The Global Racing Window of Chinese Game Steam
On March 31, 2025, the card survival RPG "Sultan's Game" developed by Two-Headed Dragon Studio landed on Steam, with the highest number of online users exceeding 20,000 on the first day and 250,000 copies sold in the first week, topping the national best-selling list and ranking fifth in the global best-selling list.
The game is priced at 80 yuan, and with a multi-line narrative framework and dynamic event system, the player retention rate in the first week reached 72%. Although the praise rate fell to 65% due to some plot controversies, it eventually rebounded to 81%, and the number of Steam reviews exceeded 10,000 within 48 hours.
Narrative breakthrough, niche also has a market?
This is not an SLG mobile game that goes to the Middle East. Many people's first impression of "Sultan's Game" is that it is an SLG game exported to the Middle East by China, and its name is too much like the name of a mobile game like "Sultan's Revenge", but it is really a true Steam single-player game.
"Sultan's Game" is based on the core framework of "Seven Days of Survival", which deeply combines card strategy with moral choice. Players need to complete tasks such as "killing" and "indulgence" through the "Sultan Card" system, while managing dynamically changing NPC relationships.
The development team, Two-Headed Dragon Studio, raised 2.18 million yuan in Modian crowdfunding for the fusion of 12 muqam music and baroque hand-painted art. The game boldly adds sensitive issues such as "homicide" and "same-sex feelings", such as the setting of the poet's character holding a lamb in his arms, which is based on the experience of Xinjiang, and the branch line of the favorite concubine's desire to become a general alludes to the historical contradiction of Arab women's status. This in-depth excavation of cultural symbols has sparked a discussion of the alienation of power.
The team consists of 9 members who have been in the industry for more than 10 years, and the core members have participated in a variety of commercial projects. In the early stages of development, the team mortgaged the property to raise funds and adjusted the script setting - the protagonist was changed from an "old eunuch" to a young minister to enhance the sense of substitution. With a dynamic event configuration system, the team avoids the linearity of traditional narrative games, such as the "Kindness Route" that triggers a hidden dragon slaying mission for the female warrior Adile, while extreme decisions can lead to a chain defection of NPCs.
The "China Variable" of the Steam Ecosystem
THE EXPLOSION OF "SULTAN'S GAME" HAS PUT PEOPLE'S ATTENTION BACK ON STEAM. 22025 Q1 data shows that Steam Chinese Simplified Chinese users account for 50.06%, and the annual consumption scale of Chinese players exceeds 36 billion yuan, accounting for 50% of global revenue - this growth is closely related to phenomenal works such as "Black Myth: Wukong".
Steam is also happy to make it easier for developers. As the world's largest PC game distribution platform, Steam has built a developer-friendly service system through technical tools, traffic mechanisms and ecological collaboration. Developers can use the Steamworks SDK to quickly integrate core features such as the achievement system and cloud saves, optimize 3D sound with Steam Audio, and compress the transition time from mobile games to PC to 1-2 months through virtualization porting technology. The platform's policy of openness to AI-generated content, which allows developers to comply with the scope of the tool and reduce the cost of art and code, is especially beneficial to small and medium-sized teams.
In the distribution process, the 15% share ratio formed a combination with the free exposure mechanism of the new product festival, and "Sultan's Game" accumulated 100,000 wishlists through demo testing, and finally achieved 250,000 copies in the first week. The platform's dynamic exposure algorithm deeply binds the "real Steam" mechanism to player behavior data, and when the game reaches the $150,000 revenue threshold, it can unlock more recommendation slots and data analysis tools, which enables small and medium-sized teams to accurately optimize their operational strategies.
The narrative breakthrough of Chinese games
From the first week of "Sultan's Game" with 250,000 copies topping the Steam best-selling list, to "Black Myth: Wukong" exceeding 6.79 billion yuan in global sales and ranking among the top 12 Steam publishers in terms of revenue, Chinese games are making the leap from "cultural export" to "rule reconstruction" through the world's largest PC game distribution platform. Steam is not only a witness to the leap in China's game industrialization capabilities, but also a core battlefield to promote domestic works to participate in the global cultural game.
"Black Myth: Wukong" takes "Journey to the West" as the core, and transforms oriental mythology into a narrative language understandable by players around the world through pinyin literal translation strategies such as "Jin Gu Bang". Its Steam comment area has become a cross-cultural discussion field, and European and American players spontaneously study the original "Journey to the West" because of the game. This communication logic of "story as the core" breaks the stereotypical perception of the image of the Monkey King in the West and redefines the global expression of Chinese mythology.
The success of Black Myth: Wukong and Sultan's Game has proven that Chinese games are evolving from "content export" to "rules export" – the former surpassing international giants such as CD Projekt Red with $1 billion in revenue, and the latter opening up a blue ocean of Arabic themes at a medium cost, both of which together mark the transformation of China's game industry from "follower" to "definer".
In the future, with the penetration of cloud gaming and AI technology, Chinese developers are expected to build a more complete value chain in the Steam ecosystem. Just like the metaphor of "the game of thrones never ends" in "The Sultan's Game", the global narrative of China's game industry has just begun.
This article is from Xinzhi self-media and does not represent the views and positions of Business Xinzhi.If there is any suspicion of infringement, please contact the administrator of the Business News Platform.Contact: system@shangyexinzhi.com