Welcome to The Business of Games Podcast, powered by Xsolla.
Not long ago, getting a game into players' hands meant working through publishers, retailers, and a shelf space war at stores like GameStop, Best Buy, and Walmart. Today, that world is gone — but in its place is something more fragmented, not less. In this episode, host Ed Lin sits down with Emrah Kara and Julian Migura, co-founders of VaultN, to unpack how third-party game distribution actually works now, and why solving it might be one of the industry's biggest untapped opportunities.
VaultN builds infrastructure that automates distribution, payments, and marketing for publishers across thousands of retail and sales channels worldwide, working with partners including Team17, Microsoft, Take-Two, and GOG. In November 2025, the company closed a $3.5 million funding round led by Sony Innovation Fund and London Venture Partners. Emrah and Julian trace their path from watching publishers manage million-dollar key distributions over Excel spreadsheets and email chains to building a real-time, API-driven system designed to replace that entirely.
The conversation covers how physical-era distribution habits carried over into digital, why China is quietly the largest PC gaming market in the world, how the shift from pre-order hype to long-tail, post-launch sales has changed what "success" looks like, and why discoverability — not distribution — is now the real battle publishers are fighting.
What you'll hear:
- How VaultN's founders met and turned a shared frustration with spreadsheet-based key distribution into a company
- Why physical-era distribution logic still shapes digital game commerce today
- Data on China's Steam dominance, including its 19.3% user share and $61.5 billion gaming market
- How VaultN's platform validates, reserves, and fulfills a purchase in real time, with no floating keys or spreadsheets
- Why pre-orders persist even though the original scarcity problem they solved no longer exists
- How retail marketing budgets have historically gone unmeasured, and what changes when they can be tracked
- Why an estimated ~24,000 new games launching on Steam in 2026 alone makes discoverability the industry's defining challenge
- Where VaultN sees distribution heading next: hyper-targeted, AI-driven, and centered on giving publishers direct access to player data
Whether you're a publisher, indie developer, or anyone trying to make sense of where a game actually gets sold today, this conversation offers a clear-eyed look at the infrastructure most players never see — and why it matters more than ever.
Let's get into it.
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