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      Pangyo is colored with indie games: GXG x Indiecraft opens on the 11th.

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    Nostalgia and New Friends: ‘KIN:D Barabin Expedition’ Reimagines Retro Korea

    By Editorial Team2022년 02월 25일Updated:2026년 02월 04일4 Mins Read
    • Genre: Friendship Adventure
    • Setting: “Handong,” a fictional suburban area capturing the essence of 1990s-2000s Korea.
    • Core Concept: A journey where growth is achieved not alone, but through collaboration with a mysterious race called KIN:D.

    What happens when a 10-year-old boy meets a bean-shaped explorer in the Korean countryside? ‘KIN:D Barabin Expedition’ is a heartwarming adventure game that explores that very question. Developed by the indie team Anti-Aliasing, this project is a “love letter” to the era the developers grew up in, blending nostalgic aesthetics with modern puzzle-solving mechanics.

    ‘Kind Barabin Expedition Team’ is a friendship adventure game based on the adventures of the green bean explorer Barabin, whom they met by chance. The game tells the story of growing up by making new friends and overcoming unexpected ordeals in a fictional area called ‘Handong’ that resembles Korea’s 1990s and ’00s.

    • Tumblr Link: Shortcut
    • About the Creator: Anti-Aliasing
    • Trial Download: Shortcut

    The Meaning of KIN:D

    The game’s identity is encapsulated in its tagline: “Things you can’t do alone, possible because we are together—KIN:D.”

    • Exploration: Representing things that are impossible to tackle solo.
    • Friendship: Represented by the Group System, the game’s core mechanic.
    • KIN:D: The name of a fictional race that lives alongside humans, possessing unique forms and supernatural abilities.

    In the world of KIN:D, these creatures aren’t monsters to be fought but neighbors to befriend. While some might help you bypass obstacles, others might accidentally (or intentionally) get in your way.

    A Setting Frozen in Time: Handong

    The game is set in Handong, a region inspired by Gyeonggi-do in the late 90s and early 2000s.

    The Vibe: Handong is a place where urbanization meets the countryside. The north is a bustling city, while the south remains a quiet rural landscape.

    The story kicks off when the protagonist visits his grandmother in Guji Village (at the southernmost tip of Handong) during his school’s anniversary break. A sudden spark of curiosity leads him down a path of mystery and adventure that will test his wits and his ability to make friends.

    When the game begins, the main character comes to see his grandmother in the southernmost village of Handong on the occasion of the anniversary of the opening of the school.

    The “Group” System: Friendship as a Mechanic

    In KIN:D, the power of friendship isn’t just a narrative trope—it’s a tool.

    1. Interact: You can have other characters follow you as a group.
    2. Separate: Press a button to split up and control characters independently.
    3. Solve: Use these commands to stand on switches, distract NPCs, or reach areas that a single character couldn’t manage.

    1. main character

    The protagonist is an ordinary 10-year-old boy who symbolizes the gamer’s childhood. The main character does not have special abilities such as Kind, but can solve problems by using various tools in the bag.

    2. Barabin

    Barabin is a kind of explorer who resembles a bean with a broad and righteous personality. They have the ability to move by digging, and they use this to help them navigate blocked roads or find hidden things.

    Meet the Expedition Team

    CharacterRole/DescriptionKey Ability
    ProtagonistA 10-year-old boy represents our childhood.Uses various tools in his backpack to solve puzzles.
    BarabinA bean-shaped explorer with a sense of justice.Can dig through the ground to bypass blocked paths.

    Behind the Scenes: Anti-Aliasing

    Anti-Aliasing is a 5-person team (2 artists, 1 planner, 1 programmer, and 1 sound artist). Their journey began in January 2019, originally intending to create an animation. However, they realized that the “experience of growth” they wanted to convey was better suited for a game.

    Despite the steep learning curve of switching from film to game development, the team grew through programs like the Smilegate Membership and the Creative Talent Support Program. Today, they are hard at work at the Pangyo Global Game Hub Center, polishing this nostalgic journey for a global audience.

    Editorial Team
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