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Beyond black myth: China’s gaming landscape

China's Gaming Industry No Longer Needs Your Approval

Jordan Schneider's ChinaTalk conversation with Daniel Camilo captures a turning point: Chinese game developers have climbed from mobile cash-grabs to globally competitive AAA studios, and they no require Western validation to succeed. The domestic market — hundreds of millions of middle-class gamers with high-end hardware — now sustains billion-dollar hits without international sales. This is industrial upgrading in real time, mirroring China's trajectory in EVs, solar, and semiconductors.

The Genshin Template

Schneider opens by tracing the industry's ascent. "Mobile remains the largest market slice, but if I want to highlight one title that changed everything — Genshin Impact," Camilo says. The 2020 release by miHoYo — detailed in our companion deep dive on Genshin Impact — proved Chinese studios could deliver open-world, cross-platform experiences rivaling Japanese and Western AAA. "It's a live-service game — the holy grail that all major game companies are chasing for that constant revenue stream."

Beyond black myth: China’s gaming landscape

Players spent $4 billion on Genshin in 2025 alone. The original 现金牛 — cash cow. Unlike Black Myth: Wukong, which screams Chinese mythology, Genshin's anime aesthetics masked its origin. Many casual gamers assumed it was Japanese. That ambiguity no longer matters.

"If a game is good, themes don't limit its reach."

Domestic Sufficiency

Black Myth: Wukong sold at least 7 million copies outside China, but 75% of its $1 billion revenue came from domestic sales. The US accounted for roughly 10%. Schneider notes the hardware shift: "In the 90s, China's market was mostly bootleg consoles and imports. PCs gained traction in the very early 2000s, but starting around 2007, smartphones created the boom in mobile gaming." Today, hundreds of millions can afford gaming PCs and consoles at home. "The domestic market alone is now large enough that international sales aren't even that relevant anymore."

Camilo emphasizes the tooling revolution. Unity and Unreal Engine — both used for Black Myth and Wuchang: Fallen Feathers — let small teams achieve AAA quality. Game Science built Black Myth with a core team of 20 to 30 people in roughly three years. "It should have been more celebrated and recognized because it shows what we can expect from Chinese developers going forward."

Critics might note that reliance on Western engines (Unreal, Unity) leaves Chinese studios vulnerable to licensing shifts or geopolitical friction. Proprietary engine development remains limited.

The Wuchang Controversy

Wuchang: Fallen Feathers — Camilo's personal Game of the Year — hit a different wall. About a month after launch, developers patched the game to make certain bosses unkillable. These bosses were based on famous Chinese historical figures, like Zhao Yun from the Three Kingdoms. Hardcore nationalist gamers review-bombed Steam. The studio preemptively self-censored without any known government mandate.

"They essentially preemptively self-censored the game through a patch, which was weird because, as far as we know, there were no explicit demands from the government or authorities to regulate the game." The incident reinforced stereotypes about Chinese censorship, spilling into IGN and international gaming media.

Schneider draws the broader lesson: "Game developers aren't stupid. They aren't making thrillers about contemporary politics. They understand the pressures on them, just like anyone making movies or TV shows." Even quasi-fantastical stories can trigger domestic blowback. This dynamic constrains storytelling long-term.

Yet Camilo argues gaming still outperforms other Chinese cultural exports. "That is why gaming is more likely to become the spearhead of China's cultural soft power — much more so than movies or music. Creatively speaking, hands are much more tied in those industries." Hong Kong cinema, once politically edgy, is effectively dead post-National Security Law. Games, with mechanics transcending narrative, retain flexibility.

Steam's Gray Zone

China has an official Steam version. Almost nobody uses it. Gamers access the international Steam directly, buying imported games through Taobao or regional accounts. "China has become, if not the most important, at least one of the most important markets for PC gaming in the world." Cyberpunk 2077 sold millions in China without an official launch. Stellar Blade's PC release saw China become its biggest global market immediately.

"People will find it." International studios now market directly on Chinese social media, recognizing the data. The gray market — imports, unofficial channels, cross-region purchases — functions as a de facto uncensored gateway.

Critics might note this gray zone depends on tolerance from authorities. A policy shift could close Steam's liminal status overnight, cutting off Chinese gamers from unapproved content.

Bottom Line

China's gaming industry has achieved self-sufficiency: massive domestic demand, AAA-quality tooling, and global revenue without Western dependence. But creative constraints remain real — the Wuchang patch shows how nationalist backlash can force self-censorship even without government orders. Gaming may lead China's cultural soft power, yet the gray market that enables uncensored access remains fragile. The industry leveled up. The question is whether storytelling can follow.

Deep Dives

Explore these related deep dives:

  • MiHoYo

    The article discusses this company (now HoYoverse) as the developer of Genshin Impact that became a global powerhouse

Sources

Beyond black myth: China’s gaming landscape

by Jordan Schneider · ChinaTalk · Read full article

Today, we’re discussing all things gaming in China! Our illustrious guest is Daniel Camilo, a Portuguese national who has spent over a decade in the Chinese video game industry. We cover the most important titles, publishing and development trends, and where the industry is headed.

We discuss:

How China’s game industry climbed the value chain from low-cost mobile and PC titles to globally competitive AAA releases,

Why Genshin Impact reset global expectations, becoming the template for live-service “cash cows,”

China’s domestic market’s newfound self-sufficiency, as hundreds of millions of middle-class gamers mean Chinese developers no longer need international success,

Steam’s magical liminal status in China as a de facto gateway for uncensored and imported games,

Why gaming is a global language in ways movies and music aren’t, and how mechanics and genres travel even when stories don’t,

The Wuchang: Fallen Feathers controversy, where nationalist backlash led to patched-out boss deaths and preemptive self-censorship.

We also cover Daniel’s pick for the biggest Chinese game of 2026, the looming Genshin-style live-service bubble, and how a game set in 1984 East Germany channels distinctly Chinese workplace anxiety.

Listen now on your favorite podcast app.

How China Leveled Up.

Jordan Schneider: Watching the industry’s industrial upgrading has been fascinating. It mirrors other Chinese sectors — starting with straightforward, low-capital commercial products, simple 2D PC games and free-to-play mobile titles, and moving up the value chain. Now, Chinese developers are taking big swings with AAA titles featuring eight-figure budgets and quality rivaling global studios. Daniel, is that a reasonable generalization of the past decade?

Daniel Camilo: Mobile remains the largest market slice, but if I want to highlight one title that changed everything — Genshin Impact. Even before Black Myth: Wukong, Genshin shifted expectations. It was a free-to-play title available across platforms that felt like an AAA experience. It demonstrated an ambition and scale previously unseen from Chinese developers — or any mobile developers, for that matter.

Jordan Schneider: Give us a primer on Genshin Impact. Who made it, and how big was it?

Daniel Camilo: Genshin Impact was made by miHoYo and it was released in 2020 as a free-to-play, open-world, story-driven RPG with anime-inspired aesthetics. It was available first on mobile and PC, and more recently on all consoles except the Switch — Xbox was the last platform to get it. The game became a huge success, elevating miHoYo into a global powerhouse ...