STOCKHOLM--Swedish computer games maker Mojang AB said net income more than doubled last year, banking on the popularity of cult classic "Minecraft" and eschewing the so-called freemium model adopted by many of its bigger competitors.

Mojang raked in 816 million Swedish kronor ($128 million) last year, up from 325 million kronor in 2012. Revenue soared 38% to 2.07 billion kronor, according to figures made available to The Wall Street Journal. Mojang is a privately held company and will soon publish its full financial statements with Swedish regulators.

Those numbers pale in comparison to the jaw-dropping profit reported recently by rivals King Digital Entertainment PLC and Supercell Oy. But Mojang, a tiny developer based in Stockholm's hip Södermalm district, achieved these results with fewer than 40 employees--King employs 665 people, and Supercell just under 140--and with a marquee game that is now five years old.

What sets Mojang apart from its competitors is that it charges players a flat fee for downloading the game--a pricey $27 per download on a PC or $20 for a console-based gaming device, and $7 for the mobile version.

In contrast, rivals King, Supercell and Zynga Inc. rely on the "freemium" model--they offer their games free for downloading onto computer screens or mobile devices, and only charge players for in-game features like topping up power or eliminating waiting times. That strategy leans heavily on a relatively small number of high-paying players to boost revenue.

"Minecraft" was among the top-10 grossing games offered by the mobile apps stores of Apple Inc., Google Inc. and Amazon.com Inc. But it was the only one in the group that charged for downloading, according to Distimo, an Amsterdam-based apps analytics firm.

"Mojang proves that it is possible to be continuously successful with a paid game app," Distimo analysts wrote in a recent report.

The popularity of "Minecraft" rests in large part on the game's open-ended possibilities. Often described as a sort of online Lego set, "Minecraft" allows players to use virtual material to construct everything from buildings and cities to starships. Players can also team up online for joint projects. The game's staying power has outlasted many other competitors.

"Usually with games, you would start to expect a decline after the first year since launch," said Mojang Chief Executive Carl Manneh in an interview. "That's never really happened for us."

Markus Persson, a burly and bearded former King developer, created "Minecraft" in 2009. He formed Mojang a year later with his friend and one-time King colleague Jakob Porsér. The two own the company with Mr. Manneh, the CEO. It offers no stock options for employees, and Mojang executives have repeatedly said they don't need to list shares. They have turned down several acquisition offers and funding overtures.

Mr. Persson holds the intellectual rights to "Minecraft." The license fees Mojang pays to Mr. Persson for "Minecraft" represents the largest chunk of the company's costs. Last year, Mojang paid 821 million kronor in licensing fees to a separate company owned by Mr. Persson, according to Mojang Chief Financial Officer Karin Severinson.

The success of "Minecraft" has always been an outlier in the global gaming business. Computer game developers have long relied on massive marketing campaigns and large distribution network for sales.

Mr. Persson, by contrast, eschewed marketing, launching his game before it was even finished in 2009. Mr. Persson bet on word-of-mouth and online recommendations from other gamers, which spread rapidly on Internet forums and social media in the wake of its unassuming release.

In its first years of existence, "Minecraft" wasn't distributed by any of the big-name game publishers, like Electronic Arts Inc. and Activision Blizzard Inc. and wasn't supported by the main gaming consoles, like Microsoft Corp.'s Xbox and Sony Corp.'s PlayStation. Instead, gamers had to download the game--and pay the download fee--through the rudimentary Minecraft.net Web page.

As the game's popularity took off, Mojang embraced more traditional channels, releasing a version for the Xbox and PlayStation, as well as apps for the iPhone and Google's Android.

Last year, 38% of the company's revenue came from sales of the PC version of "Minecraft," while the versions for the Xbox 360 and PlayStation 3 accounted for 30% of sales, Ms. Severinson said. Roughly a quarter of revenue stemmed from mobile. The rest came from "Scrolls," a strategy card-trading game, as well as merchandise sales.

Mojang has struck merchandising deals with the likes of Lego A/S, and is currently negotiating with Warner Bros. Entertainment Inc. to bring the game to the big screen. The company has a few other game projects, Mr. Manneh said, but executives feel no urge to rush into any new ventures.

"Financially speaking, we have no pressure whatsoever to rush into any new projects," he said. "Besides, we have no outside owners that require us to reach any particular goals."

Write to Sven Grundberg at sven.grundberg@wsj.com and Jens Hansegard at jens.hansegard@wsj.com

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