Publishing
Co-Publishing vs Self-Publishing in China: How to Decide
Self-publish to China when you can fund proper Simplified Chinese, open the Chinese channels yourself and answer Chinese players in launch week; sign a co-publisher when it will do marketing work in China that you cannot, for a share that is usually about half of China revenue. The decision turns on what a partner would actually deliver and what it would cost in cash, control and revenue, not on the percentage in the offer.
- Author
- EightSix Games
- Revised
- Reading time
- 7 min read
In short
- Three independent developer accounts put a Chinese co-publisher’s share at roughly half of China revenue, carrying local PR and creator costs. Measure any offer against that.
- China tends to add players more than revenue: one developer reported 45% of players and 27% of revenue, before the publisher’s half.
- A paid supplier (translation, a Chinese-speaking marketer) is often cheaper than a continuing revenue share when the gap is finite.
- Keep the comparison on one storefront and territory. A Steam Global co-publishing offer and a licensed domestic release are different projects.
- Waiting is a legitimate outcome. A weak partner can hold your China rights for years.
In this guide
01
What each option really involves
| Self-publishing on Steam Global | Co-publishing on Steam Global | Licensed domestic release | |
|---|---|---|---|
| Who does the work | You, plus paid suppliers | The partner runs localisation, creators, Heybox and community under a brief | A licensed Chinese publisher operates the game in its own name |
| Cash cost to you | Translation at roughly €0.09 to €0.12 a word plus LQA, keys, a Chinese-speaking marketer or agency | Usually none; the partner funds the work | Usually none up front; the publisher carries the filing and recoups costs |
| Revenue | 100% of Steam net | Steam net less the partner’s share of China revenue, often about half | Publisher share plus recoupable costs; withholding tax and VAT on the way out |
| Control | Complete | You keep the app and page; agree approvals, access and exit | The publisher holds the licence and the Chinese build |
| Time | As fast as you can localise | Weeks to a few months | 10 to 15 months from a complete filing |
| Risk | Missing the launch moment; nobody answering Chinese reviews | Signing a partner that does not deliver | Content changes in review; the licence process stalling |
This guide compares the first two. The third is a different project; the licence guide covers it.
02
Start with the capability gap
Write down what is missing from your current plan, item by item: a Simplified Chinese translation tested in the build, a Chinese title and subtitles on the page, a Heybox developer account (which needs a mainland phone number), creator outreach in Chinese, someone reading and answering Chinese reviews in launch week, a QQ group, enforcement when a clone appears on Douyin.
Then ask, for each gap, whether it needs a long-term partner, a specialist supplier or a change inside the studio. A translation is a finite job you can buy. A Chinese-speaking community manager for launch month can be hired at roughly ¥20,000 to ¥30,000 a month, and a PR agency retainer runs $2,000 to $3,000 a month by one trade estimate. If that covers the gap, a supplier is easier to justify than a share of China revenue for the life of the game.
What a supplier cannot give you is standing: relationships with Chinese editors and creators built over years, a Bilibili account people already follow, and the ability to get a Douyin clone taken down in days rather than months because the complaint is filed by a Chinese entity with standing. That is what you are buying from a good co-publisher, and it is why you should ask to see it before signing.
03
What a partner’s half actually buys
Developers who have published their numbers give a consistent picture of the deal shape and of what China is worth.
| Case | What the developer reported | Source |
|---|---|---|
| We. The Refugees | China was 46% of sales, credited entirely to the Chinese partner’s marketing work | r/gamedev, May 2025 |
| Gods vs Horrors | China 45% of players, 27% of revenue before the publisher took about half; refunds 25% against 10%; about $6,000 spent on localisation; the developer was unsure he would localise again | r/gamedev, September 2025 |
| A two-person Russian horror game, 2024 | Roughly half of 24,000 Steam reviews in Simplified Chinese; Chinese trade analysis credited the Shenzhen publisher’s localisation and traffic work for most of a $6 million first week | Tencent News analysis, December 2024 |
| Restrats | 4.6% of copies from China despite full localisation | Developer post, LinkedIn, August 2026 |
Two things follow. First, China is volume more than revenue: a lower price per copy, higher refunds and a partner share compound. A 50% share of a low-price region needs a real marketing commitment behind it to be worth signing. Second, the spread between games is enormous, and genre fit and existing Chinese interest explain more of it than the quality of the localisation. Measure the demand you already have before you decide anything.
04
Compare like-for-like scopes
Self-publishing retains responsibility as well as control. Put your own time, supplier fees, keys, campaign spend and ongoing support into the plan at real prices. For the partnership, include the share, what it is calculated on, every recoupable cost, any minimum commitment, and EightSix’s advisory fee if we are involved.
Keep both options on the same storefront and territory. Then model three outcomes, weak, expected and strong, and show the cash your studio receives under each, both while costs are being recovered and after. If the partner contributes a budget, check whether it is a firm commitment or a spend ceiling it may never use. Our revenue-share worked example shows why the calculation order changes the answer even when the headline split stays the same.
05
Make control an operating detail
“You keep your IP” should be backed by precise rights, approvals and exit terms. Define the territory (mainland China, with Hong Kong, Macau and Taiwan named), the platforms, the content, the term and the permitted use of your assets. Specify who approves pricing, the discount schedule, localisation, campaign claims and any changes to the game. The China price in particular should be set once, with you, before launch.
Steamworks has separate permissions for different tasks (Steamworks user management). Agree access that matches the work; never hand over the studio login or transfer the app. Settle who owns and moderates the Chinese community channels, and in whose name: one Japanese developer’s open letter about its publisher vanished from a forum that publisher still moderated. And decide who keeps the localisation files, community assets and reporting history if the relationship ends. A reversion right is only useful if the practical handover has been arranged.
06
Choose the smallest justified commitment
Continue alone when you have a credible delivery plan and a partner would not close a meaningful gap. Hire a supplier when the gap is finite. Move to co-publisher discussions when candidates can show relevant work in your genre, explain what they would do for this particular game in the first month after launch, and commit to it in writing.
Waiting is also a decision. A weak partner can tie up your China rights for years, and a better-prepared approach in six months often costs less than that. EightSix helps define the brief, compare candidates on the same basis and support the negotiation; the publisher performs the local work; your studio decides whether the deal is worth signing, and a good assessment is willing to conclude that no deal is needed yet. Start with how to choose a China publishing partner.
Q
Common questions
- What share does a Chinese co-publisher usually take?
- Developer accounts cluster around half of China revenue, with the publisher carrying local PR and creator costs. Some describe a 60/40 split in the developer’s favour, others 30 to 70% depending on what the publisher funds. None of these is a contract, so ask every candidate for a worked statement on the same assumptions.
- Is it cheaper to self-publish in China?
- In cash, no: you pay for translation (roughly €0.09 to €0.12 a word), testing, a Chinese-speaking marketer or agency and keys. In revenue, yes: you keep all of Steam net. The question is whether a partner’s marketing and standing in China would generate more incremental sales than its share costs, which depends on the partner and on how much Chinese demand the game already has.
- Should I localise before approaching a co-publisher?
- If the game is unreleased, hold the Simplified Chinese localisation until the partner decision is made, because several Chinese publishers decline games that already launched in Chinese; the launch moment is what they sell. If the game has already launched with Chinese support, look for a marketing specialist rather than a co-publisher.
S
Sources
Figures and rules in this guide come from the following. Where a figure is a practitioner estimate rather than a published rule, the text says so.
- We. The Refugees developer post, r/gamedev, May 2025
- Gods vs Horrors developer post-mortem, r/gamedev, September 2025
- Valve, managing users (Steamworks)
- GameDiscoverCo, Steam refunds survey, February 2025