How Masangsoft Is Keeping Classic Online Games Alive By Giving Them a Second Life
Masangsoft joins us to discuss the art of preserving legacy online games, balancing modernization with nostalgia, and why classic MMORPGs still have a future in today's game industry.
Rather than chasing the latest trends, Korean developer Masangsoft has spent more than a decade acquiring and operating legacy online games and preserving communities while giving classic MMORPGs and PC titles a second life.
For many studios, the end of a game's lifecycle marks the end of its story. Servers shut down, communities disperse, and years of player history disappear overnight. South Korean developer Masangsoft has taken the opposite approach.
Founded in 2004 and now based in Busan, the company has spent the past decade building a business around acquiring, maintaining, and expanding classic PC online games that many publishers have left behind. Today, Masangsoft operates more than ten legacy online titles alongside a smaller portfolio of mobile games, serving both Korean and global audiences, and we chatted with the team all about their philosophy.
For readers who may not be familiar with Masangsoft, how would you describe the company and its place in the Korean games industry today?
Masangsoft: We are a game company based in Busan, South Korea. Our primary business involves developing and servicing over ten classic PC online games for both domestic and global audiences, along with a smaller number of mobile titles.
To provide some industry context: around the year 2000, South Korea saw a rapid expansion of high-speed internet infrastructure, which gave rise to a boom in PC online gaming. The players who enjoyed those games in their teens and twenties are now in their forties and sixties — and a portion of them are still playing. While classic PC online games may no longer dominate the market, there remains a steady and consistent demand for them, and we see ourselves as a meaningful part of the supply that meets that demand.
Masangsoft has been operating since 2004. What have been some of the biggest changes or turning points for the company over the past 20 years?
Masangsoft: There were two major turning points — one in 2013 and another in 2015.
In 2013, we made the significant decision to relocate our headquarters from Seoul to Busan, one of the most geographically distant cities from the capital within South Korea. This was a deliberate strategic move driven by several business considerations: regional government support for the content industry, access to a strong local talent pool, and the ability to secure stable and spacious office space. The transition was not without difficulty — we experienced staff turnover as a result — but we ultimately established a solid foundation that has supported stable development and service operations ever since.
In 2015, we acquired the IP for a game called DK Online and relaunched it. The title was widely considered to be in decline, but through careful content analysis and a disciplined operations strategy — periodically launching new servers while consolidating older ones — we achieved results that were highly meaningful for the company at that stage. Prior to this, most of our revenue still came from our internally developed title Ace Online, with only a small number of early acquisitions in the portfolio. The success of DK Online marked the beginning of our serious diversification of revenue channels, and that financial improvement has remained a cornerstone of how the company operates to this day.
Your business primarily focuses on acquiring older PC games and maintaining them as ongoing services. What led Masangsoft toward that model?
Masangsoft: In the early 2010s, following the global success of our original title Ace Online, we began development on several follow-up projects — but one after another, they ran into practical obstacles around staffing and capital, and none of them reached a full commercial release. This pattern created a real sense of urgency within management, prompting a fundamental reassessment of the company's overall direction.
At the same time, the market was undergoing a dramatic shift. Mobile gaming was booming, and the vast majority of PC game developers were pivoting to mobile — almost without exception. Because awareness of IP value was still relatively low at the time, the PC game assets that these companies left behind were not considered particularly valuable.
It was precisely this landscape that caught the attention of our leadership team. Rather than following the crowd into mobile, we made the deliberate choice to go in the opposite direction — doubling down on PC games. From that point on, we began systematically acquiring PC game IPs and building out our service portfolio one title at a time.
When considering an older game for acquisition or long-term operation, what factors matter most to your team?
Masangsoft: Our internal review process has evolved considerably over the course of multiple acquisitions. In the early days, decisions were made almost entirely by senior management. Today, we have a structured process where each department analyzes a potential acquisition from their own perspective.
For example, the business team evaluates revenue sustainability; marketing assesses promotional potential; the technical team reviews historical incidents and service stability; and the legal team examines risks such as private server activity. Each department contributes their analysis, and management makes the final call based on that collective input.
That said, across all departments, there are two factors that everyone considers most fundamental: the uniqueness of the game itself, and the voices of the fan community actively hoping to see the service return.
What are the biggest technical challenges involved in keeping 10-year-old or older PC online games running for modern players?
Masangsoft: Interestingly, on the service side, things have actually become more manageable over time. Cloud infrastructure like AWS, platforms like Steam, payment solutions like Xsolla, and generative AI tools have all helped reduce the constraints of time and geography, making global service considerably more accessible than it once was.
The greater challenges tend to be on the development side. Many of these games were built on engines, tools, and assets that are now quite outdated. Modernizing those components varies enormously from game to game. If the tools are still well-known and actively maintained, it's generally not a significant issue. But when a game relies on development tools that have been discontinued entirely, migrating to modern alternatives can require enormous amounts of time and effort.
To use an analogy: adding maps and items — what we'd call horizontal updates — typically doesn't present major difficulties. But vertical updates, such as introducing new systems or characters, are where the age of the underlying development environment becomes a real constraint. So while nothing is truly impossible, the inefficiencies that come with older toolsets are very real.
For this reason, over the past several years, we have been systematically rotating through our titles to bring each development environment up to a more current standard, making sure the gap doesn't grow too wide.
Beyond the technical dimension, we also consistently ask ourselves a more fundamental question: do the players of this game actually want these changes? We've had enough experiences where well-intentioned updates produced unintended results to take that question very seriously.
How do you update or improve older games while preserving the feel and identity that existing players remember?
Masangsoft: As mentioned earlier, horizontal updates — adding maps, items, and similar content — carry relatively low risk, so we carry those out on a regular basis.
Vertical updates, which involve adding new systems or modifying existing ones, require much deeper deliberation from our producers and design teams. These decisions can fundamentally shift a game's identity, and that is often the last thing existing players want.
That said, vertical updates cannot simply be deferred or avoided indefinitely in a live service. When player sentiment clearly supports a change, we move forward with confidence. In all other cases, we monitor community feedback carefully, consult closely across the development team, and proceed with caution — on average, delivering somewhere between one and four meaningful updates per year, depending on the title.
The outcomes vary. Sometimes an update breathes new life into a game exactly as intended. Other times, it drives players away. Either way, we document and share those learnings through internal knowledge-sharing channels so the experience of one project benefits the rest of the company.
It's also worth noting that when a producer is the original developer of a game, or simply has deep experience with it, they sometimes choose to follow their own convictions rather than lean heavily on community sentiment — and quite often, that approach produces strong results. When things are going well, our leadership generally gives production teams a high degree of autonomy.
What does live service development look like for a legacy PC game compared to a newer title built with modern tools and infrastructure?
Masangsoft: As touched on earlier, the service infrastructure we use for legacy games is largely the same as what you'd find in any modern title — there's no meaningful gap there.
The differences emerge at the game engine and tooling level. We acknowledge that a certain age-related gap exists, but since those tools can be improved to a meaningful degree, we work on that in parallel with everything else. The trade-off is that overall development speed is slower — but players of older games also tend to have lower expectations for update frequency compared to players of newer titles. For a community that has already weathered service shutdowns and other challenges over the years, a slightly longer update cycle is rarely a serious complaint.
On the content production side, the rise of AI tools has created new opportunities that apply fairly equally across both legacy and modern titles, so there's not much of a gap there either.
How do you support communities around older games, especially when the player base may be smaller but very loyal and knowledgeable?
Masangsoft: We primarily support communities through indirect means, such as in-game events. Honestly, given the number of titles we manage relative to our team size, we're not always able to provide the level of support we'd ideally want to — and we recognize that as an area we need to continue improving as our capacity allows.
That said, particularly for our global services through Steam, we have been putting greater effort into direct communication. We've set up Discord channels for these titles and encouraged operations and development staff to engage with players directly, which has been a meaningful step forward.
Since Masangsoft is based in Busan, how has that location shaped the company's culture, perspective, or role within the Korean games industry?
Masangsoft: Games are intangible products, so in practical terms, where a company is located doesn't have a significant impact on what it develops or how it operates globally.
That said, from an industry perspective, the vast majority of Korean game companies are concentrated in Seoul and the surrounding Gyeonggi area — places like Pangyo. Regional representation is extremely low, well under ten percent, and the gap is significant.
Busan is South Korea's second-largest city and the home of G-Star, Korea's largest gaming expo — yet game companies here are few and far between, and most are very small. Against that backdrop, the fact that we relocated our headquarters here over ten years ago and have continued to grow — expanding our service lineup, launching overseas, actively hiring local talent, and contributing to the community — has made us something of a visible example that a game company can operate and thrive outside of the capital.
In a country where the concentration of industries in Seoul has become a major social issue, we believe we play a small but meaningful role in demonstrating that regional economic vitality in the games industry is possible. There's still a long way to go, but we're proud of what we represent in that regard.
What do you think older PC online games still offer players today, and why is it important to keep some of these games alive?
Masangsoft: The most well-known value of older games is nostalgia — and it's a real and powerful one. These days, there are many content creators who review games, and when they revisit something they played as teenagers, the reaction is almost universal: they struggle to be objective, often overcome by emotion, sometimes to the point of tears. That's not just sentimentality — it speaks to something genuine.
An older game isn't simply a game with outdated graphics and simple mechanics. For the people who once played it, it's a gateway back to a specific time in their lives. In that sense, it shares something with looking at old photographs or listening to a song from your past — but with one crucial difference: rather than passively receiving a memory, you're actively participating in it. That makes the experience considerably more immersive and personal.
PC online games carry an additional dimension: they were never played alone. They were experienced with real people, in communities. Revisiting them can evoke not just a place or a time, but relationships — friendships from school, connections that have evolved or faded over the years.
And just as classic arcade games like Galaga, Super Mario, or Tetris remain genuinely enjoyable today, age alone doesn't diminish a game's entertainment value. If anything, a game that has sustained a loyal following for decades has likely earned it — much like a book that remains in print year after year because it continues to offer something that resonates.
For games that built rich communities with their own histories and stories — especially MMORPGs — keeping them alive preserves something that simply cannot be recreated once it's gone.
The gaming audience now extends into people's sixties. Anyone who has been deeply invested in a game has what they'd call their "game of a lifetime" — and no one wants to see that game disappear for good.
Looking ahead, what kinds of opportunities does Masangsoft see in maintaining and operating legacy PC games, especially as more older online titles risk disappearing?
Masangsoft: We see two primary directions of opportunity.
The first is regional expansion and relaunching. Just because a game is old doesn't mean it was ever available everywhere — and even in regions where a service once ran and shut down, demand doesn't necessarily disappear with it. As an example, we are planning to launch GunZ — a TPS game that was well-known in its time — on Steam this year. It was previously published in North America by a company called Aeria, but that service ended thirteen years ago. When we opened our Steam store page during preparation, the wishlist crossed 100,000 in no time. The demand is still there. It's worth noting that this title is currently involved in litigation in the United States against an unauthorized private server, and trial is coming up shortly. On a similar note, a title called Priston Tale is set to launch in China and Vietnam through local publishers this year — markets where it had a presence years ago. Those deals were made after confirming that sufficient local demand exists.
The second direction is cross-platform collaboration. Mobilizing a well-known PC game IP — often by adding an "M" to the title — has been around long enough to feel almost dated, yet it continues to be a marketing strategy that delivers real results. More importantly, we've found that when the original PC game is still live, there's a measurable synergy with any mobile or other platform adaptation built on that IP. The difference between a PC game that's still running and one that has already shut down has a real impact on how well a derivative title performs.
Our team is predominantly PC-focused, so large-scale original mobile development isn't practical for us at this stage. However, we do periodically license our PC game IPs to other developers for mobile adaptation — and the royalties generated from those arrangements have become a meaningful contributor to the company's operations.
Finally, our definition of "legacy games worth acquiring" is no longer limited to PC titles. We are expanding into mobile as well. At this point, many older PC games are simply too dated to be viable acquisition candidates, while the mobile space now has a growing number of titles that are ten or more years old — games with real potential that ended too soon, with player communities still hoping for their return. We have already acquired titles such as Arcane and Kings Raid, and Kings Raid in particular is shaping up to be one of our flagship releases this year — a multiplatform launch covering both mobile and Steam PC, planned for the second half of 2026.
Masangsoft, Game Development Studio
Interview conducted by David Jagneaux
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