档案库 · 电商与平台 · 战略决策 · 2010–2026
Bukalapak的warung市场押注以游戏转型收场——15亿美元IPO后离场
印尼首家上市的科技独角兽在2025年放弃实体电商,因Shopee和TikTok占领市场,随后将游戏业务变成其85%的收入来源。
Bukalapak (PT Bukalapak.com)
做的是什么生意
Bukalapak is an Indonesian e-commerce and financial-services group that began as a marketplace for micro, small and medium enterprises; after ending physical-goods sales in 2025 it focuses on gaming and virtual products through Multi Realm Games, the Mitra merchant network and digital investment services.
启动资金:$1.5B raised in Indonesia's biggest IPO (August 2021); earlier backers included Ant Group, GIC and Microsoft.
起因
Bukalapak was founded in 2010 in Bandung by Achmad Zaky and co-founders from the Bandung Institute of Technology as a simple way for small businesses to sell online. It grew into one of Indonesia's largest marketplaces focused on micro, small and medium enterprises outside the top cities, and by August 2021 — eleven years after founding — it listed on the Indonesia Stock Exchange as the country's first tech unicorn, raising $1.5B with backers including Ant Group and GIC.
经过
The listing valued the warung-marketplace story highly, but competition hardened: Shopee, TikTok-controlled Tokopedia and China's cross-border sellers won Indonesian consumers, and Bukalapak reported a Rp593.23B loss in the first nine months of 2024. In January 2025 the company said it would stop selling physical goods, with final orders by February 9, and transform itself around virtual products such as mobile credits, streaming vouchers and gaming. The pivot quickly reshaped the business: by H1 2026 revenue was Rp3.99T, up 29%, and gaming — run through Multi Realm Games with brands Lapakgaming, Joytify and Itemku across more than 15 countries — generated Rp3.5T, about 85% of the total, while adjusted EBITDA turned positive.
还没有结局,它还在跑。
背景
Bukalapak是印尼warung经济的旗舰押注:2010年在万隆创立的市场,让微型和小型商户在线销售,Mitra网络为全国数百万小商店提供库存。在蚂蚁集团和GIC支持下,于2021年8月成为印尼首家科技独角兽,通过该国最大IPO筹资15亿美元,上市首日上涨25%。
这一理论遭遇了更严峻的市场:Shopee、TikTok控制的Tokopedia以及中国跨境卖家赢得了印尼消费者,Bukalapak在2024年前九个月亏损5932.3亿印尼盾。2025年1月,它宣布停止实体商品销售——最终订单截至2月9日——转向虚拟产品和游戏。
转型在财务上比大多数退出电商的企业更快见效:2026年上半年营收增长29%至3.99万亿印尼盾,游戏收入3.5万亿印尼盾(约占总收入的85%),通过Multi Realm Games在超过15个国家开展业务,调整后EBITDA转正,尽管对Allo Bank投资的按市值计价亏损导致报表层面净亏损。
Bukalapak的故事现在是一个品类先驱的收缩和转向:它仍然运营Mitra和投资服务(BMoney,管理资产超过6万亿印尼盾),但这家在IPO时以印尼小商户冠军身份上市的公司,现在主要是一家跨境游戏企业。
这件事要成立,得有什么
- warung长尾市场是真实的,但仅在边缘可防御:一旦Shopee和TikTok用补贴和物流跟进,Bukalapak的市场经济学就被打破。
- 2021年上市使其拥有资产负债表和散户投资者基础,能在战略重启中生存,而不是倒闭。
- 游戏和虚拟产品适合Bukalapak已有的能力——数字分销、商户覆盖和支付轨道——且比实体电商利润率更高。
- Multi Realm Games的国际扩展(超过15个国家,70多种支付方式)使转型减少对饱和的国内市场的依赖。
可借鉴之处
早期赢家仍可能输掉整个品类:Bukalapak拥有warung的故事,但没有消费者的最终决定,生存意味着放弃其创立时的市场转向游戏。
后续进展
截至2026年7月28日,Bukalapak是一家正在转型中的上市公司:实体电商于2025年初结束,2026年上半年营收增长29%至3.99万亿印尼盾,调整后EBITDA为正,主要由游戏业务(3.5万亿印尼盾,约占总收入的85%)推动,通过Multi Realm Games的Lapakgaming、Joytify和Itemku品牌在超过15个国家运营。Mitra和BMoney仍是集团的一部分,公司报告上半年净亏损,主要来自对Allo Bank投资1.75万亿印尼盾的按市值计价损失。
资料来源
- Bukalapak up 25% after raising $1.5 bln in Indonesia's biggest IPO
- Indonesia e-commerce firm Bukalapak to stop selling physical goods - report
- Bukalapak extends positive EBITDA streak in Q2 despite first-half net loss
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