]Key Financial Milestones and Public Listing
Devsisters achieved a pivotal revenue milestone in 2013 with the launch of Cookie Run on KakaoTalk, generating approximately 62 billion KRW in sales that year, marking a sharp rise from 800 million KRW in 2011 and establishing the game as South Korea's most downloaded app of the year.[55][56] This surge continued into 2014, with the company posting an operating profit of $10 million following the game's expansion.[57] The firm pursued public listing amid this growth, announcing its initial public offering on September 21, 2014, for 2,700,000 shares priced at 53,000 KRW each on the KOSDAQ exchange.[52] Listing commenced on October 6, 2014, under ticker 194480, raising 143.1 billion KRW through the IPO to fund further development and operations.[58][59] Post-listing, Devsisters sustained revenue expansion, averaging 210.3 billion KRW annually from 2020 to 2024, driven by franchise extensions like Cookie Run: Kingdom.[28] Trailing twelve-month revenue reached 303.3 billion KRW by mid-2025, reflecting recovery from a 2023 net loss of $37.55 million to a 2024 profit of $20.93 million.[60][61] In Q4 2024, quarterly sales hit 50.2 billion KRW, up 32.8% year-over-year, bolstered by Cookie Run monetization.[43]Growth Metrics and Market Impact
Devsisters has demonstrated robust revenue expansion, with trailing twelve-month revenue reaching approximately $216 million as of June 30, 2025, reflecting sustained growth driven primarily by the Cookie Run franchise.[37] In fiscal year 2024, the company reported $142 million in revenue, marking a 46.6% increase from $97 million in 2023, fueled by global user acquisition and monetization enhancements in titles like Cookie Run: Kingdom.[29] This uptick continued into early 2025, with first-quarter revenue hitting 89.1 billion KRW ($65 million), a 50% year-over-year rise, underscoring the franchise's resilience amid broader mobile gaming market fluctuations.[11] User engagement metrics further highlight Devsisters' scaling, with the Cookie Run series surpassing 500 million global downloads since inception, establishing it as a cornerstone of casual mobile gaming.[11] Cookie Run: Kingdom alone achieved over 72 million cumulative global downloads by early 2025, with a 27% year-over-year increase in new users in the fourth quarter of 2024, contributing to quarterly profits of 700 million KRW ($510,000).[43] [62] These figures position Devsisters as a key player in the merge and RPG hybrid genre, where it has optimized non-paying user retention—over 90% of its audience—through rewarded video ads, yielding a 500% growth in ad revenue via partnerships like Google AdMob.[26] In terms of market impact, Devsisters' performance has bolstered South Korea's dominance in global mobile gaming exports, with Cookie Run titles generating substantial in-app purchase and ad revenues that rival mid-tier publishers despite a narrower portfolio.[52] The company's KOSDAQ listing (A194480) has supported capital raises for IP diversification, enhancing its enterprise value to around $210 million by mid-2025 and influencing sector benchmarks for indie-to-midcap transitions in hyper-casual to mid-core gaming.[37] Forecasts project 11.9% annual revenue growth through 2027, driven by overseas expansion, though earnings volatility tied to update cycles remains a noted risk in analyst assessments.[63]| Fiscal Year | Revenue (USD Millions) | Year-over-Year Growth |
|---|---|---|
| 2023 | 97 | - |
| 2024 | 142 | +46.6% |