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— CH. 1 · INTRODUCTION —

Video games in Russia

12 min listen · Ch. 1 of 8
8 sections
  • Video games in Russia have a history that stretches back to a small computing lab in Moscow, where in 1984 a software engineer named Alexey Pajitnov built the game that would eventually land on every phone, console, and computer on earth. Tetris was not a commercial project. It was a curiosity, a puzzle experiment, created within the Soviet state research apparatus. That one game launched a global phenomenon and also raised a question that Russian gaming has been wrestling with ever since: how does a country with enormous creative talent, an enormous player base, and a complicated relationship with the outside world find its place in a global industry?

    By 2018, Russia ranked 11th in the world as a gaming market, with 65.2 million players spending 1.7 billion dollars on games in a single year. That number sits alongside another: in 2022, around 69% of Russian gamers reportedly pirated a video game. Both figures belong to the same story. This documentary traces how Russia built one of the world's great gaming cultures, the forces that shaped it from the outside and the inside, and the developers, federations, and players who kept it running through sanctions, censorship, and war.

  • Atari 400 and 800 machines, Commodore 64s, and ZX Spectrum computers arrived in the Soviet Union in the early 1980s, carried in from the United States, Europe, Japan, and China. These were not officially imported products. They circulated in informal networks among programmers and enthusiasts who immediately began experimenting with them.

    At the same time, a domestic electronics brand called Electronika released a line of portable game consoles. Most of them were clones of Nintendo products, which set a pattern that would persist for years. The Soviet approach to consumer electronics was often imitation first, innovation second. By the mid-1980s, local programmers had begun writing their own games. Pajitnov was the most consequential of them, but he was working within a broader scene of people who were teaching themselves to build software on machines that were officially foreign objects.

    A Taiwanese company called Bit Corp also contributed several NES clone consoles to the Soviet market. The line between authorized and unauthorized hardware was porous from the beginning, which would shape Russian gaming culture in lasting ways.

  • In 1992, a Taiwanese hardware clone of the Famicom, sold under the name Dendy, arrived in the Russian market. Within two years, more than one million units had been sold. The final tally reached six million units across Russia and other post-Soviet states.

    The Dendy was not an officially licensed Nintendo product. It was, like so much of early Russian gaming hardware, a clone that filled a gap the official market was not filling. For an enormous number of Russian children growing up in the 1990s, the Dendy was their first console. It carried the same library of games as the Famicom and the Nintendo Entertainment System, just without Nintendo's name attached.

    This genesis matters because it shaped expectations. Russian players developed their taste for games on hardware that existed outside the official global supply chain. Piracy and gray-market products were not aberrations; they were the foundation. When Steam eventually arrived and publishers began selling games at prices that Russian retailers further marked up, the existing infrastructure for getting games outside official channels was already decades old.

  • A 2019 survey by VTsIOM found that one in five Russians actively played video games at the time of the poll. Another 33% said they had played in the past but no longer did. PC gaming dominated, with 60% of men in the online population playing, compared to 39% of women. Mobile gaming was more balanced, at 52% of men and 46% of women. Console gaming remained the least common format, with 21% of men and 13% of women participating.

    World of Tanks, a Belarusian-made battle simulator, was the most popular game among respondents, named by 11%. Solitaire, the classic card game, came second at 7%. A Russian-made mobile game called Pirate Treasures placed third at 4%.

    The spending picture was stark. Nearly 79% of survey respondents said they would not pay for games, subscriptions, or gaming equipment at all. Among the minority willing to spend, the average monthly amount they were willing to commit was 959 rubles, which translated to roughly 14.30 dollars. The market had tens of millions of active players and a fraction of them spending money. That gap between audience size and revenue was central to everything that followed in Russian game development and policy.

  • In 2010, Russia's Ministry of Communications and Mass Media formally encouraged domestic game companies to develop titles it described as patriotic, on the grounds that foreign publishers were making games that were anti-Russian. This was an early signal of an approach that would intensify over the following decade.

    The government found games to be a useful medium for distributing political messages through existing social networks. On Vkontakte, Russia's most popular social media platform, authorities circulated videos of Minecraft players re-enacting the Battle of Soledar from the invasion of Ukraine. Content from World of Tanks, where players celebrated the defeat of Nazi Germany by recreating the Soviet Union's tank parade in Moscow in 1945, received official promotion and boosted engagement.

    The state also funded developers directly. Grants went to studios willing to make games that promoted patriotic values. One such title was Cutting Edge, which portrayed Russian troops in a distinctly advantageous position against American forces. After the invasion of Ukraine began and international sanctions cut off much of the commercial market, the government leaned harder into this subsidy approach, using grants to sustain the industry while simultaneously directing its output. The 2008 World Russian People's Council had already evaluated a game called The Truth About 9th Company, which simulated the Battle for Hill 3234 from the Soviet War in Afghanistan, and deemed it effective at promoting patriotism among younger players.

  • The Russian invasion of Ukraine in 2022 produced a rapid contraction in the commercial gaming market. Many international game developers severed ties with Russian partners, and sanctions made it difficult for Russian companies to operate within the global industry. The market volume dropped by 80% as a result.

    Digital isolation compounded the commercial disruption. Manufacturers including Apple, Samsung, and Microsoft removed support for Russian operating systems, cutting off access to new game releases, updates, and online multiplayer. The Russian government restricted access to YouTube, Instagram, and X, citing inadequate oversight. Discord was banned outright, with the government claiming the platform had been used to facilitate terrorist and extremist activities.

    In 2024, Valve agreed to remove all content from its Russian Steam store that fell under Russian censorship bans, an alignment with domestic policy that had implications for the range of games available to Russian players. Meanwhile, piracy spiked. The infrastructure for it was already in place: BitTorrent indexing sites, Wireless Application Protocol websites for mobile access, internet game cafes, and retail chains that had openly carried pirated products for years. The International Intellectual Property Alliance had estimated 282.1 million dollars in market value losses from video game piracy in Russia as far back as its 2009 report. By 2022, that alternative economy became the primary way many Russians accessed games.

    Russian law enforcement continued to run raids on disc plants, warehouses, and businesses, but investigations routinely stretched from months to over a year because of case volume and government understaffing.

  • Russia formally recognized esports as an official sport in 2001, though administrative changes led to its removal from the National Sport Register in 2006. It was reinstated in 2016. By 2017, esports had been granted equal standing with other officially recognized sports, a status it has held since.

    The Russian Esports Federation, known as the RESF, was established in 2000 and has organized over 1,000 competitions, awarding more than 300 million rubles in prize money. In 2024, the federation was running up to seven online tournaments daily. Its calendar includes events from the Russian eSports Cup and the Championship of Russia to the BRICS Championship and the National Student Esports League, which brought together 102 teams from 91 universities.

    Virtus.Pro stands as the most recognized Russian esports organization. The team accumulated nearly 9 million dollars in Dota 2 prize money and led the Commonwealth of Independent States region during the 2017-2018 Dota Pro Circuit season. It also won the regional League of Legends championship against M-19, taking home 1.5 million rubles, or approximately 26,300 dollars. The physical infrastructure for esports has expanded to 3,000 computer clubs operating across 89 regions, growing at a rate of 15-20% annually. Fans attending major tournaments have paid up to 9,900 rubles, around 175 dollars, for three-day passes. Russia ranks second globally as an esports market, behind only Sweden.

  • Eagle Dynamics was founded in Moscow in 1991 by Nick Grey and Igor Tishin. The studio became the developer behind the Digital Combat Simulator series and earlier titles including Su-27 Flanker and Lock On: Modern Air Combat. Following Tishin's death in 2018, the company relocated its headquarters to Switzerland. That trajectory, a Russian studio eventually anchored outside the country, repeated across the industry.

    Owlcat Games was founded in 2016 by Oleg Shpilchevskiy and Alexander Mishulin and eventually moved its headquarters to Paphos, Cyprus. Its catalogue includes Pathfinder: Kingmaker, Pathfinder: Wrath of the Righteous, and Warhammer 40,000: Rogue Trader. Mundfish, the developer of Atomic Heart and its announced sequel, was founded in 2017 and is also headquartered in Cyprus. Saber Interactive was founded in Saint Petersburg in 2001 and maintains its global headquarters in Fort Lauderdale, Florida.

    Among studios still based inside Russia, Battlestate Games operates out of Saint Petersburg. The studio was founded in 2014 by Nikita Buyanov and is best known for Escape from Tarkov. Targem Games, based in Yekaterinburg and founded in 2002, publishes Crossout alongside a back catalogue that includes Hard Truck Apocalypse and Star Conflict. 1C Company, through its subsidiary 1C Game Studios, developed the IL-2: Sturmovik flight simulation series. Morteshka, founded in Perm with an additional office in Yerevan, Armenia, produced Black Book and The Mooseman. The geographic spread of these studios, from Novosibirsk to Kaliningrad to Saint Petersburg, reflects a development community that was never concentrated in a single hub.

Common questions

Who created Tetris and when was it made?

Tetris was created by Alexey Pajitnov in 1984. Pajitnov was a Soviet software engineer working in a Moscow computing research environment when he built the game as a puzzle experiment, not a commercial product.

How big is the video game market in Russia?

Russia ranked 11th globally as a gaming market in 2018, with 65.2 million players spending 1.7 billion dollars on games that year. The market grew by an estimated 35% in 2020, then fell by 80% after international sanctions followed the 2022 invasion of Ukraine.

What was the Dendy console in Russia?

The Dendy was a Taiwanese hardware clone of the Famicom, sold in Russia starting in 1992. It sold over one million units in Russia by 1994 and reached a total of six million units across Russia and other post-Soviet states.

What percentage of Russian gamers pirate video games?

Around 69% of Russian gamers reportedly pirated a video game in 2022. The International Intellectual Property Alliance estimated 282.1 million dollars in market value losses from game piracy in Russia in its 2009 report.

When was esports officially recognized in Russia?

Esports was officially recognized by the Russian government in 2001. It was temporarily removed from the National Sport Register in 2006 due to administrative changes, reinstated in 2016, and granted equal status with other recognized sports by 2017.

What is the Russian Esports Federation and what has it accomplished?

The Russian Esports Federation, or RESF, was established in 2000. It has organized over 1,000 competitions, awarded more than 300 million rubles in prize money, and by 2024 was conducting up to seven online tournaments daily. Its events include the Championship of Russia, the BRICS Championship, and the National Student Esports League, which involved 102 teams from 91 universities.

All sources

42 references cited across the entry

  1. 16NewsRussia Takes Its Ukraine Information War Into Video GamesSteven Lee Myers et al. — 2023-07-30
  2. 17Piracy and Video Games: Is There a Light at the End of the Tunnel?Maxim Tsotsorin — 2012-08-01
  3. 29JournalESports: a Review of Foreign and Russian Media ResourcesAlina G. Chernyavskaya — 2021-12-15
  4. 34JournalParahistory: History at Play in Russia and BeyondJeffrey Brooks et al. — April 2016