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.
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+
- players in China
- ~670m
- Steam users with Simplified Chinese as primary language
- 33.7%
CGIGC annual industry report, 2024 data; about three-quarters of it mobile
CGIGC annual industry report, 2024 data
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%
- median Chinese review share with Simplified Chinese support
- 7%
- rated lower by Chinese reviewers than overall
- 86%
- of upcoming releases list Simplified Chinese
- 63%
Across 495 tracked games [25]
Against 1% without it
Median gap 8 points, of 208 games with 50+ Chinese reviews
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.
| Game | China share | Detail | Source |
|---|---|---|---|
| Escape from Duckov | About 64% of players | Over a million copies in week one on 400,000 wishlists; RMB 58 | [13] |
| 加把劲魔女 | 60% of copies, 40% of revenue | Chinese developer; price norms explain the gap | Jiemian, undated |
| We. The Refugees | 46% of sales | Credited to its co-publisher Gamersky | [12] |
| Gods vs Horrors | 45% of players, 27% of revenue | 65% of reviews; refunds 25% against 10%; Chinese score 69% against 94%; about USD 6,000 on localisation | [11] |
| Slay the Spire 2 | About 46% of players | Early-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 Factor | About 20% of players | Publisher (Playstack) figures | [14] |
| Restrats | 4.6% of copies | Despite full localisation | Developer post, LinkedIn, August 2026 |
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
- imported games approved in 2025
- 95
- imported approvals, January to September 2026
- 46
- statutory review period for an imported game
- 80 working days
Xinhua [2]
Of 1,771 approvals in total (Niko Partners) [3]
Against 1,525 domestic approvals [4]
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.
| Figure | Value | Source |
|---|---|---|
| Valve’s suggested China price, before March 2026 | Roughly 59% to 63% of the US price | [9] and developer screenshots, October 2025 |
| Valve’s pricing tool since 28 March 2026 | Three 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 games | CNY 198 to 298, with 268 (Black Myth: Wukong) the reference | [24] |
| What Chinese players consider fair, indie games | Under CNY 100; recent hits launched at 29, 58, 80 and 159 | [24] |
| Third-party keys as a share of Steam units | About 22% on average (VaultN via GameLook, secondary) | GameLook, 2026 |
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
- refund rate in China against elsewhere on one indie launch
- 25% vs 10%
- Chinese against overall review score on the same game
- 69% vs 94%
Language-specific review scores, since August 2025 [7]
Gods vs Horrors post-mortem [11]
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.
| Item | Figure | Source and grade |
|---|---|---|
| Typical indie marketing budget in China | Under RMB 20,000; RMB 20,000 to 100,000 is “high” | Agency guide, 2022 [20] |
| One sponsored video from a top-100 Bilibili creator | About RMB 100,000 | Same [20] |
| Chinese PR agency retainer | USD 2,000 to 3,000 a month | Polish embassy developer guide, February 2024 |
| Chinese-speaking in-house marketer | RMB 20,000 to 30,000 a month | Same |
| Heybox users as a share of one game’s sales | Over 70% | Producer’s post, June 2026 |
| Chinese co-publisher’s share of China revenue | About half, carrying local marketing cost | Three independent first-hand descriptions, none a contract [11] |
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
- per word from Chinese vendors
- From USD 0.06
- per hour, linguistic QA
- EUR 34
Vendor rate card [21]
Vendor quotes on developer forums, 2026
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.
| Platform | Term | Source |
|---|---|---|
| Phone-maker Android stores (Huawei, Xiaomi, OPPO, vivo) | 50% of gross billings to the store | Industry 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 2025 | Apple |
| Developer take with Tencent or ByteDance publishing, mid-core | About 10% to 20% of gross | GameLook from listed-company filings, May 2022 |
| TapTap | No revenue share; platform revenue RMB 1,967.7m in 2025, about 45m monthly users | [22] |
| WeChat mini games | 60% cash on in-app purchases plus 10% as ad credits; 50% cash on ad revenue | [16] |
| Douyin mini games | 90% of ad revenue in paid-acquisition scenes; 60% standard on purchases, up to 90% Android and 99% iOS in its reduced tier | [17] |
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%
- VAT withheld on the royalty
- 6%
Treaty position depends on your country [19]
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
- Valve, language statistics presented at GDC (Simplified Chinese share, 2024 annual data), via Mighil, March 2025
- Xinhua, China approves import of 13 online games (110 in 2024, 98 in 2023, 44 in 2022), 25 December 2024
- Niko Partners, China approved 1,771 games in 2025 (95 imports), January 2026
- Sina Finance, import approvals to September 2026, 1 October 2026
- NPPA, service guide for imported online game publishing (80 working days), October 2022
- China Game Legal, game licence application guide (service and legal cost estimates), February 2026
- GamingOnLinux, Valve announces language-specific review scores, August 2025
- GamingOnLinux, Valve confirms regional pricing tool changes, April 2026
- GameDiscoverCo, does Steam have its regional pricing right?, October 2025
- GameDiscoverCo, inside Heybox, the Chinese Steam companion, April 2026
- Gods vs Horrors post-mortem, r/gamedev, September 2025
- We. The Refugees post-mortem, r/gamedev, May 2025
- 游戏陀螺, Escape from Duckov sales and player mix, October 2025
- GameLook, Playstack on Balatro and Abiotic Factor, August 2026
- GameLook, Slay the Spire 2 Chinese review score, March 2026
- WeChat mini-game commercialisation terms, checked October 2026
- Douyin mini-game settlement rules, checked October 2026
- AppInChina, the complete guide to WeChat mini games, 2026
- China Briefing, withholding tax in China, checked October 2026
- Mammoth on indienova, low-budget China marketing guide (indie budgets, creator rates), May 2022
- Allcorrect, localisation pricing (Simplified Chinese rates), 2026
- XD Inc annual results, HKEX (TapTap platform revenue and users), 27 March 2026
- PocketGamer.biz, the key numbers on China’s mini-games market, 7 July 2026
- Gamersky, Steam China white paper (player price norms, Spring Festival users), 2025
- 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
Find out what these numbers mean for your game.
A free assessment of your game's existing China demand: reviews, wishlists and comparable titles, summarised in plain English. No pitch, no obligation, and you keep your IP either way.