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    Mewgenics returns after 14 years, abandoning their planned “path to success” to show their indie spirit.

    2026년 02월 11일

    Mewgenics returns after 14 years, abandoning their planned “path to success” to show their indie spirit.

    2026년 02월 11일

    Smilegate Announces Winners of the 2025 Stove Indie Awards, Selecting Claire Obscure as Game of the Year

    2026년 02월 11일
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      Mewgenics returns after 14 years, abandoning their planned “path to success” to show their indie spirit.

      2026년 02월 11일

      Mewgenics returns after 14 years, abandoning their planned “path to success” to show their indie spirit.

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        Indie Game News

        K-Indie “Maid Cafe Simulator” Reaches 902% of Tumblbug Funding

        By Desk2026년 01월 13일3 Mins Read

        Domestic indie game developer Excelis announced on the 13th that ‘Maid Cafe Simulator’, which is being produced in collaboration with YouTuber entertainment company Scone, successfully ended its crowdfunding campaign held on Tumblbug in December 2025, raising a total of 130 million won, achieving 902% of its target amount.

        Korea’s first full-3D simulation utilizing YouTuber IP

        “Maid Cafe Simulator” is the first full-3D simulation game in Korea to fully utilize the IP of virtual YouTubers. Five popular virtual YouTubers affiliated with Scon appear as actual maid characters in the game, and each virtual YouTuber’s personality and characteristics are realized within the game.

        The game’s story begins with the protagonist, exhausted from the constant job hunting, inheriting a small maid café left behind by her deceased father. As the café manager, the player is responsible for all aspects of its operation, experiencing a variety of management simulation elements, including café management, customer service, menu development, and special event planning.

        In particular, it is attracting attention for providing a character-centered narrative experience that goes beyond a simple management simulation by implementing a relationship system with each maid character, individual storylines, and special events for each character.

        Validating the Business Model for Gamifying YouTuber IP

        This successful funding campaign offers several meaningful implications beyond simple funding. First, it demonstrates the significant market expansion potential of game content based on Virtuber IP. The pledges, exceeding nine times the target amount, demonstrate that Virtuber fandom is willing to actively invest in related game content beyond simply watching the broadcast.

        Second, we’ve confirmed that fandom-driven projects can directly translate into real purchasing power and sponsorship. While there was previously skepticism about how fandom passion could translate into actual sales, this case demonstrates that a loyal fan base can play a key role in successfully funding a project.

        Third, it suggests the potential for collaboration between indie game developers and the creator industry to become a sustainable business model. The synergy between an indie studio with development capabilities and a YouTuber agency with a solid fan base has led to tangible results.

        A case study that left a timely and promising chance of success amid industry trends

        Recently, interest in IP expansion, fandom-based content, and creator collaboration has grown significantly across the gaming industry. In particular, the market for digital creators, including virtual YouTubers, is rapidly growing, leading to a proliferation of content utilizing their IP.

        “Maid Café Simulator” is significant in that it demonstrates the effectiveness of a collaborative model through real-world market response and concrete performance indicators amidst these industry trends. The 902% funding success rate and 130 million won in specific figures demonstrate that this collaborative approach goes beyond mere experimentation and can generate real business value.

        A game industry insider commented, “This is an example of an indie game securing sufficient development funds through independent IP collaboration without the need for a large publisher,” and added, “Similar collaboration models are expected to become more active in the future.”

        Targeting an official Steam launch in the second half of 2026

        Excellis plans to use the results of this funding round to accelerate further development and content enhancements. The funds raised will be used to improve graphic quality, enhance system completion, and develop additional content. The game is scheduled for an official launch on the global game distribution platform Steam in the second half of 2026.

        Desk
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