최근기사

    24 Hand-Drawn Islands, Pixel Survival ‘Mayday’ Releases on November 2

    2026년 09월 09일

    Ganitani Signs Nintendo Switch Publishing Agreement for New Title ‘Gravity Reversal’

    2026년 09월 09일

    Merge Champions Wins Grand Prize at Korea’s First HTML5 Minigame Makers Challenge — Sublevelgames’ Puzzle Beats 90 Entries Across Seven-Judge Industry Panel

    2026년 09월 08일
    Facebook Twitter Instagram
    인디게임닷컴
    • News

      Ganitani Signs Nintendo Switch Publishing Agreement for New Title ‘Gravity Reversal’

      2026년 09월 09일

      Merge Champions Wins Grand Prize at Korea’s First HTML5 Minigame Makers Challenge — Sublevelgames’ Puzzle Beats 90 Entries Across Seven-Judge Industry Panel

      2026년 09월 08일

      OFFBEAT “Studio Essentials” Update: The World’s Smallest Violin Joins Whetstone Games’ Working Music Production Toy Box

      2026년 09월 06일

      Roblox Game to be Developed Using ‘Kungya’ IP… Chungkang University of Culture & Industry and Netmarble M&B Collaborate

      2026년 09월 02일

      SuperFast NEXT Selects Tripearl Games and Keymaker Games From 100 Applicants — Two Korean Studios to Launch in H1 2027 Under OFFMOON Label

      2026년 09월 01일
    • Recommendation/Promotion

      24 Hand-Drawn Islands, Pixel Survival ‘Mayday’ Releases on November 2

      2026년 09월 09일

      Wood Goes BRRR Preview: The Studio Behind Survival Horror Dimmed Light Turns Beaver Logging Into a Battle Royale for Your Job

      2026년 09월 08일

      Shiba Sweet Preview: A Taiwanese Solo Animator Hand-Draws Every Frame of a Grandmother’s Dessert Shop — September 18 Launch

      2026년 09월 07일

      SlashZero New Demo Preview: Skystone Games’ David Brevik-Backed Anime Roguelite Debuts a Robot Swordsman at Sony’s State of Play

      2026년 09월 07일

      Dupery: A Game of Solo Deduction Preview: Bristol Trio Reinvents Social Deduction as a Single-Player Roguelite — October 15 Release Through PlateUp!’s Publisher

      2026년 09월 07일
    • Game Review

      Shoe It All! Review: Swiss Studio Trades Meditative Underwater Idle Games for Punk-Rock Shoe-Slinging Physics Puzzles — 8 Platforms at Once

      2026년 09월 06일

      BOMBANANA! Review: Turkish Studio’s Exactly-Three-Player Bomb Defusal Comedy Converts 6 Million Demo Players Into 1 Million Wishlists — and Delivers on Launch

      2026년 09월 06일

      Veiled Edge Review: Korean Studio ONW’s Chapter-Shifting Cyberpunk Action Adventure Arrives on Nintendo Switch September 3

      2026년 08월 31일

      Garden of Witches 1.0 Review: Team Tapas’ Mobile-to-PC Leap Completes Its 15-Month Early Access With a Combat System Built Entirely Anew

      2026년 08월 28일

      Hearth and Hamlet Sells 100,000 Copies in First Week — Australian Solo Developer’s Cozy Incremental City Builder Proves Its Festival Investment

      2026년 08월 28일
    • Featured article

      The Journey Home Preview: Belgian Husband-and-Wife Studio’s Meditative Side-Scroller Made Gamescom Visitors Cry — Free Demo Now Live

      2026년 09월 02일

      Gamescom dev Awards 2026: Six Winners Across Indie Expo and Speakers’ Choice — Stop-Motion WWII Horror, Totalitarian Press Puzzle, and Blue Prince Among Recipients

      2026년 08월 25일

      [Column] How Indie Artists Should Utilize Offline Exhibitions

      2026년 08월 19일

      How Indie Developers Should Use Offline Exhibitions — And What Most Are Getting Wrong

      2026년 08월 19일

      Dawnkeep Preview: A Korean High School Senior Built This Dark Fantasy Defense Game Solo in Six Months — BIC 2026 Rookie Selection

      2026년 08월 10일
    • Contests/Support

      1.44MB Game Development Contest Expands to 8 Special Awards — Submissions Close September 4

      2026년 08월 26일

      BIC x Google Play IndieFest Awards Concludes: Bojonggye Takes ₩30M First Prize, PengPong Earns Second

      2026년 08월 19일

      Korea’s First AI Game Sound Design Challenge Opens With ₩17.45M+ Prize Pool — Submissions Due August 23

      2026년 07월 28일

      Gyeonggi Game Audition 2026 Opens Applications Through August 20 — ₩200 Million Prize Pool With New Student Division

      2026년 07월 22일

      KOCCA Is Funding Flights to Sweden Game Conference 2026 — Applications Close July 27

      2026년 07월 14일
    • GameCollege
    • 한국어
    • 日本語
    • 中文 (中国)
    Facebook
    인디게임닷컴
    • 한국어
    • 日本語
    • 中文 (中国)
    Game Review

    heXtreaming: Deep Review: Korean Indie Team Laputa Games’ Abandoned Waterpark Streaming Horror Launches on Steam With 20,000 Wishlists

    By Editorial Team2026년 08월 18일Updated:2026년 08월 19일7 Mins Read

    The previous game was a haunted hospital. The streamer was then Yuna. The chat called her brave; the chat lied. She barely got out.

    heXtreaming: Deep takes place in one of South Korea’s five most notorious abandoned locations: a decommissioned waterpark that hasn’t seen a visitor in years. The new streamer is Suji, whose bravado is equally unconvincing and whose chat — real-time, scrolling, donated to, reacted to — becomes progressively less explicable as the broadcast continues. Some of the people in that chat are not people.

    The Design Insight

    The most specific creative insight in heXtreaming‘s series is understanding that live streaming has already created a new kind of social space — one where the performer is simultaneously alone in a physical location and surrounded by a crowd that can observe, instruct, and respond in real time. That social architecture is inherently horror-adjacent before supernatural elements are introduced. You are isolated. You are watched. The watchers have requests.

    heXtreaming: Deep takes this observation and applies it precisely. The missions that appear in the chat feel like normal streaming content early in the game — explore this room, react to this sound, check behind that door. The donations feel like viewer engagement. The chat feels like an audience enjoying a horror streamer’s performance. Suji’s “허세 가득한” (bluster-filled) reactions feel like the performed courage that streaming audiences expect from this genre of content.

    The horror arrives not through jump scares first, but through the realization that the chat isn’t performing the role that a streaming chat performs. The responses are slightly wrong. The information is useful in ways that outsiders shouldn’t have. And eventually, these are not people watching a stream. These are something else, present in ways that chat shouldn’t allow.

    This is the series’ central horror concept, and it works because it doesn’t require the audience to accept a supernatural premise from the opening. The horror grows from what is already recognizable and slightly wrong, rather than from an established fantastical threat.

    The System Improvements Over the First Game

    The first heXtreaming (2025) established the formula and earned 91% recommendation on STOVE. heXtreaming: Deep iterates on that foundation with specific quality-of-life and mechanical improvements that the sequel’s development — informed by that reception — addresses directly.

    The costume system is the most notable change. Where the first game fixed Suji’s clothing based on story progression, the sequel allows players to change costumes freely from the inventory at any time. The mechanical dimension extends beyond aesthetics: specific costumes provide situational advantages in specific locations, which means the costume choice is a light tactical decision alongside its character expression function. This is a meaningful upgrade that respects player agency without overcomplicating the horror adventure’s core design.

    The donation system’s integration into resource acquisition — using donation reactions and mission completions to access facilities like vending machines — is the economic design that makes streaming mechanics functional rather than decorative. You’re not just roleplaying a streamer; the streaming behaviors are necessary for survival. The parallel between the streamer’s performed relationship with their audience and the player’s strategic relationship with the game’s resource systems is the kind of system coherence that distinguishes heXtreaming‘s design from games that use streaming aesthetics as surface flavor.

    The Laputa Games Commercial Track Record

    The crowdfunding numbers for this series are worth examining specifically. The first heXtreaming‘s Tumblbuk campaign reached 500% of its funding goal in 14 days — a campaign that was projected to run for 30 days. This is the specific kind of community enthusiasm that indicates a fanbase rather than an audience: people who had been waiting specifically for this game and funded it the moment funding opened, rather than a general audience gradually discovering the project.

    heXtreaming: Deep‘s 20,000 wishlists before launch and its own completed Tumblbuk campaign confirm the pattern is sustaining into the sequel. A fanbase that formed around the first game is following the series development and committing early. For a Korean indie game on Steam with no external publisher support, this trajectory from crowdfunding success to growing wishlists to 20,000 pre-launch commitments is the commercial pattern that sustains series development.

    The Abandoned Waterpark Setting

    The setting choice for the sequel is specific and deliberate. Abandoned waterparks occupy a distinct horror register that differs from the first game’s haunted hospital. Hospitals carry the horror of illness, medical procedures, and the specific institutional coldness of professional death management. Waterparks carry a different horror: the horror of spaces designed for joy that are now wrong. The slides that children were meant to use. The pools that were meant to be full. The specific wrongness of recreational infrastructure that has decayed is the uncanny dissonance that abandoned waterparks produce, and it’s different from the dread that medical facilities generate.

    The waterpark is also inherently disorienting as a physical space for investigation. The layout is not the corridor-and-room architecture of a hospital but a more open, irregular geography of pools, slides, and outdoor-indoor transitional spaces. Navigation is less predictable; the geography is less immediately legible; the opportunities for concealment and for being found are differently distributed than in the previous game’s setting.

    The Liberation Day Launch

    August 14 as the launch date connects heXtreaming: Deep to the same Liberation Day cluster that brought The Newspapers of the Day and SURA: Shattered Star to Steam on the same day. The three games are entirely different — colonial press censorship documentation, cyberpunk sword action, and streaming horror — but all three are Korean works that chose the national holiday as their moment.

    For heXtreaming: Deep, specifically, the date has no thematic connection to the content. The choice is presumably practical (a national holiday brings attention) and perhaps expressive (releasing on Liberation Day is a statement about being a Korean game). The effect is that August 14 became one of the more crowded K-indie release days in recent memory.

    Who Is This For

    Strong fit for: heXtreaming (2025) fans who followed Yuna’s story and want to continue in the same world with a new protagonist; Korean horror game enthusiasts who want horror that emerges from contemporary internet culture rather than traditional folklore or supernatural templates; players who find the streaming simulation format — chat, donations, missions, streamer reactions — a genuinely interesting horror vehicle; players who want full voice acting in Korean horror adventures.

    Cautious fit for: players who haven’t played the first game and want full context before jumping into the sequel’s expanded world; horror players who want intense supernatural action over psychological accumulation; players who need established post-launch Steam review ratings before evaluating.

    Less ideal for: players who dislike 2D pixel horror aesthetics; anyone wanting English-first or English-original horror; players seeking multiplayer options.

    The Takeaway

    heXtreaming: Deep is Laputa Games applying the formula that earned 91% recommendation and Tumblbuk 500% crowdfunding success to a new streamer, a new setting, and improved mechanics that the first game’s community feedback informed. The abandoned waterpark is the right horror register for a sequel that wants to establish its own atmosphere while maintaining the series’ core insight: that live streaming’s social architecture — isolated performer, observed by anonymous crowds, executing missions on request — is already horror-adjacent before anything supernatural enters the picture.

    The chat is real-time. The donations are rolling in. The missions seem normal. And the people in the chat are not, quite, people anymore.

    Available now on Steam. Four languages. Full voice acting.


    Information regarding ‘HeXtreaming Deep’
    item detail
    Developer Laputa Games
    Publisher Laputa Games (Self-publishing)
    Genre 2D Horror Adventure
    platform PC (Steam)
    Release date August 14, 2026
    language Korean, English, Japanese, Chinese (Simplified · Traditional)
    Previous work Solitude Broadcast (heXtreaming, launching August 2025, highly recommended by Stove 91%)
    Pre-reaction Surpasses 20,000 on Steam Wishlist, Tumblbug Crowdfunding in Progress
    Reactions/Evaluations Steam user review figures unconfirmed as it is the fourth day since release
    Steam Page Shortcut
    Editorial Team
    • Website
    • Facebook

    Empowering your game to go global. Promote your game via indiegame.com #Since2003 #IndieGame

    Related Posts

    Shoe It All! Review: Swiss Studio Trades Meditative Underwater Idle Games for Punk-Rock Shoe-Slinging Physics Puzzles — 8 Platforms at Once

    2026년 09월 06일

    BOMBANANA! Review: Turkish Studio’s Exactly-Three-Player Bomb Defusal Comedy Converts 6 Million Demo Players Into 1 Million Wishlists — and Delivers on Launch

    2026년 09월 06일

    Veiled Edge Review: Korean Studio ONW’s Chapter-Shifting Cyberpunk Action Adventure Arrives on Nintendo Switch September 3

    2026년 08월 31일

    Garden of Witches 1.0 Review: Team Tapas’ Mobile-to-PC Leap Completes Its 15-Month Early Access With a Combat System Built Entirely Anew

    2026년 08월 28일
    Editors Picks

    BOMBANANA! Review: Turkish Studio’s Exactly-Three-Player Bomb Defusal Comedy Converts 6 Million Demo Players Into 1 Million Wishlists — and Delivers on Launch

    2026년 09월 06일

    Terminus: Zombie Survivors 2 Announced: Korea Game Award Winner’s 150,000-Seller Turn-Based Zombie Survival Goes Full 3D Open World

    2026년 09월 02일

    What Goes Up Preview: Bossa Games and Team17’s Physics Co-op Tower Builder Revealed at Gamescom Xbox Showcase — Bath Tubs and Camping Cars as Building Materials

    2026년 09월 01일

    MAKINA Preview: Korean Debut Studio’s Cassette Futurist Mech Stealth Adventure Sets December 25 Launch — Cockpit Combat and Pilot Infiltration as Two Inseparable Halves

    2026년 08월 31일
    Demo
    Demo
    인디게임닷컴
    Facebook RSS
    ㈜플레이앱스 | 발행인: 정무식 | 편집인: 임재청 | 연락처: desk@indiegame.com | 주소: 서울시 송파구 거마로 9길27 202호 | 청소년보호책임자: 임재청
    © 2026 indiegame.com All Rights Reserved.

    Type above and press Enter to search. Press Esc to cancel.