How Soulstone Survivors Grew China Sales by 53%

"Not only can we see the results in monthly sales numbers. Huqiao helps us understand Chinese players and plan new content, which translates to even better results."

- Allan Smith, Founder, Game Smithing
Client
Game Smithing
Game
Soulstone Survivors
Year
2023
Services
Influencer Campaigns
Channels
Bilibili
Douyin
Heybox

When Game Smithing, the studio behind the hit roguelite Soulstone Survivors, approached HUQIAO, they had a good problem: their game was already successful globally. But despite the genre being a perfect cultural and gameplay fit for Chinese players (high replayability, theory-crafting, satisfying combat loop), its sales in China hadn't yet reached the levels its global success suggested (M1) .

China accounted for roughly 12.9% of their global sales. This is despite the fact that the Chinese PC game market reached ¥78.16 billion in 2025, a 14.97% year-on-year increase (D2) . For a genre like this, we typically expect China to represent 20–25% of the global mix.

The goal was clear: unlock the latent potential of the Chinese market and drive a measurable increase in sales and active players.

Here is exactly how we did it.

The Challenge

  • Crowded Genre: The "Survivor-like" / "Bullet Heaven" genre is incredibly saturated. The genre sees a steady stream of new releases each month, making differentiation crucial (M2) . Standing out requires more than just "good gameplay."
  • Community Disconnect: While Chinese players were buying the game, they had no home. There was no official community management, meaning engagement churned quickly.
  • Discovery Bottleneck: Global marketing efforts (Twitter, Discord, YouTube) were invisible to Chinese players. The game relied entirely on organic Steam discovery, which has a ceiling. China is now the largest market for Steam by user count (D3) .

The Strategy

We moved away from "spray and pray" awareness marketing and focused on Depth and Retention. The strategy had three pillars:

  1. Influencer "Theory-Crafting" (Bilibili): Instead of generic "Let's Play" videos, we commissioned deep-dive strategy guides. We wanted creators to show how to break the game, not just that the game exists.
  2. Community Anchoring (Heybox & QQ): We established official channels where players could discuss builds, report bugs, and feel heard by the developers.
  3. Steam Page Optimization: We refined the Simplified Chinese store page to better communicate the game's unique selling points (USPs) in local gaming terminology.
Comment from a player on Bilibili (November 2023)
wide

Execution Breakdown

Phase 1: The Trust Engine (Bilibili)

We identified and activated 12 targeted Bilibili creators. This approach aligns with Bilibili's 2025 audience trends, where game content viewership grew 24% year-over-year (D1) .

  • Selection Criteria: We didn't look for the biggest follower counts. We looked for "sticky" audiences — creators whose viewers actually played the games they recommended. We prioritized creators who specialized in roguelites and strategy games.
  • Content Brief: "Show your strongest build." We encouraged creators to push the game to its limits. This showcased the depth of the upgrade system — a key hook for Chinese gamers.
  • Result: The videos generated 145,000+ targeted views. More importantly, the sentiment in the comments shifted from "looks like another Vampire Survivors clone" to "the skill tree depth is insane, I need to try this."

Phase 2: The Community Loop (Heybox)

We took over the official Soulstone Survivors page on Heybox (China's Steam companion app).

  • Action: We posted translated patch notes, developer updates, and community challenges.
  • Engagement: We replied to player reviews and questions daily.
  • Impact: The "Developer Replied" badge on Heybox is a massive trust signal. It tells players: "This studio cares about Chinese gamers." This direct engagement fosters a sense of community and encourages players to leave more thoughtful reviews, while also reducing the likelihood of support tickets or negative feedback (M5) .

Phase 3: The Sales Event

We coordinated these activities to peak during a major Steam sales window.

  • The Catalyst: All influencer content went live in a condensed window overlapping with a discount.
  • The Amplifier: Heybox price alerts fired simultaneously.
  • The Result: A synchronized spike in traffic, validation (from videos), and conversion (from the sale).
A video published in October by an influencer 
with 368k followers - 77k views
Translation: "All it takes to pass is two livers - Soulstone Survivors"

The Results

The campaign delivered clear, quantifiable revenue impact:

1. Sales Volume Explosion

China sales volume increased by 53% compared to the pre-campaign baseline period (M3) . This wasn't a temporary blip — the sales baseline remained elevated post-campaign.

2. Market Share Shift

China's share of global sales grew from 12.9% to 20% within four months, a relative increase of over 55% (M4) . This meant China became a primary revenue pillar for the studio, shielding them from volatility in Western markets.

3. Review Sentiment

The game's recent review score in Simplified Chinese improved, driven by players who felt supported and understood the game mechanics better thanks to the strategy-focused creator content.

Why It Worked (The Takeaway)

The success of Soulstone Survivors in China proves that localization is not marketing. The game was already localized before we started, but it was underperforming.

Marketing is what bridges the gap between a "translated game" and a "hit game."

  • We respected the player's intelligence: By focusing on strategy guides over hype trailers, we appealed to the core gamer demographic that drives the genre.
  • We built a home: By establishing Heybox and QQ communities, we turned purchasers into advocates.
  • We synchronized: By layering influencers, community, and sales events, we created a "multiplier effect" that organic growth can never match. This shift reflects the broader industry trend in China, moving from user acquisition to user retention and community management (D4) .
Comment from a player on Bilibili (October 2023)
wide

Can Your Game See These Results?

Not every game fits the Chinese market this perfectly. But for AA studios with deep gameplay systems (Strategy, RPG, Sim, Roguelite), the potential is often identical.

Step 1: Find out if your game has high potential in China. Take our China Market Maturity Test (free, 5 minutes).

Step 2: If the potential is there, let's talk numbers. Book a free assessment to see what a campaign like this would look like for your title.

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