PM Studios has been a fixture in the world of physical game publishing for decades. About twenty years ago, the Las Vegas‑based company introduced the Korean rhythm‑action series DJMax to the American market, and since that inaugural effort it has built a robust operation that turns a wide variety of titles into discs and cartridges for retail shelves.
"We probably back up a hundred or more games in physical form each year," explains CEO Michael Yum to GamesIndustry.biz. He adds that the firm handles the physical side for numerous other publishers, noting that a single partner can generate ten releases annually on its own. Over the years, PM Studios has acted as a bridge for developers seeking to reach new territories. "I had a lot of friends in Korea who couldn’t get their games out," Yum recalls.
"So I started bringing games from Korea and China to the U.S. and Europe." Among those imports, one title proved to be a watershed moment – Black Myth: Wukong. Yum admits that the studio treated Black Myth as "one of our biggest risks" when it agreed to manage the disc distribution, but the title’s performance far exceeded any forecast. "I had no idea it would explode the way it did.
When it took off, it was a completely new experience for me – I’ve never seen anything like it," he says. The success was so massive that it "covered everything else" in the company’s catalogue. Ironically, just as PM Studios is riding this wave of physical‑media triumph, Sony has 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 player, so I grew up with physical discs.
Yet I also see a growing cohort of gamers who buy digital copies exclusively. My own kids – they’re digital natives – get confused when I ask them to put a disc in the console." Despite the looming end of discs, PM Studios plans to keep championing physical releases as best it can.
"We’re exploring new ways to bring games to market. Eventually it may just be a code in a box, but we want to highlight the collectibility of the IPs and treat fans right. That means premium packaging, bundles, and other creative solutions to keep the physical experience alive," Yum explains.
Even though digital sales now dominate global revenue, Yum points out that there remains a vigorous physical market for titles aimed at younger audiences. PM Studios handled the launch of the children’s game Bluey’s Quest For The Gold Pen, and roughly 80 % of its sales came from physical copies.
He also notes that major IPs continue to perform strongly in brick‑and‑mortar stores, and that indie games with solid digital track records can still find a lucrative niche on shelves. "I did the mass‑retail version of Lost in Cult and it sold extremely well," he says, recalling how the limited‑edition physical release of Animal Well through Limited Run generated a surge of collector interest.
"Fans keep coming back for the physical edition; collectors love it." There is also a practical, economic advantage to owning a disc that can be shared. "I have twins, so I don’t want to buy two digital copies. I buy one disc, they share it, and they can lend it to friends," Yum adds. Beyond economics, Yum believes the public’s anger over the end of discs stems from a sense of loss.
"People are upset because you’re taking away a choice," he says. Even if most sales are digital, the ability to pick up 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’ll see us handling a lot more digital titles now," Yum says.
The company remains committed to physical releases – it is already preparing a disc version of AdHoc Studio’s hit Dispatch – while also taking on full publishing responsibilities for games such as My Time at Evershine. PM Studios is also collaborating with Telltale on the long‑delayed sequel The Wolf Among Us 2. "I met the CEO, learned about the challenges they faced, and offered what I could do to help," Yum recounts.
His biggest contribution was financial: "I told them I could invest, bring in my marketing team, and support production so the game could finish on schedule." Looking ahead, Yum says the studio aims to "take bigger risks on bigger IPs" while still nurturing indie projects. He cites the success of Black Myth: Wukong as evidence that the AA segment holds promise. The sheer volume of games in digital stores makes it hard for smaller titles to stand out, but AA games often attract attention thanks to higher production values and polished graphics.
"I want every game to succeed, especially the indies, but when you put a video out there people gravitate toward the flashier stuff. That’s why AA titles get a bit more buzz," he explains.
Yet he insists PM Studios will not abandon indie developers. "We’re still a big champion for them – we help finish their games and release them on Switch 2. In fact, we were among the first to ship full games on Switch 2 cards.
The revenue from larger hits helps us fund new indie experiments." Yum is mindful of the higher upfront costs that AA projects entail, so the studio applies a risk‑mitigation filter: an attached IP, a sequel, a reputable developer, or strong wishlist numbers are all factors that can tip the balance toward green‑lighting a project. He is particularly impressed by the surge of AA titles emerging from China. "Chinese developers are incredibly fast, hungry, and talented.
They can produce amazing games at a pace and cost that outpaces the rest of the world," Yum says. He warns that if Western studios don’t keep up, Chinese giants like Tencent and NetEase could dominate the market.
Nevertheless, PM Studios is not putting all its eggs in the Chinese basket. Most of its upcoming slate comes from Western creators, and the company remains firmly committed to the physical format.
It recently launched the community platform Panax, designed to unite collectors of physical games and merchandise. "We’ve been building Panax for years," Yum notes. "It went viral after we posted a trophy‑tracking feature. I can’t wait for everyone to see the new tools we’ve added and the benefits publishers will gain by joining the platform." Physical games may be on the decline, but for firms like PM Studios the fight isn’t over.
They will continue to drum up support for discs, premium bundles, and collector‑focused experiences until the very end.