Walking through Gamescom, you’ll quickly notice that the most expansive and 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 occupied by a company many attendees may not recognize: 4Divinity.

"It’s massive by any measure," says Philip Doust, director of 4Divinity’s UK arm, describing the publisher’s Gamescom footprint. The firm is presenting 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 floor across two separate stands. The larger of those stands covers roughly 800 square metres.

Doust emphasizes that the scale is matched by the spectacle: "We’ve hired one of the top booth builders at Gamescom and left no stone unturned." One of the highlighted experiences is the 80s‑inspired RPG *Showa American Story*, set in an alternate timeline where the United States is governed by Japan. The booth recreates a Hollywood‑Hills‑style landscape now renamed Neo Yokohama Hills, complete with a seven‑metre‑high Golden Gate Bridge draped in Japanese lanterns and a fully stocked diner that visitors can walk into to try the game. "It’s all about immersion," Doust adds.

When pressed about the cost, Doust declines to give an exact figure, calling it "crass," but confirms that the investment runs into the millions of dollars. He says the expenditure reflects the company’s serious commitment to the Western market, something he notes is not common among Chinese‑based firms.

The reason many have never heard of 4Divinity lies in its corporate lineage. It 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 physical media remain a component of GCL’s revenue – "as long as Sony continues to produce discs," Doust remarks – the group acknowledges that the market is shrinking and that a digital‑first strategy is essential for future growth. 4Divinity was founded in 2022 as a co‑publisher helping Western developers bring their titles to Southeast Asia. Doust explains that finding a Western game that resonates in China is difficult; the company succeeded with *Atomic Heart*, which performed strongly in the Chinese market, and later with *Stalker 2*. However, those successes were outliers.

To achieve the scale expected of a Nasdaq‑listed entity, GCL needed a global publishing model. Consequently, 4Divinity began signing Chinese‑developed games for worldwide release. By the time Doust joined in late 2024, the portfolio already included a handful of indie projects and the ambitious *Showa American Story*. Today the slate has grown to eight games slated for launch over the next two years.

All of the titles share common traits: 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 publishers such as the US‑based ProbablyMonsters. Doust believes this segment captures current player desires: gamers no longer want to invest hundreds of hours in live‑service titles, yet they are willing 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. Doust points out that to break even, a title must sell roughly a million copies – a challenging target given today’s discoverability issues. To mitigate risk, 4Divinity is also betting on new intellectual property.

Every game on display at Gamescom is a brand‑new IP, many of which are debut titles in both China and the West. Larger studios tend to avoid untested IPs, preferring to iterate on established franchises, especially as development costs for AAA titles continue to soar.

The turning point for 4Divinity’s global ambition, according to Doust, was the handling of *Black Myth: Wukong*. GCL managed the 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: since China lifted its console ban in 2016, many Chinese studios have returned home and begun producing console‑ready games. These titles are often developed at a fraction of Western costs – the tax filing for *Wukong* suggests a budget of about 300 million yuan (roughly $44.6 million) – yet they have demonstrated massive commercial potential, selling 30 million copies worldwide.

Doust notes that Chinese gamers are highly price‑sensitive, which shapes 4Divinity’s approach: offer compelling experiences at moderate price points and then move on. He believes there is a "massive drought of supply" for Western audiences who still crave fresh single‑player experiences but are unwilling to pay premium AAA prices.

His overarching thesis is to align Western demand for affordable, novel experiences with the supply side of Chinese developers. "What if we can find common themes between East and West?" he asks.

Themes like loyalty, revenge, and defiance translate across cultures, allowing the same marketing assets to be repurposed with slight contextual tweaks for each region. Traditionally, many Western publishers have relied on a "do‑nothing" model: they market a game in China, hope for a ripple effect in the West, and end up with an 80/20 sales split favouring China. *Wukong* followed that pattern, selling 20 million copies in China and 3‑4 million elsewhere. 4Divinity aims to shift that balance toward a 60/40 split, which would dramatically increase total unit sales and potentially create one of the best‑selling games relative to its development budget.

The company is also experimenting with reverse promotion – launching a Western‑origin game in China first. Their sole non‑Chinese title, *Guns Of Eschaton*, was unveiled at Bilibili World in Shanghai, a move Doust says no other Western publisher has attempted so early in a campaign. The early Chinese buzz propelled the game to become the second‑most‑wanted title in China, trailing only the United States, indicating the viability of a two‑way Silk‑Road style marketing strategy. Thus, the colossal Gamescom presence is a physical manifestation of this dual‑market approach.

By showcasing its portfolio in Cologne shortly after a ChinaJoy debut, 4Divinity hopes to generate simultaneous traction in both regions rather than chasing a post‑China success. Doust sees Gamescom as a "coming‑out party" for the publisher in the West, a chance to consolidate multiple game campaigns into one high‑impact event. "If this is a 4Divinity portfolio play, why not go big?" he concludes.