• Participating in Japanese indie game event ‘BitSummit Punch’… Introducing 10 outstanding Korean indie games
  • Expanding the foundation for overseas expansion through consultations with Japanese and global buyers and the operation of local promotional programs

The Ministry of Culture, Sports and Tourism and the Korea Content Agency (KOCCA) announced that they successfully hosted the ‘2026 Korea Indie Game Showcase in BitSummit’ at the international indie game event ‘BitSummit PUNCH,’ held at Miyako Messe in Kyoto, Japan, from May 22 to 24.

Ten domestic indie game companies participated in this event, and KOCCA set out to expand the foundation for domestic indie games to enter overseas markets by supporting exhibitions, business consultations, local promotion, and interpretation through the operation of the Korean Pavilion.

Expanding reach of K-indie games to overseas users through the operation of the Korean Joint Pavilion

BitSummit is Japan’s leading international indie game event organized by the Japan Indie Game Association (JIGA). At this event, KOCCA operated a Korean joint pavilion twice the size of last year’s and showcased 10 excellent Korean indie games.

Ten Korean indie game companies participated in this year’s Korean Pavilion, including Superwave Studio, Studio Brachio, Outdoor Unit Operation, Odyssey, Writers Games, Maplefly, Studio BBB, Code Name Bomb, Team Tetrapod, and Project Morum. The participating companies interacted directly with international visitors through on-site demonstrations and user experience programs, gauging the response of the global market.

In particular, KOCCA increased on-site participation by operating a stamp event and a game feedback program within the joint pavilion. Visitors demonstrated high interest in Korean indie games by participating in game experiences, registering their interest, and verifying on social media.

In addition, online promotion was pursued in collaboration with local game streamers. Japanese game streamer ‘Kenki’ contributed to spreading interest among online users by introducing the titles participating in the Korean joint pavilion and conducting live demonstration broadcasts.

Promoting consultations with global buyers… Strengthening local networks through preliminary exchange events

During the event, KOCCA facilitated consultations between participating companies and overseas buyers using a business matching platform. Numerous business consultations were held with Japanese publishers and global game industry stakeholders, and discussions took place regarding cooperation strategies for global publishing and local market entry.

Jeong Hee-beom, CEO of Writers Games, who participated in the joint booth, shared his thoughts, stating, “I was able to meet many overseas buyers at BitSummit,” and added, “Participating in the KOCCA joint booth was a great help in widely promoting our games to the global market.”

In addition, KOCCA held a preliminary networking event at the Anteroom Hotel in Kyoto, Japan, on May 21, the day before the event’s opening. Approximately 60 people, including participants from the Korean Pavilion and local publishers and buyers, attended the event to present games and participate in networking programs. The participating companies introduced the features and development directions of their games to local stakeholders and explored possibilities for overseas cooperation through consultation programs.

Kim Seong-jun, Head of the Game New Technology Division at KOCCA, stated, “This BitSummit was an opportunity to once again confirm the competitiveness of the K-indie games we have supported on the global stage,” adding, “As indie games are an important growth engine for the domestic game industry capable of captivating users worldwide, KOCCA will continue to provide support for the global expansion of K-indie games and the creation of tangible business results.”

Editorial Team

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