Having topped the bestseller list within just one hour of pre-sales, with its pricing benchmarked against Black Myth: Wukong, what heights will Phantom Blade Zero reach?
Last week, Phantom Blade Zero officially launched pre-orders, and simultaneously released a full 11-minute uncut gameplay demo, marking that this domestic Chinese wuxia AAA game has officially entered the "countdown to launch" phase.
Judging from the current data, one hour after the pre-order of Phantom Blade Zero went live, it topped the bestseller list in the Steam China region, with extremely impressive market popularity.
Following Black Myth: Wukong, every move of Phantom Blade Zero has drawn close attention from the entire industry. Many people are curious: Can Phantom Blade Zero reach the existing height of Black Myth: Wukong, or even surpass it?
Against this backdrop, today the DataEye Research Institute will discuss Phantom Blade Zero from an industry perspective.
Phantom Blade Zero Marketing Review
(1) Promotion and Marketing Overview
In chronological order, DataEye Research Institute has sorted out all the marketing activities of Phantom Blade Zero from its first exposure to the pre-order stage. The entire promotion cycle spans three years, which is roughly divided into three phases:
Phase 1: First product exposure, leveraging Sony to open up the global market. On May 25, 2023, the first concept trailer of Phantom Blade Zero made its official debut at the PlayStation Showcase global conference. The trailer has now recorded about 4.89 million views on Bilibili. This first exposure focused on demonstrating that the game is built with Unreal Engine 5, its dark wuxia worldview, and the core setting that the protagonist only has 66 days left to live. The project simultaneously confirmed the distribution plan of timed console exclusive on PS5, which essentially reflects that S-Game hopes to leverage the global traffic of Sony consoles to expand overseas markets.
Phase 2: Roll out offline playtests to continuously accumulate user reputation. In June 2024, Phantom Blade Zero released its first long-version gameplay demo. In addition to showcasing a large amount of game content, the core goal of the video is to officially announce the global tour playtest plan, covering mainstream domestic and overseas game exhibitions such as ChinaJoy, Bilibili World, Gamescom, and Tokyo Game Show. The project team invited game streamers, review media and ordinary players to experience the product at close range through offline hands-on gameplay. On the one hand, it stabilized players' expectations and reputation with real gameplay content; on the other hand, it intuitively demonstrated product strength and established initial market awareness.
Entering 2025, the project team continued to promote offline playtests, while focusing on deepening the exposure of product content. At the end of July, a limited closed-door playtest event was held in Beijing, inviting 1,000 players to experience the game in depth; then a large amount of technology-related information was unveiled at Gamescom, including support for ray tracing, DLSS4 and other technologies on the PC version. At TGA 2025 at the end of the year, the official released the release date announcement trailer for the first time, and opened the wishlist on all platforms, marking that the product officially entered the final sprint phase before launch.
Phase 3: The promotion pace is restrained first and then boosted, the collaboration with Donnie Yen detonates the entire internet. As the scheduled release year, the overall promotion pace of Phantom Blade Zero this year is stable. In June, Sony's State of Play conference released a teaser trailer, but at the same time officially announced the delay of the game's release, which directly led to divided public opinion in the community, and a large number of players who had waited for a long time expressed disappointment. However, after Phantom Blade Zero obtained the game license at the end of July, the official announced the launch of pre-orders, reawakening players' expectations.
On the day pre-orders went live, the project team released a large amount of information intensively. The full 11-minute gameplay demo exposed a large number of brand-new storylines and weapon systems; at the end of the video, a blockbuster piece of information was revealed — the boss of this game is played by martial arts star Donnie Yen. Related topics quickly detonated player communities and achieved cross-circle popularity, making Phantom Blade Zero quickly top the Steam bestseller list. At the same time, the official also announced the game's pricing, pre-order bonuses, and a variety of co-branded peripherals.
(2) Marketing Summary
Since its first exposure, Phantom Blade Zero has maintained good popularity. After the huge success of Black Myth: Wukong, domestic players' expectations for domestic AAA single-player games have been raised to a very high level. But after Black Myth: Wukong, many unveiled domestic single-player games failed to meet expectations, the public opinion trend of the industry has changed, and core players have begun to examine similar new works with more stringent standards.
DataEye Research Institute believes that it is precisely for this reason that the project team continued to strengthen the demonstration of quality and content polishing during the product exposure phase, to cope with the market's high standard of scrutiny. Continuously binding with Sony's global channels, rolling out offline playtests over a long period of time, and adjusting the release schedule, from a positive perspective, are all the project team's efforts to use a more complete finished product to meet players' expectations for domestic AAA games.
In fact, Phantom Blade Zero is an original wuxia IP without the endorsement of a national-level IP. Compared with Black Myth: Wukong, it is difficult to achieve cross-circle popularity among the general public, and its popularity has long been limited to the circle of console players and hardcore action game enthusiasts.
Therefore, the project team chose to conduct in-depth cooperation with Donnie Yen. On the one hand, it strengthens the game's wuxia theme label; on the other hand, it leverages Donnie Yen's popularity to tap into pan-circle traffic and achieve cross-circle popularity. This cooperation is not a superficial commercial endorsement, the official hopes to rely on the influence brought by Donnie Yen to further highlight the game's technical strength and enhance market competitiveness.
Phantom Blade Zero: Opportunities Coexist with Market Challenges
Pre-order information shows that the pricing of Phantom Blade Zero on Steam China is 268 yuan for the standard version and 328 yuan for the deluxe version. In terms of price tiers, the pricing of the PC China region version and the PS Chinese mainland digital version of Phantom Blade Zero is exactly the same as the launch pricing of Black Myth: Wukong, and the premium of the deluxe version is also 60 yuan. The additional content of the deluxe versions of both games are all collectible content such as appearance skins, original soundtracks, and digital art setting collections, without exclusive storylines or intensity items that affect combat balance.
The fact that Phantom Blade Zero sets its price at 268 yuan is, in a sense, a deliberate alignment with Black Myth: Wukong. On the one hand, the tens of millions of sales of Black Myth: Wukong have verified that this price point is the generally accepted price center for high-quality domestic paid games among core single-player players in China; on the other hand, aligning with the mature benchmark can minimize pricing disputes and convey the project's confidence in product positioning to the market.
But the cost is also prominent: the same price point means the same set of evaluation criteria, players will default that the two products are in the same tier, and put forward equivalent requirements for the game's content volume, visual performance, and optimization level. DataEye Research Institute judges that in horizontal comparison with Black Myth: Wukong, Phantom Blade Zero has both differentiated opportunities in the track and multiple inherent market challenges at the same time.
(1) Opportunities
First, reaping the dividends of market education. Phantom Blade Zero can directly enjoy the market education results completed by Black Myth: Wukong: the public has gradually established the awareness that "high-quality domestic single-player games are worth paying for", a large number of new paid game players have been cultivated, which reduces the market education cost for subsequent domestic AAA games. Many players upgraded their devices to experience Black Myth: Wukong, and their hardware conditions can directly meet the operating requirements of Phantom Blade Zero, greatly lowering the threshold and cost for players to experience the game.
Second, the theme and gameplay form differentiated competition. The theme and core gameplay of Phantom Blade Zero are significantly different from those of Black Myth: Wukong. The game focuses on hardcore cold weapon combat, and its target audience is biased towards hardcore players who love Soulslike works.
(2) Market Challenges
Even before its official launch, the market challenges faced by Phantom Blade Zero are equally clear:
First, the national public awareness foundation of the IP is weak. Journey to the West is a household national cultural IP that comes with massive pan-user traffic; Phantom Blade Zero is derived from the indie game Rainblood, sharing a fictional wuxia worldview, its audience is basically limited to long-time fans of the series and the action game circle, and it is difficult to attract casual players. The project team's choice to deeply tie up with Donnie Yen is precisely to leverage his identity as an action actor to enhance the recognition of wuxia elements and narrow the distance with ordinary players.
Second, the "dividend honeymoon period" for domestic AAA games has ended. Two years ago when Black Myth: Wukong was released, the supply of high-spec paid single-player games in China was scarce; now many domestic single-player games have been unveiled one after another, the "domestic AAA" filter no longer exists. Players will spontaneously make horizontal comparisons, and the shortcomings of products are more likely to be magnified.
Third, it runs into the peak year of global game releases. 2026 can be called a year with a concentrated release of blockbuster games, and many well-received and high-popularity major titles will be launched in the second half of the year. GTA 6 and The Legend of Zelda: Ocarina of Time are both scheduled to go online in November, while Phantom Blade Zero will be released on October 29. Although it has a short-term first-mover advantage, it still has to face the heat diversion brought by the two top-tier blockbusters. Fortunately, The Legend of Zelda: Ocarina of Time is a console exclusive, and GTA 6 is a timed console exclusive at its initial launch, so the overall PC player base is relatively stable.
Closing Thoughts
Relying on the continuously implemented product strength promotion, Phantom Blade Zero has already achieved impressive pre-order popularity. As for what kind of market height the game can finally reach, it still needs continuous observation. It is undeniable that the emergence of new works like Phantom Blade Zero has far-reaching significance for China's game industry:
First, promote the industrialization upgrading of industry technology. China's game industry has accumulated deep technical reserves in the mobile game field, but the requirements of AAA single-player games for pipeline production, large-scale collaborative development, and long-cycle project management cannot be fully covered by the mobile game development model. With the precipitation of relevant technologies and the continuous verification of the offline playtest model, the industrialization level of China's game industry will continue to improve.
Second, broaden the path of cultural export. In the past, the main force of Chinese game overseas expansion was mobile games and SLG products, which mostly stayed at the level of commercial expansion; AAA single-player games carry comprehensive content output such as narrative, art aesthetics, and value expression. When high-quality domestic AAA games go global, they export not only entertainment products, but also Chinese stories and Oriental culture. As more and more domestic AAA single-player games land on global platforms, local culture will also reach players all over the world through games.
Third, open up new space for business growth. The total number of domestic mobile game users has peaked, the stock competition is extremely fierce, and the involution of mini-games and medium-heavy mobile games continues to intensify. AAA projects have a long payback period and extremely high R&D risks, so it is difficult to quickly contribute profits to financial reports, but in the involuted domestic market, they have become a new growth point for the industry. More critically, high-quality AAA works have a longer life cycle, and the imagination space for derivative films, peripheral products, and sequels is much higher than that of mobile games with shorter life cycles. AAA blockbusters can build a healthier revenue structure and realize long-term IP value precipitation, which is also the core goal that leading domestic game manufacturers are competing to deploy.
Overall, Black Myth: Wukong is a milestone for China's game industry, completing the breakthrough from "0 to 1", proving to capital, players and overseas platforms that Chinese teams have the ability to build high-quality paid AAA single-player games for the global market. And Phantom Blade Zero and a number of domestic single-player projects under development are shouldering the mission of verifying the sustainability of the track — whether the domestic AAA boom can last for a long time, or it is just a flash in the pan.
This article is from the WeChat Official Account "DataEye" (ID: DataEye), author: ohzyh, published with authorization from 36