Issues & Trends

VALOFE Secures Chinese Publishing License for 'Superstar'… Begins Full-Scale Push into K-Pop Game Market

Full-Scale Preparation for Local Services in China Begins

Kwon Oh Seok
2026-07-30 08:51:54
[Edaily Reporter Kwon Oh Seok ] Global game publishing platform company VALOFE(331520)announced on the 30th that it has obtained a Chinese publishing license for its mobile K-pop rhythm game series “SUPERSTAR” and is accelerating preparations for its launch in the Chinese market.
(Photo courtesy of VALOFE)

With the issuance of this publishing license, VALOFE has completed the key licensing procedures required for service in China and plans to sequentially launch the official service for the “SUPERSTAR” series following localization, service stabilization, and marketing efforts. VALOFE explained that it had been preparing for local service after signing a publishing agreement with developer Dalcomsoft, and that securing the publishing license marks the business’s entry into the full-scale implementation phase.
The title kicking off the Chinese service is “Superstar SMTOWN.” This mobile rhythm game is based on official music and content from SM Entertainment artists and is a leading K-pop game that has enjoyed steady popularity among the global K-pop fandom.
During its previous launch in China, the game recorded 1 million downloads on its first day and 10 million cumulative downloads in its first month. It achieved commercial success with a 71% 2-day retention rate, a 33.8% 7-day retention rate, and monthly revenue reaching tens of millions of yuan. VALOFE plans to sequentially expand its Chinese services for various K-pop series—starting with “Superstar SMTOWN” and followed by “Superstar JYP”—to build a diverse K-pop lineup targeting the fanbases of various artists.
The Chinese gaming market is showing signs of recovery as the issuance of publishing licenses for foreign games continues steadily. According to the “2025 China Gaming Industry Report,” the size of the Chinese gaming market reached 350.7 billion yuan (approximately 75 trillion won), a 7.68% increase from the previous year. Korean Wave content demand is also showing signs of recovery, as evidenced by Korea Customs Service import-export trade statistics, which show that exports of K-pop albums to China in 2025 increased by 16.6% year-over-year, regaining the position as the second-largest destination for Korean album exports—overtaking the United States. VALOFE expects these changes in the market environment to further enhance the growth potential of game services utilizing K-pop IP.
A VALOFE official stated, “Obtaining this publishing license is highly significant as it marks the entry of ‘Superstar SMTOWN’ into the full-scale commercialization phase in China,” adding, “We plan to sequentially launch various ‘Superstar’ series titles in the Chinese market to continuously expand our K-pop gaming business and secure new growth drivers within China.”

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