Savvy Games partner with Roblox to bring its tools and developer relations to Saudi Arabia
Savvy will help Roblox build its regional footprint, while Roblox taps Savvy’s network to empower local creators with training and resources.
Savvy Games Group and Roblox have announced the signing of an MoU, with the express goal of expanding Saudi Arabia’s game developer ecosystem. According to the press release, Savvy will help Roblox set up its presence in the region, whilst Roblox will use Savvy’s relations to support local creators, create workshops, training sessions, give direct access to tools and resources, and even collaborate with the Ministry of Education.
Why this matters: This news comes just months after Saudi Arabia and other Arab countries in the region temporarily banned Roblox. After working with the local regulator, Roblox Corp is operating in Saudi again but with stronger Arabic language moderation tools. This deal is mutually beneficial as it helps Roblox rehabilitate its image in the region whilst building stronger networks for its players and creators in the region.
Strong Signals from Vietnam’s Growing Video Game Market - Niko Knowledge Brief
Vietnam is Southeast Asia’s second-largest gaming market by player count, according to Niko Partners’ 2026 Market Model. The country had 57 million gamers and generated $678 million in revenue in 2025, with revenue projected to climb to $788 million and the player base to reach 68 million by 2030. As more game companies have their eyes set on Vietnam, this Knowledge Brief examines the market’s changing landscape, shifting player trends, and the key developments driving the industry forward.
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Sony reports record profits thanks to PS5
Sony reported stable full year performance for its Game & Network Services segment in fiscal 2025, with revenue reaching ¥4.7 trillion ($29.9 billion), up 0.3% year over year, while operating income rose 12% to a record ¥463.3 billion ($2.9 billion). Profit growth was driven by higher software and network sales alongside favorable foreign exchange conditions, offsetting substantial impairment charges tied to Bungie. However, hardware performance continued to weaken as the PlayStation 5 entered a mature lifecycle stage.
Why this matters: The PlayStation 5 is entering the latter stage of its lifecycle, with Sony confirming that it is ramping up investment on its next generation console this fiscal year. The recent price increase is expected to contribute to another decline in hardware unit sales this year, but profitability is expected to rise significantly thanks to strong software and services sales. Sony has been able to break the cyclical profit / loss cycle of the console games industry by further monetizing its userbase with add on content, subscriptions, and mid gen hardware refreshes.
Microsoft looking into bringing Xbox Game Pass to China
Microsoft appears to be preparing an expansion of Xbox Game Pass into China, according to references discovered in a recent Xbox PC app update. Microsoft currently sells Xbox hardware in China and was the first console manufacturer to officially enter the market following the end of China’s 14-year console ban in 2014 with the launch of Xbox One. However, Xbox Game Pass has never officially launched in the country due to regulatory complications around game approvals and content licensing.
Why this matters: Gamers in China can purchase an Xbox Game Pass subscription via the Hong Kong store, but uptake is low and this method typically requires a VPN. A China specific version of Game Pass would not be able to include the large library of games the subscription is known for, because they do not have licenses to operate in the country. The China version will likely be an extremely unique offering.
PUBG Mobile removes controversial item over insensitive name
Krafton issued an apology and removed an item from PUBG Mobile this week after players from the Middle East and other Islamic countries filed complaints. The item removed from the game was the “Hand of the Almighty” card that allowed players to temporarily protect themselves from enemy fire. The card also featured an image of a divine like hand descending from the clouds.
Why this matters: When translated into Arabic, the in-game term becomes “Al-Jabbar”, one of the names used to refer to God in Islam. Players argued that naming the item after a phrase commonly associated with Allah in Islamic theology was inappropriate. The swift response has received praise from players, although we note that some pointed out that PUBG Mobile has had a history of adding offending content over the past decade, which shows how important content reviews are when localizing for multiple languages and regions.
Valorant Mobile surpasses 10m DAUs in China
Valorant Mobile has surpassed 10 million DAUs in China, marking a major milestone less than a year after its August 19, 2025 launch. The title is published through the partnership between Riot Games and Tencent, though an international release has yet to be announced. Tencent previously disclosed that Valorant Mobile and the PC version of Valorant exceeded a combined 50 million MAUs in China by the end of 2025, with the PC version alone surpassing 2 million DAUs.
Why this matters: Rather than adopting a unified cross platform ecosystem, Riot and Tencent pursued a dual platform strategy, positioning PC and mobile as complementary but distinct experiences. This approach appears to have allowed both versions to coexist without significant audience cannibalization. The growth also reflects broader momentum in China’s shooter segment. Over the past year, titles such as Valorant, Delta Force, and Counter Strike 2 have strengthened alongside established leaders such as Peacekeeper Elite and CrossFire.
Chinese court rules on account reselling
A court in Ningbo has ruled in favor of Bilibili in an unfair competition case involving the sale of game accounts used to bypass real name verification requirements. The defendant, a game related company operating storefronts on an ecommerce platform, was ordered to pay RMB 800,000 ($110,000) in damages and legal costs. According to the court, the defendant sold accounts for more than 20 popular Bilibili server games, with some listings reportedly exceeding 500,000 group purchase orders. These accounts had already been bound to verified adult identities, allowing buyers to log in without undergoing additional real name authentication and thereby circumventing China’s minor protection and anti-addiction systems.
Why this matters: The ruling strengthens legal precedent in China supporting platform enforcement against gray market account trading, particularly where such activity undermines youth regulation compliance. For publishers and platforms, this provides stronger legal backing to pursue third parties facilitating circumvention of regulatory safeguards.
Link to original article (Chinese) →
Pokémon Center to open in Bangkok, expected to be the largest branch outside Japan
Thailand is preparing to welcome its first-ever Pokémon Center, “Pokémon Center BANGKOK,” which will open at centralworld in Bangkok within 2026. The project is a collaboration between Pokémon (Thailand) Co., Ltd. and Central Pattana Public Company Limited. Pokémon Center BANGKOK will serve as a lifestyle and experience destination for Pokémon fans, offering official merchandise, trading card game activities, special events, and brand experiences.
Why this matters: The Bangkok branch is planned to become the largest Pokémon Center outside Japan and the third overseas branch after Singapore and Taipei. The collaboration is expected to attract local and international visitors, strengthen Bangkok’s role as a regional video games IP-based tourism destination, and support video games ecosystem in the long term.
Link to original article (Thai) →
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Roblox commits to Indonesia’s PP Tunas child safety rules
Roblox has committed to complying with Indonesia’s Government Regulation No. 17/2025 (PP Tunas) by strengthening child safety measures following discussions with the Communications and Digital Ministry (Komdigi), as the regulation extends child protection requirements to gaming platforms alongside social media. The platform will implement mandatory age verification, with unverified users, including those over 16 who do not complete facial verification, losing access to chat, and other direct communication features.
Why this matters: Indonesia’s enforcement of PP Tunas signals a global shift toward treating game platforms like social media in child safety regulation, increasing compliance costs and accelerating the need for age verification, content gating, and parental control systems across major games markets.
Japan’s GGL esports community surpasses 300 community tournaments
Japan‑based esports community GGL (Good Game Lovers), operated by RATEL and the GGL Operating Committee, announced that it has surpassed 300 cumulative community tournament events since launching in 2019. As of April 2026, the platform has recorded 28,406 cumulative player entries, with its tournament broadcasts and related videos generating more than 2 million views annually. GGL has organized events across a wide range of titles, including Apex Legends, Valorant, League of Legends, GeoGuessr, and Zwift, reflecting a multi‑genre approach to community esports.
Why this matters: GGL’s scale shows how diversified, community‑first tournament models in Japan can reach meaningful engagement without top‑tier publisher backing. The organization attributes its growth to repeat participation and a sustainable model, while building traction without reliance on a single dominant title. For publishers and sponsors, this highlights growing opportunities in long‑tail esports and offline community activations beyond marquee titles.
Link to original article (Japanese) →
SNK to launch studio headed by former Tekken producer Katsuhiro Harada
SNK Corporation has announced that it will launch a new game development studio in Japan, VS Studio SNK Co, which will be headed by former Tekken series director and producer, Katsuhiro Harada. Details are sparse as of now, as no projects have been announced or teased, though one would assume that with Mr. Harada and SNK’s fighting game pedigree, it is likely for any title to at the very least include fighting game elements.
Why this matters: Since their acquisition by Saudi Arabia’s MiSK Foundation, SNK has been pushing hard to reach more mainstream audiences. However, their latest attempt, Fatal Fury: City of Wolves, which had a huge marketing campaign and featured guest appearances from DJ Salvatore Ganacci and Cristiano Ronaldo, failed to meet sales expectations. Bringing on the former Tekken producer could allow SNK to develop a more attractive title.
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