PC / Steam-first · Greater China & Asia

Don't Just Launch
in China. Grow.

A practical field guide for overseas game teams preparing to reach players in China.

Field guide / 2026

Reading note / 00

China is not one launch task. It is a market you learn before entering.

The route you choose affects the preparation. The quality of communication affects trust. The operating system after launch affects how long the learning can continue.

Decision / 01

How are the market entry routes different?

Choose the route before you choose the tactics.

Reaching Chinese players through a global Steam release and launching through mainland channels are different routes.

Route A / Global Steam presence

Build a localized market presence around the global release.

A market-building route can begin with a localized global Steam presence and sustained communication with Chinese players.

  • Localized demo
  • Official content
  • Creator outreach
  • Community operations
  • Media and events

Route B / Mainland channels

Prepare for a distinct formal-release path.

A release through mainland channels follows a different route. Platform and regulatory requirements depend on the selected distribution model.

  • Distribution model
  • Platform requirements
  • Release preparation

Market evidence / Context

Different channels create different player touchpoints.

Eternal Return storefront page on Steam
Steam storefront context Eternal Return on Steam A localized global storefront presence. Eternal Return and Steam materials belong to their respective rights holders.
KARDS official channel page on Bilibili
Official-channel context KARDS on Bilibili An official-channel example. KARDS and Bilibili materials belong to their respective rights holders.
Crowds gathered around the Eternal Return booth at BilibiliWorld
Costumed participant in a yellow outfit at the Eternal Return booth
Costumed participant in a pink and purple outfit at the Eternal Return booth
Offline community context Eternal Return at BilibiliWorld SapStaR's on-site photographs document the Eternal Return booth and its surrounding community setting at BilibiliWorld.

Decision / 02

How early should a team prepare?

Start at least six months early.

China is not a last-minute localization task. Learn from players before the release window becomes fixed.

6+ months before launch

6+ months before / Learn and validate

Test the localized game.

Validate language, onboarding, positioning, technical performance and market fit with Chinese players.

Build toward launch / Earn trust

Make the team visible.

Publish official content, map relevant creators, open community feedback loops and let players see who is listening.

Launch and beyond / Keep operating

Connect the market system.

Bring media, creators, community and LiveOps together so the work continues after the first attention peak.

KARDS developers speaking to Chinese players in an official Bilibili video
Developer-led communication KARDS developers addressing Chinese players A Chinese-language message in the official KARDS Bilibili context. Project and platform materials belong to their respective rights holders.

Decision / 03

What kind of communication resonates?

Be local. Be human. Stay present.

Chinese players respond to communication that feels real, relevant and ongoing.

KARDS local-format video in its Bilibili channel context
Local-format content context KARDS content shaped for a local audience A Bilibili example of local-format communication. Project, creator and platform materials belong to their respective rights holders.
01

Speak like a person.

Use natural Chinese and adapt to local context instead of translating corporate language.

02

Put real people on screen.

Developer appearances and creator voices help a community see who is listening.

03

Communicate early and often.

Consistent updates and timely responses show that the team intends to stay involved.

04

Make content worth sharing.

Stories, guides, humor and creator perspectives can travel further than one-way ads.

What loses trust

Copy-pasted global campaigns

Translation without local context or channel adaptation.

One-way advertising

Exposure without listening, responding or learning.

Silence after launch

A single promotional peak followed by no visible follow-through.

Decision / 04

What happens after the attention peak?

A launch is a moment. Growth is a system.

Long-term value comes from content, creators, community and LiveOps working together over time.

One campaign can create attention. Four operating pillars support learning, response and long-term value after launch.

ContentGive players a consistent source of information, context and reasons to return.
CreatorsBuild durable relationships with voices that can explain and recommend the game credibly.
CommunityMaintain visible response loops between players, publishing and development teams.
LiveOpsConnect content, updates and recurring player moments after the initial launch window.
KARDS Creator Project program mark
KARDS Creator Project

A creator program identity from KARDS. The mark identifies the program and is not presented as evidence of results.

Public activity context

Activity history, shown in context.

Each project keeps its own scale and reading. These public records provide temporal context, not a comparison between games.

Eternal Return

Monthly peak concurrent players from July 2023 through July 2026, followed by SteamDB's latest 30-day snapshot for August 2026.

Eternal Return monthly peak concurrent players Thirty-seven complete monthly peaks from July 2023 to July 2026, plus a separate latest 30-day August 2026 snapshot. Peak complete month: September 2023 at 34,316. Latest snapshot: 26,670. 36K 24K 12K 0 JUL 2023 JUL 2024 JUL 2025 JUL 2026 SEP 2023 PEAK · 34,316 LATEST 30 DAYS · AUG 2026 SNAPSHOT Eternal Return monthly peak concurrent players Thirty-seven complete monthly peaks plus a separate latest 30-day August 2026 snapshot. 36K 24K 12K JUL 2023 JUL 2026 LATEST 30 DAYSAUG 2026 SNAPSHOT
Range start
Jul 2023
20,474
Range peak
Sep 2023
34,316
Latest 30 days
Aug 2026 snapshot
26,670

Activity history shown for temporal context, not causal attribution.

Source: SteamDB · Monthly peak concurrent players · UTC
View the 38-point data series
Eternal Return monthly peak concurrent players
2023-0720,474
2023-0828,628
2023-0934,316
2023-1029,570
2023-1124,597
2023-1218,937
2024-0111,894
2024-0217,442
2024-0317,466
2024-0416,149
2024-0521,944
2024-0624,261
2024-0723,257
2024-0828,205
2024-0930,156
2024-1027,068
2024-1125,482
2024-1228,182
2025-0123,563
2025-0224,742
2025-0325,038
2025-0423,443
2025-0523,609
2025-0622,688
2025-0723,219
2025-0821,901
2025-0919,116
2025-1023,409
2025-1125,554
2025-1221,392
2026-0123,860
2026-0223,382
2026-0320,905
2026-0422,934
2026-0523,414
2026-0620,425
2026-0724,990
Latest 30 days, Aug 2026 snapshot26,670

KARDS

Monthly peak concurrent players from November 2024 through July 2026, followed by SteamDB's latest 30-day snapshot for August 2026.

KARDS monthly peak concurrent players Twenty-one complete monthly peaks from November 2024 to July 2026, plus a separate latest 30-day August 2026 snapshot. Peak complete month: July 2026 at 9,045. Latest snapshot: 8,952. 10K7.5K5K2.5K0 NOV 2024JUN 2025JAN 2026JUL 2026 NOV 2024 · BLOOD & IRONJUN 2025 · NAVAL WARFAREJUN 2026 · OCEANIA STORM LATEST 30 DAYS · AUG 2026 SNAPSHOT KARDS monthly peak concurrent playersTwenty-one complete monthly peaks plus a separate latest 30-day August 2026 snapshot. 10K5KNOV 2024JUL 2026 LATEST 30 DAYSAUG 2026 SNAPSHOT
Range start
Nov 2024
5,073
Range peak
Jul 2026
9,045
Latest 30 days
Aug 2026 snapshot
8,952
  • Nov 2024 · Blood & Iron
  • Jun 2025 · Naval Warfare
  • Jun 2026 · Oceania Storm

Activity history shown for temporal context, not causal attribution.

Source: SteamDB · Monthly peak concurrent players · UTC
View the 22-point data series
KARDS monthly peak concurrent players
2024-115,073
2024-124,093
2025-014,262
2025-025,344
2025-036,577
2025-047,802
2025-058,067
2025-068,966
2025-077,413
2025-086,893
2025-097,263
2025-107,617
2025-117,263
2025-127,307
2026-016,167
2026-026,727
2026-037,050
2026-047,185
2026-057,134
2026-069,038
2026-079,045
Latest 30 days, Aug 2026 snapshot8,952

Field questions / FAQ

Before the first conversation.

Is a localized global Steam release the same as a mainland release?

No. They are different routes with different preparation, platform and regulatory requirements. Choose the route before defining the launch plan.

How early should we start preparing?

Begin at least six months before launch. That gives the team time to test localization, validate positioning, open official channels and learn from player response.

What should we prepare before contacting a partner?

Share an introduction to the team and game, target timing, current build or demo status, platform plans, business model and what you hope to learn about China and Asia.

Does long-term operation only apply to free-to-play games?

No. Ongoing content, updates, expansions, creator work and post-launch support can create long-term value for premium GaaS and free-to-play LiveOps across PC, console and mobile.

Start / Conversation

Bring the game.
Bring the questions.
Start early.

Tell us about your team, game, timing and the markets you want to understand across Greater China and Asia.

Start a Conversation
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