Eclipse Glow Games is an independent video game studio headquartered in Chengdu, Sichuan, China. Tides of Annihilation is the studio's debut title, and Eclipse Glow is both its developer and its publisher. The studio is backed by Tencent, reported to be its majority investor, which provides funding and technical support; Ary Chen has said that Tencent gives the team a great deal of help on resources and on the commercial side while the studio remains completely independent on the game itself, and that Eclipse Glow will handle publishing. In Chinese-language material and on the PlayStation storefront the corporate entity behind the brand is also referred to as Chengdu Ophiuchus, which is a naming layer rather than a separate company. In August 2026 the studio won its first award, taking Most Epic at the gamescom 2026 awards.
Studio Profile
How large the team is depends on which studio statement you read, and the two figures have never been reconciled. The press boilerplate the studio issued with its 2026 event announcements says the team is composed of over 150 developers. Ary Chen, answering the question directly on 2 September 2026, said the studio has 115 members. Both are first-party and they are three weeks apart. An earlier press vintage gave 100. This page records all of them with their dates rather than picking one; the usual explanation offered for a gap like this, that the larger number counts contractors and outsourcing, is plausible and has never been confirmed.
Figure | When and who | Status |
|---|---|---|
100 developers | Earlier studio press boilerplate | Superseded vintage |
Over 150 developers | Studio press boilerplate, 2026 | First-party, marketing copy |
115 members | Ary Chen, 2 September 2026 | First-party, stated in an interview |
Where that talent came from is better attested than how much of it there is. Asked at gamescom what the team could draw on, the developers said the studio has been able to use expertise brought across from studios including Sega and Ubisoft, and the franchise credits that turn up consistently across the studio's own material are Yakuza, For Honor and Assassin's Creed. Studio marketing copy has at times reached wider than that; this page carries only the part the developers themselves have stated on the record. That mix of Japanese action-game craft and Western open-world experience shapes the Combat and world design of Tides of Annihilation.
The studio's own term for the game's combat and atmosphere is Neo-Medieval, used in its 2026 press material. Chengdu is home for a plain reason: the producer is from the city, and the studio sits in its southern tech district.
Key Personnel
Name | Role | Notes |
|---|---|---|
Ary Chen | Co-CEO | The studio's main public voice, representing it in interviews at events such as GDC and gamescom. His title is rendered three ways across sources: the studio's own releases say Game Director and Co-CEO, other records say Co-CEO and COO, and Chinese-language material calls him game director and joint chief executive. Co-CEO is the only element common to all of them. |
Kun Fu | Lead Producer | Has spoken publicly about the studio's design philosophy, describing the combat as stylish action built around knights that feel like true allies rather than expendable tools, and fronted the May 2026 technical showcase that announced the first hands-on event. |
Kai Yuan | Lead Technical Artist | Detailed the Nanite setup built for the Colossal Knights encounters, referred to in the showcase as Giant Knights. |
Caisheng Bo | Composer | Credited across the announcement trailer, the extended gameplay walkthrough, and the Xbox Partner Preview boss-fight reveal, and has been on the project from its early days. |
Ary Chen has explained the design starting point in plain terms: the studio wanted a single-player game that carries the feel of a multiplayer one, which is why Gwendolyn fights alongside summoned knights rather than alone. Kun Fu adds a more personal origin for the same system, saying he is not especially good at pure action games himself and built the knight system so that players would look good and feel less pressure while playing.
Kun Fu also handles the studio's public responses. When the Chengdu hands-on in August 2026 prompted questions about how Gwendolyn's face was rendered in the demo build, he answered them at the event. His position is that the character model itself has not changed since the first reveal, and that the difference readers were seeing comes from skin rendering, cloth materials, lighting work and new facial technology. He conceded that the build had been assembled quickly and committed the team to further work on how faces read under varied lighting. Ary Chen's only comment after the wave of praise that followed the sessions was that making the game good is what matters most.
Development Timeline
The project was formally green-lit in early 2023. The producer has corrected earlier reports that placed the start in 2021, saying the period before that went on company setup and on slowly assembling the team rather than on the game. The studio built it on Unreal Engine 5 using Nanite and Lumen from the start.
Period | Milestone |
|---|---|
Early 2023 | Project formally green-lit in Chengdu. |
February 2025 | First public reveal during Sony's State of Play, followed by an extended gameplay walkthrough. |
November 2025 | Extended gameplay showing at Xbox Partner Preview, featuring the Tyronoe boss fight and the Mirror Space Folded Realm. |
February 2026 | Lunar New Year trailer set in a twisted version of the London Underground. |
March 2026 | Path tracing and DLSS 4.5 showing as part of NVIDIA's GDC 2026 RTX showcase. |
May 2026 | First hands-on event announced for summer 2026, alongside the technical collaboration with NVIDIA and Unreal Engine. |
July 2026 | Event schedule set out. The studio also announced that Jennifer English would no longer voice Gwendolyn and that the part had been recast. |
August 2026 | Chengdu hands-on held on 15 and 16 August; the gamescom show-floor demo ran from 26 to 30 August. The game won Most Epic at the gamescom awards on 28 August, the studio's first award. See Platforms and Release. |
September 2026 | Ary Chen gives the studio's fullest interview to date, covering team size, boss structure and platform plans. The PlayStation 5 store page goes live on 8 September and the studio publishes a commemorative video for its first hands-on tour. |
Technical Collaboration
In May 2026 the studio announced that it is working directly with engineers from NVIDIA and Unreal Engine to keep performance and stability solid across all platforms while the game targets a high visual ceiling. On PC the game launches with DLSS 4.5 and full ray-traced path tracing. Wei Liu, Technical Director of Unreal Engine China, described a systematic analysis of CPU and GPU bottlenecks that produced a refined animation and gameplay logic pipeline, significantly reducing computational overhead. Kai Yuan detailed a Nanite-based setup built specifically for the Giant Knight encounters, using automated collision and shadow optimisation to hold high-mode texture fidelity during high-speed movement without costing runtime performance. NVIDIA's contribution is described as deep performance analysis and driver-level optimisation on top of the previously announced feature support. See Unreal Engine 5 for the full technical picture.
Setting and Audience
The studio has been direct about why it picked Arthurian legend, and the reason is not the one usually assumed. The producer says the choice was not made for overseas markets: the action system was the first part of the game to be designed, and the Round Table, with its named knights of differing character, was the setting that best fitted a combat system built around summoned allies. The team traced knighthood back to its most attractive source, which was myth.
The developers have separately described their aim as bringing a new perspective to the setting and story while staying respectful to the source culture, and Ary Chen has said the studio is not copying the legend one to one and will have its own interpretation and narrative. They have also said that the reception of Black Myth: Wukong, another Tencent-invested project, gave them confidence to pursue a single-player, high-budget action game for a global audience, while stressing that development was already years underway by that point.
The world deliberately mixes mythologies rather than staying inside the Arthurian one. British, Egyptian, Japanese and Chinese material all appear, justified in fiction by a museum setting whose holdings span East and West, and the producer names Dungeons and Dragons as the core framework the team built on.
Cultural Research
The studio worked with Tsinghua University's Academy of Arts and Design on the British cultural research behind the look of its reimagined London and Avalon. The team conducted on-site studies in London, including visits to the British Museum, Buckingham Palace, and Westminster Abbey, so the in-game versions of those landmarks could be rebuilt before the supernatural invasion ruins them. The demo's central level, a museum modelled on the British Museum and set on the street that gives it its address, is the most direct product of that work.
Music
The original score is credited to Caisheng Bo, who is credited across the announcement trailer, the extended gameplay walkthrough, and the Xbox Partner Preview boss-fight reveal.
Industry Context
Eclipse Glow is part of a wave of Chinese studios building high-budget action games for global audiences. Its international hiring strategy, pulling talent from established studios in Japan and the West, distinguishes it from studios that rely primarily on domestic talent. The studio and its coverage both push back on the shorthand that this is a Tencent-made game: the investment is real, but the studio describes itself as running the project independently, and the Spectral Knights system that defines it came out of its own team rather than an external brief.
Creator Club and Official Channels
In July 2026 the studio opened applications for a Tides of Annihilation Creator Club, a program for streamers and video creators. The published guidelines ask applicants to average around 20 concurrent viewers per stream or 1,000 views per video, to cover major announcements and events, and to keep a channel in good standing. Listed perks include early access to game features and Steam keys, invitations to hands-on events such as gamescom, and participation in creator campaigns, along with access to a creator-only Discord server.
That creator server is the only official Discord the studio operates. There is no public community Discord: the storefront page links only the studio's own social accounts, and the official site links back to those. Applications are reviewed on a five to seven business day cycle.