Supercent participated as a speaker at Google Think Games 2026 and IntelliChain Global 2 in Shanghai, China, where it shared its publishing methodology and global achievements.

Both events are global conferences held in conjunction with ChinaJoy 2026, Asia's largest game expo. Following CEO Kong Jun-sik's presentation at ChinaJoy 2025, Supercent has now taken the stage locally for two consecutive years. This year, the company sent its executive-level heads of publishing and product strategy to lead presentations and engage in business collaborations with local and global developers.
Lim Seong-jun, Head of Publishing at Supercent, spoke as a publisher representative at a Google Think Games 2026 panel session attended by approximately 1k industry professionals. "A global launch in itself is not a competitive advantage," Lim stated. "Growth comes not from new regions, but from how precisely you manage the users you have already acquired." He added, "The most valuable asset is not a single hit, but a repeatable process that allows the market to validate the game itself."
Son Min-jeong, Head of Product Strategy at Supercent, served as a solo speaker at IntelliChain Global 2, an event co-hosted by Sensor Tower, Liftoff, AppLovin, and Adjust. During her presentation on scaling from prototype to global reach, she explained, "LTV (Lifetime Value) is not something you measure; it is something you design."
The core process unveiled by Supercent is the Publishing System Loop (PSL), a data-driven decision-making framework. Through this system, the company has produced 26 games that have surpassed 10 million downloads. Recently, it established an 'AI Native' environment by deploying over 180 AI agents to handle tasks across 60 projects. By integrating its internal platform CENT, the execution tool NAVI, and Google Gemini Enterprise, the company has significantly boosted operational efficiency.
Within five years of its founding, Supercent has achieved 1.5 billion cumulative downloads, 100 million monthly active users (MAU), and ₩500 billion in cumulative revenue. With overseas revenue accounting for approximately 97% of its total, the company has recorded growth for 15 consecutive quarters. Furthermore, it became the first Korean company to rank 7th in Sensor Tower's mobile game publisher download rankings last year. Moving forward, the company plans to leverage its publishing expertise and AI capabilities to expand into a 'Content-Tech' platform encompassing advertising, short-form content, drama, and music.
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