The archive · Games & Play · Marketing decision · 2016
NetEase Onmyoji sells Japanese youkai to China — 11.9B topic reads, 10M daily users
NetEase seeded Onmyoji inside artist and cosplay circles, then gacha-luck memes — even the CEO failing to draw — made it a mass hit.
NetEase Games (网易游戏)
What it had to solve
In 2016 China's mobile market was dominated by familiar themes — Journey to the West, Three Kingdoms, xianxia — and Japanese or anime-linked games were considered failed bets. NetEase's self-developed RPG Onmyoji, built around the Heian-era onmyoji Abe no Seimei, had to turn a niche, unfamiliar aesthetic into a mass-market advantage.
How it works
In September 2016, NetEase launched Onmyoji (阴阳师), a self-developed 3D Japanese-style turn-based RPG set in Heian-era Japan around the onmyoji Abe no Seimei. The theme was a deliberate break from the market's standard fare of Journey to the West, Three Kingdoms and xianxia, categories in which Japanese or anime-linked games had mostly failed before, and industry observers acknowledged that its success could not be explained by standard industry practices.
NetEase spent months building community before the product launch: from late May, the official Weibo account engaged artists, cosplayers and anime influencers at conventions and in closed tests, then shifted at launch to meme culture — 'SSR', 'European luck' vs 'African luck' — plus fan-art, cosplay and song contests. The campaign peaked on 30 September when CEO Ding Lei livestreamed his own gacha draws and failed to pull an SSR, demonstrating the game's low drop rates.
The result was a major success: the hashtag #阴阳师手游# passed 1.19 billion reads in about six weeks, topped the Weibo game-topic chart and neared 3 billion by early December; the game topped the App Store China grossing chart around National Day. Onmyoji later became NetEase's first self-developed title to pass 10 million daily active users, a level its own Fantasy Westward Journey had never reached, and it helped expand the anime-game category in China.
Why it lands
- It reversed mainstream logic: instead of an IP everyone knew, Onmyoji chose a world mass players had never seen, so unfamiliarity became curiosity rather than a risk.
- Community was built before the product: months of artist and cosplayer seeding meant the game launched into an existing culture, not an empty channel.
- The marketing mined the game's own mechanics: gacha luck (SSR, 'European/African luck') was a self-generating meme factory, and even the CEO's failed draws fed it.
- It refused to gate the audience by gender: 3D art that did not lean on sexualized design welcomed male and female players, widening a market the industry had written off.
What it did
Within about six weeks, the hashtag #阴阳师手游# passed 1.19 billion reads and topped the Weibo (微博) game-topic chart, nearing 3 billion by early December; the official account gained 595,000 followers. The game topped the App Store China grossing chart around National Day, and Onmyoji (阴阳师) became NetEase's first self-developed title to pass 10 million daily active users, a higher figure than its long-running Fantasy Westward Journey (梦幻西游) had ever reached.
What you can take
A niche world can become a mass-market weapon when you seed the culture first: fan artists, cosplayers and memes carry a product further than ad spend, by making strangers feel like insiders.
Since then
Onmyoji ignited the anime-game category in China and became the reference case for community-first mobile launches; Honor of Kings later poached members of its art and CG teams, and even NetEase's own older titles began experimenting with anime-style art. Its 10-million-DAU record for a NetEase self-developed game stood until 2023, when Eggy Party and Justice Online Mobile finally surpassed it. The game remained live for years, but the 2016 launch is remembered as the turning point that rewired how Chinese studios thought about niche aesthetics and user-generated marketing.
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