최근기사

    Cave Expedition Heads to G-STAR 2026: Swedish Real-Life Cavers at Moonmilk Games Bring Their “Ultimate Caving Simulator” to the Unity Booth

    2026년 11월 09일

    Kimbap Heaven Simulator Leaves Early Access: K-Indie Studio Joyful Jo’s Korean Snack-Bar Sim Adds a Full Menu and 4-Player Co-op

    2026년 11월 09일

    Date Everything! Passes 1 Million Sales: Sassy Chap Games Celebrates With a Charity Livestream and Signs With CAA to Expand Its World

    2026년 11월 09일
    Facebook Twitter Instagram
    인디게임닷컴
    • News

      Date Everything! Passes 1 Million Sales: Sassy Chap Games Celebrates With a Charity Livestream and Signs With CAA to Expand Its World

      2026년 11월 09일

      K-Indie Nientum – Op.ZERO Passes 500 Steam Reviews and Hits “Overwhelmingly Positive”: QueseraGames’ Dark-Fairy-Tale Story Rhythm Game Scores 98%

      2026년 11월 06일

      Lunosoft Moves Headquarters to Suncheon, Expands Into Webtoon-Based Story Games

      2026년 11월 05일

      Planted! Launches on PS5 and Xbox: Cloth Cat Games’ Vegetable-Hurling Garden Brawler Delays Steam Version to Later This Year

      2026년 11월 01일

      Dupery Recoups Its Entire Development Budget in One Day: Bristol Trio’s Solo Social-Deduction Roguelite Logs 21 Million Investigations in Week One

      2026년 10월 25일
    • Recommendation/Promotion

      Cave Expedition Heads to G-STAR 2026: Swedish Real-Life Cavers at Moonmilk Games Bring Their “Ultimate Caving Simulator” to the Unity Booth

      2026년 11월 09일

      Lennon and Luca Free Demo Out Now: Taiwan’s Shades Studio Blends Cozy Mansion Decorating With the Mystery of a Boy in the Mirror

      2026년 11월 09일

      Creator Tycoon Opens Steam Page Ahead of November 27 Launch: Solo Developer’s Sim Takes You From Bedroom YouTuber to Media Empire

      2026년 11월 06일

      Ghost Haunting Free Demo Out Now: Cologne Filmmakers’ LucasArts-Style Point-and-Click Sends an 8-Year-Old Girl to the Underworld to Bring Grandma Back

      2026년 11월 06일

      BloodRush: Undying Wish Leaves Early Access December 3 on PC and Consoles: Brazilian Studio Lightmancer’s Gothic Pixel-Art Hack-and-Slash Roguelite Where Standing Still Means Death

      2026년 11월 06일
    • Game Review

      Kimbap Heaven Simulator Leaves Early Access: K-Indie Studio Joyful Jo’s Korean Snack-Bar Sim Adds a Full Menu and 4-Player Co-op

      2026년 11월 09일

      Pocket Legend Launches on Steam November 10: K-Indie Trio Shading Box Packs Spatial Puzzles Into a Roguelike Deckbuilder

      2026년 11월 09일

      NARI: Threads of Dawn Out Now on Steam: Korean Solo Developer Hyeonseok Kang’s Folklore Action Roguelite Fights Spirits With Ritual Dance

      2026년 11월 09일

      Kick Out Now on Steam: Swiss Solo Developer nospacelost’s Hand-Drawn Ride to School With a Soccer Ball Proves Cozier to Look At Than to Play

      2026년 11월 05일

      Pit of Goblin Hits 1.0 on PC, PS5, and Xbox: Ex-Landfall and Stunlock Developers’ Chaotic Goblin Co-op Sold 200,000 Copies in Early Access

      2026년 11월 05일
    • Featured article

      Dupery Recoups Its Entire Development Budget in One Day: Bristol Trio’s Solo Social-Deduction Roguelite Logs 21 Million Investigations in Week One

      2026년 10월 25일

      Graytail Lands Outersloth Funding and a Late-2027 Release: Korean Duo CONCODE’s Zelda-Inspired Mystery Adventure Debuts Chapter 3 at ID@Xbox x IGN

      2026년 10월 22일

      The Age of the Vibe-Coding Designer: What Should Indies Be Directing?

      2026년 10월 20일

      The Day After the Demon King Falls: Where the Indie Story Truly Begins

      2026년 10월 10일

      How Stupid Never Dies Was Built From a Song: Hiroyuki Kobayashi on Making the Music First

      2026년 10월 10일
    • Contests/Support

      Meet the Valve Steam Team in Person: “Steam Indie Connect” Opens Applications for a Private K-Indie Developers’ Night in Seoul, October 27

      2026년 10월 06일

      Game Gauntlet Opens “SIM Jam,” a Free Simulation-Themed Game Jam With $1,500 in Prizes: Submissions Close November 5 KST

      2026년 10월 06일

      Face UFO Sweeps Four Awards at Tokyo Game Show’s 19th Sense of Wonder Night — Solo Developer Takahiro Miyazawa Takes Audience Grand Prix, Design, Experimental, and Presentation

      2026년 09월 18일

      Sogang University Opens Recruitment for AI-Specialized Game Development Talent Program — 52 Slots, ₩50 Million in Project Prizes

      2026년 09월 16일

      2026 Connect Fair Wraps: 240+ Meetings Connect 82 Korean Indie Studios With 44 International Partners in Pangyo

      2026년 09월 15일
    • 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

    Kimbap Heaven Simulator Leaves Early Access: K-Indie Studio Joyful Jo’s Korean Snack-Bar Sim Adds a Full Menu and 4-Player Co-op

    2026년 11월 09일

    Pocket Legend Launches on Steam November 10: K-Indie Trio Shading Box Packs Spatial Puzzles Into a Roguelike Deckbuilder

    2026년 11월 09일

    NARI: Threads of Dawn Out Now on Steam: Korean Solo Developer Hyeonseok Kang’s Folklore Action Roguelite Fights Spirits With Ritual Dance

    2026년 11월 09일

    Kick Out Now on Steam: Swiss Solo Developer nospacelost’s Hand-Drawn Ride to School With a Soccer Ball Proves Cozier to Look At Than to Play

    2026년 11월 05일
    Editors Picks

    Ghost Haunting Free Demo Out Now: Cologne Filmmakers’ LucasArts-Style Point-and-Click Sends an 8-Year-Old Girl to the Underworld to Bring Grandma Back

    2026년 11월 06일

    MyDear.exe Out Now: Falling Leaves Studio’s “Foldervania” Tells a Couple’s 57-Year Love Story Through an Old Windows XP-Style PC

    2026년 11월 05일

    Pit of Goblin Hits 1.0 on PC, PS5, and Xbox: Ex-Landfall and Stunlock Developers’ Chaotic Goblin Co-op Sold 200,000 Copies in Early Access

    2026년 11월 05일

    Death at Fleming Manor Launches on Steam After 100,000 Wishlists: K-Indie Studio SUPERTHUMb’s Forensic Mystery Has You Sign the Death Certificate

    2026년 11월 04일
    Demo
    Demo
    인디게임닷컴
    Facebook RSS
    • Home
    • About Us/Contact
    ㈜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.