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Steam Global vs Steam China: A Developer’s Guide

Steam Global and Steam China are two different storefronts with different rules, different catalogues and different economics. Global Steam is where Chinese players already are: Simplified Chinese was its largest primary language on 2024 annual data. Steam China is a separate, licensed service operated with Perfect World, with a few hundred approved games. For almost every Western PC title the decision is Steam Global now, and Steam China only if a Chinese publisher wants to carry the licence later.

Author
EightSix Games
Revised
Reading time
7 min read

In short

  • Global Steam works in mainland China and Chinese players buy there. A Chinese translation of your global page is not a Steam China release, and does not need to be.
  • Steam China requires government approval, which only a licensed Chinese publisher can file for. It had roughly 368 games by December 2025 against about 118,000 on global Steam.
  • The real differences are regulatory and operational: who publishes, who holds the licence, who runs the community, and who can touch the app.
  • Decide for this game. A premium indie title and an online service game lead to different answers.
In this guide

01

What each storefront actually is

Steam Global is the international Steam client and store. It is reachable from mainland China, Chinese players use it in large numbers, and your game is already on it. Valve shows players prices in their regional currency, and store pages and in-game text can be offered in Simplified Chinese without any change to who publishes the game.

Steam China (蒸汽平台) is a separate service that Valve launched in 2021 with Perfect World. It has its own client, its own store and its own catalogue. Valve’s documentation states that Chinese government approval is a prerequisite for a game to be released there, and that the Chinese publisher holds the approval number shown on the product page (Steamworks: Steam China). Games on Steam China carry real-name verification and anti-addiction controls like every other licensed platform in the mainland.

games on global Steam
~118,000

Approximate catalogue, December 2025

games on Steam China
~368

Approved titles by December 2025 (Mighil)

Simplified Chinese on Steam
33.7%

Largest primary language, 2024 annual data (Valve, GDC 2025)

The two catalogues are not versions of the same store. Steam China carries a small set of licensed titles; the rest of Steam’s catalogue is on the global client, which is where the Chinese audience actually plays.

02

Side by side

Steam GlobalSteam China
Who publishesYou, under your own Steamworks accountA licensed Chinese publisher, in its own name
Government approvalNot required for the storefront listingRequired before release; the publisher files
BuildYour international build with Chinese language supportA separate licensed build, often with content changes, real-name login and anti-addiction controls
CatalogueEverything on SteamA few hundred approved titles
PriceSet by you per region; Valve recommends about 59 to 63% of the US price for ChinaSet with the publisher in RMB
PaymentSteam pays you as usualPublisher collects in China and remits under the contract, less withholding and VAT
Community and reviewsSteam reviews (separate Chinese score once there are enough reviews), Heybox, Bilibili, QQ groupsThe publisher operates the community inside China
UpdatesYou ship patches as normal; the Chinese text ships with themEach content update goes through the publisher’s compliance review
Time to marketWeeks to a few months10 to 15 months from a complete filing, by practitioner reports

03

What a Steam Global plan should cover

A Steam Global plan means making your existing release work for Chinese players, with or without a partner. The deliverables are specific, and a proposal that does not name them is a platform list, not a plan.

  • Localisation of the game and the page as separate jobs. Steam treats them separately (Steamworks localisation), and players check both. A Chinese title on the capsule and Chinese subtitles on the trailer are part of the page.
  • A price and discount schedule set before launch. Valve changed its pricing tool in March 2026 to offer three conversion methods; the straight exchange-rate method overprices China. Chinese buyers expect to be the cheapest region and react badly to changes after launch.
  • Channels opened in advance. A Heybox developer account (mainland phone number required), a Bilibili account for the trailer premiere, a QQ group as the complaint line.
  • Creator work in the three to four weeks before launch. Keys and a sincere message in Chinese reach mid-size creators; large ones only do paid work.
  • Someone reading Chinese reviews daily in launch week. Negatives cluster on days three to six, and a Chinese-language reply from the studio’s own account is what recovers them.
  • Reporting against a baseline you saved before the activity started, with campaign links tagged through Steam’s UTM analytics.

Keep the commercial plan separate from regulatory conclusions. Being on international Steam does not establish that every proposed local activity is permitted; the NPPA’s rules on the domestic promotion and operation of overseas online games exist, and a partner running paid promotion inside China should be able to say how its proposal sits with them. See the licence guide for the questions to put to a partner.

04

When Steam China is worth considering

Steam China is a project in its own right, and it makes sense in a narrow set of cases:

  • A Chinese publisher wants to carry the licence and has filed imported games before. The publisher’s record is the decisive input, because you cannot file yourself.
  • The game is an online or service title that will need mainland servers, real-name login and operated communities anyway.
  • Measured Chinese demand on global Steam is strong enough that the publisher can make a commercial case for a second, licensed presence, typically a year or two after a successful global launch.

The cost of being wrong is high: a licence filing takes the best part of a year, imports were about 3% of approvals in 2026, and content changes requested in review can reach into the design. Monster Hunter: World was pulled from Tencent’s WeGame days after its 2018 China launch over complaints, despite having been approved (GameRevolution), so approval is not the end of the exposure either.

05

Keep collaboration and app transfer apart

A partner asking to work on your game on either storefront is not a reason to transfer the Steam application. Valve provides task-specific user permissions for marketing, localisation and finance (Steamworks user management); transferring an app is a separate, deliberate process (app transfer documentation) that a marketing partnership never needs.

Start from the work the partner must do, then agree the least access that supports it, and have the contract and the Steamworks setup reflect the same ownership and approval boundaries. If the route is Steam China, the licensed build and the Chinese store page are the publisher’s to operate; your global app stays yours.

06

Make the decision for this game

Your situationLikely answer
Premium PC game, released or near release, some Chinese reviews or wishlistsSteam Global now: proper Simplified Chinese, price fixed in advance, Chinese channels opened, a co-publisher only if it commits to real marketing work
Premium PC game with a publisher already offering to file for Steam ChinaSteam Global first, and evaluate the Steam China offer as a separate project with its own economics and a named publisher record
Online or service game needing mainland serversA licensed domestic release through a Chinese publisher, or no China launch; global Steam alone will not give mainland players reliable connectivity
Mobile gameNeither: the Chinese app stores and mini-game platforms, through a Chinese mobile publisher. See the publishing guide

That is a recommendation to investigate, not a universal answer. A useful route decision names what is known, what must be verified and who owns the next step. Our step-by-step publishing guide covers the full process, and the sample assessment shows what a route decision looks like written down.

Q

Common questions

Can players in mainland China buy my game on global Steam?
Yes. The international Steam client is used by a very large number of players in China, and Simplified Chinese was the largest primary language on Steam on 2024 annual data. You do not need a Steam China release for Chinese players to find and buy the game.
Does a Chinese translation of my Steam page put my game on Steam China?
No. Steam China is a separate, licensed storefront with its own catalogue. Adding Simplified Chinese to your global page improves the game for Chinese players on global Steam; a Steam China release needs government approval filed by a Chinese publisher.
Should I give a Chinese partner access to my Steamworks account?
Give task-specific permissions for the work agreed, such as marketing or localisation uploads, never the studio login and never an app transfer. Valve’s user management supports exactly this, and the contract should mirror the same boundaries.

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 (Steamworks)
  4. Valve, transferring an application (Steamworks)
  5. Valve, UTM analytics (Steamworks)
  6. Mighil, Steam in China: key facts explained, May 2026
  7. GamingOnLinux, Valve announces language-specific review scores, August 2025
  8. GamingOnLinux, Valve confirms regional pricing updates, April 2026
  9. GameRevolution, Monster Hunter: World removed from WeGame, August 2018
  10. NPPA, notice on the administration of online games (Chinese), October 2009