International SMM

虎牙直播 (Huya)

Platform · this deep dive is built from the official pages of the platform itself and of the tools that support it.

Overview

虎牙直播 (Huya, pinyin Hǔyá zhíbō) is a Chinese live streaming platform focused on games and esports. HUYA Inc. is registered in the Cayman Islands and trades on the New York Stock Exchange under the ticker HUYA, while the operating business in mainland China is run by a "variable interest entity" — Guangzhou Huya Information Technology Co., Ltd. (the 2025 annual report on Form 20-F). The company describes itself as "a leading game-related entertainment and services provider" (the investor page).

For someone choosing a platform to work with an audience, something else matters more: Huya is not a "Chinese Twitch" but a vertically organized ecosystem in which a third party — an agency — almost always stands between the platform and the creator. And in which the company itself has spent several years moving away from streaming toward publishing games and selling in-game items.

A word about access first. The robots.txt file on huya.com contains the rule Disallow: / for all unnamed agents — that is, the platform forbids automated reading of its site as a whole. Everything below is taken from the documents the company publishes for investors and the regulator — these are public and legally required to be accurate under United States law.

Who's here

The company states: «Our average MAUs in 2025 were 161.1 million» — an average monthly audience of 161.1 million for 2025. This is the company's own claim, not an independent measurement, and it carries an important caveat in the same document: the figure is counted as the sum of users across all platforms in the group — the domestic Huya Live, the global mobile service and the overseas game platform, across all devices. The company honestly warns that one person may use several devices or several access channels, so the number is not equal to a number of people.

A change of methodology is noted separately: «In prior periods, we reported mobile MAUs» — what used to be published was the mobile audience of the domestic platform only. The 161.1 million cannot be compared with Huya's earlier figures.

Geography. The domestic market is mainland China; the company has run its overseas operation since May 2018 through its own Nimo TV platform, and in December 2023 it acquired 100% of a global mobile application provider from Tencent (the section on overseas initiatives). The home page interface language is Chinese (zh-CN).

Getting started

Below is what is described in the company's documents and in the regulation it falls under.

The platform calls itself open: «we are an open platform that welcomes qualified broadcasters to register on our websites» — any suitable creator can register. But a key caveat follows immediately: the company works with talent agencies that "manage, organize and recruit" creators, and this, in its words, "significantly improves operating efficiency… turning amateurs into full-time broadcasters" (the same document). Agencies are split into categories, the highest of which is called "platinum". The practical conclusion: a solo path on this platform is possible, but the whole incentive system is built around agencies.

The second thing to know before registering is document-based verification. Chinese regulation of live streaming requires platforms to register users under their real names (the section on government regulation). For a foreign creator this is usually the insurmountable barrier.

What you can publish

The subject matter is games, esports and related entertainment formats. The external frame — licences and prohibitions — the company describes itself.

The platform is required to operate under a set of licences: Guangzhou Huya holds an ICP licence for internet information services, a permit for internet audio-visual programme services, a permit for producing television and radio programmes, a licence for commercial performances and a licence for internet cultural activity. Each licence is a separate set of restrictions on what may be shown.

Among direct prohibitions, the company mentions the regulator's notice of 12 April 2022 on the management of game streaming, which strictly prohibits the distribution of any illegal games. In other words, a game that has not passed the Chinese approval procedure cannot be streamed at all — a restriction that exists on no Western platform.

How to grow

The logic of incentives is described outright in the reports: «We have set up operating standards and incentive mechanisms to encourage healthy competition, good performance and regulatory compliance. The monetization opportunities for broadcasters and talent agencies are linked to their performance» — earning opportunities are tied to results, and the operating standards include regulatory compliance on a par with performance figures.

Among the creator's tools, built-in analytics is mentioned: analytics data allows broadcasters to track user reaction and feedback in order to improve their performance.

The company has an advertising line of business, and it is growing, but it is described from the advertiser's side rather than the creator's: advertising services "attract leading game companies that need comprehensive marketing solutions" (the first quarter 2026 report).

Path to monetization

How gifts work

The main mechanism is virtual items. The company divides them into two kinds: consumable items, which mainly serve as gifts to broadcasters, and time-limited items. When a gift is sent, special effects appear on screen — the company lists them directly: "thumbs-up, planes, or treasure boxes". Revenue from consumable items is recognized at the moment of use, and from time-limited items evenly over the term.

The creator's share

The company does not name an exact share — the wording in the report is cautious: «Broadcasters may be entitled to share a percentage of the proceeds generated from the sales of these products and services attributed to their live streams» — "may be entitled to share a percentage". The contract is signed with the broadcaster, and in a number of cases with their agency as well.

The scale of the payouts is visible indirectly from the financial statements. The "revenue sharing fees and content costs" line is the total paid out to broadcasters, agencies, game developers and tournament organizers. In 2023 it came to 76.9% of total revenue, and in 2024 to 76.0%. In the first quarter of 2026 these payouts grew by 6.9% and reached RMB1,234.7 million ($179.0 million) against total revenue of RMB1,728.4 million. This is not any individual creator's share, but it is the order of magnitude that the platform passes outward.

Where the business is heading

Streaming's share of revenue is falling year after year: 92.2% in 2023, 78.1% in 2024, 70.7% in 2025. Streaming revenue itself fell by 3.2% in 2025 to RMB4,594.0 million ($656.9 million) against total revenue of RMB6,502.4 million ($929.8 million). In the first quarter of 2026 the "game-related services, advertising and other" line grew by 69.4% and made up a record 36.3% of total revenue.

For a creator this is a significant signal: less and less of the company's money comes from viewer gifts, and more and more from publishing games and selling items.

Tools and automation

The robots.txt file separately closes the /api/, /web_api/, /member/ and /udb_web/ directories even for the search robots that are allowed the rest of the site, and closes the site entirely for all other agents. This is a direct instruction not to access the platform's internal interfaces automatically.

Of the tools the company itself talks about, there is only the built-in analytics for broadcasters (see the section on growth) and a mention that the platform's technology is built on artificial intelligence and big data (the company description).

Limits and rules

Virtual gifts are limited by law. Regulation dated 12 November 2020 requires live streaming platforms to register users under their real names, and also to set a limit on the value of virtual gifts a user may send per day and per month, and a limit on a single gift; gifting by minors is restricted separately. The company honestly writes that the specific levels of these limits have not been clarified by the regulator. The practical conclusion for a creator: gift income here is capped not only by the generosity of viewers but by a rule.

Ownership structure. Foreign investors are forbidden from owning internet companies in China directly, so the business is run through a contractual arrangement with Guangzhou Huya; the company states outright that its Cayman holding company and its investors do not own a stake in that operating company (the warning in the report).

Liability for creators' content. The company lists as a risk the possibility that Chinese courts may treat broadcasters and agencies as its employees or agents and impose direct liability on it for their violations (the risk section). Hence the strict moderation: it is not about strictness of morals but about the platform's legal protection.

Metrics can change. The company warns that it may stop publishing individual indicators as the business changes (the same document). If you are building a plan on its public figures, bear in mind that they may not exist a year from now.

Who it's for

It suits creators and agencies already working inside China: this is one of the country's largest gaming platforms, with an established agency system and a clear set of licences. It suits game publishers as an advertising and distribution platform — that is precisely the line of business the company is now growing fastest.

It does not suit creators from outside China: real-name registration, licensing restrictions on games and working through agencies make independent entry practically impossible. It does not suit those counting on programmatic integration: there is no public interface, and automated reading of the site is forbidden. And it does not suit those who need predictable gift income: the creator's share is not published, and gifting limits are set by the regulator.

Tools for this platform

The list is built from the tools' own facts: every line is a tool's statement that it supports the platform, with the source named. A tool missing from the list only means we have no such statement.

Other tasks:

Verified data

The checked data this deep dive rests on.

About the platform

the platform describes itself as follows: «虎牙直播是以游戏直播为主的弹幕式互动直播平台,累计注册用户2亿,提供热门游戏直播、电竞赛事直播与游戏赛事直播,手游直播等。包含英雄联盟lol,王者荣耀,绝地求生,和平精英等游戏直播,lol、dota2、dnf等热门游戏直播以及单机游戏、手游等游戏直播。»

Self-description: this is the platform's claim about itself, not an independent assessment

source, checked 2026-07-28

the overseas operation has run since May 2018 through the Nimo TV platform; in December 2023, 100% of a global mobile application provider was acquired from Tencent

Nimo TV's terms for creators were not verified — it is a separate service on a separate domain

source, checked 2026-07-28

Sources diverge: NOTE ON THE DATABASE: the existing huya records (about/self_description and languages/interface_language) were collected from https://www.huya.com/, whereas that domain's robots.txt forbids crawling to all unnamed agents. The records are not contradicted, but the way they were obtained conflicts with the "respect robots.txt" rule

The discrepancy is procedural, not substantive. huya.com was not opened in this thread

source, checked 2026-07-28

Who's here

the company states: «Our average MAUs in 2025 were 161.1 million» — an average monthly audience of 161.1 million for 2025

The 2025 annual report on Form 20-F, filed 27.04.2026. The figure is counted as the sum of all the group's platforms and across all devices; the company warns that it is not equal to a number of people

source, checked 2026-07-28

the methodology has changed: what used to be published was mobile MAUs for the domestic Huya Live platform only, so comparison with the earlier figures is not valid

The company also warns that it may stop publishing individual metrics

source, checked 2026-07-28

Getting started

the platform calls itself open («we are an open platform that welcomes qualified broadcasters to register»), but the incentive system is built around talent agencies; the highest agency category is called platinum

Agencies "manage, organize and recruit" creators and turn amateurs into full-time broadcasters

source, checked 2026-07-28

Analytics

the company reports built-in analytics: the data lets broadcasters track user reaction and feedback in order to improve their performance

There are no interface details in the report

source, checked 2026-07-28

How the money works here

monetization through virtual items: consumable ones (mainly gifts to broadcasters, with special effects — «thumbs-up, planes, or treasure boxes») and time-limited ones; revenue from consumables is recognized on use, and from time-limited items evenly over the term

source, checked 2026-07-28

total payouts to broadcasters, agencies and rights holders («revenue sharing fees and content costs») came to 76.9% of total revenue in 2023 and 76.0% in 2024

This is not any individual creator's share: the line includes agencies, esports rights holders and game developers

source, checked 2026-07-28

in the first quarter of 2026 the «revenue sharing fees and content costs» line grew by 6.9% to RMB1,234.7 million ($179.0 million) against total revenue of RMB1,728.4 million ($250.6 million)

Press release of 12.05.2026 The re-check on 2026-08-11 did not succeed: the ir.huya.com server answers our agent with a 403. The robots.txt of that host returns a 404, so it holds no prohibition, but the document cannot be read this way, and we do not get around bot protection. The figure rests on the reading of 12 May 2026 and has not been confirmed since.

source, checked 2026-05-12

streaming's share of revenue is falling: 92.2% in 2023, 78.1% in 2024, 70.7% in 2025; streaming revenue fell by 3.2% in 2025 to RMB4,594.0 million ($656.9 million) against total revenue of RMB6,502.4 million ($929.8 million)

The company is shifting toward publishing games and selling in-game items

source, checked 2026-07-28

the «game-related services, advertising and other» line grew by 69.4% in the first quarter of 2026 to RMB627.4 million ($91.0 million) and made up a record 36.3% of total revenue

The re-check on 2026-08-11 did not succeed: the ir.huya.com server answers our agent with a 403. The robots.txt of that host returns a 404, so it holds no prohibition, but the document cannot be read this way, and we do not get around bot protection. The figure rests on the reading of 12 May 2026 and has not been confirmed since.

source, checked 2026-05-12

the exact creator's share is not disclosed; the report's wording is «Broadcasters may be entitled to share a percentage of the proceeds generated from the sales of these products and services attributed to their live streams»

The contract is signed with the broadcaster, and in a number of cases with the talent agency as well

source, checked 2026-07-28

Restrictions

the robots.txt file on huya.com contains the rule Disallow: / for all unnamed agents — the platform forbids automated reading of the site as a whole; for the named search robots, /member/, /api/, /web_api/ and /udb_web/ are closed

Respected: no page of huya.com other than robots.txt was opened in this sprint

source, checked 2026-07-28

Chinese regulation requires live streaming platforms to register users under their real names

A practical barrier for creators from outside China

source, checked 2026-07-28

regulation of 12.11.2020 requires setting a limit on the value of virtual gifts per day and per month, a limit on a single gift, and restrictions on gifting by minors; the specific levels have not been clarified by the regulator

A creator's gift income is capped by regulation

source, checked 2026-07-28

Guangzhou Huya holds an ICP licence, a permit for internet audio-visual programme services, a permit for producing television and radio programmes, a licence for commercial performances and a licence for internet cultural activity

The regulator's notice of 12.04.2022 strictly prohibits streaming illegal games

source, checked 2026-07-28

HUYA Inc. is registered in the Cayman Islands and trades on the NYSE under the ticker HUYA; the operating business in mainland China is run by the variable interest entity Guangzhou Huya Information Technology Co., Ltd.

The company warns that the holding company and its investors do not own a stake in the operating company

source, checked 2026-07-28

Languages

the interface language of the home page: zh-CN

The language is taken from the markup attribute, the versions from hreflang

source, checked 2026-07-28

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