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Webtoons Go Global: The Rise of Digital Comics

Jayden

Analyzes global supply chains, industrial policy, and technology issues.

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Key points

  • Webtoon Entertainment — the parent of Naver Webtoon, headquartered in Los Angeles — priced its IPO at $21.00 a share on 26 June 2024 and began trading on Nasdaq as "WBTN" the next day, raising about $315 million at a valuation of roughly $2.67 billion [WEBTOON Entertainment, 2024; CNBC, 2024].
  • At the IPO the company reported about 170 million monthly active users across more than 150 countries. That is a company-reported metric: monthly active users count app openings, not paying readers [Reuters, 2024].
  • The measured market is real. Korea's webtoon industry generated ₩2.189 trillion (about $1.36 billion) in 2023, up 19.7% from ₩1.829 trillion and above ₩2 trillion for the first time, with overseas revenue concentrated in Japan at 40.3% [KOCCA, 2025].
  • The audited business is harder. FY2025 revenue rose only about 2.5% to roughly $1.4 billion while the net loss widened to $373.4 million from $152.9 million, and fourth-quarter 2025 app monthly users fell 6.5% year over year [WEBTOON Entertainment, 2025; WEBTOON Entertainment, 2026].
  • Growth is not evenly shared. KOCCA's creator survey found the average annual income of artists who serialized in the past year fell to about ₩98.4 million, down ₩20.3 million, while only 18.3% of surveyed artists had used generative AI against 63.8% of webtoon businesses planning to adopt it [Korea Times, 2024; Korea Times, 2025].

In June 2024, a comics company most Western readers had never heard of rang the Nasdaq bell. Webtoon Entertainment — the parent of Naver Webtoon, headquartered not in Seoul but in Los Angeles — priced its initial public offering at $21 a share, raised about $315 million, and stepped onto the U.S. market valued at roughly $2.67 billion [source: WEBTOON Entertainment, 2024]. Its pitch was startling in its scale: around 170 million people a month, it said, were reading comics on its apps across more than 150 countries [source: Reuters, 2024]. A few months later, a Korean webtoon-and-web-novel property called Solo Leveling swept the 2025 Crunchyroll Anime Awards, taking Anime of the Year and eight other prizes — the first Korean-origin work to win the ceremony's top honor [source: Crunchyroll, 2025]. The vertical-scroll comic, a format born on Korean web portals two decades ago, had plainly gone global.

That is a real story, but it is not the whole story. In the same stretch of months, the company behind the IPO reported a widening net loss, and by late 2025 its monthly users were shrinking rather than growing [source: WEBTOON Entertainment, 2026]. The creators who draw these comics saw their average incomes fall even as industry sales climbed [source: Korea Times, 2024]. And a fight over generative AI was pulling readers, artists, and platforms in different directions [source: MIT Technology Review, 2025]. Understanding the webtoon boom means separating what has been measured from what is merely felt — and asking whether a genuinely new medium can also build a durable business around itself.

What exactly is a webtoon?

The word is a portmanteau of "web" and "cartoon," and the form is defined by a single design choice: you read it by scrolling straight down a phone screen, one tall vertical strip at a time, rather than turning pages. That may sound trivial, but it re-engineers comics for the device most of the world actually reads on. Panels are stacked in a continuous column; a moment of suspense can be paced by a long empty gap before the next image; color is standard rather than exceptional; and some apps layer in music or subtle animation. It is comics rebuilt natively for the smartphone, not print comics photographed and shrunk.

The format emerged in South Korea in the early 2000s, when web portals — Daum in 2003, Naver in 2004 — began hosting free vertical-scroll comics, part of a national tradition of printed comics known as manhwa. What turned a local experiment into a mass medium was the smartphone: once a high-resolution screen sat in every pocket, a thumb-friendly scroll was a better reading experience than any page-turn. The point of this article is not that the form is Korean — it is that a Korean solution to "how do comics work on a phone" turned out to travel remarkably well.

How a Korean format went global

Two corporate ecosystems carried the medium abroad, and it is worth being precise about which is which. The first is Naver Webtoon, reorganized under the U.S.-listed Webtoon Entertainment, whose flagship English-language app helped seed readerships in North America, Europe, and Southeast Asia. The second is Kakao, whose Japanese arm Piccoma became the export success story that is easiest to measure: Piccoma surpassed ¥105 billion (about ₩900 billion) in transaction sales in 2024 and ranked as the single highest-earning app in Japan by annual consumer spending — across every category, games included — in both 2023 and 2024 [source: KED Global, 2025]. Japan, not the United States, is the largest webtoon market in the world.

The 2024 Nasdaq listing was the moment the medium's ambitions became a matter of public record. Filing to sell shares forced Webtoon Entertainment to disclose audited numbers rather than press-release enthusiasm, and it framed itself explicitly as a global platform: an American headquarters, a Korean engineering heritage, and a Japanese profit center. That structure is the real "globalization" of webtoons — not simply that readers abroad discovered Korean stories, but that the platforms reorganized themselves as multinational businesses listed in dollars.

The measured market versus the hype

Here the numbers demand care, because the feeling that webtoons are conquering the world is not the same as the measurement of how the business is performing.

Start with what is solidly measured. According to the Korea Creative Content Agency (KOCCA), the government body that surveys the sector, Korea's webtoon industry generated ₩2.189 trillion (about $1.36 billion) in 2023, up 19.7% from the year before — the first time the market cleared ₩2 trillion [source: KOCCA, 2025]. KOCCA's survey of overseas revenue found it concentrated in Japan (about 40%), followed by North America, Chinese-speaking markets, Southeast Asia, and Europe [source: KOCCA, 2025]. This is a real, sizeable, and internationally distributed industry, not a mirage.

Now the caution. That headline "170 million monthly active users" is a company-reported figure, and monthly active users count app openings, not paying readers — a large audience is not the same as a large profit. When Webtoon Entertainment reported audited results, the picture was more mixed than the user number suggests. Full-year 2024 revenue was about $1.347 billion, up roughly 12% in constant currency, and the company reached a second straight year of positive adjusted earnings; but it still posted a net loss of $152.9 million [source: WEBTOON Entertainment, 2025]. In 2025 the strain grew: revenue edged up only about 2.5% to roughly $1.4 billion, the net loss widened to $373.4 million, and adjusted earnings fell sharply [source: WEBTOON Entertainment, 2026]. Most tellingly for the "endless growth" narrative, the company disclosed that in the fourth quarter of 2025 its overall app monthly users declined about 6.5% year over year [source: WEBTOON Entertainment, 2026].

None of that erases the cultural rise, but it reframes it. The medium is genuinely global and genuinely large; the business of monetizing it is still unsettled, dependent on converting enormous free readerships into a much smaller base of people who pay per episode. A booming medium and a still-unprofitable platform are not contradictory descriptions — they describe two different questions.

From scroll to screen: the adaptation engine

If one thing has pushed webtoons into global mainstream awareness, it is what happens when they leave the app. Because a completed webtoon already contains characters, plot, and camera-like framing, platforms increasingly treat popular titles as intellectual-property incubators for film, television, and animation. Solo Leveling is the clearest recent case: it began as a Korean web novel, became a webtoon that the platform says has drawn on the order of 14.3 billion views, and was then adapted into the anime that dominated the 2025 Crunchyroll Anime Awards [source: Crunchyroll, 2025]. On the live-action side, Netflix has built several series from Naver webtoons, including Sweet Home, adapted from the horror comic by Carnby Kim and Youngchan Hwang, which ran for three seasons.

Two cautions keep this honest. First, that "14.3 billion views" is an engagement metric reported by the platform, not a count of unique readers or a revenue figure; a view is a tap, and tallies like it are easy to quote and hard to independently verify. Second, it is tempting to draw a straight causal arrow — hit webtoon therefore hit show — but a popular source and a popular adaptation are better understood as a pipeline than as proof of causation. A large existing fandom lowers a studio's risk and marketing cost; it does not guarantee the adaptation succeeds, and plenty of well-read titles never break through on screen. The honest claim is narrower and still significant: webtoons have become a major feedstock for global screen IP, which is why studios and streamers now shop the apps for stories.

The people who draw them: creators and labor

Beneath the platform economics sits a labor question that the growth figures tend to obscure. The webtoon industry's total sales have risen for years — yet KOCCA's survey of creators found that the average annual income of artists who serialized in the past year fell to about ₩98.4 million, down ₩20.3 million from the previous year, even as those artists worked long hours [source: Korea Times, 2024]. In other words, a growing pie is not being shared evenly.

The likeliest explanation is structural rather than sinister: webtoon revenue is intensely top-heavy. A small number of blockbuster titles earn enormous sums while a long tail of series earns little, so aggregate industry growth and falling average creator income can be true at the same time. This is the same distribution trap that shows up across creator economies, from streaming music to video, and it means "the industry is booming" and "many creators are struggling" are not contradictory claims. It also sets the stakes for the technology fight described next, because anything that changes the cost of producing a webtoon lands directly on the people whose incomes are already under pressure.

The AI question

No issue divides the webtoon world more sharply than generative AI, and it is a case where a company's claim and a creator's fear must be represented side by side. Platforms see AI as a way to speed up labor-intensive steps — coloring, backgrounds, the in-between frames of an animation — and to lower costs. KOCCA's industry survey captured the split precisely: while about 63.8% of webtoon businesses said they planned to use AI, only 18.3% of surveyed artists reported having used generative tools, and just 36.1% intended to [source: Korea Times, 2025]. The producers are eager; the people holding the pen are wary.

Readers have entered the argument too. When fans of the Naver series The Knight King Returns with the Gods concluded that AI had been used to refine its art, they flooded it with low ratings in a coordinated protest in 2023 [source: MIT Technology Review, 2025]. Their objections were not only aesthetic. The deeper disputes are about consent and copyright — whether image models were trained on artists' work without permission — and about originality, the worry that a medium prized for distinctive drawing styles could flatten into a machine-smoothed sameness [source: MIT Technology Review, 2025]. There is a defensible case on each side: efficiency and lower barriers to entry against consent, authorship, and the value of a human hand. What there is not yet is a settled legal or ethical answer, in Korea or anywhere else, which is why platforms tend to describe their AI use cautiously while continuing to invest in it.

What to watch

The webtoon boom is neither the frictionless global takeover of the headlines nor a bubble about to burst. It is a genuinely new medium — comics rebuilt for the phone — that has found hundreds of millions of readers and a real, internationally distributed industry, while the business of turning that audience into durable profit remains a work in progress.

A few signals are worth watching. First, whether the platforms can convert their vast free readerships into paying subscribers fast enough to close the gap between rising revenue and widening losses, and whether that late-2025 dip in monthly users proves temporary or structural. Second, whether the adaptation pipeline deepens — more Solo Leveling-scale crossovers would strengthen the case that webtoons are a primary global IP source, not a novelty. Third, whether creator incomes and contract terms improve, or whether the top-heavy distribution hardens into a permanent divide. And fourth, how the AI fight is resolved in law and in practice, since the answer will shape both who makes webtoons and how they look. Whatever the numbers do next, the more durable fact may be the simplest one: a way of reading comics invented for the smartphone has become, quietly, one of the most widely read storytelling formats on earth.

Charts

Where the overseas revenue comes from

Where the overseas revenue comes fromJapan 40.3%, North America 19.7%, Chinese-speaking markets 15.6%, Southeast Asia 12.3%, Europe 8.2%40.3%Japan19.7%North America15.6%Chinese-speaking markets12.3%Southeast Asia8.2%Europe
Geographic split of the Korean webtoon industry's overseas revenue, as surveyed by the Korea Creative Content Agency (KOCCA), 2025. The five shares shown do not sum to 100% because smaller markets are not listed.

Korea's webtoon industry revenue

Korea's webtoon industry revenue2022 1.829 trillion won, 2023 2.189 trillion won1.829 trillion won20222.189 trillion won2023
Total revenue of Korea's webtoon industry, up 19.7% year over year and above ₩2 trillion for the first time. KOCCA valued the 2023 figure at about $1.36 billion.KOCCA / KED Global, 2025 (opens in a new tab)

Webtoon Entertainment's net loss, by fiscal year

Webtoon Entertainment's net loss, by fiscal yearFY2024 US$152.9M, FY2025 US$373.4MUS$152.9MFY2024US$373.4MFY2025
Audited net loss. The FY2024 figure comes from the company's own results release (2025); the FY2025 figure from its annual report as reported by The Daily Cartoonist (2026) — two separate disclosures, so no single link is cited here.

Monthly active users in Q4 2025, versus a year earlier

Monthly active users in Q4 2025, versus a year earlierAll apps -6.5%, Webtoon app -2.6%-6.5%All apps-2.6%Webtoon app
Year-over-year change in monthly active users disclosed by Webtoon Entertainment for the fourth quarter of 2025. Both bars are declines; the company disclosed the figures with its results rather than in a standalone report, so no single link is cited here.

Timeline

  1. The Korean web portal Daum begins hosting free vertical-scroll comics, the format that will become known as webtoons.

  2. Naver follows with its own free vertical-scroll comics service.

  3. Solo Leveling begins life as a Korean web novel — the first link in what will become a novel → webtoon → anime chain.

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  4. The horror webtoon Sweet Home, by Carnby Kim and Youngchan Hwang, is serialized on Naver.

  5. The Solo Leveling webtoon launches, later reported by the platform to have drawn on the order of 14.3 billion views.

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  6. Netflix premieres the live-action Sweet Home, adapted from the Naver webtoon; it runs for three seasons.

  7. Korea's webtoon industry revenue stands at ₩1.829 trillion.

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  8. Readers review-bomb the Naver series The Knight King Returns with the Gods after concluding that AI had been used to refine its art.

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  9. Korea's webtoon industry revenue reaches ₩2.189 trillion (about $1.36 billion), up 19.7% and above ₩2 trillion for the first time. Piracy's share of readership is about 20.4%, down from 21.5%.

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  10. Webtoon Entertainment prices 15 million shares at $21.00 each in its U.S. initial public offering.

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  11. Trading opens on Nasdaq under the ticker WBTN, raising about $315 million and valuing the company at roughly $2.67 billion; the shares rise roughly 9–14% on the day — a single session, not a durable valuation.

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  12. The Solo Leveling anime adaptation debuts.

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  13. Kakao's Japanese arm Piccoma passes ¥105 billion (about ₩900 billion) in transaction sales and ranks first in Japan for annual consumer spending across all app categories, games included, for a second straight year.

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  14. Full-year 2024 results: revenue about $1.347 billion, up roughly 12% in constant currency, a second straight year of positive adjusted EBITDA — and a net loss of $152.9 million.

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  15. KOCCA's creator survey finds the average annual income of artists who serialized in the past year at about ₩98.4 million, down ₩20.3 million year over year, with working hours at about 9.5 a day.

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  16. Solo Leveling takes Anime of the Year and a record nine awards at the 9th Crunchyroll Anime Awards — the first Korean-origin work to win the grand prize.

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  17. LINE Manga overtakes Piccoma as Japan's top-grossing app in the first quarter, according to app-analytics estimates — a third-party estimate, softer evidence than audited revenue.

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  18. KOCCA's industry survey of roughly 800 artists finds 18.3% have used generative AI and 36.1% intend to, against 63.8% of webtoon businesses planning to adopt it.

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  19. In the fourth quarter, overall app monthly active users fall 6.5% year over year and Webtoon app users fall 2.6%.

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  20. The 2025 annual report lists revenue of roughly $1.4 billion (up 2.5%; 3.9% in constant currency), a net loss of $373.4 million, and adjusted EBITDA of $19.4 million.

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Analysis

A medium and a business are two different questions

The vertical-scroll comic has plainly travelled: hundreds of millions of readers, a ₩2.189 trillion Korean industry in 2023, revenue concentrated across five overseas regions [KOCCA, 2025]. The business of monetizing it is a separate question, and on that one the audited numbers show a widening loss [WEBTOON Entertainment, 2026]. Both statements are true at once.

Monthly active users count openings, not payers

The headline 170 million figure is a company-reported metric that counts app opens across more than 150 countries [Reuters, 2024]. It says how many people looked, not how many paid — and the platform's own model depends on converting a very large free readership into a much smaller base of people who pay per episode.

The largest webtoon market is Japan, not the United States

KOCCA's survey puts 40.3% of the industry's overseas revenue in Japan, ahead of North America at 19.7% [KOCCA, 2025], and Kakao's Piccoma passed ¥105 billion in 2024 transaction sales while ranking first in Japan across every app category [KED Global, 2025]. The export story is not primarily an American one.

Aggregate growth and falling average income are compatible

Industry sales rose while the average annual income of serializing artists fell to about ₩98.4 million, down ₩20.3 million [Korea Times, 2024]. The likeliest explanation is structural: revenue is intensely top-heavy, so a few blockbusters can lift the total while the long tail earns little. Note also that income surveys are cohort-sensitive — the definition of an "active creator" varies.

Pipeline, not proven causation

A popular webtoon and a popular adaptation co-occur, but co-occurrence is not proof that one caused the other. A large existing fandom lowers a studio's risk and marketing cost; it does not guarantee a hit, and many well-read titles never break through on screen. The defensible claim is that webtoons have become a major feedstock for global screen IP.

The producers are eager, the pen-holders are wary

In KOCCA's survey, 63.8% of webtoon businesses planned to adopt AI while only 18.3% of surveyed artists had used generative tools and 36.1% intended to [Korea Times, 2025]. These are two different respondent groups answering different questions, which is why they are set out in a table here rather than plotted on one axis.

Not all Japanese league tables are equally solid

Piccoma's ¥105 billion in transaction sales and its two consecutive years at the top of Japan's consumer-spending ranking are company- and press-reported figures. The 2025 report that LINE Manga overtook it rests on third-party app-analytics estimates [KED Global, 2025] — a weaker class of evidence, and worth labelling as such rather than reading as a settled handover.

Four numbers that are easy to mix up

Views, monthly active users, transaction sales, and audited profit are four different quantities produced by four different instruments. The 14.3 billion views attached to Solo Leveling is a platform engagement tally — a view is a tap — while the $373.4 million net loss is an audited result. Quoting them in the same breath is how a boom starts to sound either bigger or more fragile than it is.

Comparison

Four widely quoted webtoon numbers, and what each one actually measures. The evidence tier matters more than the size of the number.
The figureWhat it measuresEvidence tierSource
About 170 million monthly active usersApp openings per month across the company's apps in more than 150 countries — not paying readersCompany-reported metricReuters, 2024
About 14.3 billion views for Solo LevelingPlatform engagement taps, not unique readers and not revenuePlatform-reported metricKorea Times / Kakao Entertainment, 2025
₩2.189 trillion in 2023 industry revenueSurveyed total sales of Korea's webtoon industryGovernment agency surveyKOCCA, 2025
$373.4 million net loss in 2025Audited full-year financial result for the listed companyAudited annual reportWEBTOON Entertainment / The Daily Cartoonist, 2026
Webtoon Entertainment's own results, two fiscal years side by side. Growth rates are quoted on the basis each release used, so the constant-currency and reported figures are labelled rather than merged.
MetricFY2024FY2025
RevenueAbout $1.347 billion, up roughly 12% in constant currencyAbout $1.4 billion, up 2.5% (3.9% in constant currency)
Net loss$152.9 million$373.4 million
Adjusted EBITDAAbout $67–68 million — positive for a second straight year, up from $8.7 million in 2023$19.4 million, a 1.5% margin, down from 5.0%
SourceWEBTOON Entertainment, 2025WEBTOON Entertainment / The Daily Cartoonist, 2026
AI in webtoons: one survey, two different rooms. The business figure and the artist figures come from different respondent groups, so they are not comparable on a single scale [Korea Times, 2025].
Respondent groupWhat the survey foundSource
Webtoon businessesAbout 63.8% said they planned to adopt AIKOCCA / Korea Times, 2025
Webtoon artists (roughly 800 surveyed)18.3% reported having used generative AIKOCCA / Korea Times, 2025
Webtoon artists (roughly 800 surveyed)36.1% said they intended to use it in futureKOCCA / Korea Times, 2025
Two corporate ecosystems carried the format abroad — and they leave behind different kinds of evidence.
PlayerWhat the numbers sayHow to read themSource
Webtoon Entertainment (Naver Webtoon)Listed on Nasdaq in June 2024; FY2025 revenue about $1.4 billion with a $373.4 million net lossAudited filings — the firmest evidence in this article, and the least flatteringWEBTOON Entertainment / The Daily Cartoonist, 2026
Kakao Piccoma (Japan)More than ¥105 billion in 2024 transaction sales; first in Japan for consumer spending across all app categories in 2023 and 2024Company- and press-reported transaction sales, not audited profitKED Global, 2025
LINE Manga (Japan)Overtook Piccoma as Japan's top-grossing app in the first quarter of 2025Third-party app-analytics estimate — softer than audited revenueKED Global, 2025
Korean industry as a whole₩2.189 trillion in 2023, up 19.7%, with 40.3% of overseas revenue from JapanGovernment agency survey of the sectorKOCCA, 2025

Process

  1. Origin

    A story starts as a web novel or as an original vertical-scroll comic — Solo Leveling began as a Korean web novel in 2016.

  2. Serialization

    Free episodes run on a platform built for the phone: one tall column, scrolled with a thumb, in color as standard.

  3. Monetization

    A very large free readership has to be converted into a much smaller base of readers who pay per episode. This is where the business is still unsettled.

  4. Export

    English- and Japanese-language apps carry titles abroad. Japan takes 40.3% of the Korean industry's overseas revenue [KOCCA, 2025].

  5. Adaptation

    Popular titles are optioned as anime, film, and television — the Solo Leveling anime in 2024, Netflix's Sweet Home from 2020.

  6. Feedback

    A screen hit sends new readers back to the source. Treat this as a pipeline that lowers risk, not as proof that one caused the other.

Sources

  1. WEBTOON Entertainment — Announces Pricing of Initial Public Offering (2024-06-26).View source (opens in a new tab)
  2. CNBC — Webtoon Entertainment prices U.S. IPO at top of range to raise about $315 million (2024-06-27).View source (opens in a new tab)
  3. Reuters / Yahoo Finance — South Korea's Naver-backed Webtoon shares jump in Nasdaq debut (2024-06-27).View source (opens in a new tab)
  4. WEBTOON Entertainment — Reports Fourth Quarter and Full Year 2024 Financial Results (2025).View source (opens in a new tab)
  5. WEBTOON Entertainment / The Daily Cartoonist — 2025 Annual Report Lists Net Loss of $373.4 Million (2026-03-10).View source (opens in a new tab)
  6. KOCCA / KED Global — S. Korea's webtoon industry sales surpass $1.36 bn (2025-01-03).View source (opens in a new tab)
  7. KED Global — Piccoma tops consumer spending ranking in Japan (2025-01-17).View source (opens in a new tab)
  8. Crunchyroll — Anime of the Year 2025: Solo Leveling (2025).View source (opens in a new tab)
  9. Korea Times — Incomes of creators decline despite rise in annual K-webtoon sales (2024).View source (opens in a new tab)
  10. Korea Times — Webtoon industry seeks AI edge amid legal, ethical challenges (2025-11-06).View source (opens in a new tab)
  11. MIT Technology Review — Generative AI is reshaping South Korea's webcomics industry (2025-04-22).View source (opens in a new tab)

Tags

  • #webtoons
  • #digital-comics
  • #vertical-scroll-comics
  • #webtoon-platforms
  • #korean-webtoons