Asia
Tencent’s next level up: fewer big foreign franchise games, more in-house

In a sea change at China’s Tencent (0700.HK), opens new tab, an easy-to-play game of cute characters tackling obstacle courses has taken precedence over developing a big-budget sophisticated foreign franchise for smartphones.
Since late last year, the world’s largest video games company has, according to sources, redeployed hundreds of people from the team developing “Assassin’s Creed Jade” for mobile – a multi-year project with France’s Ubisoft (UBIP.PA)
They are now working on recently launched “DreamStar” – Tencent’s answer to rival NetEase’s (9999.HK), hit “Eggy Party” and the company’s most high-profile attempt to date at the so-called party game genre which offers simple gameplay, minigames and encourages players to hang out and chat.
As a result, “Assassin’s Creed Jade” – an action-adventure game set in ancient China that has been under development for mobile for at least four years – will likely be released in 2025 instead of this year, according to three sources familiar with the matter. They were not authorised to speak to media and declined to be identified.
The redeployment of resources highlights the trends forcing a strategic pivot at Tencent. Firstly, developing big-name Western franchises for mobile phones tends to yield thin margins.
At the same time, rivals have had breakout hits with ostensibly niche products that offer new takes on gaming such as as NetEase’s “Eggy Party” and miHoYo’s anime-style fantasy game “Genshin Impact”. Moreover, the games were developed in-house so their profits are all their own.
Tencent had, for years, great success by developing for smartphones international hits like Activision Blizzard’s shooter game “Call of Duty” and the battle royale game “PUBG” by South Korea’s Krafton (259960.KS).
But such franchise games – called IP (intellectual property) games – are costly to make. Royalty fees of 15% to 20% of sales are typical, Apple’s (AAPL.O), opens new tab App Store takes a 30% cut while marketing and user acquisition expenses can cost another 30% to 40%, the sources said.
After a string of IP game setbacks, Tencent plans to be more selective. “We’re focusing on fewer bigger budget games. Typically, we’re seeking to make the biggest bets around games that either iterate on a successful IP … or games that are iterating around proven gameplay success within a niche and taking those to a more mass market,” Tencent Chief Strategy Officer James Mitchell told an earnings call on Wednesday.
Tencent is now also pushing for royalty fees to fall to under 10% of sales in some negotiations, according to one person with direct knowledge of the matter. “That would have been almost unthinkable just a few years ago. Tencent used to be far more generous,” the person said.
Tencent declined to comment on details of its strategic shift.
SETBACKS AND BAMBOO SHOOTS
On Wednesday, Tencent reported a slight decline in fourth-quarter gaming sales and also flagged that overall gaming revenue this quarter would be soft compared with the same period last year when gaming sales surged as pandemic restrictions were lifted.
Pony Ma, Tencent’s founder and chief executive, has been blunt that the company’s video game division – which last year generated 180 billion yuan ($25 billion) in sales or around 30%of overall revenue – needs to do better.
Competitors have continued to create new products, “leaving us feeling we have achieved nothing,” he told a stadium of employees in Shenzhen at the company’s annual meeting in January, according to a separate source with direct knowledge of the event.
That month, Tencent also launched its “Spring Bamboo Shoots Project”, aiming to incubate in-house games with novel gameplay and offering budgets of up to 300 million yuan ($42 million) per game. While that is much less than budgets of 1 billion yuan for a major franchise, the initiative signals Tencent is willing to take more risks on non-conventional game design, the sources said.
Some major setbacks have only increased the sense of urgency for change.
Last year, Electronic Arts (EA.O), discontinued “Apex Legends Mobile”, a game developed by Tencent, with executives at the U.S. firm saying it had fallen short of expected quality.
In December, Tencent axed development of a mobile game based on the “Nier” franchise from Japan’s Square Enix (9684.T), in part because the Chinese firm struggled to find a compelling monetisation model given its expensive development costs and franchise rights, sources have said.
“Mobile games studios have learned that IP is not the magic bullet for user acquisition it once was,” says Serkan Toto, founder of game industry consultancy Kantan Games.
Tencent has also seen a key in-house game bomb. “Undawn”, a zombie apocalypse shooting game that Hollywood star Will Smith was hired to endorse, flopped spectacularly despite having a budget of close to 1 billion yuan with more than 300 developers, according to two of the sources.
Last month, one year since its launch, “Undawn” brought in revenue of just $287,000, according to research firm Appmagic.
Western companies have also started to shift away from outsourcing mobile game development to Chinese companies like Tencent. Microsoft’s (MSFT.O), Activision Blizzard, for example, has just launched “Call of Duty Warzone Mobile” which will compete directly with Tencent’s “Call of Duty Mobile”.
Adding salt to the wound, Tencent’s top two games saw revenue slide during the week-long Lunar New Year holidays in February. “Honor of Kings” and “PUBG Mobile”, which are nine and seven years old respectively, suffered 7% and 30% drops compared to the holiday period last year, according to one of the sources who was briefed on the matter.
Source: Reuters
The post Tencent’s next level up: fewer big foreign franchise games, more in-house appeared first on European Gaming Industry News.
Asia
Max Level Wins PR Mandate for Riot Games in India and South Asia

Max Level will work closely with Riot’s India and South Asia teams to amplify brand campaigns, regional esports initiatives, product updates, and community-first storytelling in India, Bangladesh, Nepal, and other South Asian markets. The collaboration aims to build authentic, culturally resonant narratives that reflect Riot’s mission as a player-focused organisation.
The win follows a competitive multi-agency pitch process that saw Max Level selected from among several top PR agencies. The decision was based on Max Level’s deep understanding of the gaming and esports audience, its creative-first approach, and its proven ability to drive conversation and cultural relevance.
Siddharth Nayyar, Co-founder and Chief Executive Officer at Max Level, said, “Winning the PR mandate for Riot Games is a defining moment for us. Riot has not only shaped the modern multiplayer era but also built global communities around player-first values. We’re thrilled to help expand that legacy in India and South Asia, a region that’s growing and evolving at a breakneck pace.”
Max Level’s mandate includes ongoing campaign support for key products and IPs, regional amplification of Riot’s global esports events, as well as strategic counsel on community engagement and creator collaborations. The agency’s track record with brands like NODWIN Gaming, SuperGaming, CyberPowerPC India, KRAFTON, ESL FACEIT Group among others makes it uniquely positioned to drive culturally relevant PR in gaming and esports.
According to the Lumikai State of India Gaming Report 2024, India’s gaming market reached $3.1 billion in FY23, with projections to hit $7.5 billion by FY28, fueled by a base of over 568 million gamers, nearly half of whom are paying users. The report also highlights how India is now the largest consumer of mobile games globally, creating an immense opportunity for publishers like Riot to scale their reach and community.
The post Max Level Wins PR Mandate for Riot Games in India and South Asia appeared first on European Gaming Industry News.
Asia
EGT Digital’s innovative developments to captivate visitors at SiGMA Asia 2025

The next highly anticipated gaming event on EGT Digital’s calendar is SiGMA Asia, which will be held on June 3rd and 4th in Manila. Together with EGT, the iGaming provider will welcome visitors at booth 1113 to reveal its impressive selection of innovations and bestsellers.
The guests will be able to try out EGT Digital’s wide range of over 140 casino games spanning a variety of themes, as well as further increase their chances of winning with the Bell Link, Clover Chance, High Cash, and Single Progressive jackpots. The 4-level multi-denomination Gods & Kings Link will be presented for the first time locally. It received positive feedback after its recent official debut and is expected to get a warm acceptance also from Asian operators and players. Currently including 3 games: Ape of Luck, Glorious Alexander, and Rise of Ra, with more to join in the coming months, it will offer the show attendees numerous bonuses and a lot of fun.
EGT Digital will also demonstrate X-Nave, its in-house developed “all-in-one” betting platform, providing all the tools and features needed for building and maintaining a successful online business or for improving current performance. X-Nave includes 4 main modules: Sport Product, Gaming Aggregator, CRM Engine, and Payment Gateway. Depending on the operators’ needs, each of them can be used as part of the complete solution or independently, as they can integrate with developments from third-party providers.
“EGT Digital’s products have enormous potential for the local markets, and SIGMA Asia provides us with a great opportunity to showcase them to many potential future clients in the region,” said Mariana Manchina, Director of EGT Philippines. “In addition, we are also looking forward to the prestigious SiGMA Asia Awards, where our company is shortlisted in the Best Sportsbook Provider 2025 and Best Platform 2025 categories.”
The post EGT Digital’s innovative developments to captivate visitors at SiGMA Asia 2025 appeared first on European Gaming Industry News.
Asia
EGT’s Asian-themed products to make a splash at SiGMA Asia 2025

EGT is pleased to announce that it will participate in this year’s edition of SiGMA Asia, which will take place on 03 and 04 June in Manila. “We have prepared a fascinating selection of products developed specifically for the Asian markets, so don’t miss the chance to stop by our booth 1113 and learn more about it!,” said Mariana Manchina, Director of EGT Philippines.
Among the main highlights will be the 4-level progressive Zhao Cai Shuang Yu jackpot, which will be presented to the local gaming audience for the first time. Housed in the popular slot cabinet G 50 J1 Up, it will dive visitors into the world of its 2 games Prosperity Strike and Rising Coins, enabling them to collect special symbols and win at any bet level, with higher stakes increasing the likelihood of hitting the highest Grand level.
Sheng Sheng Bu Xi and Cai Fu Tian Jiang, which have already been successfully installed in various gaming venues across different countries, will also be on display. They will invite the guests to embark on captivating adventures that will reward them with riches and lots of fun. Numerous attractive bonus features will add even more thrill to the game, providing additional winning opportunities.
The top-performing G 50 C Up and G 50 J2 Up cabinets and the vast diversity of the General Series multigames will complement EGT’s slot display.
The company will present its ETG developments as well. The attendees will be able to try out the GS 32 T and S 32 T terminals, which feature frameless displays for crystal-clear visuals, numerous ergonomic functionalities, and enormous flexibility, allowing them to participate in endless configurations. The G RSA, EGT’s compact Standalone Automatic Roulette center, will also demonstrate its seamless connectivity to all the company’s play stations. The option to add an American roulette wheel further enriches the gaming choice and guarantees an engaging player experience.
EGT Digital will also showcase its extensive portfolio of iGaming solutions, featuring instant and casino games, jackpot products, as well as the in-house developed “all-in-one” betting platform X-Nave, which comprises four main modules. All this provides operators with a complete solution for building and maintaining a successful online business.
Ms. Manchina concluded: “SIGMA Asia is one of the most important gaming events in the region and I am glad that we will take part in it once again. Our participation in the previous 2 editions was very fruitful, having brought us many valuable new contacts and the opportunity to present our high-potential products to the key players in the local markets. I believe that our performance in 2025 will be the same, and it may even be better. This year, we are even more excited because EGT is a finalist in the SiGMA Asia Awards, where we will compete for the accolade in the Best Land-based Game Feature category.”
The post EGT’s Asian-themed products to make a splash at SiGMA Asia 2025 appeared first on European Gaming Industry News.
-
Esportes da Sorte4 weeks ago
Esportes Gaming Brasil, the group behind Esportes da Sorte and Onabet, announces Hugo Baungartner as Executive Director for Institutional Relations and Partnerships
-
Africa4 weeks ago
Cross Switch Bolsters African Footprint with Strategic Partnership with Pesawise
-
Australia4 weeks ago
ACMA Imposes Fine of $500,800 on PointsBet
-
Baltics4 weeks ago
Modern Oracles & Smart Payments: Finrax’s Vision for Blockchain, AI & Beyond
-
Australia3 weeks ago
ACMA Imposes $1 Million Fine on Unibet
-
Africa3 weeks ago
QTech Games wins Leader in Online Casino at the 2025 SBEA+ Eventus Awards
-
Balkans3 weeks ago
EGT Digital at Belgrade Future Gaming 2025: Get ready to be fascinated
-
Compliance Updates4 weeks ago
Missouri Officially Begins Accepting Applications for Sports Betting Licenses