SThings we learned the hard way about releasing our first game in China
Thinking about launching your game in China? We were too! In February 2025, we released Blood Bar Tycoon, our very first game. After noticing some early traction from Chinese players (probably thanks to the vampire vibes), we decided to pay special attention to that market and teamed up with an Asian distributor. What followed was a mix of surprises: solid sales but low revenue, high refund rates, communication issues and cultural gaps impacting review behavior.
This talk is based on our fresh, raw and very hands-on experience. We’ll share what worked, what didn’t and wrap up with the pros and cons of navigating this booming market on Steam.
Virginie has always been driven by a passion for people, entrepreneurship and creation (and IPA beers, though that’s probably irrelevant here ^^). After a decade as a business coach in an incubator, she took the leap and co-founded Clever Trickster Studio with her business partner Ludo, where she navigates financing, HR and project management, making sure productions come to life. With the release of Blood Bar Tycoon, an ambitious and delightfully unconventional debut, she’s gathered firsthand insights into the highs and lows of game development, lessons she’s more than happy to share.