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How to Publish a Game in China: A Step-by-Step Guide

A Western studio reaches Chinese players by one of three routes: sell on international Steam with proper Simplified Chinese support, release inside the mainland through a licensed Chinese publisher, or sign a Chinese mobile publisher to adapt and operate the game. Only a Chinese publisher can file for the government approval a domestic release needs, and in 2026 fewer than fifty imported games had been approved by the end of September. Choose the route first; the partner, the work and the timeline all follow from it.

Author
EightSix Games
Revised
Reading time
13 min read

In short

  • Chinese players are already on global Steam. Simplified Chinese was the largest primary language on Steam on 2024 annual data, ahead of English.
  • A domestic release (Steam China, WeGame, the Chinese app stores) needs a game licence that only a mainland publishing unit can file for. Practitioners report 10 to 15 months end to end.
  • Expect China to add more players than revenue: lower prices, higher refunds and a publisher share of roughly half are normal. Plan for volume and reviews, not a windfall.
  • Fix the China price and discount schedule before launch, answer Chinese reviews in Chinese within days, and never transfer your Steam app to a partner when task permissions would do.
In this guide

01

The three routes, compared

“Publishing in China” describes three different projects. They need different partners, different budgets and different amounts of patience, so settle which one you are talking about before anyone quotes you a percentage.

Steam Global with Chinese supportLicensed domestic releaseMobile through a Chinese publisher
Where the game sellsYour existing international Steam pageSteam China (operated with Perfect World), WeGame or another mainland platformiOS China, the Android stores (Huawei, Xiaomi, OPPO, vivo, Tencent MyApp), TapTap, WeChat or Douyin mini-games
Who publishesYou. A partner can run localisation, creators and community under a briefA licensed Chinese publisher, in its own nameA Chinese publisher, which adapts and operates the game
Government licenceNot required for the storefront. Promotion and operations inside China are a separate questionRequired. The publisher files; the studio cannotRequired for paid and in-app-purchase games. Ad-only mini-games are judged case by case
Realistic timelineLocalisation plus Valve’s review: weeks to a few months10 to 15 months from a complete filing, by practitioner reports9 to 15 months, after signing a publisher
Typical economicsYou keep Steam revenue; a co-publisher takes a share of China revenue, often about halfPublisher share plus recoupable costs; set by contractStore takes 30 to 50% first, then publisher recoups acquisition spend, then the split
Good fitMost indie and small AA PC games, especially premium titlesOnline or service games, or a PC title with proven Chinese demand and a willing publisherCasual and mid-core mobile games with in-app purchases or ad monetisation
Timelines are practitioner reports, not published rules. The statutory review period for an imported game is 80 working days from acceptance, but one to three rounds of modification notices are usual. See the licence guide for the detail.

For most indie and small AA PC studios, Steam Global is the place to start. The game is already on sale, Chinese players already use the client, and the question is whether better language support and a defined partner brief would improve it. A domestic release is a separate project with its own commercial case. Our Steam Global vs Steam China guide compares the two in detail.

02

Why Steam Global comes first for a PC game

of Steam users set Simplified Chinese
33.7%

Largest primary language on 2024 annual data, ahead of English at 33.5% (Valve, GDC 2025)

games on Steam China
~368

Against roughly 118,000 on global Steam, December 2025 (Mighil)

imported games approved
46

January to September 2026, against 1,525 domestic approvals (Sina Tech)

Those three numbers explain the order of the routes. The audience is on global Steam already. The licensed storefront has a tiny catalogue because the licence is rationed, and imports take about 3% of the approvals that are granted. For a premium PC game, the practical question is not how to get into China but how to serve the Chinese players who can already buy it.

What that looks like in practice: Simplified Chinese in the game and on the store page, a Chinese title on the capsule (an English-only capsule reads as “no Chinese support”), Chinese subtitles on every trailer, a price set with Valve’s regional recommendation in mind, and someone reading and answering Chinese reviews from day one.

03

What a licensed domestic release involves

Steam China is the onshore service Valve operates with Perfect World. Valve states that government approval is a prerequisite for release there, and the Chinese publisher holds the approval number shown on the product page (Valve’s Steam China documentation). WeGame, the Chinese app stores and TapTap work the same way: a licensed build, operated by a Chinese entity, with real-name verification and anti-addiction controls built in.

A foreign studio cannot make that application itself. The NPPA’s own service guide for imported games sets five conditions on the applicant, the first of which is that it is a domestic publishing unit holding an online publishing service permit (NPPA service guide, October 2022, Chinese). Foreign investment in internet publishing is prohibited under the 2024 Negative List, which is why the structure is always a licence to a Chinese company, registered with the National Copyright Administration before the filing goes in.

The application itself is substantial: at least ten colour screenshots, the full Chinese-language script with a blocked-word list, reviewer and anti-addiction test accounts, review builds and a demo video of at least ten minutes. The publisher runs its own compliance pass first, so in practice the publisher is the first examiner. Reviewer practice goes well beyond the ten broad categories in law: blood, corpses, skulls, in-game maps, English text in the UI, loot box probabilities and moral-choice systems are the usual sources of modification notices.

Official NPPA fees are nil. One lawyer-authored guide estimates publisher service fees of ¥50,000 to ¥100,000 and legal and notarisation costs of ¥30,000 to ¥80,000, with localisation and content changes the largest and least predictable cost (China Game Legal, February 2026). Treat those as vendor figures. Make the decision in stages: confirm the route, agree the work and costs, then commit to the next step.

04

Mobile: the publisher does the adapting

Google Play is not available in mainland China, so Android games reach players through the phone makers’ stores and platforms such as TapTap. Apple’s China storefront has asked paid and in-app-purchase games for an approval number since July 2020, and the December 2020 clear-out removed most unlicensed paid games (Engadget). In practice a Chinese publisher takes on the whole adaptation: Simplified Chinese, the Chinese payment, analytics and anti-addiction SDKs, the licence filing and the store submissions.

Understand the order of deductions before you look at a percentage. Gross billings go first to the store (about 50% at the phone-maker Android stores, 30% at Apple), then tax, then the publisher recoups user-acquisition spend, and only then do publisher and developer share what remains. Which costs come off before the split is negotiated, so ask. Mini-game terms are published by the platforms: WeChat pays 60% of in-app purchases in cash plus 10% as advertising credit, and 50% of advertising revenue (WeChat mini-game commercial terms).

Adaptation usually means giving the publisher the source code, so scope that in the contract along with the revenue model, reporting and what happens to the Chinese build if the deal ends. Our mobile publishing page explains how those deals are typically structured.

05

Step by step: from evidence to launch

  1. Measure the demand you already have

    Pull the regional wishlist and sales report from Steamworks (it exists, even though the public wishlist page hides it), count Simplified Chinese reviews, and find two or three comparable games matched on genre, price and scope. Chinese players treat a wishlist as a bookmark and often buy without one, so a low wishlist count understates China rather than overstating it.

  2. Choose the route and write it down

    Name the storefront, the territory (mainland China, with Hong Kong, Macau and Taiwan stated separately) and who publishes. A one-line route decision stops a partner selling you a different project than the one you priced.

  3. Localise the game and the page as separate jobs

    Steam treats store-page languages and in-game languages differently (Steam’s localisation documentation). Use a Mainland Simplified Chinese font licensed for commercial use, such as Source Han Sans, and have a native speaker play the opening and tutorial in the build before you claim the language on the store. Register matters as much as accuracy: Hollow Knight: Silksong’s “half-classical” Chinese drew a public backlash in 2025 despite being correct.

  4. Set the China price and discount ladder once

    Valve’s suggested China price has sat at roughly 59 to 63% of the US price; its March 2026 pricing tool offers three conversion methods, and the straight exchange-rate one overprices China. Decide the launch discount and the first-sale discount before launch. One developer who raised a launch discount from 10% to 20% in week one watched the Heybox rating fall from 8.7 to 5.6.

  5. Shortlist partners with a record in your genre

    Send every candidate the same brief and compare who does the work, the committed budget and the milestones. Our guides on choosing a China publishing partner and finding a Chinese co-publisher cover the comparison and the checks.

  6. Negotiate the base, not the percentage

    Revenue definition (net of Steam’s 30%, refunds, VAT and withholding?), recoupable costs listed in full, marketing commitments in writing, monthly statements with an audit right, term and reversion. See revenue share models for the arithmetic.

  7. Grant the least Steamworks access the work needs

    Steamworks has task-specific user permissions for marketing, localisation and finance. Transferring the app is a separate, irreversible step that a marketing partnership never needs.

  8. Open the Chinese channels before launch, and be there in launch week

    A Heybox developer account (it needs a mainland phone number, so plan for it), a Bilibili account for the trailer premiere, and a QQ group so players have somewhere to complain other than the review box. Chinese negative reviews cluster on days three to six after launch, and the games that recovered answered in Chinese within days.

06

How long it takes and what it costs

Steam GlobalDomestic release
What sets the paceLocalisation, testing and Valve’s store and build review, all of which you and your partner controlThe licence process. Nobody can guarantee its timing or outcome
Planning figureTwo to four months from decision to a Chinese launch beatNine to twelve months from a complete filing, plus the months spent signing a publisher and registering the contract
Cash cost if you self-publishTranslation at roughly €0.09 to €0.12 a word plus LQA, a Chinese-speaking marketer or agency, creator keysNot available: the publisher must file
Cost with a partnerUsually no cash: the partner funds localisation and marketing for a share of China revenue, so the cost sits in the contractPublisher share, recoupable costs and the ¥80,000 to ¥180,000 of filing and legal work estimated by practitioners
Translation rates are 2026 vendor price lists; filing costs are a lawyer’s estimate. Both move.

Compare the two on the same storefront and territory. A Steam Global marketing proposal and a domestic publishing proposal do not contain the same work, and a percentage from one tells you nothing about the other. Our co-publishing vs self-publishing guide sets out the like-for-like comparison.

07

What China is realistically worth

Developers who have published their numbers describe the same shape: China adds a lot of players and a smaller share of revenue, because the price is lower and refunds run higher. The spread between games is wide, and genre fit explains more of it than localisation does.

GameWhat the developer reportedSource
Gods vs HorrorsChina 45% of players, 27% of revenue before the publisher’s half; refunds 25% against 10% elsewhereDeveloper post, r/gamedev, September 2025
We. The RefugeesChina 46% of sales, credited to its Chinese partner’s workDeveloper post, r/gamedev, May 2025
Escape from Duckov400,000 wishlists, over one million copies in week one, China about 64% of players游戏陀螺, October 2025
Balatro, Abiotic FactorAbout 20% of players from ChinaPlaystack via GameLook, August 2026
Restrats4.6% of copies from China despite full localisationDeveloper post, LinkedIn, August 2026

So the honest planning assumption is: a bigger share of your players than of your revenue, reviews that arrive early and in volume, and a partner share of about half of the China line if you use one. That is still worth having for a game with genuine fit, which is why the partner’s marketing commitment matters more than the headline percentage.

08

Mistakes that cost studios the China launch

  • Translating the store page but not the game, then claiming the language. Players check, and the review score shows it.
  • Transferring the Steam app, or sharing the studio login, when task permissions would do.
  • Accepting “fully compliant” from a partner without a written route naming the entities, platforms and approvals involved.
  • Comparing revenue-share percentages calculated on different bases.
  • Changing the price or the discount after launch. Chinese buyers expect their region to be the cheapest and punish a change.
  • Creating an “official” Chinese community over the top of fan groups that already exist. One narrative game’s recent reviews fell from 92% to 54% positive after exactly that.
  • Launching without a baseline, so nobody can say what the partner delivered.

More in five mistakes Western developers make in China.

09

Where EightSix fits

EightSix is an adviser, not a publisher. We assess whether your game has a China opportunity and which route suits it, find and vet Chinese publishers with a record in your genre, negotiate the deal and check what the publisher delivers after launch. We take no licence and no share of your IP, and we do not obtain approvals or licences; the Chinese partner handles that work.

The assessment is free: send a Steam, App Store or Google Play link and we reply within one working day with a plain-English read of the demand, the likely route and the questions to resolve. There is no upfront fee. When a Chinese partner signs, EightSix charges £5,000 (or £10,000 with the launch review), credited against a share of 20% of China net revenue up to £50,000 and 10% above that.

Q

Common questions

Can a foreign developer publish a game in China without a Chinese publisher?
You can sell on international Steam, which players in China use, under your own Steamworks account. A domestic release on Steam China, WeGame, the Chinese app stores or TapTap needs a licensed Chinese publisher, because only a mainland publishing unit holding an online publishing service permit can file for the game licence.
Do I need an ISBN to sell my game on Steam in China?
For Steam China, yes: Valve states that government approval is a prerequisite, and the Chinese publisher holds the licence. International Steam does not ask for one at the storefront. That does not settle the position of promotion or operations run inside China, so assess what a partner proposes to do there as well as where the game is sold.
How long does it take to publish a game in China?
On Steam Global the timeline depends on localisation, testing and Valve’s review, which you control; two to four months is a reasonable plan. A domestic release waits on the licence: the statutory review is 80 working days, but practitioners report 10 to 15 months end to end with one to three rounds of modification notices, after the months spent signing a publisher first.
How much does it cost to publish a game in China?
Self-publishing on Steam Global means paying for localisation (roughly €0.09 to €0.12 a word at 2026 vendor rates), testing, marketing and community management yourself. A Chinese partner usually funds that work for a share of China revenue, commonly about half, so the real cost sits in the contract: the revenue base, recoupable costs and the marketing commitment. A domestic filing adds publisher service and legal fees that one lawyer estimates at ¥80,000 to ¥180,000.
Is China worth it for a small indie game?
Often, but as players rather than revenue. Published cases range from under 5% to over 60% of players from China, with revenue share lower than player share because of pricing and refunds. Genre fit and existing Chinese interest predict the outcome better than the quality of the localisation does, which is why the first step is measuring the demand you already have.

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.

  1. Valve, Steam China documentation (Steamworks)
  2. Valve, store and in-game localisation (Steamworks)
  3. Valve, managing users and permissions (Steamworks)
  4. NPPA, service guide for publishing imported online games (Chinese), October 2022
  5. NPPA, notice on the administration of online games (Chinese), October 2009
  6. China Game Legal, game licence application guide, February 2026
  7. Sina Tech, imported and domestic approvals January to September 2026 (Chinese), October 2026
  8. Mighil, Steam in China: key facts explained, May 2026
  9. GamingOnLinux, Valve confirms regional pricing updates, April 2026
  10. WeChat mini-game commercial terms (Chinese)
  11. Engadget, Apple removes unlicensed games from the China App Store, December 2020
  12. Gods vs Horrors developer post-mortem, r/gamedev, September 2025
  13. We. The Refugees developer post, r/gamedev, May 2025
  14. 游戏陀螺 on Escape from Duckov (Chinese), October 2025
  15. GameLook, Playstack talk on China player share (Chinese), August 2026