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    The Language of Forgotten Love: ‘and Roger’ Sweeps Grand Prix at Taipei Game Show 2026

    By Jaechung Lim2026년 01월 29일Updated:2026년 03월 08일3 Mins Read

    It isn’t often that a video game jury admits to weeping during a session. Yet, that is exactly what happened during the Taipei Game Show 2026 Indie Game Award (IGA).

    ‘and Roger,’ a solo-developed project from Japan’s TearyHand Studio, has claimed the Grand Prix and Best Audio awards, marking a historic return to form for Japanese indies on the Asian stage. Out of 515 entries from 51 countries, this quiet, one-hour visual novel about dementia was selected as the absolute pinnacle of this year’s creative output.

    When Gameplay Becomes the Narrative

    ‘and Roger’ is a “point-and-click” interactive visual novel that places players in the shoes of Sophia, an elderly woman struggling with dementia. While the premise may sound simple, the mechanical execution is hauntingly brilliant.

    • The Confusion Mechanic: The game utilizes “unmarked buttons” for daily tasks. Simple chores like brushing teeth or taking medicine become frustrating puzzles where the player must struggle to remember which button performs which action.
    • Tactile Empathy: This intentional “clumsy” control scheme isn’t a flaw; it is a direct portal into the frustration and disorientation of a dementia patient.
    • The Emotional Twist: The story follows Sophia as she encounters a “stranger” in her home who insists she take her medicine. It is only through fragmented memories of a bakery and a young man named Roger that the player realizes the tragic truth: the “stranger” is her husband, whom she no longer recognizes.

    The experience concludes with a poignant reference to 1 Corinthians 13:13: “And now these three remain: faith, hope and love. But the greatest of these is love.”

    Yona: The Visionary Behind the Tears

    TearyHand Studio is the solo endeavor of a developer known as Yona. Following the 2023 puzzle-platformer In His Time, and Roger represents a deeper dive into “faith-based storytelling” through universal human experiences.

    “I wanted the gameplay to speak for itself. When gameplay replaces words or begins ‘speaking’ on its own, that’s when you have the core of a game’s narrative.” — Yona, in an interview with Remap

    Yona credits the 2018 hit Florence as a primary inspiration, aiming to capture that same sense of “tactile intimacy” through hand-drawn, minimalist artwork created in Adobe Illustrator.

    A Global Trail of Accolades

    The Taipei Game Show win is just the latest in a series of international recognitions for the title:

    AwardEvent / Organization
    Grand Prix & Best AudioTaipei Game Show 2026
    Audience Award Grand PrixTokyo Game Show 2025 (SENSE OF WONDER NIGHT)
    Emotional Impact AwardSix One Indie Awards 2025
    Game Beyond Entertainment (Longlist)BAFTA (British Academy of Film and Television Arts)
    Best Simulation GameChinaJoy Indie Game Award 2025

    The “Signature Dish” Strategy: Expert Analysis

    Professor Jung Mu-sik of Gachon University’s Game & Media Department heralded ‘and Roger’ as the “definitive model” for solo indie developers.

    “A solo developer must avoid the ‘full-course dining’ trap. When resources are limited, you shouldn’t try to offer a dozen different menus like a snack bar. Instead, you need a ‘Signature Dish’—like a single bowl of spicy(buldak ramen) noodel or a hot sweet potato in winter—that provides a clear, unmistakable flavor for the user.”

    Professor Jung emphasized that for solo indies to survive against “majors,” they must double down on narrative depth and emotional immersion—areas where a single creator’s vision can often outshine a corporate committee.


    How to Experience It

    ‘and Roger’ is currently available on Steam and Nintendo Switch. It supports a wide array of languages, including English, Korean, Japanese, French, and Spanish, allowing Sophia’s journey to resonate with a global audience.

    Steam Store Page: and Roger on Steam

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    Jaechung Lim
    • Website

    Editor-in-Chief of IndieGame.com, He began his career as a professional game journalist in the 1990s at Digital Life and Jeu-media. He subsequently worked at GameSpot Korea and several marketing agencies, game development studios, and publishing companies, before joining the Bandai Namco Group, where he spent over ten years leading the development and global business of IP-based online and mobile games. He is currently active as a consultant and mentor for indie games both in Korea and overseas, and serves as a judge for numerous competitions and government-supported programs. Through Indiegame.com, he is also committed to promoting a healthy gaming culture and supporting the growth of startups and indie game developers.

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