Ragnarok isn’t done with us yet. Nearly two decades since it first carved out a legacy in online gaming, the franchise is staging a massive comeback—this time across multiple platforms, genres, and regions. GRAVITY, the company behind the iconic IP, is set to release a wave of new Ragnarok games throughout 2025. And if you thought this was just another mobile cash grab, think again.

At a recent media conference, GRAVITY outlined its ambitious global roadmap, led by Tubagus Angga, the group’s Chief Commercial Officer for key business units including Gravity Game Hub, Game Link, and Game Unite. The company currently operates ten subsidiaries around the world and employs nearly 1,000 people, with publishing operations tailored to regions like Southeast Asia, North America, and Latin America.
Why It Matters: After dominating the early 2000s with Ragnarok Online, GRAVITY is now evolving the franchise to fit today’s fragmented but fast-moving gaming landscape. The plan isn’t to simply repackage nostalgia—but to reimagine the brand for new players while keeping longtime fans engaged.
The 2025 Lineup: Not Just One, But Several Ragnarok Worlds
GRAVITY is pushing out a total of six major Ragnarok games in the second half of 2025—ranging from idle mobile experiences to expansive cross-platform MMORPGs. Each title is being localized and positioned for specific markets, with some returning to classic mechanics and others breaking new ground in gameplay and presentation.

Ragnarok Twilight, which already launched this July in Taiwan, Hong Kong, and Macau, is the franchise’s first vertically oriented idle MMORPG. Featuring 3D cartoon-style visuals, a smart progression system, and hero-based combat, it’s designed for casual mobile players. The Southeast Asia launch is set for October, signaling the start of a broader rollout.

Meanwhile, Ragnarok V: Returns is GRAVITY’s big bet for a modern MMORPG experience. Launching globally this August (excluding China and Japan), it will be available on both PC and mobile. The game features seamless open-world exploration, offline auto-progress systems, and an evolved version of the original job class system. This one targets both casual and mid-core players looking for the traditional Ragnarok experience—but streamlined for today’s gaming habits.

Another major title, Ragnarok Project Abyss, is planned for release in Southeast Asia later this year. This one takes a more immersive route: a fully 3D MMORPG with dynamic weather, day-night cycles, customizable characters, and action-style combat. It’s being handled by GRAVITY’s Thailand-based subsidiary and looks like the company’s most technically ambitious title so far.

Ragnarok Crush, coming this July, and Ragnarok 3, scheduled for October, add even more variety. Crush is aimed at the global mobile market and appears to focus on bite-sized gameplay experiences, while Ragnarok 3 is planned as a hybrid mobile-PC release for Europe and MENA regions. GRAVITY is also soft-launching Ragnarok X in Malaysia this December, rounding out a portfolio designed to test multiple genres and player bases in parallel.
More Than Just Games
What sets this wave apart from past efforts is how GRAVITY is applying its OSMU (One Source Multi Use) approach to the Ragnarok IP. Alongside games, the company is exploring tie-ins with music, comics, merchandise, and even animation—hoping to turn Ragnarok into something more akin to a multi-channel franchise. Titles like Landmerse, Monster World Plus, and Aediath are examples of how the company is experimenting with genre and format while keeping the brand intact.
According to GRAVITY, many of the current developers grew up playing the original Ragnarok Online, and their goal is to revive the sense of adventure while introducing systems that reflect how games are played now—often on mobile, often casually, and often across multiple devices.
A Global Plan With Local Tactics
GRAVITY’s regional focus is a big part of this strategy. Each title is being developed or published by a specific subsidiary tailored to the audience it serves. For example, Gravity Game Tech in Thailand is behind Ragnarok V: Returns and Project Abyss, while Gravity Game Vision in Hong Kong leads Twilight and Ragnarok X. Gravity Interactive in the US continues to support PC titles in North and Latin America, including the recent release of Ragnarok Online LATAM.
In early 2025, GRAVITY reported that more than half of its sales came from Southeast Asia and surrounding markets. This growth was largely driven by mobile gaming, which accounted for 84% of its platform sales in Q1 2025. PC games trailed at 13.7%, with the remaining 2.3% from other platforms. The company continues to adjust operations regionally, expanding in Taiwan, South Korea, and Latin America, while also increasing investments in PC game development for future growth.
This operational model isn’t just about translation as it’s about shaping gameplay, marketing, and release timing for each region’s preferences. So while the global brand remains consistent, the way Ragnarok is experienced will vary depending on where you play.
Final Thoughts
There was a time when Ragnarok Online was the MMORPG in internet cafés across Asia. Now, GRAVITY is trying to tap into that same cultural power—but this time with a more modern, multiplatform approach. Whether it’s through idle games, seamless open worlds, or community-driven economies, the franchise is evolving in ways that might surprise you.
The question is: will this wave of new Ragnarok games be enough to win over both new and returning players?
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