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Joymax

Joymax, also known as Wemade Max Co., Ltd., is a South Korean video game developer and publisher specializing in massively multiplayer online role-playing games (MMORPGs) and mobile titles. Founded in April 1997 in Seoul by Jeon Chanwoong, the company initially focused on PC-based games before expanding to mobile platforms and global markets. Its breakthrough title, Silkroad Online (launched in 2005), an MMORPG inspired by the historical Silk Road trade route, attracted over 20 million registered users worldwide and peaked at 150,000 concurrent players, establishing Joymax as a key player in the free-to-play gaming sector. In June 2010, Wemade Entertainment acquired a controlling stake in Joymax for an estimated $40–50 million, leading to a merger in 2011 that combined Joymax's publishing expertise with Wemade's development strengths, particularly from hits like The Legend of Mir series; the entity was subsequently renamed Wemade Max. Prior to the acquisition, Joymax developed its first game, Final Odyssey, in 1999, marking its entry into the MMORPG genre with a focus on historical and fantasy themes. The company's growth included establishing offices in North America and the Philippines, employing around 250 staff by 2011, and targeting international audiences in regions like Turkey, Germany, the United States, and Egypt. Post-merger, Wemade Max continued Joymax's legacy by acquiring stakes in other studios, such as IO Entertainment (creators of Lost Saga) in 2011 and Link Tomorrow Co., Ltd. in 2014, while diversifying into blockchain-based games and Web3 initiatives under the broader Wemade group. Headquartered in Bundang-gu, Seongnam, the company remains active in developing and servicing titles across PC, mobile, and emerging technologies, contributing to South Korea's prominent role in the global gaming industry.

History

Founding and early development

Joymax was founded on April 10, 1997, in , , by Jeon Chanwoong, who had studied computer information systems and was inspired by advancements in programming for games. The company was established by a team aiming to develop software for online multiplayer experiences, capitalizing on the emerging internet infrastructure in . From its inception, Joymax concentrated on the development of PC network games and related technologies, including 3D computer graphic animation software, as the online gaming sector began to take shape in Asia. By 2010, ahead of its merger with Wemade, the company had grown to approximately 230 employees, reflecting its expansion in the competitive Korean software development landscape. Joymax's first major game release was Final Odyssey in January 1999, a title set in a futuristic world of conflicts, which marked the 's entry into the PC gaming market. Developed for Windows, the game featured single-player campaigns involving and tactical battles, drawing inspiration from the genre popularized by titles like StarCraft. Subsequent releases included titles like Atrox (2000), a game, helping build expertise in online multiplayer before the MMORPG shift. Following decent successes with games resembling StarCraft, Joymax continued with simpler, license-based games in the late 1990s and early . This early focus laid the groundwork for Joymax's later transition into more ambitious MMORPG projects in the .

Growth through MMORPGs

In the early , Joymax shifted its focus from earlier licensed titles to the burgeoning MMORPG genre, capitalizing on the rising popularity of online multiplayer games in and beyond. This pivot culminated in the development and launch of in 2004, which became the company's flagship title and a of its expansion. Released initially in with an open beta on November 29, 2004, and official launch on March 17, 2005, the game adopted a model supported by microtransactions for in-game items, allowing broad accessibility while generating revenue through optional purchases. Silkroad Online drew inspiration from the historical trade routes of the 7th century, blending fantasy elements with authentic cultural motifs from ancient Chinese and European civilizations. Players could engage in a unique economy-driven gameplay loop, forming trader caravans to transport goods across vast maps, while participating in player-versus-player (PvP) combat as hunters protecting shipments or thieves ambushing them for profit. This innovative mix of trading simulation and open-world PvP distinguished the game from contemporaries, fostering community-driven events and long-term engagement. By , the title had amassed 7.2 million registered users worldwide, underscoring its rapid growth in player base. Joymax's international expansion accelerated with the establishment of a global direct service platform starting in early 2006, enabling the company to operate servers and manage distributions independently across multiple regions. Silkroad Online quickly expanded to over 200 countries, leveraging localized versions and partnerships to penetrate markets in , , and . Successes in this phase also stemmed from earlier licensed games that echoed the mechanics of popular titles like StarCraft, building Joymax's expertise in online multiplayer dynamics before fully committing to MMORPGs. The structure proved lucrative, with microtransactions driving significant revenue as players invested in enhancements to support trading and PvP activities. Leading up to 2010, Joymax solidified its reputation in PC gaming through iterative developments on , including a series of expansions under the "Legend" banner—such as in 2010—which introduced new regions, quests, and PvP arenas to sustain player interest. These updates, along with ports to additional platforms and ongoing server optimizations, expanded the game's longevity and global footprint without relying on external publishers. By this period, the company's emphasis on MMORPGs had transformed it from a niche into a recognized player in the international online gaming scene, setting the stage for further evolution.

Merger and rebranding

In 2010, acquired a controlling stake in Joymax to bolster its global presence in the massively multiplayer online () game sector, leveraging Joymax's established publishing expertise alongside WeMade's development strengths. Following the acquisition, Joymax operated as a within the WeMade group while retaining its core service platform for distributing online games. Post-acquisition, the company was renamed Wemade Max, integrating more closely with WeMade's operations while continuing to focus on titles. This rebranding facilitated expanded development efforts, including a shift toward mobile platforms to complement its PC-based portfolio. Under Wemade Max, the company pursued post-merger growth through diversified game development, such as mobile adaptations and new genres. As of 2025, Wemade Max actively develops online and mobile titles, including the open-world action Project TAL and subculture Lost Sword for global release, while maintaining international support for legacy hits like .

Games

Flagship titles

Joymax's flagship titles are primarily massively multiplayer online role-playing games (MMORPGs) that have sustained long-term player engagement through innovative mechanics and global distribution. These games highlight the company's expertise in crafting immersive worlds with player-driven economies, PvP systems, and licensed content adaptations. Silkroad Online (2004) is Joymax's seminal MMORPG, set along the historical trade routes in 7th-century , blending elements with trading simulations and combat. Players progress through quests, monster battles, crafting, and pet management, but the game's core mechanic revolves around a unique job system introduced at level 20, where participants choose roles as traders, hunters, or thieves. Traders transport goods between cities for profit, vulnerable to attacks from thieves, while hunters protect trade caravans in dynamic PvP encounters that emphasize strategy and group coordination. Expansions such as Silkroad Online: Legend II introduced fortress wars, guild-based territorial conflicts, and new European classes and areas, enhancing the global scope. Launched initially in in 2004 and internationally in 2005, it adopted a model with microtransactions, achieving widespread availability across over 200 servers worldwide and amassing millions of registered users. Digimon Masters Online (2011) represents Joymax's venture into licensed IP-based MMORPGs, developed by movegames and published in English by Joymax from 2011 to 2016. Based on the anime franchise, the game immerses players as Tamers in a digital world, focusing on collecting and evolving partners through a progression system tied to bonds and data accumulation. Key features include collection from various lines (e.g., with fire properties), real-time battles utilizing ultimate attacks like "Pepper Breath," and evolutions from to stages, including Burst Mode variants. The title launched on October 25, 2011, after open beta testing, emphasizing cooperative quests and PvP arenas to foster community interaction. ICARUS Online (2014, aka Online), developed by Wemade Max and published under Joymax, is a fantasy MMORPG emphasizing mount-based and systems in a high-fantasy world known as the New Era of Fantasy. Players capture, level, and ride a diverse array of monsters and creatures as mounts for aerial and ground battles, integrating survival-like elements through resource gathering and for support. Released in 2014 following previews at events like GDC 2011, it features expansive open-world exploration, guild systems, and action-oriented non-targeting , continuing Joymax's tradition of accessible MMORPGs with accessibility. These titles solidified Joymax's reputation for MMORPG development, with Silkroad Online's enduring trade-PvP model and international rollout establishing a foundation for global player bases exceeding tens of millions, while and Online expanded into licensed and mount-centric gameplay to diversify appeal and sustain long-term operations.

Other notable releases

In addition to its core MMORPG offerings, Joymax ventured into real-time strategy games during its formative years with Atrox, a 2002 title set in a dystopian future where players command one of three factions—Hominides, Inteliom, or Kreators—in battles involving cyborgs and humans. Developed internally and published internationally by Interactive Ideas, Atrox drew inspiration from established RTS mechanics, emphasizing resource management, unit production, and tactical combat across varied terrains, though it received mixed reception for its derivative gameplay. This early PC release, alongside other 2000s experiments like the arcade-style Tangoo & Ullashong 2 in 2002, highlighted Joymax's initial diversification beyond online multiplayer formats into single-player and competitive strategy experiences. Expanding into fantasy MMORPGs with a lighter tone, Joymax published Deco Online in 2008, developed by Rocksoft Games, which featured a vibrant, anime-inspired art style and class-based progression in a world divided between the warring nations of Millena and . Players engaged in combo-driven combat systems allowing for hundreds of skill combinations, blending arcade action with traditional elements like questing, PvP arenas, and warfare, all delivered with in-game purchases. The game's cartoonish visuals and accessible mechanics attracted a casual , though service ended on April 5, 2011 due to waning player interest. Joymax also explored first-person shooters with Karma Online: Prisoners of the Dead, launched in 2011 in collaboration with developer , setting team-based multiplayer in a World War II backdrop infused with zombie hordes emerging from battlefields. Emphasizing historical simulations alongside supernatural elements, the game supported modes like and objective-based assaults, where squads of Allied or forces combated both enemy players and undead threats using era-appropriate weaponry. Published on platforms like , it built on the Karma series' popularity in , focusing on fast-paced, cooperative gameplay that peaked during its open beta phase. In 2012, Joymax released Knight Age, an -oriented MMORPG centered on medieval tournaments and mounted combat, where players as valiant knights traversed a fantasy battling a malevolent through pet-assisted fights and elaborate charge attacks. The title's anime-esque, adorable character designs and dynamic horseback mechanics differentiated it from standard MMOs, incorporating open-world exploration, skill trees, and guild sieges in a model. Official launch followed a successful , underscoring Joymax's push into accessible, visually appealing games. Following its 2010 acquisition and merger with , which facilitated a strategic pivot to platforms, Joymax introduced titles like Windrunner in 2016, an emphasizing , power-ups, and competitive modes in a fantasy world. Developed for and , the game featured touch-based controls for dodging obstacles, collecting items, and racing friends in daily challenges or story campaigns, amassing over 200 million downloads globally through its simple yet addictive loop. This shift marked Joymax's broader embrace of , with sequels like Windrunner Adventure expanding into puzzle-match variants to sustain the franchise's momentum. In July 2025, Wemade Max launched Lost Sword, a RPG with global availability including and , further diversifying into narrative-driven mobile and PC titles. Ongoing updates to flagship titles, such as Silkroad Origin Mobile with 2025 events, continue to support Joymax's legacy in MMORPGs and mobile gaming.

Corporate structure

Ownership and operations

Wemade Max operates as a of Wemade Co., Ltd., established through the 2011 merger between Joymax and Wemade, and is publicly traded on the (KRX) under the ticker symbol 101730. Wemade Co., Ltd., the parent entity, holds the largest stake at 37.04%, followed by WEMIX PTE, Ltd. at 8.82%, with the remainder distributed among institutional investors and public shareholders. The company maintains its headquarters in Seongnam-si, Gyeonggi-do, , at Wemade Tower, facilitating core development and publishing activities. Wemade Max employs approximately 218 staff members dedicated to online game development and operations. Its business model centers on the development, , and direct global servicing of PC and mobile s, emphasizing multiplayer titles for international markets.

Financial overview

Wemade Max Co., Ltd., formerly Joymax Co., Ltd., has been publicly traded on the () under the 101730 since its initial listing prior to the 2011 merger with , with the name change to Wemade Max occurring in March 2021. As a of Wemade, the company leverages integrated corporate resources for sustained operations. On November 10, 2025, the closed at 6,820 KRW, reflecting a daily trading range of 6,810 KRW to 6,940 KRW and a previous close of 6,940 KRW. This pricing positions the company's at approximately 568 billion KRW as of November 10, 2025. In 2025, Wemade Max's has been primarily driven by massively multiplayer online () game subscriptions and in-game purchases, with a trailing twelve-month figure of 119.15 billion KRW (equivalent to about $86 million USD at prevailing exchange rates). Quarterly breakdowns highlight consistent performance amid market challenges: reached 47.1 billion KRW, Q2 totaled 33 billion KRW, and Q3 amounted to 38.2 billion KRW, yielding a cumulative 118.3 billion KRW for the first nine months. These figures reflect a year-over-year rate of 21.13%, bolstered by expansions into international markets for group titles including Night Crows and MIR M. Despite operating losses in recent quarters—such as 11.7 billion KRW in Q3—the company's focus on core streams has maintained financial stability. The integration with parent company Wemade has provided significant economic benefits, including enhanced funding access and expanded distribution networks that support global outreach and operational efficiencies. This synergy has facilitated revenue diversification beyond domestic markets, contributing to Wemade Max's competitive standing in South Korea's software sector, where its underscores mid-tier positioning among gaming-focused firms. Ongoing global expansions, particularly in mobile and PC segments, are projected to drive further growth into 2026, though the company faces pressures from operating losses and market volatility.

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