93% of studios are confident they can crack China alone.
Nearly half say that's impossible

We asked 300 developers and publishers across the UK and US what they really believe about launching PC games in China. Their answers contradict each other and that gap is exactly where the opportunity lives.

93%

Are confident they can reach China without a local partner

45%

Say a local partner is mandatory to distribute there at all

China ranks third for now

Where studios say they'd launch next. The world's largest PC audience sits just behind the home markets and the gap is closing.

34%
31%
China
26%
Asia (excl. China)
5%
MENA
1%
LATAM
1%
CIS & Eastern Europe
1%
UK & Western Europe
North America

7 findings that separate the myths from the market

Here's where 300 studios agree, disagree and quietly guess.

Confidence

Confidence outruns consensus

93%

feel confident they can reach China directly, with no local partner l

45%

say a local partner is mandatory to distribute there at all
Roadmap

The market is already on the roadmap

49%

have launched a title in China in the last five years

31%

plan to launch in China
Licensing

Licensing is a guessing game

55%

believe an ISBN license is required to sell any PC game in China

32%

think it only applies to paid games or in-app purchases
Upside

The opportunity is clear

Studios point to bigger unit sales in the world's largest PC audience.
Friction

The hesitations are just as clear

The biggest barriers cited cluster tightly together.

93%

partnerships

45%

regulation

45%

localization

45%

IP / piracy
WeGame

WeGame is widely misunderstood

49%

think WeGame is China's local Steam

27%

have launchbelieve it's a publisher
Marketing

Marketing looks nothing like the West

Top-ranked channels start with local Chinese gaming forums.
Plan your China strategy on data, not assumptions
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300 studios surveyed across the UK and US
Independent, MRS-certified research by Atomik
The myths, the market, and where they diverge
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