RU

Press F

Russian gaming journalism. 2010–2026.
Four platforms. Zero sustainable models.

Part I

Paper Jam

2010–2014 · The death of print
Key events
launch
closure
ownership
layoffs

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.

Newsstands in RussiaIn ten years almost a third of the network that brought magazines to readers disappeared.
200442,000
201428,900
Source: Rospechat

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.

Gameland's magazinesIn 2008 the publisher had 29 magazines. By the end of 2013 only one of them was still coming out — and it isn't about games.
no longer published by Gamelandstill published in 2026 (Hacker)
Sources: Sostav, 2008; Gameland

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.

Igromania's print runGrowth from the first issue to the peak, and the end of the print edition.
1997, first issue16,000
200025,000
200393,000
July 2008, peak240,498
December 2018print edition closed
Sources: Wikipedia (first issue — about 16,000), DTF, igromania.ru

'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.

Part II

Someone Else's Engine

2015–2019 · Platform dependency
Key events
launch
closure
ownership
layoffs

In 2015 Rambler cut off traffic to its own gaming portal. Kanobu survived, bought up its competitors and was still sold — with the words 'my media phase is over'.

On February 1, 2015, Rambler — once Russia's leading web portal, comparable to Yahoo — shut off its partner traffic feed to Kanobu. The conflict between the portal's founder, Gadzhi Makhtiev, and the holding's leadership had been brewing since 2013, when Rambler's management changed. The details of the shareholder dispute never became public. The result did: the platform owner flipped the switch, and the newsroom was left without an audience.

Makhtiev created Kanobu in 2007 as a social network for gamers. In 2011 Rambler bought a controlling stake from the Kite Ventures fund. Within a year the portal's revenue grew from a few tens of millions of rubles to a hundred million, according to Vedomosti. Kanobu relaunched from a blogging platform into a full publication with a newsroom and reached 3.6 million visits a month by January 2014. The traffic flowed through Rambler's infrastructure. When the infrastructure turned away, it no longer flowed so well.

They might as well have shut off the water and the electricity”Gadzhi Makhtiev on Rambler cutting off Kanobu's traffic. Roem.ru

By December 2015 the two sides had formalized the divorce. Makhtiev took the media business — the sites and the trademark. Rambler kept the services. 'The decision that we would part ways was effectively made back in 2013,' Makhtiev admitted. Two years between the decision and the divorce. In that time the portal partly recovered its audience to three million and became self-sustaining. Along the way it lost AG.ru — a site that never recovered from losing its team after the 2011 purchase.

While Kanobu was divorcing Rambler, Igromania was leaving paper for good. In 2015 Gevorg Akopyan, editor-in-chief of the Igromania.ru website, also became editor-in-chief of the print magazine. 'The digital era has arrived, print has become something few people need,' the magazine's founder Evgeny Isupov would later explain. In October 2018, at the IgroMir expo, a staff member announced the end of the print edition, and editor Dmitry Shepelev confirmed it. The December issue was the last. StopGame, which relied on a combination of website, YouTube and streams, came through this period without ownership upheavals — a rare exception that proves the rule.

While text newsrooms were splitting the holdings' traffic, YouTube was taking the audience itself. Kuplinov Play — the channel of a single let's-player with a camera and a microphone — reached a million subscribers by summer 2015, three million by spring 2017 and almost eight million by the end of 2019. The audience of one person — more than thirty times Igromania's peak print run. The 'watch me play' format didn't pretend to be journalism. It answered the same question a review existed for — is it worth spending money on. Fifteen minutes of someone else's gameplay turned out to be more convincing than an eight-thousand-character text.

One let's-player versus the best print runSubscribers of the Kuplinov Play YouTube channel and Igromania's peak print run.
Kuplinov Play, July 20151,000,000
Kuplinov Play, March 20173,000,000
Kuplinov Play, December 20197,800,000
Kuplinov Play, 2025–202616,600,000
Igromania, July 2008240,498
Sources: Wikipedia, Metaratings, igromania.ru

In July 2016 the Komitet publishing house relaunched the dead domain DTF.ru, turning VC.ru's 'Games Market' section into a separate publication. Vadim Yelistratov from TJournal was made editor-in-chief. By December 2017 — a million visitors a month, by 2019–2020 — around three million. The model differed from a classic newsroom: a single platform with TJ and VC.ru, a shared engine, a shared ad sales team. In 2017 user publishing was opened — the audience began creating the content. Cheap, fast-growing, scalable. Shared infrastructure also meant shared risk: when Komitet lost its ad revenue after February 2022, all three sites would be hit. TJ would close first.

Living off banner ads online didn't work — they cost an order of magnitude less than print pages. Subscriptions didn't work — an audience used to not paying for games certainly didn't pay for texts about them. What remained was native advertising: special projects, partner articles, content that looks editorial. Every project was sold by hand. The clients were the same EA, Ubisoft, Sony and Microsoft that had bought magazine pages ten years earlier. The page was now called a 'special project'. Dependence on a few advertisers made revenue seasonal: when there's an autumn release season, there are budgets; no releases — no money.

In 2019 Andrey Konyaev, publisher of N+1, estimated Igromania's value for Kommersant at up to 30 million rubles. A brand with a twenty-two-year history and a peak print run of a quarter of a million copies was worth as much as a two-room apartment in Moscow. The buyer was Makhtiev. By then he had come full circle: he left Kanobu for the startup RAWG, came back, bought Igromania from its founder Isupov and merged both brands into one company. The combined company became the exclusive ad seller for Games@Mail.ru — claiming access to 70% of Russia's gaming audience.

In February 2025 Makhtiev sold both Kanobu and Igromania to IFSI. Over eighteen years he had built the largest gaming media, lost its traffic, won it back, bought up competitors, gathered everything under one roof — and exited. 'My media phase in the industry is over. My phase in the games industry continues.'

Around the same time, quietly and away from the ownership wars, an environment was taking shape that would outlive them all. Telegram channels about games began appearing in 2016–2017 — at the same time as DTF's rise and Igromania's last issues. At first they were seen as a supplement to websites. No one expected them to become the main venue. And then the pandemic came, and it seemed that everything had finally fallen into place.

Part III

Scorched Earth

2020–2022 · The covid boom and the crash
Key events
launch
closure
ownership
layoffs

In 2020 a country locked indoors began playing more and spending more on games. In 2022 advertisers, publishers and platforms vanished all at once. TJ was the first to close — the rest cut staff.

The pandemic gave gaming media the best year of their online history. During the lockdown Russians spent 71% more on games than a year earlier, according to Qiwi, and gaming traffic on MegaFon's network grew 31% by May compared with early March. Locked indoors, people read, watched, played. DTF passed three million visitors a month. Kanobu and Igromania, merged by Makhtiev, claimed access to 70% of the country's gaming audience. The managing director of the combined company was Anton Suchkov — Rambler's former director of digital strategy. A familiar name, a familiar holding. As early as November 2019 Suchkov went back to Rambler.

The Russian video game market reached 177 billion rubles in 2021, according to an estimate by My.Games, VK's gaming brand. Advertisers paid for the increased reach. Native special projects, partner content, display placements — the conveyor belt was running. Komitet's ecosystem — DTF, TJ, VC.ru — sat on a single platform, sharing an ad sales team and infrastructure. Economies of scale. Shared costs. Shared risks no one thought about at the time.

The illusion lasted until February 2022.

PlayStation, Xbox and Nintendo suspended console sales in Russia. Steam, the App Store and Google Play stopped accepting Russian cards. Ubisoft, EA, Take-Two, CD Projekt, Epic Games and Activision Blizzard halted game sales. According to a preliminary estimate by the ANO Digital Economy, the official online games market lost about 80% — a different methodology from My.Games, and industry players put the drop lower, at around a quarter. What remained was a grey zone: parallel imports, Turkish accounts, VPNs. The market didn't die — it went into the shadows, where ad budgets don't exist.

For gaming media the blow was threefold. Western publishers — the same EA, Ubisoft, Sony and Microsoft that had fed newsrooms with native advertising for ten years — left both as advertisers and as suppliers of the product. Nothing to advertise. Nothing to review. And in March YouTube restricted ad monetization for Russian creators. Three sources of income — direct advertising, native deals from publishers, YouTube monetization — collapsed within a single quarter.

On March 14, 2022, Roskomnadzor, Russia's media regulator, blocked TJournal at the request of the Prosecutor General's Office. The audience fell fivefold and kept sliding month after month. 'Since March we began burning through our reserves fast. A few months later forced cuts affected every department, from the newsrooms to development,' the TJ editors wrote. By then the project had been operating at a loss for several years, surviving on Komitet's shared infrastructure. When the holding's ad revenue collapsed, the board calculated that costs had to be cut by another 30–40%. TJ was sacrificed first. August 22 — the closure was announced. September 10 — a placeholder on the site and an HTML archive. Eleven years and two months of work. 'We believed that against the scorched field of Russian-language media we were doing something important' — the newsroom's last words.

TJ's last six months
  1. March 14, 2022Roskomnadzor blocks the site at the request of the Prosecutor General's Office.
  2. spring–summer 2022Traffic falls fivefold and keeps declining.
  3. August 22, 2022The newsroom announces the closure.
  4. September 10, 2022The site is replaced by a placeholder and an HTML archive. Eleven years and two months of work.
Sources: Meduza, Kod Durova, Mediazona

Komitet's single platform, which had seemed an advantage — a shared engine, a shared ad sales team, shared costs — turned into a shared vulnerability. TJ was shut down. DTF survived at the cost of significant cuts: deputy editor Oleg Chimde was let go, along with regular authors and some of the developers. Chimde had come to DTF from Igromania — in 2016 several key members of that newsroom handed in their resignations at the same time, said goodbye to viewers on air, and left. Chimde became DTF's deputy editor. Six years later he found himself on the other side of the same process. At Igromania itself, most of the newsroom was laid off in 2022, leaving only the news writers on staff.

On the wreckage of the familiar models, Boosty — a Russian subscription platform from Mail.ru Group — showed explosive growth. In March 2022 four times as many creators registered on the platform as in February. Over the year, the average donation rose from 450 to 1,920 rubles. Patreon had become inaccessible and YouTube had switched off monetization — Boosty turned out to be the only window left. The average subscription price — 129 rubles. A fourfold increase in the number of creators on a platform where most earn less than the price of a subscription to the service itself is not a business model. It's a safety net. And one without a floor.

Developers, meanwhile, were leaving. 'There's almost no one left here,' Realnoe Vremya wrote in autumn 2023. In May 2026 Vitaly Kazunov, editor-in-chief of IXBT Games, would write that major game studios were moving their entire staff out of the country, adding: 'We're talking about the companies and the people who had stayed no matter what.' Journalists were part of the same flow. Without separate statistics, without separate attention, and without any illusion that anyone was counting them.

By early 2023 only the outlines of the institutional gaming press remained. DTF ran on user content with a cut-down newsroom. Kanobu and Igromania held together on Makhtiev's consolidation — two years remained before his exit. StopGame kept existing at the junction of website and YouTube. Everything else moved to a messenger with zero infrastructure costs and direct contact with the audience. Where everyone writes for themselves. And where the monetization ceiling is one hundred and twenty-nine rubles a month.

Part IV

Press F

2023–2026 · Fragmentation and aftermath
Key events
launch
closure
ownership
layoffs

Over fifteen years the Russian gaming press went through four platforms and never once found a sustainable business model. The West has the same ruins, just more expensive.

In the 'Games' category of Telemetr, a Telegram analytics catalog, there were almost 256,000 Russian- and English-language channels as of September 22, 2026. The biggest ones aren't media. The top spots belong to crypto tap-to-earn games: Hamster Kombat has 20.9 million subscribers, TapSwap 10.3 million. Next come channels sharing game mods. DTF and Igromania have 58,000 subscribers each. Less than a quarter of print Igromania's peak run. The two biggest brands of Russian games journalism are a rounding error in a feed between crypto clickers and mod collections.

Subscribers of gaming Telegram channelsThe category's biggest channels and the two main newsrooms of games journalism.
Hamster Kombat20,897,711
TapSwap10,312,588
DTF57,702
Igromania57,562
Source: Telemetr, September 22, 2026

According to its own 2025 survey, DTF draws six million visitors to its site. The median reader income is 89,000 rubles, the core is men aged 25–34. An audience with money exists. A monetization model that would convert it does not. After the 2022 cuts the site runs mostly on user content with a minimal newsroom. In 2024 some of its topical subsites were removed. In January 2026 DTF was blocked in Kazakhstan.

DTF has a Plus subscription — 129 rubles a month (about $1.30), the first month for one ruble. It isn't a paywall: all content stays open. Plus offers cosmetics — an extended profile, visual flourishes. Essentially, a donation with stickers. The average paid subscription on Boosty, home to Telegram channel authors among others, was also 129 rubles in 2022. The coincidence isn't accidental. It's a price ceiling — what a Russian gamer is willing to pay for digital media per month. For a single author to earn the median salary, they need about six hundred people paying at that rate. For a niche channel that's a threshold only a handful reach.

On October 31, 2025, Sergey Mikhailenko died — Granger, DTF's news editor since 2021. He was 35. The team wrote that he 'put his whole self into the project' and was 'ready at any moment, even outside working hours, to step into every process'. In a newsroom cut back after 2022, losing one news editor isn't a staffing problem. It's a system failure.

Since February 2025 Kanobu and Igromania have belonged to Vasily Ovchinnikov's company IFSI — Igromania's third owner in six years. Ovchinnikov promises 'new directions and formats'. In December 2025 Igromania returns to print as a 'collector's' edition. In 2026 Kanobu releases its own print magazine. Two publications that went through digital transformation return to paper. Not as a business. As a gesture.

StopGame keeps working — two million visitors a month, a rare exception among portals that survived the whole cycle without a change of owner. Game World Navigator comes out two or three times a year through Sponsr. Beyond that, there are essentially no institutional gaming media left in Russia.

The same ruins, meanwhile, are being cleared in the West. In 2023 the games industry cut at least six thousand jobs. In 2024, by day 89, Kotaku's counter showed 8,800. In August 2024 GameStop shut down Game Informer — America's longest-running gaming magazine, 33 years in print. Everyone was called to a meeting with the vice president of HR and told they were laid off, effective immediately; one person was on a work trip at the time. Part of the team learned of the closure after the company had already announced it on social media: 'There are still people on staff who don't know what's happening,' wrote the magazine's video lead Alex Van Aken. Issue 367 was the last.

In July 2025 Kotaku itself was sold — to the European company Keleops. In September 2026 Ziff Davis carried out another round of cuts at IGN. Hosts Seth Macy and Brian Altano, who had worked at the site for years, were let go. The IGN Creators Guild union: 'With each successive layoff, core parts of IGN's operation continue to be stripped away.' In 2024 Ziff Davis bought Eurogamer and Rock Paper Shotgun — and has been cutting their staff ever since. An academic paper about the profession, published in the journal Games and Culture in 2024, is titled 'You Can't Work for Somebody Who Doesn't Exist'.

Game Informer did come back, though. In March 2025 the rights were bought by Gunzilla Games — a German-Ukrainian studio making the blockchain shooter Off The Grid. The entire original team reunited. Print resumed in June 2025. Igromania returned to paper under its third owner. Game Informer — under the wing of a blockchain studio. Both went down the same road: closure, a pause, resurrection in hands their founders never imagined.

Where the people went

The main directions of staff migration out of gaming newsrooms. Flow thickness shows relative scale.
Igromania
14 ppl
Strana Igr
6 ppl
Komitet
12 ppl
StopGame
6 ppl
Kanobu
7 ppl
Gamedev
9 ppl
PR / marketing
8 ppl
YouTube / Boosty
3 ppl
Other media
11 ppl
BigTech
1 ppl
Unknown
13 ppl
Data from open sources. Detailed career paths are in the Migration section.

The expertise migrated. Three waves in ten years from Igromania alone — voluntary departures, a change of owner, forced layoffs. The destinations are always the same: PR, marketing, gamedev, entirely different industries. Telegram channels about games are a side project for people who work somewhere else. 129 rubles a month. Not a business model. A hobby with monetization.

That dream job in games journalism just doesn't exist anymore”Shannon Liao, former Washington Post Launcher journalist, January 2023

Fifteen years. Four platforms: the newsstand, the website, YouTube, Telegram. On paper — a working model: print runs, advertisers, newsstand distribution. On websites — an advertising model that held as long as Western publishers' budgets held. On YouTube — an audience dozens of times larger than any text outlet's, and a format that wasn't journalism and didn't pretend to be. On Telegram — zero production cost and just as much revenue.

The audience never left. Six million visitors to DTF. Sixteen million subscribers to Kuplinov Play. A quarter of a million gaming Telegram channels. The people interested in games didn't disappear. What disappeared was the institution that turned that interest into a profession. Russian games journalism didn't die — it dissolved into adjacent roles, into other people's platforms, into a format where everyone writes for themselves. A profession that spent fifteen years searching for a sustainable model found the only sustainable thing — the ability to do without one.

Part V

Continue?

2026 · The new landscape
Key events
launch
closure
ownership
layoffs

Institutional gaming press in Russia is dead. In its place is an ecosystem of fourteen outlets, none of which resemble what came before. And none of them has solved the core problem.

The best-resourced player on the field is not a publication. VK Play Media is a newsroom inside the VK Play gaming platform that got its current name in June 2022. But the roots go deeper: the Games@Mail.ru section opened back in May 2006, was relaunched as Player One in 2020, and became VK Play Media in 2022. A twenty-year-old portal, repainted three times. Editor-in-chief Semyon Kudryashov came not from print but from online media and video: GameGuru, Geek-TV, YouTube. The newsroom is full-service: news, reviews, guides, DemoFest, offline events. VK Play as a platform has 38.5 million registered users — but that counts the store, cloud gaming and streaming together. VK does not disclose the traffic of the media section itself. The model is fundamentally different from everything before: content doesn't sell subscriptions and doesn't earn from ads. Content sells the platform.

The corporate chain is worth tracing to the end. VK Play Media is a division of VK. At the end of 2021 Alisher Usmanov sold his stake in VK to the insurance group SOGAZ, linked to Gazprom. Sberbank did the same, selling to Gazprombank. VK is now controlled by structures linked to Gazprom rather than by private capital. Usmanov, who had invested $100 million in esports, left VK before VK Play Media got its current name. Gaming press inside VK is funded differently than it was a decade ago. The format changed, the function stayed: content sells the platform.

At the opposite pole is VGTimes. Launched in 2010 by Evgeny Sokolov, by 2026 the portal had become the largest independent gaming publication with a full newsroom. 8.8 million visits a month according to SimilarWeb. Its editor-in-chief is Rodion Ilyin, formerly an editor of print Igromania and editor-in-chief of its website. One of the few direct bridges between the paper era and the digital present. In 2024 VGTimes launched an English-language version — and sent journalists to gamescom 2026 to conduct interviews in English. A rare step for a Russian gaming outlet.

DTF survived in a different state of matter. 6.4 million unique visitors a month as of 2023, according to a study by Ilchenko and Turunov in the RUDN University Bulletin (2025) — but the newsroom has shrunk to a minimum. Users generate the content. Komitet's platform works; the editorial ambition that created it has been optimized to zero. DTF Plus costs 129 rubles a month — a functional donation, not a paywall. The ceiling the audience is willing to pay hasn't moved.

StopGame2 million visits, yet another change of editor-in-chief (Milyazev left in June 2025 after receiving 'an offer he couldn't refuse'), three former staffers at the game studio Ruler. Playground.ru — more than 23 million visits a month according to SimilarWeb, the largest gaming site on the Russian internet by traffic. Not a newsroom but an ecosystem: servers, mods, UGC. GoHa.ru1.5 million unique visitors and 364,000 registered forum members, per 2025 data. The oldest MMORPG portal on the Russian internet. Running since the early 2000s.

Some outlets are measured not in millions of visits but in time. GameMAG has existed since January 1996. Thirty years. One of the longest-lived gaming websites in the world. Its editor-in-chief since 2012, Mikhail Shaginyan, died in August 2020 — another loss for the community, between Andrey Lensky (2010) and Granger (2025). The site keeps running. Riot Pixels is a rare case of a newsroom rebuilt in full: in November 2012 Kanobu cut AG.ru writers' fees by 50%, and the team announced it was leaving in full and launched a new site. Riot Pixels reviews are accredited on Metacritic. Fourteen years later the site is still running.

Two print publications are alive — a fact that in 2026 sounds like a data error. Mir Fantastiki — an Igromania spin-off whose first issue came out in 2003 labeled 'Igromania presents' — outlived its parent publication, changed owners to Hobby World in 2018, and still comes out on paper through crowdfunding. Game World Navigator is formally Russia's most enduring gaming magazine, published since 1997, though by 2026 almost nothing remains of the original concept.

Kanobu and Igromania have belonged to Vasily Ovchinnikov's IFSI since February 2025. For Igromania it is the third owner in six years. Igromania's editor-in-chief is Viktaniy Volkov, its creative director Artur Sopelnik. Kanobu's editor-in-chief is Yaroslav Golovnya. Ovchinnikov announced Igromania's return to print and the launch of a Kanobu pop-culture magazine. Calling it a renaissance would be premature. Calling it a failure — too early. Shazoo and Cyber.sports.ru complete the map: the first a niche independent, the second an esports portal on the Sports.ru platform, a separate ecosystem with its own audience and economics.

Fourteen outlets. Three monetization models: corporate funding (VK Play Media), advertising (VGTimes, DTF, StopGame), direct audience support (129 rubles on Boosty, 500 rubles on Sponsr). None of them provides what print advertising once did: a full newsroom of twenty people working for salaries rather than enthusiasm.

The new generation of editors-in-chief doesn't remember paper. Kudryashov came from YouTube. Ilyin still worked on print Igromania. Kungurov left StopGame to make games. Yelistratov went from DTF to Kinopoisk. Makhtiev sold everything and moved on to a new project. The people who built the gaming press work in gamedev, Big Tech and PR. The people who replaced them are building something else — and aren't obliged to call it journalism.

The Game Over screen never appeared. The Continue screen did. The coin went in. But the game that loaded is a different genre.

Map 2026

Who made it

Every outlet in this project on one timeline: when it appeared, when it closed, and what it is now. Of 21 outlets, 12 are still running in 2026, and 2 more live on under another name or in another role.
12 running2 transformed7 closed
Print
Game.EXE1995–2006
Computerra. Until 1997 it was called Magazin Igrushek (Toy Shop). The last four issues came out at once, in June 2006.
Strana Igr1996–2013
Gameland. Last issue — autumn 2013.
Igromaniasince 1997
The magazine closed in 2018 and has been back in print as a collector's edition since 2025. Website since 1998. Owned by IFSI since 2025.
Game World Navigatorsince 1997
Two or three issues a year for Sponsr and Boosty subscribers.
Best Computer Games (LKI)2003–2011
TechnoMir. Closed a year after the death of its founder Andrey Lensky.
PC Igry2003–2012
Gameland. Last issue — January 2012.
PC Gamer Russia2003–2008
Closed after Gameland absorbed the publisher Mediasign.
Mir Fantastikisince 2003
An Igromania spin-off. Since 2018 — Hobby World, printed through crowdfunding.
Websites
GameMAGsince 1996
Started as Russian Gaming World. Thirty years running.
AG.ru1998–2016
The newsroom left in 2012 and the site stopped updating by 2016. Since 2019 the domain hosts the Russian version of RAWG.
StopGamesince 2001
The stopgame.ru domain dates from 2001; from 1999 the site lived on fantasy.pavlodar.kz. One owner. About two million visitors a month.
Playground.rusince 2001
More than 23 million visits a month.
GoHa.rusince 2001
The oldest MMORPG portal on the Russian internet.
Games@Mail.ru → VK Play Mediasince 2006
Player One since 2020, VK Play Media since 2022 — a newsroom inside VK's gaming platform.
Kanobusince 2007
Four ownership configurations; owned by IFSI since 2025.
Shazoosince 2009
A niche independent outlet.
VGTimessince 2010
About 8.8 million visits a month; an English-language version since 2024.
TJ2011–2022
Komitet. Blocked in March 2022, closed in September.
Riot Pixelssince 2012
Founded by the team that left AG.ru.
IGN Russia2013–2022
Gameland, under an IGN license.
DTFsince 2016
Komitet. Since 2022 it has relied mostly on user content.
Years and statuses are based on this project's factcheck. Cyber.sports.ru is not included: it is a section of Sports.ru with no separate launch date.
Coming soon
Seven portraits — in-depth stories of the people and structures in this investigation
Dossiers

Portraits

In-depth stories of the people and structures in this investigation. Seven portraits.

Rock, Paper, Makhtiev

Kanobu → Rambler → RAWG → Igromania → IFSI. Eighteen years, five projects.
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Over eighteen years, Kanobu's founder built Russia's largest gaming media, lost it, rebuilt it, left for a startup, came back, bought up his competitors — and sold everything.

Gadzhi Makhtiev began his career in the press offices of the Ministry of Print under Mikhail Lesin and of the Internet Education Federation — a YUKOS structure that spent $10 million a year developing a network of training centers across the country. From a structure that burned oil money on digital literacy — to a social network for gamers. On May 21, 2007, Makhtiev registered the domain kanobu.ru. The name stands for 'rock, paper, scissors' in Russian. As it would turn out, he would play all three.

Kanobu started as a blogging platform. By 2011 it had drawn enough attention for Rambler to buy a controlling stake from the Kite Ventures fund, which had invested in the project at the seed stage. In the year after the purchase, the portal's revenue grew from a few tens of millions of rubles to a hundred million, according to Vedomosti. In parallel, at Makhtiev's initiative, Rambler-Igry picked up 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.

In 2013 Kanobu relaunched from a blogging platform into a full publication with a newsroom. By January 2014 — 3.6 million visits a month. Around the same time, a conflict began with Rambler's new management under Pyotr Zakharov. On February 1, 2015, the holding cut off Kanobu's partner traffic feed. 'They might as well have shut off the water and the electricity,' Makhtiev would comment two years later in an interview with Roem.

By December 2015 the two sides had formalized the divorce. Makhtiev took the media business, Rambler kept the services. 'The decision that we would part ways was effectively made back in 2013,' Makhtiev admitted. Two years between the decision and the exit. In that time Kanobu partly recovered its audience and became self-sustaining without an investor. AG.ru could not be saved — after the purchase the team left over pay cuts, and by 2016 the site had stopped updating.

In May 2017, exactly ten years after registering the domain, Makhtiev left Kanobu. Next move — a startup. RAWG.io, announced back in October 2016, was pitched as 'IMDb for games': a cross-platform database that aggregates player profiles from Steam, PlayStation and Xbox and recommends games based on their history. Seed money — $100,000 from 'family and friends'.

In February 2018 RAWG raised €1 million from heavyweights: Igor Matsanyuk of Game Insight, Zeptolab CEO Mikhail Lyalin, Wargaming, and the AltaIR Capital fund. RBC magazine ran a long profile of Makhtiev. The plans were more ambitious than the money: expand the database to a hundred thousand games and launch a token economy — users earn RAWG tokens for achievements and spend them on partner offers. The ICO was planned for September 2018. The presale brought in commitments of $5 million from two investors.

Both withdrew their money. One — $2 million, the other — $3 million. Independently of each other. The 2018 crypto winter crashed the market, and there was nothing left to put into a gaming startup's tokens. The ICO was postponed to March 2019. It never took place. 'The situation will not affect the development of the service,' Makhtiev told DTF. RAWG kept working on the million euros it had raised, launched a recommendation neural network, and redirected the AG.ru domain to its Russian-language version — a symbolic gesture that turned a dead portal into a shell for a new product.

And then Makhtiev came back to media. In March 2019 he bought Igromania from its founder Evgeny Isupov. The price was not disclosed. N+1 publisher Andrey Konyaev estimated it for Kommersant at up to 30 million rubles. 'By combining Igromania and Kanobu, we plan to create the largest gaming media in Russia,' Makhtiev declared. The stated audience — 11 million people. The managing director of the combined company was Anton Suchkov, Rambler's former director of digital strategy. A man from the holding Makhtiev had divorced four years earlier. The industry is small.

Makhtiev made the combined company the exclusive ad seller for Games@Mail.ru — claiming access to 70% of Russia's gaming audience. The consolidation looked like the final move. As early as November 2019 Suchkov went back to Rambler. Then came February 2022, Western advertisers left, and with them went the business model that fed the whole structure.

In February 2025 Makhtiev sold Kanobu and Igromania to IFSI, owned by Vasily Ovchinnikov. Igromania's third owner in six years. 'My media phase in the industry is over. My phase in the games industry continues.'

In the same interview with App2Top, Makhtiev explained the logic: 'If I had $50 million of my own, I would have started a holding at that very moment. With a 21% key rate, that didn't happen.' The Central Bank's key rate made it impossible to raise capital to scale. Instead — handing the asset to someone who has the resources. 'The few well-resourced people from the old paradigm who stayed in the country are resting on their laurels,' Makhtiev added, without saying whom he meant.

RAWG.io — the startup Makhtiev left media for — remains a niche service for the English-language market in 2026. Not a failure. Not a triumph. Not 'the largest gaming media in Russia'.

Eighteen years. Kanobu — created, sold to Rambler, wrested back, sold to IFSI. AG.ru — bought, lost its team, turned into a shell for RAWG. Igromania — bought, merged, sold. RAWG — built, funded, survived the ICO collapse, still running. Four projects, four cycles, none became what it was meant to be.

Now Makhtiev is announcing a new project — 'reducing developers' dependence on VKontakte and Yandex traffic'. The fifth bet in eighteen years. The previous four did not last forever — but each extended the life of things that would have closed sooner without him. Kanobu survived the break with Rambler. Igromania outlived Igromedia. The question is not whether Makhtiev lost. The question is whether there is a bet in Russian gaming media that can be won for good.

Three Letters, One Platform

TJ + DTF + VC.ru. Shared engine, shared risk. Who gets saved and who doesn't.
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The Komitet publishing house put TJ, DTF and VC.ru on a single engine with a shared ad sales team. Economies of scale worked — until they became a shared vulnerability.

Komitet grew out of Twitter. In 2011 four people — Nikita Likhachev, Vladislav Tsyplukhin, Ilya Chekalsky and Alexander Veremeev — launched TJournal, an aggregator of Twitter posts. In 2012 the project received a $25,000 grant from Yuri Milner and Pavel Durov's Start Fellows program. In April 2014 TJournal merged with Zuckerberg Will Call — the future VC.ru — into the Komitet publishing house. The money came from the Vaizra Capital fund, owned by Lev Leviev and Vyacheslav Mirilashvili, former co-owners of VKontakte. Tsyplukhin, VKontakte's former press secretary, took charge of operations. Chief technology officer — Chekalsky. VKontakte alumni, with money from VKontakte's former co-owners, building media outside the social network.

In 2014 the combined loss of VC.ru and TJournal was 14 million rubles. The spending, as Yuri Sinodov of Roem remarked, was 'like ten Roems (well, almost)'. The model didn't pay for itself, but it scaled. A shared engine, shared infrastructure, a shared ad sales team — build once, sell three times. In 2016 Komitet bought the dead DTF.ru domain and turned VC.ru's 'Games Market' section into a separate publication. Vadim Yelistratov from TJournal was made editor-in-chief, and Sergey Babayev, former vice president of the Nekki studio, managing partner — he brought gaming expertise to a company that had had nothing to do with games. The core of the newsroom was made up of former Igromania staff — people the gaming press had trained for ten years went to Komitet for the price of a single job offer.

In the same year, 2016, Komitet bought the largest unofficial Steam group on VKontakte and renamed it the DTF group. Tsyplukhin later admitted: mass unsubscribes, a sharply negative reaction. A significant part of the audience stayed all the same. Cheap and crude — but it works.

By December 2017 DTF had passed a million visitors a month. In 2017 user publishing was opened — the audience began creating the content. By 2019–2020 — around three million. In parallel, VC.ru grew as a platform for a business audience: startups, marketing, technology. Three publications under one roof, three audiences, one technology. In 2020 the video service Coub came under Komitet's control. In June 2021 the Bukhman brothers of Playrix and Leviev's LVL1 fund put another $2 million into Komitet to develop the content platform. In March 2025 Leviev became the owner of 51.57% of the company, and in 2026 that stake was transferred to Dubai-based KMTT Advisers FZCO.

The architecture that lowered costs also concentrated risk. When Komitet's ad revenue collapsed after February 2022, all three projects were hit. TJ, blocked by Roskomnadzor on March 14, 2022, saw its audience fall fivefold and had 'been operating at a loss for several years'. The board calculated that costs had to be cut by 30–40%. Triage logic — as in a field hospital. Who gets saved, who doesn't.

TJ was shut down on September 10, 2022. Eleven years and two months. DTF was cut: deputy editor Oleg Chimde was let go, along with regular authors and some of the developers. VC.ru held — a business audience monetizes better than a gaming or news one. According to the platform itself, by 2025 VC.ru had grown to 14 million visitors a month, 85% of traffic from search. A platform built for three publications now serves one and a half.

'We believed that against the scorched field of Russian-language media we were doing something important,' the TJ newsroom wrote in its farewell post. An accurate way to put it. They really were doing something important. The economic model just didn't notice.

DTF in 2026 draws six million visitors and runs mostly on user content. VC.ru — 14 million, a Pro subscription, a working ad sales team. The gap between them isn't about audience. It's that the business publication turned out to be closer to money than the gaming one. Komitet didn't fail. It triaged and chose whom to feed. TJ ended up at the back of the line. DTF — in the middle. VC.ru — at the front. One platform, three fates. Shared infrastructure protected no one — it only determined the order in which the lights go out.

129 Rubles

The economics of a creator channel. Boosty, Telegram ads, Sponsr — and the ceiling everyone hits.
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That's how much a Russian gamer is willing to pay for digital media per month. You can't build a newsroom on that amount. A side gig — yes.

The number 129 appears twice, independently. A DTF Plus subscription costs 129 rubles a month, with the first month for one ruble. The average paid subscription on Boosty, home to gaming Telegram channel authors among others, was also 129 rubles in 2022. Two platforms, two different products, the same price point. That's not a coincidence. It's a ceiling — the most the audience is willing to give for content about games, regularly and voluntarily.

DTF Plus is not a content paywall. Articles and posts stay open. The subscription gives functional perks: editing comments, audio versions of posts, an extended profile. Essentially — a donation with privileges. Boosty works differently: authors offer exclusive content, private chats, early access. The model is closer to Patreon — you pay for what isn't publicly available. Both platforms arrived at the same price.

Boosty launched in May 2019 as a Mail.ru Group project built on the DonationAlerts team. In 2024 the assets passed to Cypriot entrepreneur Pavel Kharaneka. In 2022 alone, creator sign-ups on the service grew tenfold. The growth accelerated when international payment systems were cut off in March 2022: Patreon became unavailable for Russian cards, and no alternatives remained. In March alone, sign-ups were four times higher than in February. Over 2022 as a whole, the average donation rose from 450 to 1,920 rubles.

Explosive growth in the number of creators doesn't mean explosive growth in income. Boosty has no feed, no search, no recommendation algorithm — the platform doesn't bring an audience. A creator arrives with their own subscribers or not at all. One blogger told Skillbox that over 18 months Boosty brought him 201,000 rubles — about 11,000 a month, 4–5% of his total income. A nano-influencer with three thousand Telegram subscribers, according to Wowblogger, can count on 10,000–30,000 rubles. To reach the median salary — around 70,000–80,000 — you need roughly six hundred paying subscribers at 129 rubles. For a niche gaming channel, that's a ceiling only a handful ever reach.

Boosty isn't the only source. Many creators sell sponsored posts in their Telegram channels. According to Magnetto.pro, a placement in a channel with 5,000–20,000 subscribers costs 5,000 to 40,000 rubles per post. For a gaming channel with ten thousand, a realistic range is 5,000–15,000. Two to four sponsored posts a month — 10,000–60,000 rubles. The average price of a sponsored post in large Telegram channels rose 38% in 2024. The money is there. The dependence is the same: advertisers in the gaming segment are the same few companies that bought magazine pages ten years ago. When the release season disappears, so do the ads.

Game World Navigator — the only gaming magazine that formally survived the whole era — found a separate model. On Sponsr the subscription costs 500 rubles a month — almost four times the Boosty average. For that money the subscriber gets not digital content but a physical magazine delivered anywhere in Russia. It isn't a subscription to an author — it's crowdfunding for a specific product. A model that works for a loyal core of a few hundred people. It can't be scaled, but it's also hard to kill. Navigator also opened a Boosty page after YouTube switched off monetization: 'YouTube monetization — well, they cut it off.' Two crowdfunding campaigns, YouTube with no income, two or three issues a year. Survival, not a business.

In the West the same model works at a different scale. By March 2025 Substack had five million paid subscriptions. The minimum price is $5 a month, not 129 rubles. Fifty writers earn more than a million dollars a year. Former Kotaku journalists launched the independent, subscription-funded site Aftermath. Patrick Klepek, from the shuttered Waypoint, runs the Crossplay newsletter. The former Escapist team built Second Wind on Patreon. Former Kotaku editor-in-chief Stephen Totilo publishes Game File — one of the most prominent gaming newsletters in the world.

The difference isn't the model. The model is the same: the reader pays the author directly. The difference is arithmetic. A thousand subscribers at $5 — $5,000 a month. A thousand subscribers at 129 rubles — 129,000 rubles, or about $1,300. And gathering a thousand paying readers in a niche Russian-language gaming segment is harder than in an English-language one. Substack has built-in discovery, recommendations, a network. Boosty has nothing. The creator is alone with the audience they brought themselves.

For scale — the upper bound of Boosty as a whole, not just gaming. The DzhoShiza team, which dubs the English-language podcast Trash Taste into Russian, told Partnerkin: 420,000 rubles a month. Six translators, an editor, a video editor, voice actors. 'At the end of the day it's quite enough for me to live on,' the author admits, 'but it's not a sky-high sum.' Four hundred and twenty thousand for a team of ten — and that's one of the platform's most successful projects. Not one author with opinions but a mini-studio with a production pipeline. Gaming media are far from such sums.

129 rubles is neither a verdict nor a failure. It's a fact about the market. The Russian audience plays, reads, watches — and is willing to pay exactly as much as one cappuccino at Vkusno i Tochka, the chain that replaced McDonald's. You can't build a media business on that. You can sustain a creator project as side income to a day job. A profession that spent fifteen years looking for a sustainable business model ultimately found the only thing that works: not a model, but a hobby. With monetization. For 129 rubles.

Seven Hundred Dollars and Twenty Magazines

Gameland: from a store on Novy Arbat to 20 magazines — and back to a single Hacker.
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Dmitry Agarunov built a media empire of more than twenty titles on $700 of seed money. Then he closed everything except one — and that one turned out not to be about games. But he found the business model the gaming press had been looking for for fifteen years.

Agarunov was born in Yaroslavl, in the Bragino district. He started his first business in the early nineties with $700 of starting capital: he bought a batch of Chinese game consoles and began selling them on Novy Arbat, one of Moscow's main streets. One store became a chain. As long as consoles weren't modded and pirated discs hadn't flooded the street stalls, Gameland sold licensed goods and did well.

By 1998 piracy had killed retail. 'Until 1998 I managed to get by thanks to new consoles coming out and the expensive games for them. And then suddenly it became possible to pirate absolutely everything,' Agarunov recalled. That's when he switched to magazines. Strana Igr, conceived as an ad for the store, unexpectedly took on a life of its own: the print run grew from five to 80,000 copies, bringing in $25,000–30,000 a month. Then came Official PlayStation Magazine Russia, then Hacker. Within a few years Gameland swelled to more than twenty titles: from gaming magazines to Total Football, Car Tuning, Your Own Business and I Cross-Stitch. Plus the cable channels Gameland TV and MANTV. In 2007 Agarunov was named Media Manager of Russia in the print category.

The empire stood on two legs: print runs and advertising. When both gave way, everything collapsed. Ad revenue kept falling. Print distribution kept shrinking — newsstands were closing at a rate of more than a thousand a year on average. In 2012 Gameland moved its staff onto 'grey freelance' contracts to cut costs. In 2013 the company wound down its entire magazine lineup. By autumn Strana Igr — the magazine where it all began — had closed. Of more than twenty titles, only Hacker survived.

In parallel, Gameland tried to move online. In 2012 Agarunov bought an IGN license — the brand's second attempt to gain a foothold in Russia after an unsuccessful partnership with Kanobu. IGN Russia went live in 2013 and quietly lasted as a website until 2022 — longer than any of Gameland's magazines.

Then something happened that nobody expected — including the staff themselves. Agarunov decided to try a model that had never once worked in gaming media: a paywall. Instead of print issues — a paid subscription to Xakep.ru articles. 'Hacker would have closed for good if Dima Agarunov hadn't decided to take the risk,' the editors wrote on Habr. 'No one in the newsroom even hoped that we could cover the cost of producing articles through subscriptions. We were very happy to be wrong.'

The subscription worked. Xakep.ru became the largest Russian-language cybersecurity resource and one of the largest in the world. An English-language HackMag.com appeared. Print special editions of Hacker keep coming out — as a collector's product, not as a business. In 2024 the magazine celebrated its 25th anniversary. The model the gaming press couldn't find for fifteen years — paid content for an audience able to pay — was found. In the neighboring niche. Cybersecurity specialists are willing to pay for expertise. Gamers are not.

In summer 2026 a revised edition of Agarunov's book Business in the Style of Zh went on sale. The first version sold 3,000 print and 7,000 electronic copies. The book is about Gameland, about the crises of 1998, 2008, 2014 and 2022, about launches and closures. The man who started with seven hundred dollars and a batch of Chinese consoles now sells the story of how it was all built and how it all fell apart.

From a store on Novy Arbat — to twenty magazines. From twenty magazines — to one. From one — to a paywall that works. Gameland didn't find a sustainable model for the gaming press. Gameland found a sustainable model — and it turned out to lie outside games. An audience willing to pay for text exists. It just reads about cybersecurity, not games.

The One Who Stayed

StopGame: 25 years, one owner, five editors-in-chief. The only portal to survive the whole cycle.
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StopGame is the only Russian gaming portal that survived the entire fifteen-year cycle without a change of owner, without an acquisition and without a sale. Its resilience is not a recipe for success. It's a story about what it didn't do.

In 1999 Rinat Ospanov, a schoolboy from Pavlodar, set up a site on the domain fantasy.pavlodar.kz. A repository of cheat codes, cracks, no-CD patches. In 2001 he registered stopgame.ru — the name meant that with cheats the game 'stops'. Until June 2005 the site didn't have a single review. It did have a pirated-disc store, a dating site, porn Flash games and tabloid ads. 'Personally, I tried almost every direction of monetization on StopGame — gaming, entertainment and ones of the diametrically opposite kind,' Ospanov admitted.

By the end of the 2000s the site had been reborn. The pirated files were removed and the old team was disbanded. New people arrived — former writers from the LKI magazine and the PlayGround portal. Maxim Kulakov became editor-in-chief — the voice of the YouTube channel, creator of SGTV and IgroZor, the man who set StopGame's tone for the next decade. The site became one of the first Russian portals with regular streams. The YouTube channel produced documentary series about games.

The formula turned out to be simple: website + YouTube + streams. Three platforms, none of them owned by a holding. No Rambler to cut off the traffic. No Leviev to decide whom to feed and whom not to. No Isupov to sell the brand. The StopGame trademark is registered to Ospanov. One owner — from 1999 to this day.

That doesn't mean the road was smooth. In February 2022 translator Maxim Solodilov left StopGame — eleven years on the team, a disagreement with editor-in-chief Dmitry Kungurov. Kungurov called it his 'big failure as an editor-in-chief'. In August 2022 Kungurov himself left — voluntarily, after five years in the job: 'Under me authors left and came, and regardless of the reasons and context it was something incredibly hard, like losing part of your family.' In the three years after him there were three editors-in-chief: Gennady Vorobyov (who admitted that 'being editor-in-chief isn't for me'), Maxim Milyazev and, since June 2025, Ivan Loev.

Dmitry Burdukov — Flynn, author of the 'History of the Series' episodes on Unreal and Dead Space and one of the portal's more prominent voices — quietly stepped away. For about two years he took no part in StopGame's life and was moved to 'former authors'. Now he runs his own YouTube channel and Boosty: 'I'm Dmitry Burdukov, and I talk about games. At length, a lot, mostly personally.'

On December 1, 2025, the most notable departure happened. Vasily Galperov — 15 years at StopGame, one of the portal's main writers and voices, host of 'Razbor Polyotov' and creator of 'The History of the Silent Hill Series' — announced he was leaving at the end of the show's final episode. His co-host Semyon Okorokov left with him. Both moved to Ruler, a studio that produces trailers and cutscenes for games. The studio was founded by Dmitry Kungurov — the same former StopGame editor-in-chief. Galperov had already worked on Pathologic 3; his name is in the demo's credits. The staffing loop closed: the former editor-in-chief left media for gamedev, and three years later took with him a key writer of the publication he had once led.

'Besides Loev, there's no one left there,' commenters wrote on EntHub. An exaggeration. But the direction is right: by 2026 most of the old writing team had dispersed — some to their own YouTube channels, some to gamedev, some to other industries. The same route as the writers of Igromania, DTF and everyone else. StopGame didn't avoid the staff migration. It survived it.

Today StopGame draws about two million visitors a month. Not VC.ru's fourteen million. Not DTF's six million. Two. For a gaming portal that doesn't belong to a holding and isn't built on UGC, that's a sustainable result. StopGame has Boosty, sponsored placements, YouTube. None of these sources alone fully feeds the newsroom. Together — it's enough.

StopGame didn't find a magic formula. It found something more valuable — no dependence on a single source. When Rambler cut off Kanobu's traffic, the portal collapsed. When Komitet's ad revenue crashed, TJ was shut down and DTF was cut. When StopGame's editor-in-chief left, the next one came. When a key writer left, the brand remained. Not because StopGame did something special. But because it didn't do what killed the others: it didn't sell itself to a holding, didn't depend on a single advertiser, didn't bet everything on one platform. Twenty-five years. One owner. Five editors-in-chief. And a site that still stands.

Twelve Sales in Two and a Half Years

G/O Media, Game Informer, Kotaku, IGN. The same pattern in the West — just more expensive.
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The West has the same ruins, just more expensive. G/O Media sold off 12 publications, GameStop shut down Game Informer, announcing it on social media before some of its own staff knew, and Ziff Davis is cutting IGN right now. Russia is not unique. It went through the same cycle faster.

Kotaku launched in October 2004 as part of the Gawker Media empire. In twenty-one years — four owners. Gawker. Univision. G/O Media. Keleops. Every change of hands came with cuts. On July 2, 2025, Kotaku was bought by Switzerland's Keleops — the price wasn't disclosed, and the staff were promised to be kept. A publication that for two decades had set the tone of English-language games journalism changed owners for the fourth time.

Kotaku was the second-to-last sale in the break-up of G/O Media. The company, assembled in 2019 by the private equity firm Great Hill Partners from the remains of Gawker Media and The Onion — for, by media estimates, less than $50 million — began selling off in 2023 and in two and a half years got rid of twelve publications. Lifehacker went to Ziff Davis. Jezebel — to Paste Media. Deadspin was sold to Malta-based Lineup Publishing, with its staff laid off as part of the deal. The Onion, The A.V. Club, Gizmodo, Jalopnik, Quartz — went to various buyers. After Kotaku, G/O Media had a single publication left — The Root. A media company whose name stood for Gizmodo + Onion had sold both Gizmodo and The Onion.

In August 2024 GameStop shut down Game Informer — America's longest-running gaming magazine, 33 years in print. Everyone was called to a meeting with the vice president of HR and told they were laid off, effective immediately; one person learned the news while on a work trip. Part of the team learned of the closure after the company had already announced it on social media: 'There are still people on staff who don't know what's happening,' wrote the magazine's video lead Alex Van Aken. Issue 367, with Dragon Age: The Veilguard on the cover, was the last.

In March 2025 Game Informer came back. The rights were bought by Gunzilla Games — a German-Ukrainian studio known for the blockchain shooter Off The Grid. The entire original team reunited. Print resumed in June 2025. Editor-in-chief Matt Miller declared editorial independence. Journalism saved by a blockchain studio — a plot any editor would cut from a script.

Ziff Davis is the largest remaining player. It owns IGN and Humble Bundle, and in 2024 it bought ReedPop's Gamer Network: Eurogamer, Rock Paper Shotgun, VG247, GamesIndustry.biz. Since then it has cut their staff wave after wave. Digital Foundry — the legendary technical team that had worked with Eurogamer since 2007 — bought back its own independence and left. In September 2026 — another round of cuts at IGN: hosts Seth Macy and Brian Altano, who had worked at the site for years, were let go. The IGN Creators Guild union issued a statement: 'With each successive layoff, core parts of IGN's operation continue to be stripped away.' A paper by Ryan Stanton and Mark Johnson on the state of the profession, published in the journal Games and Culture in 2024, is titled 'You Can't Work for Somebody Who Doesn't Exist'.

Former journalists are going solo. The Kotaku team launched the independent subscription site Aftermath. Patrick Klepek, from the shuttered Vice/Waypoint, runs the Crossplay newsletter. The former Escapist team built Second Wind on Patreon. Former Kotaku editor-in-chief Stephen Totilo publishes Game File. In the West the subscription model works: by March 2025 Substack had five million paid subscriptions, and fifty writers earn more than a million dollars a year. The infrastructure is different. The result for institutions is the same: newsrooms close, writers disperse.

Shannon Liao, a former journalist at the Washington Post's Launcher (closed in January 2023), put it more precisely than anyone: 'That dream job in games journalism just doesn't exist anymore.' Her words echo the title of the academic paper: 'You Can't Work for Somebody Who Doesn't Exist.' You can't work for someone who is no longer there.

Russia and the West took different roads to the same place. In Russia the advertising model collapsed because of sanctions and the departure of Western publishers. In the West — because of falling digital ad revenue and attention flowing to YouTube and TikTok. Russia had no unions, no severance packages and no Substack. The West had all of that — and it didn't help. Game Informer closed after 33 years and came back under the wing of a blockchain studio. Strana Igr closed after 17 — and didn't come back. Kotaku and Kanobu each went through three changes of owner. IGN is being cut, Igromania was sold. The numbers differ. The pattern is the same.

Changing Hands

Rambler: Potanin → Mamut → Sberbank. How oligarchs walked past gaming journalism.
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Three owners of Rambler in fourteen years — Potanin, Mamut, Sberbank. For each of them a gaming portal was a line in a portfolio. Kanobu's fate was decided by people who had no time for games.

In 2006 Interros, the holding of Vladimir Potanin — one of Russia's richest men — acquired Rambler through ProfMedia. The portfolio included TV channels, cinemas and radio stations. The gaming portal that Gadzhi Makhtiev launched a year later as a social network for gamers ended up in this infrastructure by inertia: Rambler was buying up traffic, Kanobu was generating traffic. The alliance was arithmetical, not strategic.

By 2013 Potanin had cooled on the media business. The TV channels were sold to Gazprom-Media, and the internet assets were merged with the empire of Alexander Mamut — owner of SUP Media (LiveJournal, Gazeta.ru, Championat). The deal created Rambler & Co: Potanin (worth $14.3 billion according to Forbes) and Mamut ($2.3 billion) each got 50%, with Mamut as the managing shareholder. The portfolio — dozens of products. Kanobu — a row in a spreadsheet between LiveJournal and Gazeta.ru.

Mamut appointed Pyotr Zakharov as CEO. It was this appointment that became the breaking point. 'The decision that we would part ways was effectively made back in 2013 — almost immediately after Zakharov was appointed CEO of the holding,' Makhtiev told Vedomosti. He didn't disclose the details of the disagreement. Zakharov lasted less than a year — in spring 2014 Mamut personally took charge of the company, and Zakharov left. By then the conflict with Kanobu had already gone too far.

In February 2015 Rambler cut Kanobu off from its traffic distribution. 'They might as well have shut off the water and the electricity,' Makhtiev commented on Roem.ru. The portal's revenue, which on Rambler's infrastructure had grown from a few tens of millions to a hundred million rubles a year, was left without a traffic source. Rafael Abramyan, executive director of Rambler & Co, insisted that 'there was no conflict between top managers and Makhtiev'. A phrasing that traditionally means the opposite.

By December 2015 the divorce was formalized. Makhtiev took the media business — the sites, the trademark, the newsroom. Rambler kept the services. There were attempts to find an outside investor: 'Although there were interested investors, for various reasons the sale didn't happen,' Makhtiev said. Abramyan confirmed there had been 'pronounced' interest from 'a major player'. The deal didn't come together.

Rambler itself then went through two more changes of ownership. In January 2017 Mamut bought out Potanin's stake — according to Vedomosti, for $295 million — and became the sole owner. In August 2019 Sberbank entered Rambler Group's capital, investing 11 billion rubles for 46.5% of the company. In October 2020 Sberbank consolidated 100%, buying Mamut's remaining 45%. The new CEO was Tatyana Dobrokhvalova — a Sber senior vice president who had come there from Gazprom-Media.

Meanwhile, even bigger money was entering Russian gaming — bypassing journalism. In 2015 Alisher Usmanov's USM Holdings invested $100 million in the esports holding Virtus.pro. In January 2018 Mail.ru Group bought ESforce — the holding that grew out of Virtus.pro — for $100 million net of debt plus a possible earn-out of about $20 million. The listed sellers were Anton Cherepennikov and the Highland Falls Investment fund, while Usmanov was a shareholder of Mail.ru Group itself, which ran My.Games — Russia's largest game publisher. Usmanov was one of the industry's biggest private investors. Not a single ruble of that money reached the gaming press.

Kanobu, meanwhile, went through its own chain of owners. In 2009 the Kite Ventures fund invested in the project at the seed stage. In 2011 Rambler bought a controlling stake from it — according to Gazeta.ru's sources, for $4.5 million. After the divorce at the end of 2015, Makhtiev himself became the sole owner. In 2019 he bought Igromania, bringing the two publications under one management. In 2025 both assets passed to IFSI, owned by Vasily Ovchinnikov. Four ownership configurations in sixteen years: Kite Ventures → Rambler (Potanin/Mamut) → Makhtiev → IFSI.

Potanin made his money in nickel. Mamut — in banking and LiveJournal. Usmanov — in metals and telecoms. Sberbank — in everything. For each of them a gaming portal was a rounding error in the portfolio. The decisions that determined Kanobu's fate — cutting off traffic, turning down investment, the sale — were made by people who couldn't tell Dota from FIFA. And that is perhaps the main diagnosis of Russian gaming journalism: it always depended on money that didn't care about it.

Coming soon
Interactive staff migration map — 54 career moves from eight publications

Migration map

54 career moves from eight publications. Hover over a publication or destination to see the people. Hover over a line to see the path.
Sources
Business press and industry analysis: Kommersant, Vedomosti, Forbes, RBC, Roem.ru, App2Top, VC.ru, Gazeta.ru, Lenta.ru, Newzoo, ANO Digital Economy
Gaming and specialist media: DTF, TJournal, Habr (Timeweb series 'A History of Gaming Magazines'), CQ.ru, StopGame, VGTimes, Kritikantstvo, Overclockers.ru
Interviews and primary sources: Gadzhi Makhtiev (Roem.ru, App2Top), Gevorg Akopyan (VC.ru, Championat), Maxim Ivanov (VC.ru), former DTF editors (DTF, February 2025), Dmitry Agarunov (Habr), Rinat Ospanov (CQ.ru)
Data and statistics: TGStat, Telemetr, Partnerkin, SimilarWeb, Boosty, Sponsr, Wowblogger, Magnetto.pro, VK / My.Games (market data), company financial reports
Academic research: S. N. Ilchenko, D. M. Turunov. 'Digital Transformation of Russian Gaming Media: An Analysis of the Main Online Platforms' // RUDN Journal of Studies in Literature and Journalism, 2025, vol. 30, no. 3
Reference materials: Wikipedia, Runiversalis, MobyGames