Walking through Gamescom, the massive, eye‑catching booths are usually attached to household names – Capcom, Xbox, Sega, EA, Ubisoft, and the like. This year, however, a sizable portion of Halls 6 and 7 will be dominated by a company most visitors probably don’t recognize: 4Divinity.

"It’s huge by any measure," says Philip Doust, director of 4Divinity’s UK arm, describing the publisher’s Gamescom footprint. The firm will showcase six titles in the closed‑door B2B zone, five of those in the accompanying trailer showcases, and four on the public show‑floor across two separate stands, the larger of which spans roughly 800 square metres.

The ambition goes beyond sheer size; Doust stresses that the company has hired one of the premier booth‑construction firms at the fair and spared no expense in creating a memorable experience. One of the most striking installations is for the 1980s‑inspired RPG *Showa American Story*. The set recreates the Hollywood Hills – re‑imagined as “Neo Yokohama Hills” in an alternate timeline where Japan governs the United States. "We built a seven‑metre‑high Golden Gate Bridge adorned with Japanese lanterns, and a fully realised diner that visitors can walk into to try the game," Doust explains.

The aim is to make the booth an immersive playground rather than a static display. When pressed about the cost, Doust declines to quote an exact number, calling it “crass,” but confirms that the investment runs into the millions of dollars. "The scale of our footprint alone shows the level of commitment.

It reflects how seriously we take the Western market – something not every Chinese‑owned company appreciates or knows how to approach." The reason this publisher can afford such a splash is that 4Divinity is part of the Singapore‑based conglomerate GCL Global Holdings, which also owns a jewellery‑making business that mimics diamonds. GCL’s roots lie in a physical‑distribution operation called Epicsoft, a business that has been around for nearly two decades. While physical media remain a component of the group’s revenue – and will continue as long as Sony produces discs – Doust acknowledges that the model is in decline, prompting the need for a stronger digital focus. 4Divinity was launched in 2022 as a co‑publisher helping Western developers bring games into Southeast Asia.

The first breakthrough came with *Atomic Heart*, which performed exceptionally well in China, followed by *Stalker 2*. Those successes proved that a Western title could find a sizable Chinese audience, but they were outliers rather than a sustainable growth engine for a Nasdaq‑listed company like GCL. "From a growth perspective we needed a global publishing model," Doust says.

The shift meant signing Chinese‑developed games for worldwide release. By the time Doust joined in late 2024, the company already had a handful of titles, including the ambitious *Showa American Story*. Since then the portfolio has swelled to eight games slated for launch over the next two years, marking a rapid expansion phase.

All of the titles share common traits: they are primarily single‑player experiences lasting 15‑20 hours, priced in the mid‑tier range. This focus on the “squeezed middle” of the market mirrors strategies employed by other independent publishers such as ProbablyMonsters. Doust believes this is exactly what many gamers want today. "People don’t have time for 200‑hour live‑service games, and they’re not willing to spend $80 on a single‑player title.

A $40‑$50 price point for a solid, story‑driven experience is far more appealing." Developing such games is still costly – typically $5‑$20 million per title – regardless of whether the studio is based in China or the West. To break even, a game must sell roughly a million copies, a target that is increasingly hard to hit given discoverability challenges. 4Divinity’s approach also diverges in its emphasis on new intellectual property. Every game on display at Gamescom is a brand‑new IP, both for Chinese and Western audiences.

Larger studios are generally reluctant to gamble on untested IPs, especially after the rise of AAA franchises that prioritize proven series over fresh concepts. This risk‑averse environment leaves space for publishers like 4Divinity to champion original titles. The catalyst for the company’s global pivot, according to Doust, was the success of *Black Myth: Wukong*.

GCL handled the game’s physical PS5 distribution worldwide and acted as publisher in Taiwan. Because the developer, Game Science, is a Chinese studio, it lacked the infrastructure to manage global logistics, creating an opening for GCL’s Singapore hub.

*Wukong* illustrated the untapped potential of Chinese developers now able to publish on consoles after the 2016 ban lift. Many studios that had been working for Western publishers returned home and began building console‑ready games. While *Wukong* reportedly cost around 300 million yuan (approximately $44.6 million) to develop, it sold 30 million copies, delivering a substantial profit margin. Lower development costs and price‑sensitive Chinese gamers shape 4Divinity’s strategy.

Doust argues that while major publishers have retreated from mid‑budget single‑player games for financial reasons, player demand for such experiences remains strong, creating a “massive drought of supply.” The firm aims to bridge Western demand for affordable, narrative‑driven games with the supply side that Chinese studios can provide. His personal thesis, formed while working with GCL chairman Jacky Choo, is to find thematic commonalities between East and West – loyalty, trust, defiance, revenge – and market the same game with different cultural lenses. He believes few have executed this cross‑cultural branding effectively. Doust describes the traditional “do‑nothing” model where a game is marketed only in China and then experiences a modest spill‑over into the West, typically an 80/20 split.

*Wukong* followed that pattern, selling 20 million units in China and about three‑four million elsewhere. 4Divinity hopes to shift that balance toward a 60/40 split, which would dramatically increase overall sales and could potentially make a title one of the best‑selling games of all time relative to its development budget. The company is also experimenting in the opposite direction. Its sole non‑Chinese title, *Guns Of Eschaton*, was first promoted at Bilibili World in Shanghai – a move no Western publisher usually makes so early in a campaign.

The early Chinese buzz propelled the game to become the second‑most wished‑for title in China, right behind the United States, demonstrating that the reverse flow of interest is viable. Thus, the massive Gamescom presence is a physical manifestation of this dual‑market strategy. By launching games in Cologne shortly after their debut at ChinaJoy, 4Divinity aims to avoid the scenario where a title gains massive traction in China first and then scrambles to catch up in the West. Instead, it seeks simultaneous exposure in both regions.

Gamescom also serves as the publisher’s western coming‑out party. While individual game campaigns continue, the trade fair allows 4Divinity to consolidate its messaging and generate a splash that would be impossible through isolated releases. "If this is a portfolio play, why not go big?" Doust concludes, underscoring the belief that a bold, unified showcase can accelerate the company’s ambition to become a bridge between Chinese creation and global consumption.