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they will embrace stories rooted in Chinese myth and history on their own terms. It is tough in the sense that discoverability is brutal. A mid-tier game costing 5 to 20 million dollars needs somewhere up to a million units to make a reasonable return, and you do not get a second chance at a first impression. The answer is to spend properly on the reveal. Our gamescom presence was millions of dollars of investment across three halls, and we would rather do that than launch six games quietly.


Matt: What are your plans beyond 2026? Phil: We have eight titles in the portfolio, all releasing within the next two to three years, so 2027 is about delivering the first of them at the standard the reveals have set. Beyond that we want to push the model earlier still: more first-time studios, more shared


production capacity, deeper localisation across the whole slate, and equity where it strengthens the relationship. The other priority is deeper platform partnerships. We want PlayStation, Xbox and Steam involved from the start, as part of the plan rather than a conversation at announce, because their amplification and endorsement is what turns a good game from an unknown studio into one that players trust.


Matt: Anything else you’d like to add? Phil: Only that talent scouting is not limited to one country. We came into this business bringing Western games to Asia and we still do, so for any reader with a mid-sized single player project and a strong story, we are a very short conversation away.


September/October 2026 MCV/DEVELOP | 9


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