PM Studios has been a veteran in the realm of physical game publishing for decades. Roughly twenty years ago, the Las Vegas‑based firm introduced the Korean rhythm‑action franchise DJMax to the North American market, and since that inaugural effort it has built a robust operation that revolves around pressing a diverse array of titles onto discs and cartridges. "We typically back up a hundred or more games on the physical side each year," explains CEO Michael Yum to GamesIndustry.biz.

He adds that the company often handles the entire physical pipeline for a single partner, meaning a single client can generate ten separate releases annually. Over the years, PM Studios has acted as a bridge for developers seeking entry into new territories.

"I had a lot of friends in Korea who couldn’t get their games out there," Yum recalls. "So I started bringing games from Korea and China over to the U.S. and Europe." Among those imports, one title proved to be a game‑changer – Black Myth: Wukong. Yum admits that at the outset Black Myth was "one of our biggest risks" when the studio agreed to manage its physical distribution, yet the title exploded beyond anything he could have imagined.

"I didn’t anticipate it would become that massive. When it blew up, it was a wild ride – I’ve never witnessed anything like it," he says. The success was so pronounced that the single title "covered everything else" in the company’s portfolio.

Ironically, just as PM Studios was riding a wave of physical‑media triumphs, Sony announced that it will cease PlayStation disc production in January 2028, effectively pulling the rug out from under the business. "It’s sad and devastating," Yum says, his voice tinged with nostalgia.

"My first games were on PlayStation, and I’m a lifelong PlayStation fan, so physical copies have always been a big part of my life. Yet the new generation is leaning heavily toward digital. My own kids – they’re true digital natives – get confused when I hand them a disc and ask them to insert it." Despite the looming shutdown, PM Studios is determined to keep physical publishing alive in whatever form it can.

"We’re exploring new ways to bring games to market. It may end up being a code in a box, but we want to stress the collectibility of the IP and fan service. We’ll likely produce premium bundles, high‑quality packaging, and other unique offerings to keep the tactile experience alive," he explains. While digital sales dominate the global market, Yum points out that a substantial physical niche still exists, especially for titles aimed at younger audiences.

The studio’s release of the children’s game *Bluey’s Quest for the Gold Pen* sold roughly 80 % of its copies in physical form. He also notes that major franchises continue to perform strongly at brick‑and‑mortar retailers, and there is a healthy appetite for physical editions of indie hits that have already proven themselves digitally.

"We did a mass‑retail version of *Lost in Cult* and it sold extremely well," Yum says, recalling that a limited‑run physical of *Animal Well* had already been released through Limited Run. "Fans keep coming back for the physical version – collectors love it." Another practical advantage of discs is the ability to share a single copy among multiple players. "I have twins, so I don’t want to purchase two digital copies.

I buy one disc, they learn to share it and can lend it to friends," he adds. Beyond economics, Yum believes the backlash against the end of discs stems from a psychological sense of loss. "People are upset because you’re taking away a choice," he says. Even if most sales are digital, the option to own a tangible product still matters to many gamers.

With the PlayStation disc era winding down, PM Studios is adapting its strategy. "That’s why you see us handling a lot more digital titles now," Yum explains. The company remains committed to physical releases – it is backing the upcoming disc version of AdHoc Studio’s hit *Dispatch* – while also taking on full publishing duties for games like *My Time at Evershine*. The studio is also collaborating with Telltale on the long‑delayed sequel *The Wolf Among Us 2*.

"I met the CEO, learned about the hurdles they faced, and offered what I could do to help," Yum recounts. Funding, marketing, and production support were the primary contributions he pledged, with the goal of taking bigger risks on larger IPs moving forward.

PM Studios isn’t alone in navigating the shift away from physical media. Singapore‑based GCL Global Holdings, historically a physical‑distribution powerhouse, is now betting on AA publishing through its subsidiary 4Divinity, which made a splash at Gamescom. Inspired by Black Myth’s runaway success, Yum sees enormous potential in the AA segment. He observes that the sheer volume of games in digital storefronts makes discovery difficult, yet AA titles often attract more attention because of their higher‑quality graphics and production values.

"People are a bit more excited about AA games because they look flashier," he says. Nevertheless, Yum stresses that PM Studios will not abandon indie developers.

"We’re still a big champion for indies. We continue to help them finish their games and launch on Switch 2. In fact, we were among the first to release full games on Switch 2 cards," he notes. The plan is to leverage revenue from larger hits to fund experimental indie projects.

The higher upfront costs of AA games do introduce risk, so the studio applies a safety net: it looks for titles attached to known IPs, sequels, reputable developers, or strong wishlist data to mitigate uncertainty. Yum is especially impressed by the surge of AA titles emerging from China. He praises Chinese development teams for their speed, hunger, and talent, claiming they can produce high‑quality games faster and cheaper than most competitors.

"If the rest of the world doesn’t keep up, Chinese studios will dominate. Tencent and NetEase already own a huge slice of the industry," he warns.

Even so, the bulk of PM Studios’ upcoming slate still comes from Western creators. The company also launched a community platform called Panax to unite collectors of physical games and merchandise. "We’ve been building it for years, and it recently went viral thanks to a trophy‑tracking feature we posted.

I’m excited for everyone to see the new tools and benefits publishers will gain by joining," Yum says. Physical games may be on the decline, but there are still passionate advocates who will champion the format to the very end.