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MOBIRIX Corporation
348030· KOSDAQ· Communication Services· Media & Entertainment
₩4,090+1.49%
2026-11-02
Financials
Valuation Metrics
MOBIRIX Corporation's Market Cap is ₩393B. At end of 2025 it was ₩307B. Ranked #1867 of 2,410 in KR market (top 77%), #1155 of 1,631 on KOSDAQ (top 71%), #81 of 122 in Media & Entertainment (top 66%) by Market Cap.
Investment Metrics(as of 2026-11-02)
| Metric | Value | Rank |
|---|---|---|
| Size | ||
| Market Cap | 39.28B KRW | KR#1,867/2,410 Sec#81/122 |
| Revenue | 32.83B KRW | KR#1,993/2,410 Sec#101/122 |
| Net Income | -2.39B KRW | KR—/2,410 Sec—/122 |
| Total Assets | 52.12B KRW | KR#2,183/2,410 Sec#106/122 |
| Net Assets | 48.68B KRW | KR#1,921/2,410 Sec#92/122 |
| Employees | 261 | KR#895/2,410 Sec#46/122 |
| Value | ||
| P/B | 0.81x | KR#1,337/2,410 Sec#72/122 |
| P/S | 1.20x | KR#1,555/2,410 Sec#84/122 |
| FCF Yield | 2.56% | KR#1,030/2,410 Sec#63/122 |
| Profitability | ||
| ROE | -4.91% | KR#1,790/2,410 Sec#79/122 |
| ROA | -4.58% | KR#1,913/2,410 Sec#85/122 |
| Op. Margin | -3.46% | KR#1,803/2,410 Sec#83/122 |
| Revenue Growth | -28.95% | KR#2,200/2,410 Sec#114/122 |
| Financial Health | ||
| Debt Ratio | 7.07% | KR#71/2,410 Sec#4/122 |
| Total Debt | 0 KRW | KR—/2,410 Sec—/122 |
| FCF | 1.00B KRW | KR#1,145/2,410 Sec#67/122 |
| Cash | 32.50B KRW | KR#958/2,410 Sec#53/122 |
| Current Ratio | 18.15x | KR#34/2,410 Sec#2/122 |
| Performance | ||
| 1Y Return | 9.50% | KR#423/2,410 Sec#11/122 |
| 1M Return | 57.31% | KR#14/2,410 Sec#2/122 |
| From 52W High | -2.85% | KR#12/2,410 Sec#2/122 |
| 1Y MDD | -45.42% | KR#756/2,410 Sec#29/122 |
| Trading | ||
| Volume | 68,678 shares | KR#1,009/2,410 Sec#40/122 |
| Trading Value | 281.3M KRW | KR#1,173/2,410 Sec#41/122 |
| Foreign Own. | 1.01% | KR#2,028/2,410 Sec#99/122 |
| Per Share | ||
| EPS | -249 KRW | KR—/2,410 Sec—/122 |
| BPS | 5,069 KRW | KR#1,494/2,410 Sec#66/122 |
Company Info
Established in 2007 for mobile game production and supply, the company was listed on KOSDAQ in 2021 and obtained a new technology venture financing license through a subsidiary. It specializes in mobile game development and global publishing, currently servicing over 200 types of casual and mid-core RPG games. The company generates advertising revenue from casual games, strengthens in-app purchase sales through mid-core game expansion, and builds a stable business structure with a diversified portfolio and global marketing.