Strolling through Gamescom, you’ll quickly notice that the most expansive, eye‑catching booths belong to household names – Capcom, Xbox, Sega, EA, Ubisoft, and the like. This year, however, a sizable portion of Halls 6 and 7 is dominated by a brand most attendees probably don’t recognize: 4Divinity.

"It’s massive by any measure," says Philip Doust, director of 4Divinity’s UK arm, describing the company’s Gamescom footprint. The publisher is presenting six titles in the closed‑door B2B zone, five of which will appear in the adjacent trailer showcases, and four will be displayed on the public floor across two separate stands. The larger of those stands occupies roughly 800 square metres. Doust emphasizes that the scale isn’t limited to square footage; the company has also spared no expense on the visual spectacle.

"We’re working with one of the top booth‑construction firms at Gamescom and have left nothing out," he notes. One of the showcased experiences, the 1980s‑style RPG *Showa American Story*, features a full‑scale recreation of the Hollywood Hills – re‑imagined as the Neo‑Yokohama Hills in an alternate timeline where Japan governs the United States. "We built a seven‑metre‑tall Golden Gate Bridge adorned with Japanese lanterns, and a diner you can actually walk into to try the game. It’s all very immersive," Doust explains.

When pressed about the cost, Doust declines to give an exact figure, calling it "crass" to disclose, but confirms that the investment runs into the millions. "The sheer size of our presence shows we’re committing resources at that level. It reflects how seriously we’re taking the Western market – something not every Chinese‑owned company does or understands." The reason many have never heard of 4Divinity, despite its willingness to spend such sums, lies in its corporate lineage. 4Divinity is one of several gaming subsidiaries owned by Singapore‑based GCL Global Holdings, a conglomerate that also dabbles in an imitation‑diamond jewellery business.

GCL’s roots are in physical game distribution through a company called Epicsoft, which has been operating for nearly two decades. While physical distribution remains a component of the group’s revenue – and will continue as long as Sony produces discs – Doust acknowledges that the model is in decline. "We recognize the need to pivot toward digital, because relying solely on discs is no longer sustainable," he says. 4Divinity was founded in 2022 as a co‑publisher to help Western developers bring their titles to Southeast Asia.

Doust points out that finding a Western game that resonates strongly in China is a rare feat. The company succeeded with *Atomic Heart*, which performed exceptionally well in the Chinese market, and later repeated the formula with *Stalker 2*. However, those successes were outliers rather than a scalable model.

"For a Nasdaq‑listed group like GCL, we needed a growth engine that could operate globally," Doust explains, prompting 4Divinity to start signing Chinese‑developed games for worldwide release. Before Doust joined in late 2024, the team had already secured a handful of titles, including a few indie projects and the ambitious *Showa American Story*. Since then the portfolio has expanded to eight games slated for release over the next two years, marking a period of rapid growth. All of the titles share common characteristics: 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 a strategy pursued by other independents such as ProbablyMonsters. Doust believes this segment captures current player desire. "People don’t want to invest 200 hours in a live‑service game, and they’re not willing to spend $80 on a blockbuster.

A $40‑$50 single‑player adventure hits the sweet spot," he says. Developing games of this scope typically costs between $5 million and $20 million, regardless of whether the studio is in China or the West. With additional operating expenses, a title often needs to sell roughly a million copies just to break even – a challenging target given today’s discoverability hurdles.

4Divinity’s approach also diverges in its emphasis on brand‑new intellectual property. "Everything you’ll see at Gamescom is fresh IP, especially in the West," Doust notes.

Larger publishers are increasingly risk‑averse, preferring to iterate on existing franchises because development costs have skyrocketed. This risk aversion leaves a gap that 4Divinity aims to fill by championing original concepts from Chinese studios.

The turning point for the publisher, according to Doust, was the handling of *Black Myth: Wukong*. GCL managed the game’s physical PS5 distribution worldwide and acted as the publisher in Taiwan. Because the developer, Game Science, is a Chinese company, it lacked the infrastructure to coordinate global logistics, giving 4Divinity a unique opportunity to step in.

*Wukong*’s triumph highlighted a broader trend: after China lifted its console ban in 2016, many Chinese developers who had been working abroad returned home and formed console‑focused studios. These studios can produce high‑quality games at a fraction of Western development costs. A Chinese tax filing suggests *Wukong* cost about 300 million yuan (approximately $44.6 million) to develop, yet it sold 30 million copies, delivering a substantial profit margin.

Doust stresses that lower development costs and price‑sensitive Chinese gamers shape 4Divinity’s strategy. By offering affordable, high‑quality experiences, the publisher can test titles in China and then export them to other regions, filling what he describes as a "massive drought of supply" for mid‑range single‑player games.

His overarching thesis is to bridge Western demand for fresh, reasonably priced experiences with the supply side of Chinese developers. "When I started working with Jacky Choo, GCL’s chairman, I asked: what common themes exist between East and West? Loyalty, revenge, defiance – those are universal.

We market the same asset with different cultural lenses to resonate in each market," Doust explains, noting that few have executed this cross‑cultural marketing effectively. Even without an aggressive push, games tend to cross borders. Doust calls this the "do‑nothing" business model: market a game in China, let a ripple effect reach the West, and typically see an 80/20 split in sales (80 % in China, 20 % elsewhere). *Wukong* followed that pattern, selling 20 million copies in China and about three to four million abroad.

Doust hopes to shift the ratio toward a 60/40 split through coordinated marketing efforts, which would dramatically increase total unit sales. To illustrate the two‑way approach, Doust cites the publisher’s sole non‑Chinese title, *Guns Of Eschaton*, developed by Eschatology Entertainment, a Cyprus‑based studio founded by a former Wargaming employee. The first promotional move was to showcase the game at Bilibili World, a massive anime and pop‑culture convention in Shanghai – a step no Western publisher typically takes so early in a campaign.

That exposure propelled China to become the game’s second‑largest wishlist market after the United States. 4Divinity’s massive Gamescom presence mirrors this dual‑market strategy.

The company plans to roll out its games in Cologne shortly after a showcase at ChinaJoy in Shanghai, ensuring simultaneous exposure in both regions rather than waiting for one market to build momentum before entering the other. Gamescom serves as the Western debut for 4Divinity, allowing the publisher to consolidate multiple title launches into a single, high‑impact event. "If we’re using Gamescom to introduce our portfolio to the West, why not go big?" Doust concludes.