Strolling through Gamescom, the colossal booths that dominate the exhibition halls are usually attached 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 company most visitors probably haven’t heard of: 4Divinity.

"By any measure it’s massive," says Philip Doust, director of 4Divinity’s UK operation, describing the publisher’s Gamescom footprint. The company is showcasing six titles in the closed‑door B2B zone, five of them in the associated trailer presentations, and four games on the public floor across two separate stands, the larger of which covers an impressive 800 square metres. The ambition goes beyond sheer size; Doust emphasizes that the booth has been built by one of the event’s premier contractors and that no expense has been spared. One of the most eye‑catching installations is for the 80s‑inspired RPG *Showa American Story*.

The set recreates the Hollywood Hills – re‑imagined as “Neo Yokohama Hills” in an alternate timeline where Japan governs the United States. "We have a seven‑metre‑high Golden Gate Bridge adorned with Japanese lanterns, and a fully stocked diner that visitors can walk through to start playing," Doust explains. The experience is deliberately immersive, designed to pull attendees straight into the game’s world.

When pressed about the cost, Doust declines to give an exact figure, calling it "crass" to do so, but confirms that the investment runs into the millions. "The scale of our presence alone shows we are committing resources at that level. It signals how seriously we are taking the Western market – something not every Chinese‑owned company can claim or even understand." The reason this relatively unknown publisher can afford such a splash is its parent group, Singapore‑based GCL Global Holdings.

GCL’s portfolio includes several gaming entities as well as a jewellery venture that mimics diamonds. Historically, GCL’s core business has been physical distribution through a subsidiary called Epicsoft, a operation that has been running for nearly two decades. While physical media remains a part of the group’s revenue – and will continue as long as Sony produces discs – Doust acknowledges that the market is shrinking, prompting the need for a stronger digital focus. Enter 4Divinity.

Launched in 2022, the company initially acted as a co‑publisher for Western developers seeking entry into Southeast Asian markets. Doust notes that finding a Western title that resonates in China is challenging, but the publisher succeeded with *Atomic Heart* and later with *Stalker 2*, both of which performed well in the Chinese market. However, those successes were outliers rather than a sustainable growth model for a Nasdaq‑listed group that demands global scale.

Consequently, 4Divinity pivoted toward a worldwide publishing strategy, signing Chinese‑developed games for release across the globe. By the time Doust joined in late 2024, the pipeline already included a handful of indie projects and the ambitious *Showa American Story*. Today the portfolio has expanded to eight titles slated for release over the next two years, marking a rapid growth phase.

A common thread runs through the lineup: all titles are primarily single‑player experiences lasting 15‑20 hours, positioned at a mid‑tier price point. This focus on the “squeezed middle” of the market mirrors the approach of U.S.

studio ProbablyMonsters and reflects what Doust believes gamers currently crave – a complete, story‑driven adventure that doesn’t demand hundreds of hours of live‑service commitment. He argues that while an $80 AAA title may be reserved for blockbuster franchises, many players are willing to spend $40‑$50 on a well‑crafted single‑player game. Developing such games is costly, typically requiring $5‑$20 million in production budgets, whether the studio is based in China or the West. Adding marketing and operational expenses means a title often needs to sell around one million copies just to break even, a daunting target given the crowded marketplace and discoverability challenges.

4Divinity’s differentiation goes beyond pricing. Every game it presents at Gamescom is a brand‑new intellectual property, particularly fresh to Western audiences. Larger publishers tend to avoid betting on untested IPs, especially when development costs have ballooned and AAA studios have become risk‑averse, focusing on established franchises.

By contrast, 4Divinity embraces the uncertainty of new IP, betting that innovative concepts can capture attention without the massive budgets of traditional AAA. The turning point for the company, according to Doust, was the handling of *Black Myth: Wukong*. GCL managed 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, which otherwise would have struggled to reach global consoles. The success of *Wukong* highlighted a broader opportunity: after China lifted its console ban in 2016, many Chinese studios that had been developing for Western markets returned home, creating a wave of console‑ready titles.

Financially, *Wukong* illustrates the cost advantage of Chinese development. A tax filing suggests the game cost roughly 300 million yuan (about $44.6 million) to produce, yet it sold 30 million copies, delivering a substantial profit margin.

Doust points out that development costs in China are considerably lower and that Chinese gamers are highly price‑sensitive, shaping 4Divinity’s strategy of offering affordable, high‑quality experiences. Doust’s overarching mission is to match Western demand for fresh, reasonably priced experiences with the supply of Chinese developers who can deliver them efficiently. He describes his thesis as finding universal themes—loyalty, defiance, revenge—that resonate across cultures, then tailoring marketing messages to each region while using the same creative assets.

In practice, the company often adopts a “do‑nothing” approach: it markets a game primarily in China, allowing a ripple effect to generate modest sales in the West, typically an 80/20 split. *Wukong* exemplified this, selling 20 million copies in China and 3‑4 million elsewhere. Doust hopes to shift that balance to a 60/40 split, which would dramatically increase total unit sales and potentially position a title among the best‑selling games of all time relative to its modest development budget. The cross‑border ambition is bidirectional, akin to a modern Silk Road.

While most of 4Divinity’s catalog originates from China, it does have at least one non‑Chinese title: *Guns Of Eschaton*, developed by Eschatology Entertainment, a Cyprus‑based studio founded by a former Wargaming employee. The company launched the game’s promotion in China first, debuting it at Bilibili World in Shanghai—an early‑stage marketing move rarely seen from Western publishers.

The early exposure propelled China to become the second‑largest wishlist market for the title, behind the United States, confirming the viability of the reverse‑flow strategy. The massive Gamescom presence is a physical manifestation of this dual‑market plan.

By unveiling its games in Cologne shortly after showcasing them at ChinaJoy in Shanghai, 4Divinity aims to generate simultaneous buzz in both regions rather than chasing after a domestic success. Doust emphasizes that Gamescom serves as the publisher’s western coming‑out party, allowing it to consolidate multiple campaigns into a single, high‑impact event.

"If we’re presenting an entire portfolio to the West, why not go big?" he concludes.