Niko News: The Impact of Evergreen Games on the Global Market - A New Whitepaper by Niko Partners
What makes a game evergreen? In general, it’s a game built around exceptional replayability with no fixed endpoint, allowing players to stay engaged for months or years. In our observation, many of the evergreen games in the market come from Asian publishers, and we wanted to explore that.
Niko Partners has researched, written, and published a new whitepaper, The Impact of Evergreen Games on the Global Market, where we describe the rise of evergreen games— defining the term, reviewing reasons they thrive, and what publishers and developers can learn to be ahead of the curve in today’s market. This is a must read for an important topic.
Download the whitepaper here →
Indonesia enforces under-16 ban on high-risk digital platforms beginning March 2026
The Ministry of Communication and Digital has implemented a new regulation prohibiting children under 16 from accessing digital platforms considered “high-risk”. Enforcement begins March 28, 2026, with the deactivation of under‑16 accounts across platforms including YouTube, TikTok, Facebook, Threads, Instagram, X, Bigo Live, and Roblox. Minister of Communication and Digital Affairs, Meutya Hafid, stated that the policy aims to strengthen digital child protection and reduce exposure to risks such as pornography, cyberbullying, and online fraud.
Why this matters: The regulation builds on prior child‑protection rules by introducing mandatory account restrictions for minors, affecting social media, video platforms, and online game platforms such as Roblox. This restriction will materially impact user acquisition and engagement strategies for platforms with large under‑16 audiences, including video games-adjacent services like Roblox. Companies operating in Indonesia should prepare for compliance obligations and shifts in youth traffic patterns across digital ecosystems.
Link to original article (Indonesian) →
U.S. court orders Krafton to reinstate Unknown Worlds CEO after improper dismissal
A U.S. court ruled that Korean publisher Krafton improperly dismissed Unknown Worlds Entertainment CEO Ted Gill and must reinstate him. Krafton had agreed in 2021 to preserve the studio’s independence after acquiring it and to pay up to $250 million in earn-out bonuses if performance targets were met. During development of Subnautica 2, internal forecasts suggested the earn-out would be triggered, prompting Krafton CEO Kim Chang-han to seek guidance from ChatGPT, which informed attempts to renegotiate terms or restructure control.
Why this matters: This ruling highlights increasing legal scrutiny of post-acquisition governance in global game M&A, especially when earn-out structures influence executive decisions. Asian publishers investing overseas should expect tighter oversight on integration practices and greater risk when attempting to renegotiate performance-based payouts.
Link to original article (Korean) →
GDC 2026: The International Lens of Niko Partners - New Blog Post
Niko Partners President, Lisa Hanson, and Senior Analyst, Alex Champlin, were again in attendance at the Game Developers Conference this year. While the mood seemed slightly brighter compared to 2025, the scale of the event and topics in conversation and at panels signaled some changing realities...
Slay the Spire 2 finds success in China on Steam International
Deck-building roguelike Slay the Spire 2, developed by Mega Crit, has achieved a peak of 574,638 concurrent players on Steam following its Early Access launch on March 5, 2026, according to SteamDB. China has emerged as the largest market for the sequel. According to Video Game Insights, 43% of players are located in China, contributing to 51% of the global player base across Asia, while North America accounts for 25% and Europe 19%.
Why this matters: The title ranked #1 on the Steam international revenue chart in China for the week ending March 10, 2026. Pricing also reflects a regional market strategy: the game is selling for RMB 88 ($12.50) in China, roughly half the $25 US price, matching the launch price of the first title. Unlike the original game, which launched without official Chinese language support, Slay the Spire 2includes full Simplified Chinese localization from day one, covering interface, cards, and narrative text. A key driver of engagement is the introduction of 4-player online cooperative gameplay, which aligns with China’s strong preference for social gaming experiences.
Link to original article (English) →
Fantasy Westward Journey achieves another PCCU record
NetEase has announced that the PC version of Fantasy Westward Journey reached a record peak concurrent user (PCCU) figure of 3.9 million on March 1, 2026 (just read that data point one more time to let it sink in). The milestone marks the fifth time the game has broken its own online player record within eight months, representing a dramatic rise from 2.75 million to 3.9 million concurrent users during that period. The new record also surpasses the title’s previous historical high of 2.71 million concurrent players set in 2012, reaffirming its position as one of China’s most enduring MMORPGs.
Why this Matters: A key driver behind the resurgence is NetEase’s overhaul of the game’s monetization structure. Historically, the PC version operated under a point-card time billing model, charging players 1 point per 10 minutes or 6 points per hour of playtime. NetEase has since introduced F2P servers with unrestricted access, effectively removing a long-standing entry barrier that had limited growth among casual and price-sensitive players. The change has led to a notable influx of new and returning users, helping push concurrency levels to new highs.
Link to original article (Chinese) →
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Tencent uses AI to crack down on account boosting
Tencent has announced upgrades to the security and enforcement systems in Honor of Kings, introducing new AI-driven monitoring tools designed to detect disruptive player behavior and account boosting in real time. The updated system combines AI analysis with human moderation, allowing for 24-hour automated monitoring of in-match behavior across the game’s player base. Under the new framework, the upgraded system can identify negative gameplay conduct such as intentional feeding, AFK behavior, and passive gameplay during matches. Depending on the severity of the offense, players may receive warnings or be automatically removed from the match in real time.
Why this matters: Tencent is also deploying AI-based detection for account boosting, a practice where highly skilled players are paid to raise another player’s rank or performance metrics. According to the company, the detection system analyzes micro-level gameplay patterns, including combo timing, reaction speed, and control inputs, to distinguish between legitimate player performance and boosting activity, even if the booster attempts to mimic the original player’s style. As competitive ecosystems expand, publishers are increasingly using AI to automate behavioral enforcement and maintain competitive integrity.
Link to original article (Chinese) →
Jordan-based developer Maysalward opens new HQ in Amman as it opens a new mentorship program
Maysalward, one of the key game studios and publishers in Jordan, have announced the opening of a new headquarters at Abdali Boulevard in Amman. The new office will be the home of a new mentorship program called The Capsule, which will act as a new workspace for young and upcoming game developers, while also offering them support and expertise from more experienced developers. The studio also used this new launch to tease plans to launch a pre-seed and incubator fund later this year.
Why this matters: Maysalward has been an essential cog in Jordan’s game development ecosystem since its inception, providing many educational programs, support for the community and even helping organize large events such as PGC Jordan. With this new program, they can continue to help grow that ecosystem, which in turn provides new developers who can fill in gaps in the region, such as in Dubai or Riyadh’s flourishing gaming industries.
Link to original article (English) →
Kingshot surpasses $800m in player spending outside China
Century Games mobile strategy title Kingshot has generated $811.9 million in gross player spending during its first year following its global launch on February 22, 2025, according to AppMagic estimates covering App Store and Google Play revenue. Actual revenue is likely higher when including third party app stores and web shop transactions. Kingshot emerged as one of the largest mobile game launches of 2025.
Why this matters: The game demonstrated rapid revenue expansion over its first year, growing from $5.9 million in March 2025, its first full month of operation, to a peak of $102.2 million in January 2026, representing a 1,600% increase in monthly revenue. The title’s monetization has been strongly driven by Western markets. The United States accounts for 43% of lifetime revenue, making it the game’s most valuable market by a wide margin. South Korea contributes 8% of spending and Japan 7%.
Link to original article (English) →
Tencent’s Honor of Kings finally comes back to India
Tencent has launched Honor of Kings in India, marking the title’s entry into the market two years after its global rollout began. The game is published by Level Infinite, Tencent’s Singapore based publishing subsidiary, and will feature new localized content including a hero inspired by Indian cultural traditions. The move represents a renewed attempt by Tencent to establish a presence in India’s mobile MOBA segment following previous regulatory disruptions. Notably, Tencent Games is backing the India launch with a $1.1 million investment.
Why this matters: The game’s earlier international version, Arena of Valor, was banned in India on September 2, 2020 by the Ministry of Electronics and Information Technology as part of a broader crackdown on 117 Chinese-affiliated apps, citing national security and data privacy concerns. Tencent later unified its global MOBA strategy in 2024, transitioning from the Arena of Valor branding to Honor of Kings globally. Authorities increasingly allow games linked to Chinese developers to operate if publishing entities are based outside mainland China and user data is stored locally.
Link to original article (English) →
Apple reduces in-app purchase commission fee for China app store
Apple has reduced its App Store commission fees in mainland China, lowering the standard rate on in-app purchases from 30% to 25%, while cutting fees for small business and mini app developers from 15% to 12%. This is welcome news for game developers, including mini-game developers which refers to instant games inside larger platforms like WeChat. The move follows increasing regulatory scrutiny and pressure in China, where platform economics and revenue-sharing models have become a focal point for policymakers.
Why this matters: The reduction represents a meaningful margin improvement for developers where the 30% Apple Tax has been the only option available for more than a decade. However, we note that third party Android app store fees can still go as high as 50% in some cases, and there has been no announced reduction from other stores at this point. That being said, the rise of direct distribution, mini games, web stores, and out of app monetization methods have long been utilized by developers to bypass app store commission fees.
Link to original article (English) →
Events
India Gaming Show
April 17-19, 2026
Chennai, India
Attendee: Narinder Kapur
GamesBeat Summit
May 18-19, 2026
Los Angeles, USA
Speaker: Lisa Hanson


