Strolling through the bustling corridors of Gamescom, you’ll quickly notice that the most eye‑catching, expansive 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 occupied by a brand that most visitors probably won’t recognize: 4Divinity. "By any measure it’s massive," says Philip Doust, director of 4Divinity’s UK operation, when describing the company’s Gamescom footprint. The publisher has secured space for six titles in the closed‑door B2B zone, five of those will appear in the adjacent trailer showcases, and four will be displayed on the public B2C floor across two separate stands.

The larger of the two spans roughly 800 square metres. But the scale isn’t limited to square footage – the company is also pulling out all the stops on production value. "We’ve hired one of the top booth builders at Gamescom and left no stone unturned," Doust adds. One of the most striking installations is for the 80s‑inspired RPG *Showa American Story*.

The set recreates 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‑high Golden Gate Bridge adorned with Japanese lanterns, and a fully stocked diner that visitors can walk into to try the game. It’s designed to be an immersive, hands‑on experience," Doust explains. When pressed about the cost, Doust refuses to give an exact figure, calling it "crass" to do so, but he confirms that the investment runs into the millions.

"The sheer size of our presence shows we’re committing resources at that level. It signals how seriously we’re taking the Western market – something not every Chinese‑owned company is willing or able to do." The reason many have never heard of 4Divinity, despite its deep pockets, lies in its corporate lineage. The publisher is part of Singapore‑based GCL Global Holdings, a conglomerate that also owns an imitation‑diamond jewellery business. GCL’s roots are in physical game distribution through a company called Epicsoft, a business that has been operating for nearly two decades.

While disc‑based distribution remains a revenue stream – "as long as Sony continues to produce discs," Doust notes – the model is undeniably in decline, prompting GCL to diversify into digital‑first publishing. 4Divinity was launched in 2022 as a co‑publisher aimed at helping Western developers bring titles to Southeast Asia. Doust recalls the early successes: "We managed to get Atomic Heart into China, which turned out to be a huge market for that game, and we repeated the formula with *Stalker 2*.

Those were outliers, though – not a sustainable growth engine for a Nasdaq‑listed group." Realising that a purely regional approach wouldn’t satisfy GCL’s growth ambitions, the company pivoted to global publishing of Chinese‑developed games. Even before Doust joined in late 2024, the team had already signed a handful of titles, including smaller indie projects and the ambitious *Showa American Story*.

Since then the portfolio has swelled to eight games slated for release over the next two years, marking a period of rapid expansion. All of the announced titles share common traits: they are primarily single‑player experiences, each offering roughly 15‑20 hours of gameplay and priced in the mid‑tier range. This focus on the “squeezed middle” of the market mirrors strategies pursued by other indie‑focused publishers such as the U.S. firm ProbablyMonsters.

Doust believes this segment captures current player sentiment: "People don’t have the time or desire to invest 200 hours into a live‑service game. The $80‑plus AAA titles are reserved for a few blockbuster franchises, but there’s a willingness to spend $40‑$50 on a well‑crafted single‑player adventure." Developing games in this AA tier typically costs between $5 million and $20 million, regardless of whether the studio is based in China or the West. Doust points out that to break even, a title often needs to sell around a million copies – a daunting target given today’s discoverability challenges.

Consequently, 4Divinity’s strategy also emphasizes new IP. "Everything you’ll see from us at Gamescom is brand‑new IP, both for Chinese and Western audiences.

Larger publishers shy away from betting on untested IPs, especially with the rising cost of development that has pushed AAA into a franchise‑only mindset." The turning point for 4Divinity’s global ambitions, according to Doust, was the distribution 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 success of *Wukong* highlighted a broader opportunity: after China lifted its console ban in 2016, many Chinese studios that had been working abroad returned home and began creating console‑ready titles. Doust notes that development costs in China remain considerably lower than in the West, and Chinese gamers are highly price‑sensitive, which shapes 4Divinity’s pricing and marketing tactics.

Financially, *Wukong* was a phenomenon. A Chinese tax filing suggested a development budget of roughly 300 million yuan (about $44.6 million), yet the game sold 30 million copies, delivering a massive profit margin.

Doust argues that this cost advantage, combined with strong domestic demand, creates a supply gap in the global market for affordable, high‑quality single‑player experiences. His mission is to connect Western appetite for fresh, reasonably priced experiences with the output of Chinese developers. "When I started working with Jacky Choo, GCL’s chairman, I asked: what if we could find universal themes that resonate both east and west? Loyalty, trust, revenge – those are human stories that translate across cultures.

We can market the same game with different creative angles to suit each audience, something few have done successfully." Even without a concerted cross‑border push, games tend to flow between markets, albeit unevenly. Doust describes this as the “do‑nothing” business model: the publisher focuses on Chinese marketing, and a ripple effect generates modest sales abroad.

*Wukong* sold about 20 million copies in China and 3‑4 million elsewhere, an 80/20 split. Doust hopes to shift that ratio to 60/40 through deliberate, simultaneous marketing in both regions – a modest but meaningful improvement that could dramatically increase overall unit sales. To illustrate the two‑way approach, Doust cites the only non‑Chinese title in the current slate, *Guns of Eschaton*, developed by Eschatology Entertainment, a Cyprus‑based studio founded by a former Wargaming employee. The first promotional push for that game was at Bilibili World, a massive anime and pop‑culture expo in Shanghai, a move no Western publisher typically makes at such an early stage.

The early exposure propelled China to become the second‑largest wish‑list market for the title, trailing only the United States, confirming that the strategy works in reverse as well. The colossal Gamescom presence is essentially a physical manifestation of this dual‑market strategy. The games will debut in Cologne shortly after a showcase at ChinaJoy in Shanghai, allowing 4Divinity to launch titles in both territories almost simultaneously rather than letting the Chinese market run ahead and then trying to catch up in the West.

Beyond individual game promotion, Gamescom serves as 4Divinity’s western coming‑out party. While the company does run game‑by‑game campaigns, the trade show offers a unique opportunity to consolidate all its announcements under one high‑visibility roof.

"If we’re presenting an entire portfolio to a new audience, why not go big?" Doust concludes, underscoring that the scale of the booth is a deliberate statement of intent – a bold invitation to Western gamers, partners, and press to take notice of a publisher that, until now, has largely operated behind the scenes.