Strolling through the bustling corridors of 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 dominated by a company most visitors probably haven’t heard of before: 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 those in dedicated trailer showcases, and four on the public show 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 has also poured resources into spectacle. "We’ve hired one of the top booth‑construction firms at Gamescom and spared no expense," Doust adds.

One of the highlighted experiences is for the 1980s‑inspired RPG *Showa American Story*. The booth features a re‑imagined Hollywood Hills—renamed Neo Yokohama Hills in the game’s alternate timeline where Japan governs the United States. "We built a seven‑metre‑tall replica of the Golden Gate Bridge adorned with Japanese lanterns, and a fully functional diner that visitors can walk through while playing the game. It’s all about immersion," Doust explains.

When pressed about the cost, Doust declines to give an exact figure, calling it “crass,” but confirms that the investment runs into the millions. "The sheer size of our presence should make it clear we’re betting heavily on the Western market—a commitment not every Chinese‑owned publisher is willing or able to make." So why is a relatively unknown company able to splash such cash?

4Divinity is part of a larger conglomerate, Singapore‑based GCL Global Holdings, which also owns a jewellery‑making subsidiary that mimics diamonds. GCL’s core business originated around two decades ago with Epicsoft, a physical‑distribution operation.

While physical media remain a component of the group’s revenue—"as long as Sony continues to produce discs, we’ll keep supporting it"—Doust acknowledges the sector is in decline, prompting a strategic pivot toward digital publishing. 4Divinity itself launched in 2022 as a co‑publisher helping Western developers bring games into Southeast Asia. Doust notes that finding a Western title that truly 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 growth engine for a Nasdaq‑listed entity like GCL. "From a growth perspective we needed a truly global publishing model," Doust says.

The shift led 4Divinity to start signing Chinese‑developed games for worldwide release. By the time Doust joined in late 2024, the portfolio already included a handful of indie titles and the ambitious *Showa American Story*.

Today the slate has expanded to eight games slated for launch over the next two years, marking a rapid acceleration. 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 strategies employed by other indie‑focused publishers such as ProbablyMonsters. Doust believes this segment captures current player sentiment: "People don’t have the time for 200‑hour live‑service games, and they’re not willing to spend $80 on a single‑player title. But a $40‑$50 price point for a well‑crafted, story‑driven game is attractive." Developing games in this AA bracket typically costs between $5 million and $20 million, regardless of whether the studio is based in China or the West. With additional operating expenses, a title often needs to sell around a million copies just to break even—a challenging target given today’s discoverability hurdles.

4Divinity’s approach also diverges in its emphasis on new intellectual property. "Everything you’ll see at our Gamescom booth is brand‑new IP," Doust states.

Even in China, these are fresh concepts, and in the West they’re completely untested. Larger publishers tend to avoid betting on unproven IP, especially as development costs soar and AAA studios become increasingly franchise‑centric.

Only a few emerging Chinese studios are willing to take such risks. The turning point for 4Divinity’s global ambition, according to Doust, was the handling of *Black Myth: Wukong*.

GCL managed the game’s physical PS5 distribution worldwide and acted as the publisher for Taiwan. Because Game Science, the Chinese developer, lacked the infrastructure to handle global logistics, 4Divinity stepped in from its Singapore hub. *Wukong*’s triumph highlighted a broader opportunity. After China lifted its console ban in 2016, many Chinese developers who had been working abroad returned home and formed console‑oriented studios.

*Black Myth: Wukong* was among the first to break out, and more are following. Doust points out that development costs in China are markedly lower; tax filings suggest the game cost roughly 300 million yuan (about $44.6 million) to produce, yet it sold 30 million copies, generating a substantial profit. Chinese gamers are also highly price‑sensitive, which shapes 4Divinity’s regional strategy.

By offering affordable, high‑quality single‑player experiences, the publisher hopes to satisfy Western demand for fresh games without the exorbitant price tag typical of AAA releases. "There’s a massive drought of supply for this type of product," Doust says, noting that many major publishers have retreated from this space for financial reasons, even though player appetite remains. Doust’s overarching thesis is to bridge the cultural gap between East and West.

He believes universal themes—loyalty, trust, defiance, revenge—can be marketed with tailored messaging for each region while using the same creative assets. "No one has executed this cross‑cultural branding effectively yet," he claims.

In practice, 4Divinity often employs a “do‑nothing” model: they market a game primarily in China, allowing a ripple effect to generate modest sales in the West, typically an 80/20 split. *Wukong* exemplified this, with 20 million units sold in China and 3‑4 million overseas. Doust aspires to shift that balance to a 60/40 ratio, which would dramatically increase total unit sales and could potentially create one of the best‑selling games of all time relative to its development budget. The publisher is also experimenting with the reverse flow—bringing Western titles to Chinese audiences.

Its only non‑Chinese game currently in the pipeline is *Guns Of Eschaton*, developed by Eschatology Entertainment, a Cyprus‑based studio founded by a former Wargaming employee. The first promotional push for the title took place at Bilibili World, Shanghai’s massive anime and pop‑culture convention, a move Doust says no Western publisher would normally make so early in a campaign. The early exposure helped make China the second‑largest wishlist market for the game, trailing only the United States. 4Divinity’s colossal Gamescom exhibition mirrors this bidirectional strategy.

The company plans to roll out its titles in Cologne shortly after showcasing them at ChinaJoy in Shanghai, ensuring simultaneous presence in both markets rather than a staggered rollout that would force a catch‑up game in the West. Doust emphasizes that Gamescom serves as the publisher’s western “coming‑out party," allowing it to consolidate multiple game launches into a single high‑impact event.

"If we’re using Gamescom to introduce our portfolio to the West, why not go big?" he concludes.