The Seven Deadly Sins Origin Monetization Breakdown: How Aggressive Is It Compared To Other Netmarble Games?
The Seven Deadly Sins: Origin uses a multi‑layered, live‑service monetization very similar to Grand Cross, gacha banners, subs, passes, and cosmetic/upgrade packs, with early impressions putting it in the “aggressive but playable” range for a Netmarble title. It leans harder than average on long‑term ARPU and cross‑platform engagement, but not obviously worse than Netmarble’s recent flagship RPGs.
What Origin is trying to monetize
Analyst write‑ups and interviews make clear that Origin is designed as a long‑tail revenue pillar, not a one‑off premium game.
- IP‑driven gacha core
- Subscriptions and live‑service layers
- The monetization “blends in‑app purchases, subscriptions, and live‑service content,” mirroring Netmarble’s broader strategy of stacking battle passes, monthlies, and event bundles on top of gacha.
- Cross‑play (mobile, PC, console) is called out as a way to drive social monetization, pushing co‑op and multiplayer as engagement loops that support spending.
- Advertising and rewarded video
In short, Origin is built from the ground up as a modern F2P live service, not a “gentle” gacha side project.
How it compares to Grand Cross
Grand Cross is the closest benchmark, and community opinions show a clear pattern: generous at launch, more aggressive later.
- Early generosity vs later squeeze
- Players note Netmarble’s “common tactic” where games feel very F2P‑friendly for the first 3–6 months, then start adding more pay‑to‑win components and tighter monetization.
- Grand Cross veterans complain that over time it became harder for F2P (and even 100€‑per‑month spenders) to keep up with frequent limited releases and new systems.
- Still considered relatively F2P‑friendly
- At the same time, some content creators argue Grand Cross remains “one of the most F2P‑friendly gachas,” citing plentiful gem income and the ability to clear most content without heavy dupes.
- F2P account showcases demonstrate strong rosters built from long‑term gem farming and targeted summoning.
- Origin’s positioning
Relative to Grand Cross, Origin looks like a refined version: similar gacha, more platforms, more social hooks, and likely a similar drift from comfortable to pressured over time.
How it compares to other Netmarble gachas
Netmarble’s portfolio shows a consistent pattern of strong monetization that often draws criticism.
- Reputation for “Greedmarble” design
- F2P vs spender experience
- Discussions around titles like Solo Leveling: Arise note that Netmarble can “seem generous” with pulls while making materials and progression the real bottleneck, heavily favoring spenders who buy those packs.
- Players summarize the company ethos as: “if you give us 50,000$ we will give you 5$ as an achievement,” highlighting a perception of aggressive monetization even among whales.
Within that ecosystem, Origin is not an outlier in aggressiveness, it uses the same playbook of strong IP, banner churn, monetized materials, and layered packs, but it also pairs that with substantial content and F2P viability for disciplined players.
Overall aggressiveness rating
Putting the evidence together, Origin’s monetization sits roughly at:
- Launch phase
- Mature phase
- Compared to Netmarble’s wider catalog
For a practical takeaway: The Seven Deadly Sins: Origin is playable and competitive for careful F2P/dolphins, especially early, but anyone expecting a mild or minimalist monetization model will likely see it as aggressive, very much in line with Netmarble’s reputation rather than a departure from it.


