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Market statistics

China games market statistics for Western developers.

The figures that decide whether a PC or mobile game is worth taking to China, each with its source and date. Market size, Steam language share, licence approvals, pricing, reviews, mobile cuts and what China was actually worth to named games. Revised when a figure changes; cite freely.

33.7%of Steam users set Simplified Chinese, 2024 annual data
95imported games approved for domestic release in 2025
8.4%of reviews on recent Steam releases are in Simplified Chinese (October 2026)

Revised . Bracketed numbers point to the sources list. Where a figure comes from a vendor with a commercial interest it says so.

01

How big the Chinese games market is

The headline numbers, and the one that matters more to a Steam developer than any of them.

annual games revenue in China
RMB 300bn+

CGIGC annual industry report, 2024 data; about three-quarters of it mobile

players in China
~670m

CGIGC annual industry report, 2024 data

Steam users with Simplified Chinese as primary language
33.7%

Largest language on 2024 annual data, ahead of English at 33.5% (Valve, GDC 2025) [1]

The market-size figures describe a mostly mobile, mostly domestic industry that a Western studio reaches only through a licensed publisher. The Steam figure is the one that describes demand a Western PC studio can reach directly: on Valve’s 2024 annual data Simplified Chinese edged out English as the most common primary language on Steam.[1] The monthly survey swings, so quote the annual figure only. Around Spring Festival the monthly count of Chinese Steam users roughly doubles.[24]

02

What Chinese demand looks like on recent Steam releases

From China Steam Signals, our monthly index of games from outside China released in the last 90 days. October 2026 edition, 495 games.

of all reviews in Simplified Chinese
8.4%

Across 495 tracked games [25]

median Chinese review share with Simplified Chinese support
7%

Against 1% without it

rated lower by Chinese reviewers than overall
86%

Median gap 8 points, of 208 games with 50+ Chinese reviews

of upcoming releases list Simplified Chinese
63%

Of 153 wishlisted upcoming games

The index is free to cite under CC BY 4.0 and ships as a CSV. The full edition ranks the games by Chinese review share, lists the best-received games with no Chinese support, and shows the approval-gap distribution.

03

What China was worth to named games

First-hand post-mortems and trade reports. The spread is the finding: genre fit and existing demand explain more of it than localisation does.

GameChina shareDetailSource
Escape from DuckovAbout 64% of playersOver a million copies in week one on 400,000 wishlists; RMB 58[13]
加把劲魔女60% of copies, 40% of revenueChinese developer; price norms explain the gapJiemian, undated
We. The Refugees46% of salesCredited to its co-publisher Gamersky[12]
Gods vs Horrors45% of players, 27% of revenue65% of reviews; refunds 25% against 10%; Chinese score 69% against 94%; about USD 6,000 on localisation[11]
Slay the Spire 2About 46% of playersEarly-access balance patch: about 10,000 negative reviews in 24 hours; 56% positive in Chinese against 95% in English, recovered after a Bilibili statement[15]
Balatro, Abiotic FactorAbout 20% of playersPublisher (Playstack) figures[14]
Restrats4.6% of copiesDespite full localisationDeveloper post, LinkedIn, August 2026
Shares of players, sales and revenue are not interchangeable: China is usually a larger share of players and reviews than of revenue, because of regional pricing and refunds.

04

Licence approvals for imported games

A domestic release on Steam China, WeGame, TapTap or the app stores needs a game licence that only a mainland publishing unit can file for. The numbers show how narrow that door is.

imported games approved in 2022, 2023 and 2024
44 / 98 / 110

Xinhua [2]

imported games approved in 2025
95

Of 1,771 approvals in total (Niko Partners) [3]

imported approvals, January to September 2026
46

Against 1,525 domestic approvals [4]

statutory review period for an imported game
80 working days

Practitioners report 10 to 15 months end to end with one to three rounds of modification notices [5]

Official NPPA fees are nil. One lawyer-authored guide estimates publisher service fees of RMB 50,000 to 100,000 and legal and notarisation costs of RMB 30,000 to 80,000, with localisation and content changes the largest and least predictable item.[6] Treat those as vendor figures. Steam China itself listed roughly 368 approved games by December 2025.[1] The route, the application and who can file are in the licence guide.

05

Steam pricing for China

What Chinese players expect to pay, and what Valve suggests.

FigureValueSource
Valve’s suggested China price, before March 2026Roughly 59% to 63% of the US price[9] and developer screenshots, October 2025
Valve’s pricing tool since 28 March 2026Three conversion methods (exchange rate, purchasing power, multi-variable); for a USD 1.99 game they gave CNY 15, 7 and 11[8]
What Chinese players consider fair, big gamesCNY 198 to 298, with 268 (Black Myth: Wukong) the reference[24]
What Chinese players consider fair, indie gamesUnder CNY 100; recent hits launched at 29, 58, 80 and 159[24]
Third-party keys as a share of Steam unitsAbout 22% on average (VaultN via GameLook, secondary)GameLook, 2026
A developer who accepts the exchange-rate method in Valve’s tool will overprice China. The purchasing-power method is the better starting point, and China should sit among a game’s cheapest regions.

06

Reviews, refunds and the Chinese score

How Chinese reviewers behave, and the Steam feature that makes it measurable.

reviews overall and in a language before Steam shows a separate score
2,000 / 200

Language-specific review scores, since August 2025 [7]

refund rate in China against elsewhere on one indie launch
25% vs 10%

Gods vs Horrors post-mortem [11]

Chinese against overall review score on the same game
69% vs 94%

Gods vs Horrors; Chinese scores run lower across the board [11]

The recurring triggers for a Chinese review drop are a balance change in early access, forced accounts or region locks, translation register rather than accuracy, silent changes to a translation players already knew, price, and any public remark that blames Chinese players. The response that has worked is a Chinese-language statement from the studio’s own account.[15] See what Chinese players want.

07

What marketing in China costs

Budgets and rates from agency guides and developer accounts. Older figures are flagged; nothing here is a current rate card.

ItemFigureSource and grade
Typical indie marketing budget in ChinaUnder RMB 20,000; RMB 20,000 to 100,000 is “high”Agency guide, 2022 [20]
One sponsored video from a top-100 Bilibili creatorAbout RMB 100,000Same [20]
Chinese PR agency retainerUSD 2,000 to 3,000 a monthPolish embassy developer guide, February 2024
Chinese-speaking in-house marketerRMB 20,000 to 30,000 a monthSame
Heybox users as a share of one game’s salesOver 70%Producer’s post, June 2026
Chinese co-publisher’s share of China revenueAbout half, carrying local marketing costThree independent first-hand descriptions, none a contract [11]
Reply rates to creator direct messages range from under 1% to 40%; the difference is a sincere, specific message in Chinese. Bilibili limits direct messages to about ten a day.

08

Localisation rates

Vendor price lists, so treat them as the upper end of what a competitive quote looks like.

per word, Simplified Chinese translation
EUR 0.09 to 0.12

Vendor rate card [21]

per word from Chinese vendors
From USD 0.06

Vendor quotes on developer forums, 2026

per hour, linguistic QA
EUR 34

Vendor rate card [21]

A commercial Chinese font can cost over USD 10,000; Source Han Sans is the licensed open alternative. Scope, register and testing are in the localisation guide.

09

Mobile stores and mini games

Where the money goes on a mobile release in China, and the published terms for the mini-game platforms.

PlatformTermSource
Phone-maker Android stores (Huawei, Xiaomi, OPPO, vivo)50% of gross billings to the storeIndustry standard; Tencent and NetEase have pulled flagship titles from these stores since 2024
Apple App Store (China)30% standard; 15% route for mini apps since 13 November 2025Apple
Developer take with Tencent or ByteDance publishing, mid-coreAbout 10% to 20% of grossGameLook from listed-company filings, May 2022
TapTapNo revenue share; platform revenue RMB 1,967.7m in 2025, about 45m monthly users[22]
WeChat mini games60% cash on in-app purchases plus 10% as ad credits; 50% cash on ad revenue[16]
Douyin mini games90% of ad revenue in paid-acquisition scenes; 60% standard on purchases, up to 90% Android and 99% iOS in its reduced tier[17]
Most of the mini-game generosity is paid as ad credit, so the platforms’ real business is selling traffic. Match-3 mini games are flooded (350+ new a month in early 2026); WeChat says 60% of its ad-monetised players are women.

Public cases of Western mobile games entering China since 2023 are thin and mostly vendor-written. The route, the technical constraints and the terms are in the mini-games guide and on the mobile publishing page.

10

Tax on payments out of China

withholding tax on royalties paid out of China
10%

Treaty position depends on your country [19]

VAT withheld on the royalty
6%

Ask who bears it before you sign

Ask the publisher for tax certificates so the withholding can be credited against your own tax, and confirm the treaty position with your accountant. The arithmetic is in the revenue share guide.

Sources

Where every figure comes from

  1. Valve, language statistics presented at GDC (Simplified Chinese share, 2024 annual data), via Mighil, March 2025
  2. Xinhua, China approves import of 13 online games (110 in 2024, 98 in 2023, 44 in 2022), 25 December 2024
  3. Niko Partners, China approved 1,771 games in 2025 (95 imports), January 2026
  4. Sina Finance, import approvals to September 2026, 1 October 2026
  5. NPPA, service guide for imported online game publishing (80 working days), October 2022
  6. China Game Legal, game licence application guide (service and legal cost estimates), February 2026
  7. GamingOnLinux, Valve announces language-specific review scores, August 2025
  8. GamingOnLinux, Valve confirms regional pricing tool changes, April 2026
  9. GameDiscoverCo, does Steam have its regional pricing right?, October 2025
  10. GameDiscoverCo, inside Heybox, the Chinese Steam companion, April 2026
  11. Gods vs Horrors post-mortem, r/gamedev, September 2025
  12. We. The Refugees post-mortem, r/gamedev, May 2025
  13. 游戏陀螺, Escape from Duckov sales and player mix, October 2025
  14. GameLook, Playstack on Balatro and Abiotic Factor, August 2026
  15. GameLook, Slay the Spire 2 Chinese review score, March 2026
  16. WeChat mini-game commercialisation terms, checked October 2026
  17. Douyin mini-game settlement rules, checked October 2026
  18. AppInChina, the complete guide to WeChat mini games, 2026
  19. China Briefing, withholding tax in China, checked October 2026
  20. Mammoth on indienova, low-budget China marketing guide (indie budgets, creator rates), May 2022
  21. Allcorrect, localisation pricing (Simplified Chinese rates), 2026
  22. XD Inc annual results, HKEX (TapTap platform revenue and users), 27 March 2026
  23. PocketGamer.biz, the key numbers on China’s mini-games market, 7 July 2026
  24. Gamersky, Steam China white paper (player price norms, Spring Festival users), 2025
  25. China Steam Signals, EightSix Games (monthly, CC BY 4.0), October 2026

Market-size figures are from the CGIGC’s annual China Game Industry Report for 2024 as reported in the Chinese trade press. Corrections to contact@eightsixgames.com.

The next step

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