Skip to main content

EightSix Games · +86

ChinamarketentryspecialistsforPCgames

Your game is on Steam, or about to be. We find it the right Chinese publisher, negotiate every clause of the deal, and check every revenue statement after launch. No upfront cost, no rights handed over, and you never leave Steam.

20+Chinese co-publishers in our working network
No.1Simplified Chinese is Steam's most-used language
0ISBN licences needed on the Steam Global route

The gap

Chinese players are alreadyon Steam, in your genre,on your wishlists.

Western PC games pick up Chinese demand on their own, before launch and after it: untranslated, unmarketed and unmonetised. The demand is not your problem. The navigation is.

The journey

From your studio to China's players

Where you are

China found you first

Launched or still on wishlists, Western games on Steam pick up Chinese demand on their own. That signal is revenue nobody has organised yet.

Step one

We find the right publisher

Not the biggest name in China: the one with a real record in your genre. We build the shortlist, you make the call.

Step two

We negotiate the deal

The contract is where China deals go wrong. We negotiate every clause on your behalf and call out any term that would cost you later.

After launch

We stay on the numbers

We verify every revenue statement and query anything that does not add up. You get a short monthly summary, not a spreadsheet.

You approve. Your publisher executes. We navigate.

Regulatory navigation

Steam Global. No ISBN. No local entity.

The Steam Global route needs no NPPA approval, no Chinese business entity and no source-code handover. We map the route for your specific game and keep you clear of the parts that bite.

EightSixAdvises on route, compliance exposure and timing

YouApprove the approach and stay on Steam

Publisher matching

The right publisher for your genre

We shortlist against your genre's China comps and vet every candidate on three things: what they have published, what they spent marketing it, and whether they delivered what they promised.

EightSixResearch, vetting and shortlisting

YouReview the shortlist and choose the publisher

Cultural strategy

Built for Bilibili, Douyin, TapTap and WeChat

Chinese players discover games on platforms most Western studios never touch. We review your publisher's campaign plans for each one and hold them to their commitments.

EightSixCampaign oversight and content direction

YouApprove creative and keep final say

The model

Three ways into China. One keeps everything yours.

EightSix advisory

Keep your rights, stay on Steam

Technical freedom

Full control

Your codebase, your build, your Steam page. No source code changes hands and no publishing rights are transferred.

Market entry

Navigated for you

Regulatory route, publisher shortlist and deal terms handled by people who do this for a living.

Revenue model

Success-based

Typically a share of China net revenue: paid from money that would not otherwise exist.

Local execution

Publisher-delivered, overseen

Your Chinese publisher runs localisation, marketing and community. We make sure what was promised actually ships.

Best for

AA and AAA studios

Teams with shipped PC titles who want China revenue without building a China operation.

Compared with self-publishingThe DIY route
Technical freedom

Complete

Full control, but every China-specific requirement lands on your team.

Market entry

Complex

Platform relationships, cultural nuance and regulatory judgement built from scratch.

Revenue model

Direct

Keep all revenue, carry all cost and risk of entry and operations.

Local execution

None

Local marketing, community and support are yours to build and staff.

Best for

Studios with China teams

Viable with existing in-country experience and budget.

Compared with traditional ISBN publishingThe licensed route
Technical freedom

Limited

Often requires technical changes, and the publisher controls the licensed build.

Market entry

Slow

ISBN approval queues and long negotiations before any revenue.

Revenue model

Publisher-favoured

Larger revenue shares for the publisher, sometimes with IP rights attached.

Local execution

Variable

Quality depends on the publisher, and their priorities may not be yours.

Best for

Trading control for reach

Suited to teams comfortable with traditional licensing terms.

Two pathways

PC via Steam Global is the primary route: no ISBN, no local entity. For mobile titles, the licensed route runs through Chinese publisher deals with different economics, and we advise on both.

Explore the mobile pathway

Behind EightSix

Built on years of China co-publishing deals

EightSix was founded by Louis Ellingworth after years spent bringing Western games to Chinese players: sourcing publishers, structuring co-publishing deals and seeing exactly where they go wrong for developers. That experience now works for your studio.

How an engagement runs

Proposal-led. Scoped to your game.

No rate card and no tiers. Every engagement is scoped individually, typically as a share of China net revenue, and it starts with a free look at your demand.

Step 1
FreeNo pitch, no obligation

Demand assessment

We read the signal your game already gives off: Simplified Chinese reviews, wishlist geography and how comparable titles performed in China. Within days you know whether the numbers justify a move.

EightSixSignal analysis and revenue modelling
YouShare your Steam page and decide whether to go further
Step 2
20+Co-publishers in our working network

Publisher shortlist

Within weeks you have a vetted shortlist of three to five publishers matched to your genre, with our notes on each: never a cold directory. You pick, we make the introductions.

EightSixResearch, vetting, introductions
YouReview the shortlist and approve the publisher
Step 3
0Upfront cost: success-based only

Deal navigation

Revenue share, marketing commitments, recoupment thresholds and reversion clauses: we negotiate each one on your behalf and flag anything that is not in your favour before you sign.

EightSixNegotiation and contract red-flagging
YouApprove final terms and sign
Step 4
MonthlyVerified revenue reporting

Post-launch oversight

Every revenue statement is checked against the contract before you see it. What slips gets escalated, and what matters reaches you as a monthly summary you can forward straight to your board.

EightSixRevenue verification, escalation, reporting
YouRead the summary and approve strategic decisions
The indicative timeline, phase by phase
  1. Months 1 to 2

    Strategic assessment

    EightSix maps the market opportunity for your specific game and defines the ideal co-publisher profile and deal structure. You provide the build, genre detail and revenue targets.

  2. Months 3 to 5

    Publisher shortlisting and vetting

    EightSix researches and screens candidates, then runs introductory calls to assess fit. You review the shortlist and select preferred candidates.

  3. Months 5 to 7

    Deal negotiation and signing

    EightSix negotiates revenue share, marketing commitments and recoupment terms, and reviews the contract for developer-unfavourable clauses. You approve final terms and sign.

  4. Months 8 to 10

    Launch preparation

    EightSix coordinates localisation and cultural QA, and reviews the co-publisher's campaign plan. You provide assets and approve localised content and marketing direction.

  5. Months 11 to 12

    Steam Global launch

    EightSix monitors launch performance, holds the co-publisher accountable and tracks revenue reporting accuracy. You receive weekly summaries through the launch window.

  6. Month 12 onwards

    Growth and oversight

    EightSix verifies revenue on an ongoing basis, reviews publisher performance and identifies growth opportunities such as DLC, events and platform expansion. You receive monthly reports and approve major decisions.

Before you ask

The questions every studio asks first

What does EightSix cost?

There is no upfront fee. Every engagement is scoped per game in a written proposal, typically as a share of China net revenue: we are paid out of money that would not otherwise exist.

Do we need an ISBN licence or a Chinese entity?

Not on the primary route. Steam Global titles need no NPPA approval, no ISBN and no Chinese business entity. Mobile titles run through the licensed route, which we also advise on.

Who owns the IP?

You do, throughout. No publishing rights and no source code are transferred. Your Chinese co-publisher licenses only what the deal explicitly defines, and we negotiate those boundaries before you sign.

What does the free assessment involve?

Send your Steam page link. Within 24 hours on working days you get an honest read of your existing China demand: reviews, wishlists and comparable titles, plus which publisher types fit and a realistic revenue share range. No pitch, no obligation.

What happens if the publisher underperforms?

Marketing and delivery commitments are written into the contract, and we track them monthly. When something slips we escalate it with the publisher, and the reversion clauses we negotiate up front define your exit.

The next step

Find out what your game is worth in China

A free assessment of your game's existing China demand: reviews, wishlists and comparable titles, summarised in plain English. No pitch, no obligation, and you keep your IP either way.

Keep your IPStay on SteamNo upfront cost