In three years the Russian gaming press lost almost all of its magazines. Gameland's empire of more than twenty titles shrank to one — and that one turned out to be about cybersecurity.
Dmitry Agarunov opened his first video game store on Novy Arbat, one of Moscow's main streets, in the early nineties. Piracy killed retail — so he switched to magazines. Strana Igr (Land of Games) was conceived as an ad for the store. The first print run sold out in a few weeks. By 1997 — 80,000 copies. Over the next five years Gameland swelled to more than twenty titles: from Hacker and Huligan to magazines about extreme sports and cross-stitching.
In parallel, TechnoMir was growing. By 2008 its flagship, Igromania, was printing 240,000 copies — a record for the Russian gaming press. A thick glossy magazine with a DVD supplement carrying demos, patches and video reviews. For an audience without fast internet, the disc was the only way to try a game before buying it.
The collapse didn't start with games. From 2004 to 2014 the number of newsstands in Russia fell by a third — from 42,000 to 29,000. On average, more than a thousand outlets closed every year. Subscriptions fell 3–4% a year, retail sales 5–7%. Advertisers moved online. Gaming magazines were on the front line: their audience — young men under thirty-five — moved online faster than any other readers.
In December 2011 Best Computer Games (LKI) closed — a magazine its founder Andrey Lensky had built as a popular-science publication about games. Lensky had died in 2010. Without him the newsroom didn't last even two years. A month later Gameland shut down PC Igry, and in 2013 almost all the rest of its magazine lineup. By autumn the last issue of Strana Igr came out. Of Gameland's more than twenty titles, Hacker survived.
Strana Igr still had a chance. The editors had prepared an advertising contract with Microsoft to promote the Xbox One in Russia. As editor-in-chief Konstantin Govorun later recalled, that already confirmed money would have let the magazine keep going for several more months. Microsoft postponed the console's Russian launch by a year. The contract never happened. A decision made in Redmond for marketing reasons finished off the magazine in Moscow. By then the staff had already been on 'grey freelance' contracts for six months to cut costs.
While the magazines were closing, Gameland tried to move online. In 2012 Agarunov bought a license from the American portal IGN for a Russian-language version. It was IGN's second attempt to gain a foothold in Russia — in 2009–2010 the Americans had already tried a partnership with Kanobu. Neither attempt became a pillar of the business. Gameland's Russian IGN went live in 2013 and quietly ran until 2022, outliving all of the publisher's magazines. Gadzhi Makhtiev, Kanobu's founder, later explained the problem: fixed license fees paid to the brand owners left the Russian partner no room to maneuver.
Makhtiev himself was building an alternative model by then. Kanobu, which started in 2007 as a blogging platform about games, became part of Rambler-Afisha in 2011. In December of that year, at Makhtiev's initiative, Rambler-Igry bought one of the oldest gaming sites on the Russian internet, AG.ru, from VimpelCom. VimpelCom had been ready to simply shut it down. A non-core asset. The purchase didn't save AG.ru — the new owners cut pay, and the whole team left. By 2016 the site had stopped updating. Kanobu was growing — by 2014 it had reached millions of visits a month. The audience was there. The money was there. How long it would last remained an open question.
Igromania, meanwhile, was quietly shifting its center of gravity. In 2013 TechnoMir reorganized into Igromedia and directed its main resources to the website and the YouTube channel. The magazine began reprinting articles from the site — by the time an issue left the printing press, paper's timeliness was already zero. The peak of 240,498 copies was reached in July 2008; after that the print run only declined. The last issue came out in December 2018. Formally, only Game World Navigator survived — from a monthly magazine on newsstands it shrank to two or three issues a year for subscribers on a crowdfunding platform.
'This isn't a spontaneous decision, everything is going according to plan,' Igromania editor Dmitry Shepelev said in 2018, confirming the end of the print edition. A ritual phrasing. Any press release about a managed demolition sounds the same.
By 2014 the audience hadn't disappeared — it had moved. Editors and writers scattered to online newsrooms, YouTube channels and the PR departments of game publishers. It seemed that changing the medium would be enough to set things right. The medium changed. The sustainable business model that had worked on paper never appeared on the new ground.