From compliance to community building.
Everything you need to succeed in China.
HQ Gaming is your trusted partner in East Asia, with a strong connection to the region. Break free from the traditional publishing cycle by gaining in-depth market knowledge and owning your assets. Stay ahead by preparing for changes and emerging trends from Asia.
Our services are divided into four main areas:
Monthly management of your game's presence in China. From content to community, from day one to sustainable growth.
8 000 zł netto na fv / całościowy koszt pracodawcy (UZ)
8 000 zł netto na fv / całościowy koszt pracodawcy (UZ)
8 000 zł netto na fv / całościowy koszt pracodawcy (UZ)
Speed it up! Answer 5 questions to find your ideal service package
We have answers to your questions.
There are two Steams in China. Steam global, and Steam China. Once your game is on global Steam, Chinese players can buy and play it directly without using a VPN. That is to say, we recommend that your goal as a studio in the long term should be to apply for an ISBN license to enter Steam China, which is an official distribution channel. Think of Steam global release as a soft intro and test for adaptability, and ISBN as full release years afterward.
With over 650 million gamers, and around 10% of them being PC players, there is a market for almost every game. That is to say, some games sell better than the others. Especially co-op titles, simulation games, survival etc.
The sweet spot is 20-70 RMB ($3-10). You will most likely sell more copies, for a smaller price. Pricing & discount strategy is crucial, we especially recommend planning discounts with events like the Chinese New Year festival on Steam, or ChinaJoy in mind.
It's crucial. Chinese name & Steam description - as soon as it appears on Steam. The majority of Chinese gamers do not speak English, if you skip this part, you are depriving yourself of a lot of organic, platform recommendations. We recommend having localization ready for any marketing beat that involves Chinese influencers, i.e. having it a couple of weeks before releasing the demo/early access/ full version.
Unfortunately, no. We verify the games and check if they contain any nudity or said motives, and turn down the titles that might be deemed to be harmful.
We do not promote web3 games.
We monitor 3 main KPIs, and 3 support ones. Main include: wishlists, sales, and review ratio from China. Support: number of published influencer videos, total views across all platforms, as well as conversion from outreach to influencers. With your 12-month plans you can expect first impact to be seen around 1 month from starting the cooperation, the growth kicks off at 3-6-10 months. Our most successful cooperations are with studios that have a game that already has some traction, and we amplify it with active management of both audience expectations, influencer, as well as platform coverage.