Walking through Gamescom, the massive, eye‑catching booths are usually tied to household names – Capcom, Xbox, Sega, EA, Ubisoft, and the like. This year, however, a sizable portion of Halls 6 and 7 is occupied by a company most attendees probably haven’t heard of: 4Divinity. "It’s huge by any measure," says Philip Doust, director of 4Divinity’s UK arm, 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 adjoining trailer showcases, and four titles on the public show floor across two separate stands. The larger stand covers an impressive 800 square metres. Doust emphasizes that the scale is matched by the production value: "We’re working with one of the best booth builders at Gamescom and haven’t skimped on anything." One of the most striking displays is for the 80s‑inspired RPG *Showa American Story*.

The set recreates a version of the Hollywood Hills that, in the game’s alternate timeline, has been renamed Neo Yokohama Hills after Japan takes control of the United States. "We built a seven‑metre‑tall Golden Gate Bridge adorned with Japanese lanterns," Doust explains, "and a fully stocked diner that visitors can walk into to try the game. It’s meant to be an immersive experience." When asked about the budget, Doust declines to give an exact figure, calling it "crass" to do so, but confirms that the investment runs into the millions. "The sheer size of our footprint should make it clear we’re committing serious money.

It reflects how earnestly we’re approaching the Western market – something not every Chinese‑owned firm is willing or able to do." The reason this publisher can afford such a lavish presence is that 4Divinity is part of a larger conglomerate, Singapore‑based GCL Global Holdings, which also owns an imitation‑diamond jewellery business among other ventures. GCL’s roots lie in physical game distribution through a company called Epicsoft, a business that has been operating for nearly two decades.

While physical media is a shrinking segment – especially after Sony’s recent moves away from disc‑based releases – GCL still maintains that side of the operation as long as there is demand, but it recognises the need to pivot toward digital. 4Divinity was launched in 2022 as a co‑publisher helping Western developers bring their titles to Southeast Asia.

Doust notes that finding a Western game that resonates strongly in China is exceptionally difficult. The company succeeded with *Atomic Heart*, which performed well in the Chinese market, and later replicated that success with *Stalker 2*. However, those titles were outliers rather than a sustainable growth engine.

As a Nasdaq‑listed company, GCL required a more scalable growth model. Doust explains that the answer was to become a global publisher of Chinese‑made games. By the time he joined in late 2024, the firm had already signed a handful of titles, including a couple of 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 period of expansion.

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 independent publishers such as ProbablyMonsters. Doust believes this segment meets current player expectations: "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 well‑crafted experience is a sweet spot." Developing these games is a significant financial undertaking, with budgets typically ranging from $5 million to $20 million.

Doust points out that a title needs to sell roughly a million copies just to break even, a challenging target given today’s discoverability hurdles. What truly sets 4Divinity apart is its emphasis on new intellectual property. Every game on display at Gamescom is a fresh IP, both for Chinese audiences and for Western markets.

Larger studios are increasingly risk‑averse, preferring to invest in established franchises rather than betting on untested concepts. This risk aversion is especially pronounced in the AAA space, where development costs have skyrocketed.

The catalyst for 4Divinity’s global pivot, according to Doust, was the success of *Black Myth: Wukong*. GCL handled the physical PS5 distribution worldwide and acted as the publisher in Taiwan. Because the developer, Game Science, is a Chinese studio, it lacked the infrastructure to manage global logistics, creating an opportunity for GCL to step in from its Singapore base. *Wukong* demonstrated the untapped potential of Chinese developers now able to create console‑ready games after the 2016 lifting of the console ban.

Doust notes that many Chinese studios that had been working abroad returned home and set up their own console and PC projects. The game reportedly cost around 300 million yuan (approximately $44.6 million) to develop and sold 30 million copies, delivering a massive profit margin.

Lower development costs and price‑sensitive Chinese gamers shape 4Divinity’s strategy. The publisher aims to bridge Western demand for affordable, narrative‑driven experiences with the supply of high‑quality games produced in China. Doust describes his thesis: "Find universal themes—loyalty, revenge, defiance—that resonate across cultures, then market the same game with different messaging for each region.

No one has done this effectively yet." In practice, the company often adopts a "do‑nothing" approach: it markets a game primarily in China, allowing a ripple effect to generate sales abroad. *Wukong* followed this pattern, selling 20 million copies in China and an additional three‑to‑four million overseas, an 80/20 split. Doust hopes to shift that ratio to 60/40 through more deliberate cross‑border marketing. The publisher is also experimenting with the reverse flow—introducing Western‑originated titles to Chinese audiences.

The sole non‑Chinese game currently in its slate, *Guns of Eschaton*, was developed by Eschatology Entertainment, a new studio based in Cyprus. After announcing the title, 4Divinity immediately showcased it at Bilibili World in Shanghai, an early‑stage move rarely seen from Western publishers. The early exposure helped make China the second‑largest wish‑list market for the game, trailing only the United States.

Thus, the massive Gamescom presence is a physical manifestation of this dual‑direction strategy. The company plans to debut its games in Cologne shortly after they have been featured at ChinaJoy in Shanghai, aiming to generate simultaneous buzz in both markets rather than playing catch‑up after a title has already taken off in one region. Gamescom also serves as 4Divinity’s Western coming‑out party. While the firm runs individual campaigns for each title, the trade show offers a chance to consolidate all of its messaging into a single, high‑impact event.

Doust sums it up: "If we’re using Gamescom to introduce our portfolio and ourselves to the West, why not go big?"