Silent Hill f surpasses 2 million units as Silent Hill 2 remake exceeds 6 million players globally
The title has won and been nominated for multiple Game of the Year awards in Japan and internationally.
Konami announced that Silent Hill f has surpassed 2 million units sold worldwide as of April 22, 2026, including combined physical shipments and digital sales, following its launch on September 25, 2025 across PlayStation 5, Xbox Series X|S, and PC. The title, written by Ryukishi07 and set in a fog-covered Japanese town, follows protagonist Hinako Shimizu and has won and been nominated for multiple Game of the Year awards in Japan and internationally. Konami also confirmed that the Silent Hill 2 remake has exceeded 6 million cumulative players as of April 24, 2026, including sales and subscription-based users, supported by updated visuals, expanded exploration, and revised combat systems. The company additionally launched a 40% discount dual pack promotion featuring both titles to further drive engagement and sales.
Why this matters: Strong early sales of Silent Hill f alongside sustained engagement for the Silent Hill 2 remake highlight Konami’s successful revival of the franchise, demonstrating demand for premium horror titles across both new IP entries and remakes. This reinforces the growing commercial viability of high production value single player experiences in global and Asian markets, particularly when paired with cross title promotions and multiplatform distribution.
Link to original article (Japanese) →
Esports World Cup to relocate from Riyadh to Paris
The 2026 Esports World Cup will be relocated from Riyadh, Saudi Arabia, to Paris due to escalating instability in the Middle East. Organizers have informed stakeholders privately that Paris will host this summer’s edition. The 2026 tournament is currently scheduled to run from July through August with a total prize pool exceeding $75 million. The 2025 edition in Riyadh reportedly attracted more than 3 million attendees alongside over 2,500 players and team staff, underscoring the scale the event has reached within the global esports calendar.
Why this matters: The 2026 Iran War and heightened geopolitical tensions have had a notable impact on the region, with major travel disruptions and airline cancellations. These factors have complicated logistics for teams, publishers, sponsors, and international attendees, forcing the Esports Foundation to reconsider where the event will be held. While long term plans for the Esports World Cup had already envisioned expansion into multiple host cities globally, this last-minute change demonstrates how geopolitical instability can significantly impact live event planning.
Tencent reports Q1 2026 earnings with strong international games growth
Tencent reported Q1 2026 revenue of RMB 196.5 billion ($28.39 billion), up 9.1% YoY. Net profit was RMB 59.4 billion ($8.58 billion), up 19% YoY and representing a profit margin of 30%. Tencent’s online games revenue was RMB 64.2 billion ($9.28 billion), up 7.9% YoY. When accounting for third party distribution and social networks, we estimate that Tencent’s total gaming revenue was RMB 74.7 billion ($10.8 billion), up 6.8% YoY. Revenue from online domestic games was RMB 45.4 billion ($6.56 billion), up 5.7% YoY. International online games revenue was RMB 18.8 billion ($2.72 billion), up 13.3% YoY and accounting for 25.2% of total online games revenue. Tencent highlighted that several of its evergreen titles achieved record quarterly gross receipts, including Honor of Kings, Peacekeeper Elite, and Delta Force.
In the mini game segment, Tencent said it saw increased spend on marketing after it introduced an instant play advertising format, enabling users to play the game within the ad without needing a redirection, which reduces friction in the new user acquisition process. Tencent also mentioned its Hy3 AI LLM that it is using for game development and operational efficiency. It is also leveraging AI to accelerate 3D asset production and animation, enrich player experiences with smarter NPCs, and deliver better graphics via advanced rendering techniques.
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.
Use code NIKOGAMEVERSE at checkout to download the report for free.
Download the Knowledge Brief →
Arc Raiders tops 16 million sales prior to official China launch
Arc Raiders has surpassed 16 million units sold globally, according to South Korean publisher Nexon, making it the company’s most successful premium release to date. Developed by Embark Studios, the title added another 4.6 million units during Q1 2026 alone. Nexon also highlighted strong engagement metrics, stating that more than half of active players spent over 100 hours in the game during the quarter, contributing to a cumulative 1.5 billion hours played. Nexon confirmed that Arc Raiders has secured an ISBN license for the Chinese market. Multiple closed beta tests are now planned ahead of launch, with Tencent handling publishing operations in the region.
Why this matters: Arc Raiders has emerged as a successful live service shooter over the past year and Nexon is looking to turn it into an evergreen game. Notably, Arc Raiders already has a presence in China via Steam, indicating strong demand for the official version. However, we do note that global engagement with the game has declined in 2026 with Chinese community discussion increasingly pointing towards a shift towards PvP emphasis in-game as a reason for why some have stopped playing. Nexon’s goal ahead of the China launch will be to work with Tencent on understanding how best to appeal to the domestic audience. Tencent and Nexon have had a long relationship in regard to China publishing with development of the Chinese version of Dungeon & Fighter Mobile recently being transferred to Tencent.
Capcom sees strong unit sale growth in Asia & MENA
Capcom reported its FY2025/6 earnings last week where it confirmed more than 59 million units of software were sold over the past year, with Resident Evil Requiem (6.9 million) becoming the fastest selling game in franchise history. One notable highlight of the report was the growth of unit sales in Asia and MENA over the past 5 years. In Asia, 13.49 million games were sold, a 246.8% increase compared to 5 years ago. In MENA, nearly 1 million games were sold, a 276.0% increase compared to 5 years ago. Note that Asia does not include Japan, which is a separate region for Capcom.
Why this matters: MENA and Asia have emerged as the fastest growing regions for Capcom, ahead of South America (148.2%), Oceania (100.0%), and Africa (140.0%). Asia is now the #2 region behind North America (17.28 million) and ahead of Japan (13.40 million). In Asia, the increase has primarily been driven by an increased focus on localization and PC expansion, which has led to higher sales in China. In MENA, the increase has primarily been driven by increased localization including Arabic language support. Capcom has built a strong presence and reputation in the region thanks to strong localization support, which is why players were surprisingly forgiving after discovering translation mistakes in Resident Evil Requiem.
Sony will no longer publish its single-player games on PC
Sony Interactive Entertainment is reportedly shifting its platform strategy by keeping future first party narrative driven single player titles exclusive to PlayStation hardware, according to comments made by PlayStation Studios CEO Hermen Hulst during an internal town hall meeting. The report follows earlier Bloomberg coverage stating that Sony had become concerned about the commercial performance of PlayStation titles on PC and the potential long-term impact on console hardware positioning. According to those earlier reports, internal discussions suggested that simultaneous or broader PC releases risk weakening the PlayStation ecosystem and could negatively affect sales of future PlayStation consoles.
Why this matters: Sony originally pitched its PC expansion as a way to drive repeat sales of its first party games off console, and to expand into PC centric markets such as China and South Korea. While the company still plans to release its live service games on PC to reach a broader audience, the exclusive approach to its single-player titles will require gamers to purchase a PS5 if they wish to play them. Sony’s PC strategy delivered mixed results as a result of an uneven pricing strategy, lack of broader localization, and backlash to forced PSN integration in the early years. With rising hardware and subscription costs, Sony may end up forgoing expansion in emerging markets to protect its core console business.
Snowbreak: Containment Zone relaunches in China with content adjustments
Snowbreak: Containment Zone relaunched in China on May 8 after undergoing nearly two months of maintenance following controversy surrounding a promotional collaboration with China Post in February 2026. The title, developed by Seasun Games, is an 18+ anime style shooter known for stylized female character designs and fanservice oriented presentation. The backlash emerged after critics questioned the appropriateness of a government affiliated institution partnering with a game perceived by some as overly sexualized. As scrutiny intensified, China Post removed related promotional materials, while Seasun Games announced indefinite server maintenance.
Why this matters: Although regulators did not publicly announce enforcement measures, the sequence closely resembled previous Chinese content rectification cases involving games that potentially crossed regulatory boundaries around adult or obscene material. Following the relaunch, players identified substantial content changes. Several character models and illustrations were modified to appear more conservative, with additional clothing added to some designs. Community response has been sharply divided. Some players welcomed the return of the game regardless of the changes, while others criticized the removal of features and dilution of the title’s original identity.
Link to original article (Chinese) →
AI only delivers publicly available data. Don’t build your video game strategy without diving deeper.
South Korea PC bang industry escalates dispute with Riot Games over fees and access restrictions
South Korea’s PC bang industry has initiated collective action against Riot Games, accusing it of unfair practices including a ~15% increase in premium service fees and restrictions on game access for venues not subscribing to its paid program. The Korea Federation of Micro Enterprises and industry groups held a press conference at the National Assembly on May 18, joined by lawmaker Oh Se-hee, condemning what they described as forced monetization policies and abuse of a dominant market position affecting around 7,000 operators.
Why this matters: This dispute highlights rising tensions between platform holders and offline distribution channels in Asia, where monetization control over free-to-play titles is increasingly extending into physical venues. Participants warned the measures could threaten small business viability and trigger government reviews into unfair contract terms and practices. Niko clients should monitor regulatory responses, as outcomes could reshape PC bang economics and set precedents for platform licensing models in other markets.
Link to original article (Korean) →
MiHoYo’s AI companion in Honkai: Star Rail surpasses 60m conversations in first week
miHoYo revealed that players in China generated more than 60 million conversations with Pom Pom’s Assist, the new AI chatbot system integrated into Honkai: Star Rail, during its first week of operation. The LLM powered feature allows players to interact with the in-game character Pom Pom for gameplay guidance, character progression advice, team composition recommendations, and weekly rewards. miHoYo also disclosed that one player interacted with the system 1,379 times in a single day.
Why this matters: Pom Pom’s Assist is positioned as an officially verified in game knowledge layer integrated directly into the user experience. The LLM also allows players to chat about trivia, lore questions, memes, and other interactive conversational content. The positive reception is notable given broader skepticism toward AI within gaming communities, where players have frequently criticized publishers for using AI generated art, writing, or voice content perceived as low effort or inauthentic. Pom Pom’s popularity suggests player resistance in China may be less about AI itself and more about where and how the technology is applied.
Link to original article (Chinese) →
Events
Unreal Fest
June 16-18, 2026
Chicago, USA
Speaker: Alexander Champlin



