The Korea Creative Content Agency (KOCCA) and the Ministry of Culture, Sports and Tourism participated in BIC Festival 2026 at BEXCO Exhibition Hall 1, Busan (August 14-16) as platinum sponsors for the second consecutive year. Three distinct exhibition tracks represented the full pipeline of Korean game development — from mature indie studios seeking commercialization to DevCamp participants in active development to Game Academy students doing their first public playtesting.

Korea Indie Game Showcase in BIC: Five Curated Titles
KOCCA’s open-format joint booth — the “2026 Korea Indie Game Showcase in BIC” — exhibited five titles selected through the agency’s game development support program:
The Newspapers of the Day (divingstudio), Light Odyssey (Sun Games), Bellaster (Odysseyer), Net Raiders (Oblicon), and Lone Chef (Project Morm).
The booth delivered measurable improvements over the previous year across all tracked metrics. On-site feedback survey responses reached 772 — a 72.7% increase from last year’s 447. Business consultation (Meet to Match) sessions totaled 24, up 50% from 16. Per-company averages were equally significant: average visitor count per participant rose from 132 to 229 (73.5% increase), and average business matching consultations per company moved from 2.7 to 4.8 (77.8% increase).
Supplementary activities included a Steam wishlist and review stamp event and a social media mascot customization contest using KOCCA’s “Spaceman” character — both designed to extend audience engagement beyond the physical exhibition.
One participant noted the operational support value directly: “We were able to focus entirely on game demos and business consultations because the exhibition logistics were closely managed for us. The response to the provided merchandise brought in far more visitors than we expected.”
The Newspapers of the Day (divingstudio) — covered in this series at its August 14 Liberation Day launch — was one of the five exhibited titles, which connect the KOCCA showcase directly to the curated coverage of the BIC period.
Korea Indie Game DevCamp: Six Studios With Pearl Abyss
Six studios participating in the “2026 Korea Indie Game DevCamp” program exhibited within Pearl Abyss’s designated exhibition space — the major developer serving as this year’s leading company sponsor for the program:
Textura (HyperTension), Override: Dissonance (Harbor Games), Brayta (Abnormal), Structural (Sintown), Alice in Wonderland (Sesi Studio), and Hellgrid (DuPoint Games).
The DevCamp program provides development grants, education, expert mentorship, and leading-company collaboration support to promising indie projects with creative concepts. The Pearl Abyss partnership gives participating studios access to industry-level feedback and networking that the program’s institutional structure alone doesn’t provide.

Game Academy: Six Student Projects, Expert Testing Sessions
KOCCA’s Game Academy — the professional training institution producing game designers, artists, and programmers — exhibited six student-developed projects: Draw the Sword: Attack and Defense Record, Baroque, Who Is Beth, Alice in Boardland, Face the Face, and Yellow Jacket.
The projects spanned strategy, roguelite, puzzle, and action genres. Crucially, the exhibition wasn’t purely public-facing: industry professionals and reviewers ran dedicated testing sessions where students presented their games and received structured expert feedback on planning structure, completion level, and user experience.
Game Academy planning student Lee Eun-seok described the value directly: “Being able to show what we developed in the classroom to actual visitors and see their reactions — and then develop our work based on that — is one of Game Academy’s greatest educational advantages.”
Programming student Park Jun-hyeok added: “I was able to define specific directions for improvement in UI and tutorial design based on the on-site feedback. The support from KOCCA through Game Academy has been very helpful in raising the quality of the work.”

The Institutional Signal
KOCCA’s game head Kim Sung-jun framed the agency’s full-cycle approach: “BIC 2026 was a meaningful opportunity to confirm both the original potential of domestic indie game developers and the practical capabilities of future talent cultivated by Game Academy — all in one place. We will continue to strengthen customized support across the full development lifecycle, from initial discovery of promising indie games with fresh ideas through ecosystem building and international expansion.”
The 50%+ improvement in business consultation metrics — the measure that most directly indicates whether BIC participation translates to commercial relationships rather than only audience visibility — is the data point that validates the KOCCA investment at BIC as effective rather than ceremonial.