Thanks to international growth, Gamevil sees Q2 2013 sales up 35% to $18.5 million
But marketing and licensing costs knock back profits
Sales were $18.5 million (20.5 billion KRW), up 35 percent year-on-year.
Net profit was $3.6 million (4 billion KRW), down 34 percent.
Gamevil said this drop in profits was due to 'increased third party royalty payments and global marketing expenses'.
It's likely the 30 percent cut taken by the Kakao Games Platform in Korea from publisher's net sales will have accounted for a chunk of this.
Gamevil was particularly keen to point out that the quarter was a record in terms of international sales.
It was the first time overseas revenue has passed the 10 billion KRW mark.
International sales were up 23 percent quarter-on-quarter to $10.2 million.
The company also highlighted the importance of its Gamevil Circle social platform, as well as the record sales from its wholly-owned subsidiary Gamevil China.
It's working with partners such as Tencent and Qihoo 360 in the Chinese market, and said action-RPG Dark Avenger had performed well on iOS.
In Japan, it's looking to success from forthcoming titles Kaizin Rumble (a card-battler) and social trading game Ocean Tales.
While, more generally, Gamevil's biggest title for the second half of 2013 is the first online multiplayer version of its Zenonia RPG, which is tenatively titled Zenonia Online.