Home News The Chinese Room Buys Itself Out from Sumo Digital

The Chinese Room Buys Itself Out from Sumo Digital

Author : Emery Update : May 17,2026

The acclaimed British indie studio The Chinese Room, known for last year's oil rig horror game Still Wakes the Deep, has officially ended its relationship with former parent company Sumo Digital.

A spokesperson for The Chinese Room confirmed to IGN that the studio, which also created indie favorites Dear Esther and Everybody's Gone to the Rapture, has completed a management buyout.

This announcement follows a period of uncertainty for the Brighton-based developer. Sumo had earlier stated it would shift its focus "exclusively to development services for partners," moving away from original franchise work.

In a press statement, The Chinese Room indicated it had become "increasingly likely" Sumo Digital would sell the company, potentially to a private equity firm or overseas buyer—Sumo itself was acquired by Chinese conglomerate Tencent in 2018.

Instead, following a deal facilitated by venture capital firm Hiro Capital, The Chinese Room will now operate as an independent entity under studio director Ed Daly.

"This management buyout allows us to pursue our creative passion for developing new, original intellectual property, while also collaborating with other studios on projects that align with our vision," Daly explained. "This is our focus, and we're excited to continue in this direction."

Alongside the recent launch of Still Wakes the Deep and its DLC Siren's Rest last month, The Chinese Room announced it currently has two new original IPs in development.

Up next, however, is the long-awaited Vampire: The Masquerade - Bloodlines 2, scheduled for publication by Paradox Interactive this October.

"The Chinese Room is a major British success story, recognized globally as a unique creative force," stated Spike Laurie, a partner at Hiro Capital. "From employing British talent to creating games set in the UK, they stand as one of our leading creative studios. Now, they control their own future while remaining a British company."

"We risk losing such creative treasures to overseas corporations," Laurie continued. "That would be a loss for the UK's $5.5 billion gaming industry, which enjoys a world-class reputation. We must protect this talent and support it through challenges, as it represents one of our top creative exports."