Launching a Dedicated Rhythm Game Category for the First Time, Driven by Passion

From WEC 2024 to WEC 2025, total tournament participation increased from over 5,000 to more than 8,000 players, while total online livestream views grew from over 1.1 million to more than 1.58 million. Related tournament projects have built a following of more than 2.8 million across WeChat and Bilibili, with particularly significant growth among core player communities on Bilibili.

1784271404840 f6d94a90 Chasing Passion, Creating a New Rhythm: WEC 2026 Rhythm Game Qualifiers Kick Off This July

To enable this nationwide competitive ecosystem to better connect with dedicated rhythm game players, the WEC 2026 Rhythm Game competition will feature all actively operated rhythm game titles under Wahlap. The event will include three official competitive titles — Maimai DX, CHUNITHM, and Taiko no Tatsujin — along with the special title jubeat.

Together, these four core titles showcase four distinct rhythm game experiences, including motion-based tapping, touchscreen interaction, drum-based gameplay, and button-based rhythm challenges. Competitive players can fully demonstrate their skills on a dedicated rhythm game stage, while casual enthusiasts can also experience the unique charm of rhythm games. WEC 2026 aims to create a competitive platform where every rhythm game fan can discover their own rhythm.

An Extended Summer Tournament Schedule Strengthens the Connection Between Arcades and Competition

This year, WEC 2026 Rhythm Game Qualifiers further focus on young core players through this dedicated rhythm game category. A total of 24 arcade locations across China have launched direct invitation events, with players advancing through either the direct invitation format or qualification rounds, creating a more concentrated offline platform for dedicated rhythm game enthusiasts to connect and compete.

The WEC 2026 Rhythm Game competition will run for four months throughout the summer, with the current stage taking place during the store qualifiers from July to August. Through the close collaboration between tournament activities and arcade operations, Wahlap e-Sports enables players to continuously train and refine their skills throughout the extended tournament schedule, while arcade machines at participating locations continue to attract strong player engagement.

For the WEC 2026 Rhythm Game Finals, the number of qualification slots has been expanded to 72 players, a significant increase compared with previous editions, giving more competitors the opportunity to step onto the National Finals stage. With various physical prizes and exclusive global virtual titles, the extended tournament schedule continues to fuel players’ competitive enthusiasm throughout the summer and provides partner arcades with stable and continuous customer traffic.

WEC 2026 Rhythm Game Finals to Debut a Dedicated Venue with the Largest Number of Participants in History

For the first time, the WEC 2026 Rhythm Game Finals will be held in a dedicated venue featuring a variety of rhythm game-focused activities, including live competitions, music performances, and live broadcasts from arcade locations.

As the WEC Finals edition with the largest number of rhythm game participants to date, the dedicated venue will provide players with a more focused competitive environment while creating an immersive viewing experience for audiences. Meanwhile, the dedicated venue will also offer greater flexibility and opportunities for brand collaborations and audience engagement.

Building a More Vibrant Entertainment Ecosystem Through Competition

With a new competition format, a dedicated finals venue, and a high-quality tournament operation model, WEC 2026 Rhythm Game Season deeply integrates tournament schedules with daily arcade operations.

As a new starting point, Wahlap e-Sports will continue to provide standardized operational support for partners. In the future, Wahlap e-Sports will further enrich offline entertainment experiences at arcade locations through long-term content development and audience engagement.