PM Studios has been a veteran in the world of physical game publishing for roughly two decades. The Las Vegas‑based firm first made a splash about twenty years ago when it introduced the Korean rhythm‑action series DJMax to the United States, and since that early venture it has built a solid business model around pressing a broad spectrum of titles onto discs and cartridges.
"We back up roughly a hundred or more games on a physical basis each year," explains CEO Michael Yum to GamesIndustry.biz. He adds that the company handles the physical side for a host of other publishers, noting that a single partner can generate "ten games a year" on its own. Over time, PM Studios has acted as a bridge for many developers seeking to reach new territories.
"I had a lot of friends in Korea who couldn’t release their games," Yum recalls. "So I was bringing games from Korea and China over to America and Europe." One of those imported titles turned out to be a game‑changing phenomenon: Black Myth: Wukong. Yum admits that the project was initially "one of our biggest risks" when PM Studios agreed to manage its physical distribution, but the title’s success far exceeded his expectations. "I didn’t know it was going to be that big.
When it took off, it was a wild experience – I’ve never seen anything like that," he says, adding that the runaway hit essentially "covered everything else" in the company’s portfolio. The triumph, however, is now shadowed by an industry‑wide shift. Sony has announced that it will cease production of PlayStation discs in January 2028, a decision that Yum describes as "sad and devastating." A lifelong PlayStation fan, he reminisces about his first games on the platform and notes that many younger gamers, including his own children, are already accustomed to digital purchases and often "get confused about putting the disc in." Despite the looming end of disc manufacturing, PM Studios intends to keep championing physical releases for as long as possible.
"We are looking for new ways to bring the games out. It may end up being a code in a box, but we want to emphasise collectibility and fan service," Yum explains.
He foresees premium bundles, special‑edition packaging and other creative approaches to preserve the tactile experience that collectors cherish. Even though digital sales now dominate the global market, Yum points out that there remains a robust demand for physical copies among younger audiences.
For example, the children’s title Bluey’s Quest For The Gold Pen sold about 80 % of its units in physical form. Likewise, high‑profile IPs continue to perform well in retail, and indie games that have proven themselves digitally can enjoy a second life on shelves. "I did the mass retail version with Lost in Cult, and it did extremely well," he says, recalling the success of the limited‑run physical edition of Animal Well, which attracted collectors eager to own a tangible version. Physical media also carries an economic advantage: a single disc can be shared among family members, unlike a digital license tied to one account.
"I have twins, so I don’t want to buy two digital copies. I buy one, they share it and let friends borrow it," Yum notes, highlighting the communal nature of disc‑based gaming. Beyond practicality, the backlash against the disc phase‑out stems from a sense of loss. "People are upset because you’re taking away a choice," Yum observes.
The option to own a physical artifact, to display it on a shelf, and to trade or lend it, remains an emotional touchstone for many gamers. With the PlayStation disc era winding down, PM Studios is adapting its strategy. "That’s why you see us doing a lot more digital titles now," says Yum.
Yet the company is not abandoning physical products entirely; it is already preparing a boxed edition of AdHoc Studio’s hit Dispatch and taking on full publishing duties for titles such as My Time at Evershine. PM Studios is also collaborating with Telltale on the long‑delayed sequel The Wolf Among Us 2. Yum met the CEO, learned of the development challenges, and offered both funding and operational support.
"The biggest part was financing," he explains. "I can bring in my marketing and production teams to help finish the game on schedule." The shift away from discs is not unique to PM Studios.
Singapore‑based GCL Global Holdings, originally built around physical distribution, is now betting on AA publishing through its 4Divinity label, a move that paid off with a strong showing at Gamescom. Yum believes that the success of Black Myth: Wukong demonstrates the untapped potential of AA games.
The sheer volume of titles in digital storefronts makes it hard for any single game to stand out, but AA projects often attract attention thanks to higher production values and more polished graphics. "People are a little more excited for AA games because of the quality of the visuals," he says. Nonetheless, Yum stresses that PM Studios will continue to champion indie developers.
"We’re still a big champion for indies. We’re helping them finish their games and release them on Switch 2, and we were among the first to ship full‑game cards for that platform," he notes. The plan is to leverage profits from larger IPs to fund and promote promising indie experiments.
Recognising the higher upfront costs of AA titles, the publisher is taking steps to mitigate risk. "We look for an attached IP, a sequel, a credible developer, or strong wishlists – anything that reduces uncertainty," Yum explains. A particular area of fascination for Yum is the rapid rise of Chinese AA developers.
He praises their speed, hunger and talent, claiming they can produce high‑quality games faster and cheaper than many Western studios. "If the rest of the world doesn’t keep up, they’ll take over. Tencent and NetEase already own a huge share of the industry," he warns, acknowledging the competitive pressure from the Chinese market.
Even so, most of PM Studios’ upcoming slate still originates from Western creators. The company remains committed to the physical format, recently launching the community platform Panax to unite collectors of games and merchandise.
"We’ve been developing it for years, and it went viral after we posted a trophy‑tracking feature. I can’t wait for everyone to see the new tools and benefits publishers will get from the platform," Yum says. In summary, while the era of PlayStation discs may be drawing to a close, PM Studios is determined to keep the spirit of physical gaming alive through premium editions, collector‑focused services and a continued focus on both AA and indie titles.
The company’s adaptability, combined with a clear belief in the lasting appeal of tangible media, suggests that the drumbeat for physical games will keep echoing—if not on PlayStation, then on other platforms and through innovative new channels.