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    Tracing the Footsteps of K-Indie in 2025

    26년 한국 인디게임이 새로운 도약을 이루는 해가 되길 응원하며
    By 인디게임닷컴 데스크2025년 12월 26일6 Mins Read

    By IndieGame.com Desk | December 26, 2025


    **The Defining Success of 2025: The “Shape of Dreams” Phenomenon**

    Without question, the biggest headline in the Korean indie game scene in 2025 was Shape of Dreams, developed by Lizard Smoothie. Released on Steam on September 11, the game reached 300,000 copies sold within its first week, surpassing 500,000 copies in just two weeks—a historic milestone for Korean indie games.

    At a retail price of roughly KRW 27,000, the title is estimated to have generated over KRW 135 billion (approximately USD 100 million) in revenue.

    The key to Shape of Dreams’ success lies in its distinctive hybrid gameplay, blending roguelite mechanics with MOBA-inspired combat. Drawing inspiration from titles such as Hades, Risk of Rain, and Heroes of the Storm, the game supports up to four-player co-op and allows players to craft unique builds using more than 150 Memories and Essence items.

    The title peaked at 45,000 concurrent players on Steam, earned a Metacritic score of 83, and achieved both critical acclaim and strong user reception.

    Equally remarkable is the studio’s origin story. Lizard Smoothie began as a two-person indie team, founded in January 2023. The studio gained early attention by winning the grand prize at Smilegate Future Lab’s Indigo 2024, followed by three major awards at BIC 2024 (Action, Art, Rising Star). Published by Neowiz—long considered a cornerstone of Korean indie publishing—the game further solidified the growing perception that “successful K-Indie equals Neowiz.”

    Expanded Government and Public Support for Indie Developers

    In 2025, government-backed indie support programs expanded significantly.

    The Korea Creative Content Agency (KOCCA) launched the 2025 Game Content Production Support Program, investing KRW 21.9 billion across 76 projects. The initiative covered:

    • Multi-year PC, console, and cross-platform development
    • Emerging sectors (new technologies, mobile, arcade, board games)
    • Functional and serious games

    Notably, console titles became eligible for up to three consecutive years of funding, reflecting a strategic shift toward premium global platforms.

    Indie-focused programs were especially strengthened. Startups under three years old received development funding, mentoring, partnerships with leading companies, and opportunities to attend domestic and international exhibitions. Corporate-track applications alone exceeded 150 submissions, underscoring intense developer interest.

    Beyond KOCCA, regional governments played a crucial role. Cities such as Gwangju, Chungnam, Daejeon, and Chungbuk—along with 12 Global Game Centers nationwide—expanded localized indie support programs, laying policy groundwork for a more indie-centric Korean game industry.

    A Thriving Festival Scene and Growing Public Engagement

    Korea’s indie ecosystem continued to flourish through large-scale events.

    BEAVEROCKS 2025, hosted by Smilegate Future Lab at Dongdaemun Design Plaza, welcomed 15,000 visitors over three days, marking a 50% increase year-over-year, despite extreme winter weather. It has now become the largest indie game festival in the Seoul metropolitan area.

    IndieCraft 2025, jointly organized by Seongnam City, attracted 292 submissions, selecting 70 standout teams. Selected developers participated in IR Demo Days, investor pitches, and international showcases, including a dedicated booth at Gamescom 2025 promoting 69 Korean indie titles overseas.

    In September, GXG 2025 x IndieCraft drew 38,000 visitors near Pangyo Station, reinforcing Seongnam’s reputation as Korea’s “Game City.” Top awards went to Undercity: Creature Survival (Mobile) and Team Horay (PC/Console).

    Meanwhile, BIC 2025 once again featured nearly 280 indie titles from Korea and abroad. Highlights included games set during the Japanese colonial era, rhythm games about yokai-run restaurants, and solo-developed RPGs centered on inn management.

    Closing the year, Korea Indiegame Showcase (KIS) introduced 35 KOCCA-supported indie projects, with public playtests conducted by 100 supporters and 102 player evaluators, creating meaningful developer–player feedback loops.

    Next-Generation K-Indie Titles to Watch

    Killa

    Developed by Geomgyuldan, Killah won awards at Bandai Namco’s GYAAR Studio Indie Contest and multiple festivals, including BIC and Burning Beaver. The game blends mystery, revenge, and theatrical storytelling through a unique “Resonance” and “Dream” deduction system.

    The Midnight Walkers

    An FPS PvPvE extraction shooter by OneWayTicket Studio, The Midnight Walkers attracted 240,000 sign-ups during its global technical test and reached 5,300 peak concurrent players. With Steam wishlists nearing 300,000, the studio has grown to over 30 developers in just two years.

    SANABI: The Haunted Day

    The first standalone expansion to SANABI, published by Neowiz and developed by Wonder Potion. The original game raised KRW 14.35 billion through merchandise crowdfunding, and the expansion continues to receive “Overwhelmingly Positive” reviews on Steam.

    Killah

    The Midnight Walkers

    SANABI Side Story: The Day I Was Possessed

    Looking Ahead: The K-Indie Outlook for 2026

    By every measure, 2025 marked both quantitative and qualitative growth for Korean indie games. Government backing, platform-holder cooperation, and—above all—developer creativity converged to create real momentum.

    The success of Shape of Dreams proved that small teams can compete globally with genre-focused excellence, inspiring the next generation of indie developers.


    AI as a Catalyst for Change

    In 2026, AI-driven development is expected to reshape the indie landscape. The Korean government has allocated KRW 7.5 billion specifically to support AI adoption in game development.

    AI tools can reduce 3D modeling timelines from weeks to hours—an enormous advantage for resource-constrained indie studios.

    By 2025, roughly 20% of new Steam releases used generative AI, an eightfold increase year-over-year. Industry experts predict that up to 50% of all games may incorporate generative AI within the next decade.

    However, concerns around copyright, ethics, and transparency will remain central challenges in 2026, as platforms like Valve tighten requirements for AI-generated assets.


    Expanding Public Funding and Global Ambitions

    Korea’s total game industry budget for 2026 increased to KRW 112.3 billion, with the game sector receiving the largest year-on-year increase.

    Regional agencies, including the Gyeonggi Content Agency, are expanding IP-based convergence programs and localization support, while Global Game Centers nationwide continue to strengthen indie pipelines.


    The Next Question: Survival and Sustainability

    Despite progress, challenges remain. According to KOCCA’s 2025 Game Usage Survey, overall game participation dropped to 50.2%, down nearly 10 percentage points from the previous year.

    Veteran mentor Professor Jung Mu-sik of Gachon University noted that while many mobile studios shifted toward Steam for visibility, global economic pressure has raised purchase barriers everywhere, making wishlist conversion increasingly difficult.

    Festival organizers have also expressed concern that the same developers often dominate events, potentially limiting the discovery of new indie voices.


    Conclusion: Why 2026 Still Matters

    Even so, IndieGame.com believes that 2026 will be a breakthrough year for Korean indie games—driven by four major forces:

    1. AI-driven production efficiency
    2. Expanded government support
    3. Collaboration with major publishers
    4. Accelerated global outreach

    At this very moment, Korean indie developers are refining their next projects—driven by passion, resilience, and creativity. We believe the next Shape of Dreams or SANABI is already in the making.

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