Walking the bustling corridors of Gamescom, you’ll quickly notice that the most expansive and elaborate booths belong to household names – Capcom, Xbox, Sega, EA, Ubisoft, and the like. This year, however, a substantial portion of Halls 6 and 7 is occupied by a brand that most attendees probably haven’t heard of before: 4Divinity.

“It’s massive by any yardstick,” explains Philip Doust, director of 4Divinity’s UK arm, when describing the publisher’s Gamescom footprint. The company is showcasing six titles in the closed‑door B2B zone, five of which will appear in the associated trailer showcases, and four will be displayed on the public show‑floor across two separate stands. The larger of those stands covers roughly 800 square metres.

But the scale is not limited to square footage; 4Divinity is also pulling out all the stops on the production side. “We’ve hired one of the top booth builders at Gamescom and left no stone unturned,” Doust says. One of the highlights is the area dedicated to the 1980s‑style pop‑culture RPG *Showa American Story*. The space features a re‑imagined version of the Hollywood Hills – renamed Neo Yokohama Hills in the game’s alternate timeline where Japan governs the United States.

“We’ve constructed a seven‑metre‑tall Golden Gate Bridge adorned with Japanese lanterns, and a fully stocked diner that visitors can walk into to try the game,” Doust adds. The experience is designed to be immersive, inviting attendees to step directly into the world the developers have built.

When pressed about the cost, Doust declines to give an exact number, calling it “crass” to do so, but he confirms that the investment runs into the millions of dollars. “The sheer size of our footprint should make it clear we’re committing resources at that level. It signals how seriously we’re taking the Western market – something not every Chinese‑owned company chooses to do, or even knows how to execute,” he notes. The reason many readers may not recognize 4Divinity despite its lavish spend is that it is part of a larger conglomerate, Singapore‑based GCL Global Holdings, which also owns an imitation‑diamond jewellery business.

GCL’s roots lie in physical game distribution through a company called Epicsoft, a business that has been operating for almost two decades. While physical media remains a component of GCL’s revenue – "as long as Sony continues to produce discs," Doust says – the group acknowledges the sector’s decline and the need to pivot toward digital‑first models.

4Divinity emerged in 2022 as a co‑publisher helping Western developers bring their titles to Southeast Asia. Doust points out that finding a Western game that can thrive in the Chinese market is a daunting task. The publisher succeeded with *Atomic Heart*, which performed strongly in China, and later replicated that success with *Stalker 2*. However, those titles were exceptions rather than the rule.

“From a growth perspective, a Nasdaq‑listed group like GCL needed a truly global publishing model,” Doust explains, prompting 4Divinity to start signing Chinese‑developed games for worldwide release. By the time Doust joined in late 2024, the portfolio already included a handful of smaller indie projects and the ambitious *Showa American Story*. Since then the slate has expanded to eight games slated for launch over the next two years, marking a rapid growth phase.

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 strategies pursued by other independents such as the US‑based ProbablyMonsters.

“Players today don’t have the time or desire to invest 200 hours into a live‑service title,” Doust says. “The $80 blockbuster is reserved for a few flagship franchises, but there’s a willingness to spend $40–$50 on a well‑crafted single‑player adventure.” Developing such games is not cheap.

Budgets typically range from $5 million to $20 million, regardless of whether the studio is based in China or the West. To break even, a title often needs to sell around a million copies – a challenging target given today’s discoverability hurdles.

What sets 4Divinity apart is its commitment to new IP. Every game on display at Gamescom is a fresh intellectual property, many of which are debut releases in both China and the West. Larger publishers are increasingly risk‑averse, preferring to lean on established franchises, especially in the AAA segment where development costs have skyrocketed.

By contrast, 4Divinity is betting on a steady stream of original, mid‑budget titles. The catalyst for this global pivot, according to Doust, was *Black Myth: Wukong*. GCL handled the game’s physical PS5 distribution worldwide and acted as the publisher in Taiwan. Because the developer, Game Science, is a Chinese studio, navigating Western console logistics was difficult, and GCL’s Singapore base proved invaluable.

*Wukong*’s triumph highlighted a broader opportunity. Since China lifted its console ban in 2016, many Chinese developers who had been working abroad returned home and formed console‑ready studios. Doust notes that development costs in China are significantly lower – the game reportedly cost about 300 million yuan (roughly $44.6 million) to produce – while the domestic market is highly price‑sensitive. The title sold 30 million copies, delivering a massive profit margin.

This cost advantage shapes 4Divinity’s strategy: source affordable, high‑quality games from Chinese creators and introduce them to Western audiences hungry for fresh experiences that don’t break the bank. Doust’s thesis, forged with GCL chairman Jacky Choo, is to find universal themes – loyalty, revenge, defiance – that resonate across cultures, then tailor the marketing message to each region while using the same creative assets. In practice, 4Divinity often adopts a “do‑nothing” approach in the West: they focus marketing efforts on China, let word‑of‑mouth ripple outward, and accept an 80/20 sales split (80 % in China, 20 % elsewhere).

*Wukong* followed that pattern, selling 20 million copies domestically and about three to four million abroad. Doust hopes to shift that balance to a 60/40 split, which would dramatically increase overall unit sales and potentially position a title among the best‑selling games of all time relative to its modest development budget. The company is also experimenting in the opposite direction. Its sole non‑Chinese title, *Guns Of Eschaton*, was developed by Eschatology Entertainment, a new studio based in Cyprus with roots in the World of Tanks team at Wargaming.

After announcing the game, 4Divinity immediately took it to Bilibili World, a massive anime and pop‑culture expo in Shanghai – a move few Western publishers would consider at such an early stage. The campaign generated enough buzz that China became the second‑largest wishlist market for the game, trailing only the United States. Thus, the massive Gamescom presence is a physical manifestation of this dual‑market strategy.

The publisher is timing its Cologne debut to follow a showcase at ChinaJoy in Shanghai, ensuring simultaneous exposure in both territories rather than a staggered rollout that would force them to chase after a market that already has momentum. For 4Divinity, Gamescom is not just a venue to promote individual titles; it is a launchpad for the brand itself in the West. “We could run separate campaigns for each game, and we do to some extent, but Gamescom lets us bundle everything into one high‑impact event,” Doust says. “Having not built much brand awareness in the West yet, this is our chance to make a splash.

If we’re presenting an entire portfolio, why not go all‑in?"