Strolling through the bustling corridors of Gamescom, you’ll quickly notice that the most massive, eye‑catching booths belong to household names – Capcom, Xbox, Sega, EA, Ubisoft, and the like. This year, however, a sizeable portion of Halls 6 and 7 is dominated by a company most attendees probably haven’t heard of before: 4Divinity.

"By any measure, it’s huge," explains Philip Doust, director of 4Divinity’s UK operation, when describing the publisher’s Gamescom footprint. The firm is showcasing 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 show‑floor across two separate stands. The larger of those stands covers roughly 800 square metres. But the scale isn’t limited to square footage – the company has also invested heavily in the visual spectacle.

"We’ve hired one of the top booth builders at Gamescom and spared no expense," Doust adds. One of the most striking installations belongs to the 1980s‑inspired RPG *Showa American Story*. The booth recreates a stylised version 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 fully functional diner that visitors can walk into to experience the game. It’s all very immersive," he says. When asked about the budget, Doust is vague but clear: "I can’t give exact numbers – that would be crass – but we’re talking millions of dollars. The sheer size of our presence signals how seriously we’re treating the Western market, something not every Chinese‑owned company is willing or able to do." The reason this relatively unknown publisher can afford such a splash is that 4Divinity is part of a larger Singapore‑based conglomerate, GCL Global Holdings, which also owns a variety of other businesses, including an imitation‑diamond jewellery line.

GCL’s roots lie in physical game distribution through a company called Epicsoft, a business that has operated for nearly two decades. While physical media remains a component of the group’s revenue – "as long as Sony continues to produce discs, we’ll keep supporting that channel" – Doust acknowledges the sector is in decline and that the group needs a stronger digital focus.

Enter 4Divinity, launched in 2022 as a co‑publisher helping Western developers bring their titles to Southeast Asia. Doust points out that finding a Western game that performs well in China is exceptionally difficult.

The publisher succeeded with *Atomic Heart*, which saw massive sales in China, and later replicated that success with *Stalker 2*. However, those titles were outliers rather than a sustainable growth engine.

As a Nasdaq‑listed entity, GCL required a more scalable model. "From a growth perspective, we needed a truly global publishing operation," Doust says. The company therefore began signing Chinese‑developed games for worldwide release. By the time Doust joined in late 2024, 4Divinity 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 rapid growth phase. The current lineup shares several common threads: all are primarily single‑player experiences, each offering roughly 15–20 hours of gameplay and positioned at a mid‑tier price point. This focus wasn’t pre‑planned but emerged organically as a coherent strategy aimed at the “squeezed middle” of the market – a segment also being targeted by U.S.

studio ProbablyMonsters. "Players today don’t have the time or desire to invest 200 hours into a live‑service game, and they’re not willing to spend $80 on a single‑player title unless it’s a blockbuster. A $40‑$50 price tag for a solid, self‑contained experience is much more appealing," Doust explains. Developing games in this range typically costs between $5 million and $20 million, whether the studio is based in China or the West.

Doust notes that to break even, a title must sell roughly a million copies – a daunting target given today’s crowded marketplace and discoverability challenges. What truly sets 4Divinity apart is its commitment to new intellectual property. "Everything you’ll see from us at Gamescom is brand‑new IP. Even in China, these are fresh titles, and in the West they’re completely unknown," he says.

Larger publishers tend to avoid betting on untested IP, especially after the rising costs of AAA development have turned many studios into franchise‑focused entities. Only a few emerging Chinese developers are willing to take such risks.

The turning point for 4Divinity’s global ambitions, 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, leveraging its Singapore base to bridge the gap for the Chinese developer Game Science.

The title’s triumph highlighted a broader opportunity: since China lifted its console ban in 2016, many Chinese studios that had been working abroad have returned home, forming new console and PC teams. *Wukong* was among the first to emerge, and its success – a development budget of roughly 300 million yuan (about $44.6 million) and sales of 30 million copies – demonstrated the commercial potential of high‑quality Chinese‑made games. Chinese development costs are generally lower, and Chinese gamers are highly price‑sensitive. This combination informs 4Divinity’s regional strategy: produce affordable, high‑quality experiences in China and then test them in Western markets, where there remains a “massive drought of supply” for mid‑tier single‑player titles.

Doust’s mission is to match Western demand for fresh experiences that are reasonably priced with the supply that Chinese creators can efficiently deliver. He elaborates on his broader thesis: "When I started working with Jacky Choo, GCL’s chairman, I asked whether we could find common thematic ground between East and West.

Themes like loyalty, trust, defiance, and revenge resonate globally. By packaging the same game assets with different cultural lenses, we can market the same product to distinct audiences effectively.

No one has really mastered this approach yet." Even without a concerted cross‑border push, games tend to cross markets organically. Doust describes this as the company’s “do‑nothing” business model: they market primarily in China, and a ripple effect generates modest sales abroad, typically an 80/20 split (80 % of sales in China, 20 % elsewhere). *Wukong* followed that pattern, selling about 20 million copies in China and 3‑4 million internationally. Doust hopes to shift the ratio to 60/40 through deliberate marketing efforts, which could dramatically increase total unit sales and potentially make a title one of the best‑selling games of all time relative to its modest development budget.

To illustrate the two‑way flow, Doust cites the studio’s first non‑Chinese title, *Guns Of Eschaton*, developed by Eschatology Entertainment – a new studio founded in Cyprus by a former World of Tanks developer. The marketing campaign began in China, where the game was showcased at Bilibili World, a massive anime and pop‑culture expo in Shanghai.

This early exposure generated enough buzz that China became the second‑largest wishlist market for the game after the United States. The massive Gamescom presence is essentially a Western launchpad mirroring the China‑first strategy.

The games will appear in Cologne shortly after being featured at ChinaJoy in Shanghai, allowing 4Divinity to generate simultaneous momentum in both regions rather than waiting for a Chinese hit to trickle westward. Doust emphasizes that Gamescom offers a unique opportunity to consolidate multiple game launches into a single, high‑impact event, creating a louder signal in a market where the publisher has yet to establish a strong foothold.

In summary, 4Divinity’s multi‑million‑dollar Gamescom investment reflects a calculated gamble: leveraging its parent company’s distribution legacy, capitalising on the cost advantages of Chinese development, and pursuing a niche of mid‑tier, single‑player experiences that are fresh to both Eastern and Western audiences. By aligning new IP with a cross‑cultural marketing framework, the publisher aims to reshape the middle of the gaming market and prove that high‑quality, affordable games can thrive on a global stage.