Walking through Gamescom, you’ll quickly notice that the most expansive, eye‑catching booths belong 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 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 accompanying trailer showcases, and four will be on the public show floor across two separate stands. The larger of those stands covers roughly 800 square metres.

Doust emphasizes that the scale isn’t limited to square footage; the visual spectacle is equally ambitious. “We’ve hired one of the top booth builders at Gamescom and left no stone unturned,” he explains. One of the highlights is the exhibit for the 1980s‑style RPG *Showa American Story*.

The booth recreates a Hollywood‑hill landscape that, in the game’s alternate timeline, has been renamed Neo‑Yokohama Hills after a United States ruled by Japan. “We built a seven‑metre‑tall Golden Gate Bridge adorned with Japanese lanterns, and a fully stocked diner that visitors can walk into to try the game,” Doust says. The experience is deliberately immersive, aiming to transport guests directly into the world of the title. When pressed about the cost, Doust is vague but clear: “I can’t quote exact numbers – that would be crass – but we’re talking millions of dollars in investment.

The sheer size of our footprint says it all. It signals how seriously we’re taking the Western market, something not every Chinese‑owned publisher is prepared to do.” The reason this relatively unknown name can afford such a splurge lies in its corporate parent, Singapore‑based GCL Global Holdings. GCL, which also owns an imitation‑diamond jewellery business, originally built its empire around a physical‑distribution operation called Epicsoft, a company that has been in the business for almost two decades.

While physical media remain a part of the group’s revenue – “as long as Sony continues to produce discs, we’ll keep printing them,” Doust notes – the sector is clearly in decline. Recognising this, GCL sought a digital‑first growth engine, which gave rise to 4Divinity. Founded in 2022, 4Divinity started as a co‑publisher helping Western developers bring games to Southeast Asia. Doust points out that finding a Western title that resonates in China is exceptionally difficult.

The company succeeded with *Atomic Heart*, which performed strongly in the Chinese market, and later with *Stalker 2*. However, those successes were outliers rather than a sustainable model. “For a Nasdaq‑listed group like ours, we needed a strategy that could deliver global scale,” Doust says.

The answer was to sign Chinese‑developed games for worldwide release. Even before Doust joined in late 2024, the team had already secured a handful of titles, including a few indie projects and the ambitious *Showa American Story*.

Since then the portfolio has swelled to eight games slated for launch over the next two years, marking a period of rapid expansion. 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 similar approach taken by U.S. studio ProbablyMonsters.

Doust believes this is exactly what many gamers crave today. “People don’t have time for 200‑hour live‑service games, and $80 blockbusters are reserved for a few flagship franchises. A $40‑$50 single‑player adventure hits the sweet spot.” Developing such games is not cheap.

“Production budgets typically run between $5 million and $20 million, whether you’re in China or the West,” Doust explains. Adding marketing, localisation, and distribution costs means a title often needs to sell a million copies just to break even – a challenging target given today’s discoverability issues. 4Divinity’s strategy also diverges in its emphasis on brand‑new intellectual property. Every game on display at Gamescom is a fresh IP, many of which are debut releases in both China and the West.

Larger publishers are increasingly risk‑averse, preferring to lean on established franchises rather than gamble on new concepts. This risk aversion is especially pronounced in the AAA space, where development costs have ballooned and the industry has become franchise‑driven. The turning point for 4Divinity, 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.

Because the developer, Game Science, is a Chinese studio, it lacked the infrastructure to handle global logistics, allowing 4Divinity to step in from its Singapore hub. *Wukong*’s triumph highlighted a broader opportunity. Since China lifted its console ban in 2016, many Chinese developers who had been working for Western studios returned home and started their own console and PC projects. *Black Myth* was one of the first to break out, and more are following.

Doust notes that development costs in China are considerably lower – the game reportedly cost around 300 million yuan (approximately $44.6 million) – while the title sold 30 million copies, delivering a massive profit margin. Chinese gamers are also highly price‑sensitive, which shapes 4Divinity’s pricing strategy. Doust argues that while major Western publishers have retreated from mid‑budget, single‑player titles due to financial risk, player demand for such experiences remains strong.

“There’s a huge supply gap,” he says, and 4Divinity aims to fill it by pairing Western appetite for affordable, narrative‑driven games with Chinese studios capable of delivering them at lower cost. His broader vision is to bridge cultural themes that resonate on both sides of the Pacific – loyalty, trust, defiance, revenge – and market the same game with slightly different messaging tailored to each region. He believes few have executed this cross‑cultural approach effectively.

In practice, 4Divinity’s “do‑nothing” model involves minimal marketing effort in China, allowing organic word‑of‑mouth to generate a modest overseas ripple. *Wukong* sold 20 million copies in China and about three‑to‑four million elsewhere, an 80/20 split. Doust hopes to shift that balance to 60/40 through more coordinated, simultaneous launches in both markets. The company is also experimenting with reverse promotion.

Its first non‑Chinese title, *Guns Of Eschaton*, developed by a Cyprus‑based studio founded by a former Wargaming employee, was first showcased at Bilibili World in Shanghai – a move no Western publisher typically makes so early in a campaign. The early exposure helped make China the second‑largest wishlist market for the game, behind the United States. Thus, the colossal Gamescom presence mirrors this dual‑market strategy.

By debuting its slate in Cologne shortly after a ChinaJoy showcase in Shanghai, 4Divinity aims to generate simultaneous buzz rather than playing catch‑up after a title has already saturated the Chinese market. For 4Divinity, Gamescom isn’t just a trade show; it’s a launchpad for introducing the company itself to Western audiences. “We could run individual campaigns for each game, and we do that to an extent, but Gamescom lets us bundle everything into one big splash,” Doust says. “If we’re using Gamescom to present our portfolio and our brand to the West, why not go all‑in?”