Jul 25, 2026 · 4 min read · GameMantra Team
South Korea Just Published Its First Compliance Roster
Korea's game regulator named 81 publishers and flagged 40% for partial loot box disclosure failures. Here is what real enforcement looks like now.
South Korea's game regulator published its first official compliance roster in July 2026, naming 81 publishers subject to the country's loot box probability disclosure law. Forty percent of the titles reviewed were still partially failing to meet disclosure requirements, and one publisher is now in a pre-penalty review process that can end in an administrative fine. This is what enforcement looks like once a disclosure law moves past the announcement stage and into an actual audit.
The law existed for years. The roster is what changed
South Korea's probability disclosure requirement dates to a 2023 amendment to its Game Industry Promotion Act, and the country has built what's widely regarded as the most systematically developed consumer-protection framework for randomized-item mechanics of any major gaming market. A 2024 fine of roughly ₩11.6 billion — about $7.9 million — against a domestic publisher for deceptive gacha practices already demonstrated the regulator was willing to act on individual complaints. What the July 2026 roster adds is something different: a published, standing list of which publishers are being tracked and what their current compliance status is, rather than enforcement happening case by case as complaints arrive.
That distinction matters operationally. A studio operating under case-by-case enforcement can reasonably bet that a quiet compliance gap won't surface unless a player or competitor files a complaint. A studio on a published roster with a compliance percentage attached doesn't get that assumption anymore — the regulator is actively checking, on its own schedule, whether disclosed odds match what a game actually ships.
What "40% partially failing" actually means in practice
A partial failure isn't necessarily a studio hiding its drop rates outright. The more common pattern, based on how South Korea's disclosure law is written, is a gap between what's disclosed and what's shipped: an in-game probability display that doesn't match the odds used in production, a disclosure that covers the primary loot mechanism but misses a secondary one added in a later update, or odds that were accurate at launch and drifted out of sync after a live-ops rebalance nobody updated the disclosure text for.
That last failure mode is the one worth taking most seriously if your game runs any random-reward mechanic and operates in or near this market. A probability disclosure is not a one-time compliance artifact any more than a data safety label is — it has to stay synchronized with whatever your live economy actually does, and a live-ops team rebalancing drop rates for game-feel reasons can break disclosure accuracy without anyone on the compliance side knowing a change happened.
The proposed penalty change is the part that should reset a studio's priority
Current penalties, according to South Korean lawmakers pushing for a revision, are small enough that some publishers can treat a fine as a cost of doing business, effectively offsetting it against the revenue the non-compliant mechanic generated. The proposed bill under consideration would move to revenue-based fines — up to 3% of relevant sales, capped at 1 billion won, or roughly $692,300 — which changes the math from "a fine we can absorb" to "a fine sized to the revenue the violation actually produced." A fine calculated as a percentage of sales scales with exactly the mechanic that was non-compliant, which removes the incentive to treat a fixed penalty as a rounding error against a hit game's revenue.
What compliance actually requires if your game ships to this market
The practical requirement is narrower than it sounds: the odds you disclose in-game or in your store listing have to be the same odds your production build actually uses, checked every time a drop rate changes. That means the disclosure text can't live in a static document that gets written once at launch — it needs to be sourced from the same configuration your economy pulls from, or generated alongside it, so a live-ops price or rate change can't silently desynchronize the two. A studio that treats disclosed odds as a separate artifact from the actual drop table is the one most likely to end up on next year's roster with a partial-failure flag next to its name, whether or not the discrepancy was intentional.
Content analysis of the highest-grossing games on the market has consistently found that even among publishers who do disclose odds, full and accurate disclosure across every random mechanic in a game is still not universal. That gap is where the compliance roster is designed to apply pressure, and a studio with an economy dashboard that ties disclosed odds directly to production drop-rate config, rather than to a document someone updates by hand, is the one least likely to discover the two have quietly drifted apart.
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