NC Corporation (KRX:036570)
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270,500
-7,000 (-2.52%)
At close: Apr 30, 2026
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Earnings Call: Q4 2025

Feb 10, 2026

Operator

Good morning and good evening. Thank you all for joining the conference call for the NCSOFT earnings results. This conference will start with a presentation followed by a Q&A session. If you have a question, please press star and one on your phone during the Q&A. Now, we will begin the presentation on NCSOFT's fourth quarter of fiscal year 2025 earnings results.

Sun-ah Park
Head of Investor Relations, NCSOFT

Good afternoon, everyone. This is Sun-ah Park, Head of IR at NCSOFT. Thank you for joining us today to discuss our fourth quarter and full year 2025 financial results. Joining me on the call today are Co-CEO BM Park and CFO Willie Hong. Now, let me begin with the financial highlights. Revenue for the fourth quarter totaled KRW 404.2 billion. Mobile revenue accounted for KRW 178.1 billion, and PC revenue reached KRW 168.2 billion. Effective this quarter, Blade & Soul 2 has been removed from the mobile segment, while revenue from AION 2 is now recognized in our PC business. PC segment saw significant growth this quarter, catalyzed by the successful launch of AION 2 .

While gross billings for AION 2 reached KRW 94.1 billion in the quarter, reported revenue was recognized at KRW 77.4 billion, in accordance with our revenue deferral accounting policy. Even excluding the contribution from AION 2 , our five legacy PC titles demonstrated sequential growth, primarily driven by strong expansion pack sales for Guild Wars 2. Q4 operating expenses were KRW 401 billion. Personnel expenses came in at KRW 197.9 billion, and marketing expenses were KRW 52.9 billion. We saw a sequential decline in one-time severance payments. However, this was offset by increased marketing spend related to new title launches and our presence at G-STAR. Q4 operating income was KRW 3.2 billion, with a net loss of KRW 1.5 billion.

It was primarily driven by a spike in corporate tax expenses for the quarter, resulted from a timing difference where deferred revenue from AION 2 was recognized as taxable income. For the full year 2025, total revenue was KRW 1.5069 trillion. Mobile revenue contributed KRW 794.4 billion, and PC revenue totaled KRW 430.9 billion. On an annual basis, our legacy PC portfolio grew year-over-year, even without the inclusion of AION 2 , reaffirming the enduring strength of our core IPs. Throughout the year, we remained disciplined in our company-wide cost efficiency efforts. As a result, annual operating expenses decreased 12% year-over-year. Personnel and marketing expenses declined by 14% and 18% respectively, while variable costs and depreciation also trended lower.

Consequently, operating income turned profitable, recording KRW 16.1 billion, excluding the impact of approximately KRW 20 billion in one-time severance payments. A full year 2025 operating income stood at KRW 36.9 billion. Pre-tax income and net income were KRW 461.4 billion, and KRW 347.4 billion, respectively. These figures reflect a one-time gain from the sale of the Samsung-dong NC Tower, along with the associated tax impact. That concludes our financial review.

Won-jun Hong
CFO, NCSoft

Hello, everyone. This is CFO Willie Hong. Before we start our Q&A session joined by our co-CEO, BM Park, I'm going to briefly cover our targets for this year. If 2025 was a turnaround year for NCSOFT, 2026 marks the beginning of accelerated growth. We're aiming for the upper bound of our previously issued revenue guidance, ranging from KRW 2-2.5 trillion. We expect to drive this through three primary pillars: expanding the revenue of our existing IP, launching new IP globally, and accelerating our mobile casual business. First, expanding the revenue of our core IP. This year, we'll see the first full year revenue contribution from AION 2 . Furthermore, we are targeting a major global launch for AION 2 in the third quarter.

To spearhead this effort, we have recruited Merv, who previously led the Lost Ark and TL business units at Amazon Games, and we are scaling our internal global publishing capabilities to ensure top-tier execution. Additionally, we are set to fortify our legacy IP base through regional expansion and spin-offs. This includes the official launch of Lineage Classic tomorrow, along with Guild Wars: Reforged Mobile and the Shengqu Games-developed AION Mobile. In total, we plan to release five spin-off titles this year. We are also expanding our geographic footprint by bringing Lineage W to Southeast Asia, Lineage 2M and Lineage M to China, and TL and Lineage W to the Russian market. Second, releasing global new IP. Time Takers, Breakers, and Cinder City are entering the final stages of production. We will commence global CBT in March and throughout Q2.

Based on these results, we anticipate a staggered global rollout starting late in the second quarter. This marks a pivotal shift as we target new user bases and territories across the PvP shooter, subculture, and MMO, FPS genres. Third, accelerating our mobile casual business. We are aggressively building a mobile casual ecosystem by acquiring high-growth studios in the global market. Our strategy is to create a virtuous cycle where ad creative, UA, data analytics, and tech layer are organically integrated to maximize synergies between individual studios and our central platform.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

Our recent acquisitions, Lihuhu in Vietnam and SpringComes in Korea, will be reflected in our financial results starting in Q1. Furthermore, our long-pursued M&A activity in Europe is in its final stages, with an expected financial impact as early as Q2. We are committed to converting our idle cash reserves into operating assets that will generate meaningful revenue and earnings starting this year.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

Looking ahead, our momentum continues into 2027 and beyond. This includes Horizon Steel Frontiers, which is a MMO based on the Horizon IP. Our next-generation shooter, Bonfire, the subculture title Project AT by Dynamis One, and the new MMO Project R, developed by Dexter Studios. We will also continue to diversify our portfolio with additional roguelike and FPS titles through both in-house development and third-party publishing.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

I look forward to discussing these initiatives in more detail alongside our co-CEO, Byung Park.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

So, before I move on to our Q&A session, I would like to talk about the prospects for this year and next year. As I promised before, as of 2025, we focused on preparing ourselves for the accelerated growth, and we focused on our initiatives for optimizing costs and organization and improving the quality of our games.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

As you may know, starting with AION 2 , which was released in Q4 last year, we have started to gain trust back from our users, and with our new IPs, we are going to continuously operate our titles with user-friendly policy.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

As Willie just mentioned, our company will drive three pillars of revenue growth, which includes MMORPG, shooter, subculture, cluster, and mobile casual business.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

For our mobile business, it is not just about beginning, but we are going to solidify our efforts to accelerate such business so that next year we're going to make sure that this accounts for one third of total revenues of our company.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

As I've mentioned, our sales guidance was ranging from KRW 2 trillion-KRW 2.5 trillion. But we think that there's a high possibility that we can achieve the upper end of our sales guidance, which is KRW 2.5 trillion, through three pillars of revenue that I just mentioned. Through these efforts, we will be able to not only achieve sequential growth, but achieve Y-O-Y growth this year. And as a result, our operating margin will improve as well.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

Having said that, in order to achieve revenue growth, we need to also make more spending on investments such as in incentives and marketing spend and UA spend for our mobile casual business growth, and as well as our M&A opportunities. And, for every quarter, however, we will going to achieve growth for the operating income perspective.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

We're currently discussing M&A deals. Such valuation could be reflected in both intangible and operating assets. And if we decide to have more emphasis on intangible assets, we're going to communicate through IR events, including not only operating income, but also EBITDA.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

So far, NCSOFT has worked as a traditional content company, which means that our individual game title successes and failures have greatly affected our share prices. But looking forward, you may know from our quarterly results, we will be able to achieve more predictable revenue and profit growth. And I hope that when you are analyzing our share prices, you look through the lens of profitability and sustainability of our revenues.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

That concludes my opening remarks. Now, moving on to our Q&A session.

Operator

[Foreign language]

Now Q&A session will begin. Please press star one, that is star and one, if you have any questions. Questions will be taken according to the order you have pressed the number star one. For cancellation, please press star two, that is star and two on your phone.

[Foreign language]

The first question will be provided by Eric Cha from Goldman Sachs. Please go ahead with your question.

Eric Cha
Analyst, Goldman Sachs

[Foreign language]

Speaker 8

Good afternoon. Thank you for the opportunity. I have two questions. My first question is about AION 2 . You mentioned about the system being more sustainable and predictable for revenue, and I believe that the business model that AION 2 is taking is aligned with that strategy. And I believe that recently there was news saying that the retention membership was around 500-600 thousand. I was wondering if you could give us more visibility into this retention trend, and how much do you think the revenue will be generated based on the retention number that is gathered this time for Korea and Taiwan? And you mentioned that AION 2 will be released globally in the third quarter.

So based on the first 12 months period, do you think the revenue will be much bigger than the size of Korea and Taiwan? And my second question is about the mobile casual business that you mentioned as one of the three pillars. And you mentioned that it will account for 1/3 of the total revenue that it will be generated next year. So is this mainly about organic growth driven by new titles, or would it be contributed by inorganic growth? And what will be the key success factors of these business, and could you give us your insight? Why do you think that NCSOFT will be good at mobile casual sector?

So regarding our first question, because of our, Korea's, disclosure policy, we cannot give you detailed numbers about the indicators, but I would like to give you some details regarding our metrics. As of January third, we announced that the characters who bought membership was amounted to 1 million, and as of February ninth, this number increased to 1.5 million. And revenue-wise, starting from the launch, which was made on November nineteenth to the end of December, gross billings have recorded KRW 94.1 billion, while the accounted revenue was KRW 77.4 billion won. And starting from January first to up to today, we expect the revenue will be around KRW 70 billion won.

Unlike the traditional trend of MMORPGs, where we usually see natural decline of the user numbers, AION 2 is significantly maintaining the user base. This is promising considering the fact that we have suspended getting new users over the past two weeks because of the bot issues. Regarding for Korea and Taiwan key market, I think you can assume the revenues based on the numbers that I gave you right now. For the 12 months of release of the global launch of AION 2 , although considering that Throne and Liberty had lower indicators initially compared to AION 2 , when it comes to Throne and Liberty, within the three months in Amazon, revenue was generated up to KRW 150 billion.

And since AION 2 has better indicators than that, I believe that you will be able to expect great revenues, which will be released probably in September or in the third quarter of this year.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

Regarding mobile casual sector, more important elements beyond IP is data analytics capabilities and how we can well operate UA marketing and monetization and live ops based on such data. Since NCSOFT has a 30-year history of data analytics and great AI capabilities, we think that we are well positioned to pursue this business. And once Anil joined our company, the first thing he did was not about acquiring gaming businesses, but focused on acquiring the software of the tech platform for mobile casual business, and we are currently working on developing our own tech platform based on the software.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

In order to make the tech platform successful, we believe that critical mass is important when it comes to data analytics. And, that's why we have acquired studios like Lihuhu and SpringComes, last year. That was just the beginning. And as Willie just mentioned, we are currently in the final stages of acquiring sizable mobile casual studio, and we hope that, we will be able to communicate this soon to the markets.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

Hopefully, for the first quarter, we will be able to secure critical mass, and then we will be able to create synergy effects with our acquired studios through our tech platform. We will go through PMI strategies and not only improving our fundamentals, but hopefully we want to make additional revenues coming from these studios this year.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

We are confident that we will be able to secure critical mass and more know-how in this sector. Starting from the second half of this year, we will be able to start our publishing efforts for big size mobile casual IP. We are already making conversations with potential target studios. Probably within the second quarter or third quarter, we will be able to finish PoC and continue to initiate our publishing efforts.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

So to circle back to your question about the mobile casual sector, will be able to achieve the one-third of total revenue next year. The starting point will be achieved through inorganic growth through M&A opportunities. However, we are going to pursue efforts to increase organic growth as well, and if needed, we will be able to add more new titles in this portfolio. In mobile casual game, IP, brand marketing, issue, big data, data analysis, AI, key success factor. Live games, data analysis, skill, AI system. And, as I've mentioned before, for the mobile casual business, we think it's not about successfully executing brand marketing for the IP, but it is about successfully analyzing big data and automating the development through AI technologies. I believe these two elements are the key success factors.

Since NCSOFT has a thirty-year history of operating live service games with a great data analytic skills combined with our advanced AI technologies, we will be able to achieve successful launches of mobile games. With the know-how gained by our mobile casual center head and additional talent that will be joining our team, we will be able to achieve this goal. I hope this helps. I just want to emphasize that we this is the work that we have put our thoughts and heads over the past two years. Yeah.

Operator

The following question will be presented by Jun-Yun Kim from HSBC. Please go ahead with your question.

Jun Yun Kim
Analyst, HSBC

[Foreign language]

Speaker 8

Thank you for the opportunity. I have a question regarding the sales guidance that you have just mentioned, which was about the upper end of KRW 2.5 trillion. I expect that you are assuming that you will be able to achieve great revenue growth. I was wondering what would be the biggest contribution coming from which title? And, what will be the revenue mix between the existing IPs and new IPs? And, considering the history of delays in the previous titles, I was wondering, how confident are you with the slate of the new releases that are in your lineup? And, is the delay risk reflected in your guidance? And since there is a short cycle of releases, I was wondering maybe you have to increase the publishing capabilities.

So what is your strategy on that? And regarding the casual side, the competition is quite fierce in the market, and due to AI advancements, many developers, including independent developers, are joining the market. So there is a lot of supply of games that are in the market. So I was wondering, what would be your differentiating factors, for your games in this, market? In the city, Breakers

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

Regarding your first question, as I mentioned, last year, we have conducted a cost optimization program, which means that even if the revenues will go, has gone down to KRW 1.5 trillion range, we will be able to achieve a breakeven point. This includes our strategies for new regional launches and spinoffs. The remaining ones will be contributed from new IPs, and the biggest contribution will be likely come from AION 2 , and some of them will be come from Cinder City. Cinder City and Breakers and Time Takers, their global CBT is scheduled for March and throughout the second quarter. Depending on the results of CBT, there could be some changes to our timeline of releases.

However, I want to reemphasize that before we conduct our global CBT, already we have done multiple FGTs internally and externally, so we believe that the results will be positive from global CBTs.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

We expect that mobile casual sector also have, will also have meaningful contributions to our KRW 2.5 trillion revenue guidance.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

So, regarding your second question, which was about whether we have the publishing capabilities, I believe that your question is geared towards our global publishing capabilities. With that in mind, as I've mentioned before, for NCA, we have appointed Tommy Jin as the CEO to make sure that we have the front line of publishing capabilities in the North America and European region. As we have announced today, Merv, who previously served the global publishing unit at Amazon Games, have joined today for our company. With his network, we will be able to secure more talent in terms of global publishing capabilities. He is already familiar with our NCSOFT games.

The onboarding time will be pretty short because he already communicated well with our development teams.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

not only NCA, but also into Europe. We have recruited Taha, who was ex-employee at NCSOFT in to enhance our publishing capabilities in these regions.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

I hope that you continue with us in our future endeavors in terms of global publishing.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

And regarding your question about the mobile casual business, it's not about just keep supplying new games constantly, but it is about creating an ecosystem of a mobile casual games. So for example, our mobile casual head, Anil, he's a seasoned industry veteran who has specialties in ad tech. And for the studio that we are trying to acquire, they have great technologies in terms of delivering games to the exact user segments and improving live ops by in order to increase better retention. So when it comes to AI advancements, I think it is better for us because I think when more games are launched by the smaller sized studios, it would be rather an advantages for us.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language].

Operator

The following question will be presented by Jin-Gu Kim from Kiwoom Securities. Please go ahead with your question.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language].

Speaker 8

Thank you for the opportunity. I have a question regarding AION 2 . Traditionally, I guess typically MMORPG tend to have rapid metrics trending downwards initially. But for when it comes to AION 2 , they are maintaining stable metrics, so that's very promising, and thank you for sharing that. So I have a question regarding that. Do you think that even though there will be some declines in revenues at a QOQ level, do you think that the decreases will be stabilized in the future? And regarding the life cycle of the product, I guess it is more about how prepared, well prepared are you in terms of pipeline of the content that can continue to engage our users. However, I was wondering if you could give us more visibility into the roadmap.

How long do you think that AION 2 will be maintained? And do you have any visibility that you can share with us regarding your global release operation plans?

Byung-moo Park
Co-CEO, NCSoft

[Foreign language].

Speaker 8

So regarding your question, when it comes to sales breakdown, I cannot give you details regarding the numbers. However, most of the revenues are coming from membership at the moment. In January, mid-January, we have updated season 2, and many of our users have bought cosmetics with that update, and it recorded higher revenue even compared to the first day of release. In terms of life cycle, as we mentioned in our live streams, the season will be updated every 2 months, and we will be providing a variety of content that can be enjoyed by our new users. And we will also reveal new words on a periodic basis, so that our users can get continuously engaged with our game.

Traditionally, when it comes to MMORPGs, the business model focused on Pay-to-Win mechanics, because of that, for a certain period of time, when a certain period of time has passed, high level users remain, while low level users tend to leave. For AION 2 , we have PvE content, so regardless of their levels and skills, all types of players can enjoy our game, and plus we have PvP content that can be enjoyed by high level users. So we are currently making a good balance between the two sectors, and we are also considering business model with that factor in mind.

Won-jun Hong
CFO, NCSoft

So regarding content pipeline, I don't think that's an issue because we already have know-how in servicing our games for more than 20 years. But there are some minor issues such as bots, and in order to address those challenges, we are continuously sophisticating our strategy to suspend those bots. And we are continuously improving our gameplay experience so that new users can enjoy our game as well. And regarding the global release of AION 2 , AION 2 's business model and gameplay mechanics were designed from scratch with the global release in mind. So we believe that at a high level, it wouldn't significantly change. However, we will have some minor tweaks by communicating with Merv.

Operator

The following question will be presented by Seyon Park from Morgan Stanley. Please go ahead with your question.

Seyon Park
VP and Equity Research Analyst, Morgan Stanley & Co

Thank you for the opportunity. I have a question regarding Lineage Classic. It seems like the ranking in PC cafes is pretty high, but due to some negative feedback coming from our streamers, this, I think, have impacted your share prices. So I was wondering if you could give us your take on the user response and how much this could contribute to your revenue? The Lineage Classic in Korean.

Speaker 8

Regarding Lineage Classic, the official launch will be happening tomorrow, so I believe that you will be able to gather meaningful indicators tomorrow. But personally, I think the negative feedback from our streamers is quite unfair. And this was the same thing happened for AION 2 release. And from the management level, I'm tracking data in a real-time basis, and the data at the moment is quite similar or even higher than our expectations. And I'm personally playing AION 2 , and then it's classic. It was quite fun for me. And please keep in mind that the target user of Lineage Classic is not younger audiences, but it is focused more on the returning users who have played the title IP before.

I hope that we will be able to communicate our metrics in detail once the game is released.

Won-jun Hong
CFO, NCSoft

To give you more guidance regarding our revenue, we are considering Lineage Classic as part of our PC Lineage IP, and there could be some minor cannibalization impacts, but we believe that, in the total aspect of PC Lineage, the revenue will be greater than last year. There are no questions in the queue right now.

Speaker 8

So, lastly, as I, I continuously joined earnings call conference in the past, and I want to emphasize that I have fulfilled all the promises that I made in the previous calls, and I will do my best to achieve the upper end of the revenue guidance that was shared for this year. I expect that we will be not only achieving sequential growth, but also achieving revenue growth in 2027 as well. I hope that you continue to see us not as the content company that focuses on individual gains, but as a company who can generate sustainable growth. Thank you.

Operator

The following question will be presented by Jun-Yun Kim from HSBC. Please go ahead with your question.

Speaker 8

Thank you for the opportunity. I have two questions. First one is about costs. I was wondering if there's gonna be any changes to the personal expenses, given that you are going to make a new investment, or whether you are going to continue to pursue the conservative approach to managing personal expenses. And you mentioned that you have introduced Pay, a proprietary payment system for the PC titles. And given the marketing spend of the new titles, could you give us more color onto your marketing spend and payment expenses going forward? And the second question is about AI technologies.

You mentioned that in the short term, impact wouldn't be made for AI technologies, but given the emerging technologies, just like Project Genie, what's your take on the future impact of AI technologies?

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

Regarding your first question, cost optimization wise, we are strictly controlling. So even if we increase our investments, it doesn't mean that it will directly translate into increases in our personnel expenses. However, since we are expecting that many of our titles will be successful, there will be some incentives given to our dev team. So, the headcount wise, it will not increase, but incentive wise, it may increase, and I think that's a positive thing.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

Regarding the proprietary payment system, since AION 2 has introduced the system from the beginning, the share of proprietary payment is around 80%. But for the three mobile titles, many of our users are still getting incentives by using Google and Apple. So the conversion rate is not that high, which is around 20%-40%. But this year, by going through various efforts, we will try to increase the share of proprietary payment systems.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

Regarding marketing plans, last year, we have maintained a disciplined approach for our brand marketing activities, and this year, even with new title releases, we don't think that the marketing spend will greatly increase. However, for the mobile casual sector, in order to grow mobile casual titles, UA marketing is very important. So, if we make more investments in the mobile casual sector, UA spend will likely to increase. However, this increases will be covered within the range that we can accommodate and control operating margins.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

So, regarding your question about AI technologies, I was actually on my business trip last week, and I saw the news that Project Genie came out, and this impacted the share prices of companies like Unity, Take-T wo, and as well as our company. I even asked AI about this, and I think personally, market is overreacting to this.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

I guess there would be order to this question. First, when it comes to triple-A games, I don't think that AI completely cannot completely replace the development process because triple-A games require sophisticated system design, characters, and still many users are not welcoming the assets created by AI. So this could, of course, contribute to the productivity enhancement, but still AI cannot create games like GTA Six.

Byung-moo Park
Co-CEO, NCSoft

[Foreign language]

Speaker 8

Of course, we have the AI subsidiary. This year, we are going to initiate task force to increase productivity with AI technologies, combined with our own AI models, plus open source AI technologies.

As for the mobile casual side, of course, AI can generate a lot of different content. However, from our strategy perspective, what we are trying to do is building an ecosystem where our users and development teams can benefit from it through our advanced tech platform. So the more games will come out in the market, the better for us to have the leverages.

All in all, I think market is kind of overreacting to Project Genie, and I believe that whether it's AAA games or mobile casual games, we think that AI technology will be a benefit for us.

Sun-ah Park
Head of Investor Relations, NCSOFT

So without further questions, thank you all for participating and looking forward. I would love to have more meaningful conversations in the next earnings call results, based on how we can achieve quarterly growth. Thank you!

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