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	<title>News Archives - 인디게임닷컴</title>
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	<item>
		<title>Indie Boo Busan &#8216;Build 051&#8217; Successfully Concludes&#8230; 50 Indie Game Developer Teams from Bu-Ul-Gyeong Gathered in One Place</title>
		<link>https://indiegame.com/en/archives/30587</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Sat, 04 Jul 2026 08:13:01 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=30576</guid>

					<description><![CDATA[<p>The only local indie game exhibition in Korea run entirely by volunteers 50 development teams participate… Various side events centered on developer e...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/30587">Indie Boo Busan &#8216;Build 051&#8217; Successfully Concludes&#8230; 50 Indie Game Developer Teams from Bu-Ul-Gyeong Gathered in One Place</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
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<ul><li><strong>The only local indie game exhibition in Korea run entirely by volunteers</strong></li><li> <strong>50 development teams participate… Various side events centered on developer exchange and feedback draw attention</strong></li><li> <strong>Highlighting the Value of the Bu-Ul-Gyeong Indie Game Community Through Developer-Focused Exhibitions and Memorial Events</strong></li></ul>



<p><strong>The 4th &#8216;BUILD 051,&#8217;</strong> the only local indie game exhibition in Korea representing the Busan, Ulsan, and Gyeongnam (BUULG) region, was successfully held at KT&amp;G Sangsang Madang in Seomyeon, Busan from June 25 to 26.</p>



<p>This event was hosted by the Dongseo University Anchor Project Group and organized by the Busan indie developer group &#8216;Indibu (Indira Busan),&#8217; and sponsored by Smilegate, the Smilegate Orange Planet Startup Foundation, and the Busan Information Industry Promotion Agency.</p>



<figure class="wp-block-image size-full"><img loading="lazy" width="900" height="506" src="https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_1.jpeg" alt="" class="wp-image-30577" srcset="https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_1.jpeg 900w, https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_1-300x169.jpeg 300w, https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_1-768x432.jpeg 768w, https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_1-150x84.jpeg 150w, https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_1-450x253.jpeg 450w" sizes="(max-width: 900px) 100vw, 900px" /></figure>



<h5><strong><strong>100% Volunteer</strong></strong> &#8230; <strong>Bu-Ul-Gyeong Indie Game Festival with 50 Development Teams</strong></h5>



<p>Unlike existing game shows centered on major publishers, Build 051 is characterized by being operated entirely by volunteers, with the entire management team consisting of game industry professionals. This year, the event is being held at the first-floor lounge of KT&amp;G Sangsang Madang in Seomyeon, an area with high foot traffic, to make it easier for general visitors to access indie games.</p>



<p>A total of 50 teams participated in this exhibition, including about 20 student development teams and 30 companies. Indie games at various stages, ranging from early prototypes to high-quality works seeking publishers, were unveiled, attracting the attention of visitors.</p>



<h5><strong>In memory of the late developer Park Dong-heung… Carrying on the legacy of local indie games</strong></h5>



<p>The event also featured a memorial session honoring the late developer Park Dong-heung (pen name &#8216;Ddongddongbae&#8217;), who is regarded as a pioneer of the Korean indie game creation scene. Four members of his family visited the venue and received a plaque of appreciation from the organizers; the family added a touching moment to the event by donating the consolation money they received to be used for improving the development environment for student developers.</p>



<p>Through this memorial event, colleagues and team members who worked with the deceased during their lifetime have reconnected, and they have agreed to jointly pursue archiving work to document the deceased&#8217;s legacy.</p>



<p>To honor the spirit of the deceased, the &#8216;Ddongddongbae Award (DDB Award)&#8217; was also established for the first time this year. In the student category, the &#8216;Next Blue Award&#8217; was won by &#8216;Dancing Zombie&#8217; by the Vaeirus team from Dongseo University, and four teams—froggy wiggy studio, SmallBoots, Turtle Studio, and PLOOPY—were selected as featured teams.</p>



<figure class="wp-block-image size-full"><img loading="lazy" width="900" height="506" src="https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_2.jpeg" alt="" class="wp-image-30578" srcset="https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_2.jpeg 900w, https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_2-300x169.jpeg 300w, https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_2-768x432.jpeg 768w, https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_2-150x84.jpeg 150w, https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_2-450x253.jpeg 450w" sizes="(max-width: 900px) 100vw, 900px" /></figure>



<h5><strong>Awards for Outstanding Works… A Stepping Stone for Growth Toward the Next Build</strong></h5>



<p>In the general category, the &#8216;Deep Blue Award&#8217; was won by the Busan Masseidle team for &#8216;Break Shoot,&#8217; while the &#8216;Lighthouse Award,&#8217; a special judges&#8217; prize, was awarded to the Ulsan Reverie team. The Reverie team won two awards by taking the top prize in both categories.</p>



<p>Hwang Ki-hyun, Head of the Dongseo University Anchor Project Group who supported the event, stated, “Build 051 is an event that goes beyond a simple exhibition to create a virtuous cycle where developers develop the next build based on feedback received on-site,” adding, “We will further strengthen the foundation for cooperation among the public, private, and academic sectors so that the challenges of local talents can lead to employment, entrepreneurship, and industrialization.”</p>



<h5><strong>A local indie game festival built entirely by volunteers</strong></h5>



<p>Build 051 holds great significance as the only local indie game exhibition in Korea operated entirely by volunteers. Starting with around 20 teams at the inaugural event, the exhibition grew to approximately 40 teams the following year, and with 50 teams participating this year, it has established itself as a representative event for the Bu-Ul-Gyeong indie game ecosystem.</p>



<p>In particular, the operational approach focused on direct communication and feedback among developers is a unique strength of Build 051 that differentiates it from major game shows. Participants experienced each other&#8217;s works and shared development know-how, naturally creating opportunities for collaboration and growth.</p>



<figure class="wp-block-image size-full"><img loading="lazy" width="900" height="506" src="https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_3.jpeg" alt="" class="wp-image-30579" srcset="https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_3.jpeg 900w, https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_3-300x169.jpeg 300w, https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_3-768x432.jpeg 768w, https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_3-150x84.jpeg 150w, https://indiegame.com/wp-content/uploads/2026/07/4th-Build051_3-450x253.jpeg 450w" sizes="(max-width: 900px) 100vw, 900px" /></figure>



<p>In the Busan and Gyeongnam regions, over 1,000 students at more than six universities are studying with the dream of becoming game developers, and around 130 game companies release more than 60 games annually. Build 051 plays a crucial role in the growth of the regional game ecosystem as a platform connecting these local talents with the industrial base.</p>



<p>This year, the addition of a memorial event honoring the late developer Park Dong-heung and the &#8216;Ddongddongbae Awards&#8217; further enhanced the significance of passing on the history and value of local indie game culture to the next generation. It is evaluated as having demonstrated its role as a cultural hub that goes beyond a simple game exhibition to share the legacy of the local community and build the future together.</p>



<h5>Information regarding the 4th Build 051</h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Event name</td><td> Build 051 (4th)</td></tr><tr><td> date</td><td> June 25 (Thu) – 26 (Fri), 2026, for 2 days</td></tr><tr><td> location</td><td> Busan Seomyeon KT&amp;G Sangsang Madang 1st Floor Lounge</td></tr><tr><td> Host</td><td> Dongseo University Anchor Project Team</td></tr><tr><td> subjectivity</td><td> Indibu (Indira Busan)</td></tr><tr><td> boost</td><td> Smilegate, Smilegate Orange Planet Startup Foundation, Busan Information Industry Promotion Agency</td></tr><tr><td> Operating method</td><td> A 100% volunteer system by industry professionals, not led by major publishers</td></tr><tr><td> Participation scale</td><td> A total of 50 teams (approx. 20 student teams, approximately 30 corporate teams)</td></tr><tr><td> Level of submissions</td><td> From the initial prototype to the publisher meeting stage and the final build, it varies.</td></tr><tr><td> Special session</td><td> Memorial session for the late developer Park Dong-heung, visit to the bereaved family and presentation of a plaque of appreciation, and donation of consolation money to improve the student development environment</td></tr><tr><td> Student Category Award</td><td> Next Blue Award: Dongseo University Vaeirus Team &#8216;Dancing Zombie&#8217; / Featured: froggy wiggy, SmallBoots, Turtle Studio, PLOOPY</td></tr><tr><td> General Category Award</td><td> Deep Blue Award: Busan Massei Team &#8216;Break Shoot&#8217;</td></tr><tr><td> Special Award</td><td> Lighthouse Award (Special Jury Prize): Ulsan Reverie Team (2-time winner)</td></tr><tr><td> Purpose of the event</td><td> Centered on direct feedback and communication among developers, linking to the growth of the local indie ecosystem and employment/startup</td></tr><tr><td> Size growth trend</td><td> Round 1: Approx. 20 teams → Round 2: Approx. 40 teams → Round 4: 50 teams</td></tr></tbody></table></figure>



<figure class="wp-block-image size-large is-resized"><img loading="lazy" src="https://indiegame.com/wp-content/uploads/2026/07/Build051-722x1024.png" alt="" class="wp-image-30580" width="779" height="1105" srcset="https://indiegame.com/wp-content/uploads/2026/07/Build051-722x1024.png 722w, https://indiegame.com/wp-content/uploads/2026/07/Build051-212x300.png 212w, https://indiegame.com/wp-content/uploads/2026/07/Build051-768x1089.png 768w, https://indiegame.com/wp-content/uploads/2026/07/Build051-1084x1536.png 1084w, https://indiegame.com/wp-content/uploads/2026/07/Build051-1445x2048.png 1445w, https://indiegame.com/wp-content/uploads/2026/07/Build051-150x213.png 150w, https://indiegame.com/wp-content/uploads/2026/07/Build051-450x638.png 450w, https://indiegame.com/wp-content/uploads/2026/07/Build051-1200x1701.png 1200w, https://indiegame.com/wp-content/uploads/2026/07/Build051.png 1806w" sizes="(max-width: 779px) 100vw, 779px" /></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/30587">Indie Boo Busan &#8216;Build 051&#8217; Successfully Concludes&#8230; 50 Indie Game Developer Teams from Bu-Ul-Gyeong Gathered in One Place</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Shaping the Future of K-Indie: &#8216;INDIE CRAFT 2026 Networking Day&#8217; Highlights AI Integration and Global Scaling Strategies</title>
		<link>https://indiegame.com/en/archives/30195</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 24 Jun 2026 01:13:07 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=30190</guid>

					<description><![CDATA[<p>The Event: The INDIE CRAFT 2026 Networking Day, a premier collaborative hub designed to provide a global launchpad for outstanding independent games. ...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/30195">Shaping the Future of K-Indie: &#8216;INDIE CRAFT 2026 Networking Day&#8217; Highlights AI Integration and Global Scaling Strategies</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
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<p><strong>The Event:</strong> The <strong>INDIE CRAFT 2026 Networking Day</strong>, a premier collaborative hub designed to provide a global launchpad for outstanding independent games.</p>



<p><strong>The Cohort:</strong> Brought together <strong>72 selected indie studios</strong> (52 Domestic/Community division, 20 Challenger division) alongside major domestic publishers, including <strong>Nexon, NCSoft, Netmarble, and One Store</strong>.</p>



<p><strong>The Core Focus:</strong> Equipping developers with practical, immediately deployable strategies covering <strong>generative AI asset pipelines, local LLM/SLM integration, reward marketing, and AI-era copyright protection</strong>.</p>



<p><strong>The Elite Picks:</strong> <strong>1HP STUDIO</strong> (<em>Inari</em>) and <strong>Team Leftova</strong> (<em>Lemy</em>) were crowned as the representative top developers of the 2026 cohort.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="576" src="https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진1-1024x576.jpg" alt="" class="wp-image-30191" srcset="https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진1-1024x576.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진1-300x169.jpg 300w, https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진1-768x432.jpg 768w, https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진1-1536x864.jpg 1536w, https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진1-2048x1152.jpg 2048w, https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진1-150x84.jpg 150w, https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진1-450x253.jpg 450w, https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진1-1200x675.jpg 1200w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3><strong>A Specialized Tech &amp; Strategy Seminars Pipeline</strong></h3>



<p>Hosted by Seongnam City and jointly organized by the <strong>Seongnam Industry Promotion Agency</strong> and the <strong>Korea Mobile Game Association (KMGA)</strong>, the event took place on June 19 at the Gravity Chosun Seoul Pangyo. The core of the networking day centered around a semi-conference featuring eight deep-dive technical sessions tailored to modern development realities:</p>



<ul><li><strong>Worldbuilding &amp; Creative Design:</strong> CEO Kyu-dong Bok (<em>Gentle Maniac</em>) opened with a framework on building cohesive game universes by merging disparate narrative settings.</li><li><strong>AI-Driven Asset Creation:</strong> CEO Jae-sik Hwang (<em>UModeler</em>) demonstrated practical methods for solo developers to directly generate in-game assets using automated AI toolsets.</li><li><strong>Localized AI &amp; Language Models:</strong> Practical integration strategies were mapped out by CEO Baek-ju Kang (<em>Must Games</em>) on leveraging <strong>Local LLMs for game development</strong>, alongside CTO Young Choi (<em>Warp Space</em>) on utilizing <strong>AI Companion Small Language Models (SLMs)</strong>.</li><li><strong>Legal Safeguards:</strong> Attorney Kyung-tae Baek (<em>Law Firm Shinwon</em>) delivered a critical legal briefing titled <em>“Copyright Stories in the AI Era,”</em> outlining explicit intellectual property protection strategies for studios utilizing generative pipelines.</li><li><strong>User Acquisition:</strong> Team Leader Hoon Jung (<em>TNK Factory</em>) analyzed shifting mobile ecosystems and the rapid rise of reward-centric marketing models.</li></ul>



<h3><strong>Crowning the 2026 Representative Developers</strong></h3>



<p>The highlight of the evening was the Top Developer Selection Ceremony, celebrating two standout projects that earned exceptional scores from the evaluation panel:</p>



<h4><strong>Challenger Division: Team Leftova (CEO Seung-hyuk Choi)</strong></h4>



<ul><li><strong>Featured Title:</strong> <strong><em>Lemy (레미)</em></strong></li><li><strong>The Mechanics:</strong> An atmospheric action-adventure game set within a uniquely stylized afterlife. The game captured the judges&#8217; attention through its highly distinctive, experimental mouse-driven control scheme and innovative level design.</li></ul>



<h4><strong>Domestic &amp; Community Division: 1HP STUDIO (CEO Jung-hoon Lee)</strong></h4>



<ul><li><strong>Featured Title:</strong> <strong><em>Inari (이나리)</em></strong></li><li><strong>The Mechanics:</strong> A high-speed, precision action platformer deeply rooted in a striking Oriental fantasy worldview. The game balances high-intensity mechanical skill with fluid, polished animation loops.</li></ul>



<h3><strong>Quick Specification: INDIE CRAFT 2026 Networking Day</strong></h3>



<figure class="wp-block-table"><table><thead><tr><td><strong>Category</strong></td><td><strong>Details</strong></td></tr></thead><tbody><tr><td><strong>Host / Organizers</strong></td><td>Seongnam City / Seongnam Industry Promotion Agency &amp; KMGA</td></tr><tr><td><strong>Event Date</strong></td><td>June 19, 2026</td></tr><tr><td><strong>Venue Location</strong></td><td>Space Volume, Gravity Chosun Seoul Pangyo</td></tr><tr><td><strong>Total Cohort Size</strong></td><td>72 Indie Studios (Selected out of 417 historic applicants)</td></tr><tr><td><strong>Major Backers</strong></td><td>Nexon, NCSoft, Netmarble, One Store, TNK Factory, Anchor Node, etc.</td></tr><tr><td><strong>Upcoming Milestone</strong></td><td>Physical Public Showcases &amp; <strong>2026 GXG Exhibition</strong> (September)</td></tr></tbody></table></figure>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="576" src="https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진2-1024x576.jpg" alt="" class="wp-image-30192" srcset="https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진2-1024x576.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진2-300x169.jpg 300w, https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진2-768x432.jpg 768w, https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진2-1536x864.jpg 1536w, https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진2-2048x1152.jpg 2048w, https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진2-150x84.jpg 150w, https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진2-450x253.jpg 450w, https://indiegame.com/wp-content/uploads/2026/06/붙임보도사진2-1200x675.jpg 1200w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3><strong>Sustained Institutional Backing for Global Scaling</strong></h3>



<p>Ecosystem leaders emphasized that INDIE CRAFT has evolved from a modest local audition into a critical infrastructure for software exports.</p>



<blockquote class="wp-block-quote is-style-default"><p>&#8220;When we started in 2017, this was a small competition supporting just 26 companies. Nine years later, it has transformed into an industry pillar. Out of 417 studios that applied this year, these 72 selected teams are the true protagonists driving change. When brilliant ideas hit a wall due to funding or distribution barriers, INDIE CRAFT steps in as their springboard. From marketing grants and export consultations to our dedicated GXG exhibition in September, we will stand by these creators until they find global success.&#8221;</p><p>— <strong>Ju-yeon Lee</strong>, President of the Seongnam Industry Promotion Agency.</p></blockquote>



<p>Following the networking tracks, the 72 chosen developers will enter an intensive business incubation phase, gaining access to AI-driven data analytics masterclasses and direct publisher matching pipelines, culminating in a high-visibility public showcase at the <strong>GXG exhibition in September</strong> to crown the ultimate TOP 3.</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/30195">Shaping the Future of K-Indie: &#8216;INDIE CRAFT 2026 Networking Day&#8217; Highlights AI Integration and Global Scaling Strategies</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Rewinding Memories: Neowiz Signs Global Publishing Deal for Cassette Futurism CRPG ‘Wind Up Deadman’</title>
		<link>https://indiegame.com/en/archives/30154</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Tue, 23 Jun 2026 00:48:23 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=30140</guid>

					<description><![CDATA[<p>The Partnership: Neowiz has officially signed a global publishing contract with domestic indie developer SaneNuts Studio for their upcoming title, Win...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/30154">Rewinding Memories: Neowiz Signs Global Publishing Deal for Cassette Futurism CRPG ‘Wind Up Deadman’</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
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<p><strong>The Partnership</strong>: <strong>Neowiz</strong> has officially signed a global publishing contract with domestic indie developer <strong>SaneNuts Studio</strong> for their upcoming title, <em>Wind Up Deadman</em>.</p>



<p><strong>The Concept</strong>: A narrative-driven CRPG set in a distinct <strong>&#8220;Cassette Futurism&#8221;</strong> universe, blending 1980s analog technology with retro-futuristic sci-fi.</p>



<p><strong>The Lore</strong>: Following a biological disaster, memory-wiped survivors live in a desert container tower, relying entirely on a single cassette tape to piece together their past.</p>



<p><strong>The Strategy</strong>: Neowiz aims to leverage its proven indie publishing portfolio (<em>Skul: The Hero Slayer</em>, <em>The Shape of Dreams</em>) to build a sustainable, long-term global franchise.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="576" src="https://indiegame.com/wp-content/uploads/2026/06/windupdeadman-1024x576.jpg" alt="" class="wp-image-30142" srcset="https://indiegame.com/wp-content/uploads/2026/06/windupdeadman-1024x576.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/06/windupdeadman-300x169.jpg 300w, https://indiegame.com/wp-content/uploads/2026/06/windupdeadman-768x432.jpg 768w, https://indiegame.com/wp-content/uploads/2026/06/windupdeadman-150x84.jpg 150w, https://indiegame.com/wp-content/uploads/2026/06/windupdeadman-450x253.jpg 450w, https://indiegame.com/wp-content/uploads/2026/06/windupdeadman-1200x675.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/06/windupdeadman.jpg 1381w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3><strong>A Retro-Futuristic Apocalypse Built on Analog Nostalgia</strong></h3>



<p><strong><em>Wind Up Deadman</em></strong> stands out in the CRPG landscape through its commitment to &#8220;Cassette Futurism&#8221;—a subgenre that envisions the future through the lens of late-20th-century technology. The game features an atmospheric, high-quality pixel art aesthetic that complements its retro-reliance on magnetic tape mechanics.</p>



<p>Players step into the metal shoes of <strong>Zephyr</strong>, a protagonist who has transferred his human soul into a mechanical robot body. True to its title, the core gameplay loop revolves around the act of &#8220;winding up&#8221; or rewinding a cassette tape, serving as a literal and narrative metaphor for retracing fractured memories to uncover the ultimate truth behind the world&#8217;s collapse.</p>



<h3><strong>SaneNuts Studio: Proven Storytelling Expertise</strong></h3>



<p>Seoul-based indie developer SaneNuts Studio has already established a strong reputation for deep worldbuilding and rich, text-driven storytelling within the domestic gaming ecosystem.</p>



<p>The studio previously turned heads with its post-apocalyptic mobile RPG <strong><em>Metro Blossom</em></strong>, which secured a spot in the <strong>TOP 10 at the 2021 Google Play Indie Games Festival</strong>. Proving the transmedia potential of their intellectual properties, the team also successfully published <em>Malse Coffee</em> (말세 커피), a spin-off web novel set 13 years after <em>Metro Blossom</em>.</p>



<h3><strong>Quick Specification: Wind Up Deadman</strong></h3>



<figure class="wp-block-table"><table><thead><tr><td><strong>Category</strong></td><td><strong>Details</strong></td></tr></thead><tbody><tr><td><strong>Developer</strong></td><td>SaneNuts Studio (South Korea)</td></tr><tr><td><strong>Publisher</strong></td><td>Neowiz</td></tr><tr><td><strong>Genre</strong></td><td>Narrative-Focused CRPG</td></tr><tr><td><strong>Visual Style</strong></td><td>Retro Pixel Art</td></tr><tr><td><strong>Core Theme</strong></td><td>Cassette Futurism / Post-Apocalypse / Memory Retrieval</td></tr><tr><td><strong>Protagonist</strong></td><td>Zephyr (Soul-bound Robot)</td></tr><tr><td><strong>Studio Track Record</strong></td><td><em>Metro Blossom</em> (2021 Google Play Indie Fest TOP 10)</td></tr></tbody></table></figure>



<h3><strong>Neowiz&#8217;s Strategic Indie Expansion</strong></h3>



<p>For Neowiz, this publishing agreement represents a calculated move to secure high-concept IPs capable of cultivating dedicated global fandoms. Rather than chasing short-term commercial spikes, the publisher plans to invest heavily in the game&#8217;s long-term international scaling.</p>



<p>By combining SaneNuts Studio&#8217;s narrative depth with Neowiz&#8217;s robust global marketing networks, operational infrastructure, and extensive experience localized for global audiences, both entities expect to forge a powerful synergy that highlights the strength of the K-indie circuit.</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/30154">Rewinding Memories: Neowiz Signs Global Publishing Deal for Cassette Futurism CRPG ‘Wind Up Deadman’</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Get Ready for the Ultimate Indie Showcase: &#8216;BIC 2026&#8217; Launches First-Ever Blind Ticket Sales with 50% Discount</title>
		<link>https://indiegame.com/en/archives/30112</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Mon, 22 Jun 2026 08:02:33 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=30108</guid>

					<description><![CDATA[<p>The Event: The Busan Indie Connect Festival 2026 (BIC 2026), Asia&#8217;s premier global indie game celebration. The Innovation: Introduction of &#822...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/30112">Get Ready for the Ultimate Indie Showcase: &#8216;BIC 2026&#8217; Launches First-Ever Blind Ticket Sales with 50% Discount</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
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<ul id="block-9a498855-6a71-492a-bead-a84d7c70608a"><li><strong>The Event:</strong> The <strong>Busan Indie Connect Festival 2026 (BIC 2026)</strong>, Asia&#8217;s premier global indie game celebration.</li><li><strong>The Innovation:</strong> Introduction of <strong>&#8220;Blind Tickets&#8221;</strong>—offering an unprecedented <strong>50% discount</strong> before the final game lineup is officially revealed.</li><li><strong>The Window:</strong> Available from June 22 until <strong>July 10, 2026, at 11:59 PM KST</strong> via the official BIC portal.</li><li><strong>The Venues:</strong> A hybrid format featuring an online showcase alongside a physical exhibition at <strong>BEXCO, Busan</strong>.</li></ul>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="426" src="https://indiegame.com/wp-content/uploads/2026/06/BIC_BlindTicket2026-1024x426.jpg" alt="" class="wp-image-30109" srcset="https://indiegame.com/wp-content/uploads/2026/06/BIC_BlindTicket2026-1024x426.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/06/BIC_BlindTicket2026-300x125.jpg 300w, https://indiegame.com/wp-content/uploads/2026/06/BIC_BlindTicket2026-768x320.jpg 768w, https://indiegame.com/wp-content/uploads/2026/06/BIC_BlindTicket2026-150x62.jpg 150w, https://indiegame.com/wp-content/uploads/2026/06/BIC_BlindTicket2026-450x187.jpg 450w, https://indiegame.com/wp-content/uploads/2026/06/BIC_BlindTicket2026-1200x500.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/06/BIC_BlindTicket2026.jpg 1280w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<p>The <strong>Busan IT Industry Promotion Agency</strong> and the <strong>Busan Indie Connect Festival Organizing Committee</strong> have officially opened online registration for <strong>BIC 2026 Blind Tickets</strong>. Designed as a reward for the core community&#8217;s trust and anticipation, this newly introduced ticketing tier slashes standard pricing by half across all entry types, allowing developers, industry stakeholders, and gamers to lock in their attendance early.</p>



<h3><strong>Tailored Access: The Three Pass Categories</strong></h3>



<p>The 50% blind discount applies equally to three distinct ticket options, each structured around specific attendee needs:</p>



<h4><strong>1. Business Pass (August 14 – 16)</strong></h4>



<ul><li><strong>Target Audience:</strong> Industry professionals, publishers, and venture buyers.</li><li><strong>Exclusive Access:</strong> Grants full entry to the entire 3-day offline festival, including <strong>Business Day (August 14)</strong>, which is strictly closed to the general public.</li><li><strong>B2B Tools:</strong> Pass holders gain access to the dedicated B2B Business Zone, the global matchmaking network <strong>MeetToMatch</strong> for pre-scheduled corporate meetings, and exclusive networking mixers.</li><li><strong>Added Value:</strong> Includes access to the concurrent <strong>Busan Indie Wave Conference</strong> on August 14, alongside a complimentary ticket to the full online festival.</li></ul>



<h4><strong>2. Offline Festival Ticket (2-DAY Pass | August 15 – 16)</strong></h4>



<ul><li><strong>Target Audience:</strong> General public, casual gamers, and indie enthusiasts.</li><li><strong>The Experience:</strong> Valid for the two designated <strong>Festival Days</strong> at the BEXCO exhibition halls. Attendees can playtest hundreds of unreleased indie titles, participate in community events, and speak directly face-to-face with local and international creators.</li></ul>



<h4><strong>3. Online Festival Ticket (August 7 – 28)</strong></h4>



<ul><li><strong>Target Audience:</strong> Global remote gamers unhindered by geographic boundaries.</li><li><strong>The Experience:</strong> Provides an extended three-week window to browse, download, and review the festival&#8217;s official selections from the comfort of home, serving as an excellent prelude and postlude to the physical event.</li></ul>



<h3><strong>Quick Specification: BIC 2026 Ticket &amp; Schedule Matrix</strong></h3>



<figure class="wp-block-table"><table><thead><tr><td><strong>Ticket Tier</strong></td><td><strong>Active Dates</strong></td><td><strong>Core Features &amp; Privileges</strong></td><td><strong>Blind Discount</strong></td></tr></thead><tbody><tr><td><strong>Business Pass</strong></td><td>Aug 14 – 16 (Offline)<br>Aug 7 – 28 (Online)</td><td>• Full BEXCO access (including exclusive Business Day)<br>• MeetToMatch platform matching<br>• Busan Indie Wave Conference entry</td><td><strong>50% OFF</strong></td></tr><tr><td><strong>Offline Festival Ticket</strong></td><td>Aug 15 – 16 (2 Days)</td><td>• General public admission to BEXCO exhibition halls<br>• Direct developer meet-and-greets &amp; live playtests</td><td><strong>50% OFF</strong></td></tr><tr><td><strong>Online Festival Ticket</strong></td><td>Aug 7 – 28 (3 Weeks)</td><td>• Unrestricted remote digital access to exhibition builds<br>• Time-flexible playtesting loop</td><td><strong>50% OFF</strong></td></tr></tbody></table></figure>



<h3><strong>Securing Your Spot</strong></h3>



<p>The highly subsidized Blind Ticket tier will remain open for a strictly limited window, closing promptly on <strong>July 10, 2026, at 11:59 PM KST</strong>. Following this cutoff, standard registration pricing tiers will take effect as the committee prepares to unveil this year&#8217;s official competitive and non-competitive game lineups.</p>



<p>Interested participants can reserve their badges directly via the official BIC website, with detailed exhibition schedules and speaker lists slated to drop sequentially across their official social media channels over the coming weeks.</p>



<p>Blind ticket sales will be conducted for a limited time until 11:59 PM on July 10. Ticket reservations are available on <a target="_blank" rel="noreferrer noopener" href="https://bicfest.org?utm_source=chatgpt.com">the official BIC website</a> , and detailed schedules and additional information regarding BIC 2026 will be released sequentially through the official website and social media channels.</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/30112">Get Ready for the Ultimate Indie Showcase: &#8216;BIC 2026&#8217; Launches First-Ever Blind Ticket Sales with 50% Discount</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>K-Indie Excellence Gathers in Pangyo: ‘PAN:PLAY’ Showcase Kicks Off Today</title>
		<link>https://indiegame.com/en/archives/29654</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Mon, 15 Jun 2026 09:07:38 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=29648</guid>

					<description><![CDATA[<p>The Event: A dedicated public indie game exhibition titled &#8220;PAN:PLAY Game, Finally on Stage&#8221;, running from June 15 to June 26, 2026. The V...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/29654">K-Indie Excellence Gathers in Pangyo: ‘PAN:PLAY’ Showcase Kicks Off Today</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
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<p><strong>The Event</strong>: A dedicated public indie game exhibition titled <strong>&#8220;PAN:PLAY Game, Finally on Stage&#8221;</strong>, running from <strong>June 15 to June 26, 2026</strong>.</p>



<p><strong>The Venue</strong>: Hosted at the <strong>&#8216;POPUP7@Pangyo&#8217;</strong> gallery space, located on the 7th floor of the Gyeonggi Creative Economy Innovation Center.</p>



<p><strong>The Curation</strong>: Features a handpicked lineup of roughly 10 elite indie titles, combining standout award-winners from the recent PlayX4 expo with top recommendations from Indie Game Group Korea (IGGK).</p>



<p><strong>The Network</strong>: A companion international seminar and developer meetup is locked in for <strong>June 18</strong>, fully backed by Google Korea.</p>



<p><strong>Admission</strong>: <strong>Free of charge</strong> for all visitors, open weekdays from 12:00 PM to 6:00 PM.</p>



<figure class="wp-block-image size-full"><img loading="lazy" width="1021" height="801" src="https://indiegame.com/wp-content/uploads/2026/06/사진자료2-경기콘텐츠코리아랩-인디게임-전시-홍보배너.jpg" alt="" class="wp-image-29650" srcset="https://indiegame.com/wp-content/uploads/2026/06/사진자료2-경기콘텐츠코리아랩-인디게임-전시-홍보배너.jpg 1021w, https://indiegame.com/wp-content/uploads/2026/06/사진자료2-경기콘텐츠코리아랩-인디게임-전시-홍보배너-300x235.jpg 300w, https://indiegame.com/wp-content/uploads/2026/06/사진자료2-경기콘텐츠코리아랩-인디게임-전시-홍보배너-768x603.jpg 768w, https://indiegame.com/wp-content/uploads/2026/06/사진자료2-경기콘텐츠코리아랩-인디게임-전시-홍보배너-150x118.jpg 150w, https://indiegame.com/wp-content/uploads/2026/06/사진자료2-경기콘텐츠코리아랩-인디게임-전시-홍보배너-450x353.jpg 450w" sizes="(max-width: 1021px) 100vw, 1021px" /></figure>



<h3><strong>Bringing Award-Winning Indie Designs to Pangyo</strong></h3>



<p>Organized by the <strong>Gyeonggi Content Agency (GCA)</strong>, the newly launched <em>PAN:PLAY</em> exhibition aims to bridge the gap between grassroots creators and the public. By offering an accessible, high-traffic stage in the heart of Korea’s tech hub, the initiative provides a platform for gamers to discover polished indie titles that often fly under the mainstream radar.</p>



<p>The showcase is a collaborative effort between GCA, KINTEX (the co-organizers of the metropolitan gaming festival PlayX4), and <strong>IGGK</strong>, a prominent non-profit indie developer community supported by Google Play.</p>



<p>Visitors to the pavilion can playtest games spanning a wide array of experimental and polished genres, including:</p>



<ul><li>Intricate <strong>puzzle games</strong> and narrative-driven <strong>adventures</strong>.</li><li>Immersive <strong>simulators</strong> and fast-paced <strong>shooters</strong>.</li><li>High-energy <strong>rhythm games</strong>.</li></ul>



<p>To drive player engagement and compile actionable community data for the developers, the venue is running live player review events throughout the two-week schedule.</p>



<h3><strong>Global Insights &amp; Developer Mixers</strong></h3>



<p>A major anchor of the exhibition is the <strong>&#8220;Global Indie Game Exchange X Meet up Day&#8221;</strong> scheduled for <strong>Thursday, June 18</strong>.</p>



<p>Jointly organized by the Gyeonggi Global Game Center, Gyeonggi Content Korea Lab, and IGGK, and supported by <strong>Google Korea</strong>, this specialized B2B and B2C networking event will fly in domestic and international speakers to map out shifting macro trends in the global gaming market. Following the seminar panels, an open developer mixer will be hosted to help local indie studios share post-mortem insights and explore cross-border publishing or collaborative pipelines.</p>



<h3><strong>Quick Specification: PAN:PLAY 2026</strong></h3>



<figure class="wp-block-table"><table><thead><tr><td><strong>Category</strong></td><td><strong>Details</strong></td></tr></thead><tbody><tr><td><strong>Exhibition Name</strong></td><td>PAN:PLAY (&#8220;PAN:PLAY Game, Finally on Stage&#8221;)</td></tr><tr><td><strong>Duration / Dates</strong></td><td>June 15 – June 26, 2026 (Weekdays 12:00 – 18:00) <em>Closed Weekends</em></td></tr><tr><td><strong>Physical Venue</strong></td><td>POPUP7@Pangyo (7F, Gyeonggi Creative Economy Innovation Center)</td></tr><tr><td><strong>Co-Organizers</strong></td><td>Gyeonggi Content Agency (GCA), KINTEX, IGGK</td></tr><tr><td><strong>Official Sponsors</strong></td><td>Google Play / Google Korea</td></tr><tr><td><strong>Cohort Scale</strong></td><td>~10 Celebrated K-Indie Titles (PlayX4 Winners &amp; IGGK Picks)</td></tr><tr><td><strong>Key Companion Event</strong></td><td>Global Indie Game Exchange Seminar &amp; Meetup (June 18)</td></tr><tr><td><strong>Admission Cost</strong></td><td><strong>Free</strong></td></tr></tbody></table></figure>



<p>Detailed information regarding the featured titles, schedule blocks, and registration for the June 18 global seminar can be sourced directly via the official Gyeonggi Content Korea Lab portal (<a href="http://www.gconlab.or.kr" target="_blank" rel="noreferrer noopener">www.gconlab.or.kr</a>).</p>



<div class="wp-block-image"><figure class="aligncenter size-large"><img loading="lazy" width="724" height="1024" src="https://indiegame.com/wp-content/uploads/2026/06/사진자료1-경기콘텐츠코리아랩-인디게임-전시-홍보-포스터-724x1024.jpg" alt="" class="wp-image-29649" srcset="https://indiegame.com/wp-content/uploads/2026/06/사진자료1-경기콘텐츠코리아랩-인디게임-전시-홍보-포스터-724x1024.jpg 724w, https://indiegame.com/wp-content/uploads/2026/06/사진자료1-경기콘텐츠코리아랩-인디게임-전시-홍보-포스터-212x300.jpg 212w, https://indiegame.com/wp-content/uploads/2026/06/사진자료1-경기콘텐츠코리아랩-인디게임-전시-홍보-포스터-768x1087.jpg 768w, https://indiegame.com/wp-content/uploads/2026/06/사진자료1-경기콘텐츠코리아랩-인디게임-전시-홍보-포스터-1085x1536.jpg 1085w, https://indiegame.com/wp-content/uploads/2026/06/사진자료1-경기콘텐츠코리아랩-인디게임-전시-홍보-포스터-150x212.jpg 150w, https://indiegame.com/wp-content/uploads/2026/06/사진자료1-경기콘텐츠코리아랩-인디게임-전시-홍보-포스터-450x637.jpg 450w, https://indiegame.com/wp-content/uploads/2026/06/사진자료1-경기콘텐츠코리아랩-인디게임-전시-홍보-포스터-1200x1698.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/06/사진자료1-경기콘텐츠코리아랩-인디게임-전시-홍보-포스터.jpg 1209w" sizes="(max-width: 724px) 100vw, 724px" /></figure></div>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/29654">K-Indie Excellence Gathers in Pangyo: ‘PAN:PLAY’ Showcase Kicks Off Today</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Cross-Media Synergy: YLAB’s Webtoon IP Game ‘The Lone Necromancer: Idle RPG’ Makes a Cameo in Netflix Hit Series ‘True Education’</title>
		<link>https://indiegame.com/en/archives/29377</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Thu, 11 Jun 2026 04:35:06 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=29359</guid>

					<description><![CDATA[<p>The Cameo: The mobile title The Lone Necromancer: Idle RPG was prominently featured as a product placement (PPL) in Episode 9 of the Netflix original ...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/29377">Cross-Media Synergy: YLAB’s Webtoon IP Game ‘The Lone Necromancer: Idle RPG’ Makes a Cameo in Netflix Hit Series ‘True Education’</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p><strong>The Cameo:</strong> The mobile title <strong><em>The Lone Necromancer: Idle RPG</em></strong> was prominently featured as a product placement (PPL) in Episode 9 of the Netflix original series <em>True Education</em>.</p>



<p><strong>The Show&#8217;s Success:</strong> <em>True Education</em> hit the #1 daily viewership spot in 27 countries within just four days of its global premiere.</p>



<p><strong>The Growth Engine:</strong> Developed by <strong>Delicious Games</strong> and published by <strong>Lunosoft</strong>, the game cleared over 1 million pre-registrations prior to its official launch.</p>



<p><strong>The Strategy:</strong> A text-book example of modern cross-media marketing, where multiple adaptation lines under a single intellectual property studio (YLAB) actively promote one another.</p>



<h5>YLAB Webtoon &amp; Web Novel IP, What About the Game &#8216;Raising a Necromancer Solo&#8217;?</h5>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="[lunosoft]나 혼자 네크로맨서 키우기 : 방치형 RPG" width="788" height="443" src="https://www.youtube.com/embed/k6WdSibQ8sU?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h3><strong>A Connected Universe Under One Studio Roof</strong></h3>



<p>The collaboration seen in Episode 9 highlights the growing maturity of South Korea&#8217;s content value chains. Content studio <strong>YLAB</strong>, which holds the primary rights to both <em>True Education</em> and <em>The Lone Necromancer</em>, is leveraging its massive roster of popular properties—which also includes hits like <em>Island</em>, <em>Hanlim Gym</em>, <em>Study Group</em>, and <em>Jungle Juice</em>—to build an interconnected marketing pipeline.</p>



<p>By naturally dropping a mobile game adaptation of one property into the high-profile live-action adaptation of another, YLAB has successfully blurred the lines between different media tracks, introducing thousands of streaming viewers directly to the mobile gaming ecosystem.</p>



<h3><strong>Surviving the Apocalypse: The Necromancer Loop</strong></h3>



<p>Based on the popular Munpia web novel and its ongoing Naver Webtoon serialization, <em>The Lone Necromancer: Idle RPG</em> places players in a post-apocalyptic world.</p>



<ul><li><strong>Strategic Undead Armies:</strong> Players take control of the protagonist, Seongwu Yu, who transforms into a powerful necromancer following the collapse of civilization.</li><li><strong>Synergy Networks:</strong> The core loop relies on strategically pairing diverse classes, companions (such as Hanho Lee and Jisu Yun), and summoned undead thralls to activate unique team-wide status benefits.</li><li><strong>Familiar Landmarks:</strong> Fans of the source material can interact directly with central locations from the comic, including <em>Suwon Village</em> and the <em>World Tree</em>, to unlock high-tier passives and rare items.</li></ul>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="577" src="https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_01-1024x577.jpg" alt="" class="wp-image-29363" srcset="https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_01-1024x577.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_01-300x169.jpg 300w, https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_01-768x432.jpg 768w, https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_01-1536x865.jpg 1536w, https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_01-150x84.jpg 150w, https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_01-450x253.jpg 450w, https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_01-1200x676.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_01.jpg 1600w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3><strong>A Three-Way Development Blueprint</strong></h3>



<p>The game&#8217;s market entry has been framed as a highly successful division of labor between three distinct corporate entities:</p>



<ol><li><strong>YLAB</strong> managed the overarching IP framework and lore alignment.</li><li><strong>Delicious Games</strong> focused strictly on mechanical polish, striving to translate the visual identity of the webtoon into an intuitive, accessible idle format.</li><li><strong>Lunosoft</strong> utilized its extensive operational history with webtoon-to-game transitions (having previously serviced titles like <em>Shengui&#8217;s Competition</em> and <em>Three Kingdoms Talk</em>) to run comprehensive focus group tests and software updates.</li></ol>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="577" src="https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_02-1024x577.jpg" alt="" class="wp-image-29365" srcset="https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_02-1024x577.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_02-300x169.jpg 300w, https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_02-768x432.jpg 768w, https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_02-1536x865.jpg 1536w, https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_02-150x84.jpg 150w, https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_02-450x253.jpg 450w, https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_02-1200x676.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/06/KakaoTalk_20260610_195235838_02.jpg 1600w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<p>With the increasing number of instances where Netflix dramas, webtoons, and games are connected around a single IP, the recent product placement in &#8216;Solo Necromancer&#8217; is drawing attention as a prime example demonstrating synergy between content.</p>



<p>The industry is paying close attention to whether &#8216;True Education,&#8217; which continues its global success, can serve as a channel for new user influx into the game, and what results the collaboration between YLAB, Delicious Games, and Runosoft will yield in the future.</p>



<hr class="wp-block-separator"/>



<h5><strong>Information regarding &#8216; <strong>The Lone Necromancer: Idle RPG</strong> &#8216;</strong></h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> IP Original</td><td> Alone Necromancer (Web Novel/Webtoon, IP Owner: YLAB)</td></tr><tr><td> Original webtoon</td><td> Written by Kim Gyeong-yeol, Illustrated by Kim Dong-jun, Original work &#8220;Branch Manager,&#8221; currently serialized on Naver Webtoon and Series.</td></tr><tr><td> Developer</td><td> Delicious Games (CEO Lee Hyun-jin)</td></tr><tr><td> Publisher</td><td> Runosoft (Runo Games, CEO Kim Bok-nam)</td></tr><tr><td> Genre</td><td> Infinite Growth Strategy RPG / Idle RPG</td></tr><tr><td> Release platform</td><td> Google Play / ONE Store / iOS (App Store)</td></tr><tr><td> Official release</td><td> March 2025</td></tr><tr><td> Pre-registration</td><td> more than 1 million people</td></tr><tr><td> PPL exposure</td><td> Netflix &#8216;True Education&#8217; Episode 9</td></tr><tr><td> Main Keywords</td><td> Necromancer, Idle RPG, Webtoon Original, Apocalypse, Party Synergy</td></tr><tr><td> Official Community</td><td> Naver Lounge · Discord</td></tr></tbody></table></figure>



<div class="wp-block-image"><figure class="aligncenter size-full"><img loading="lazy" width="600" height="889" src="https://indiegame.com/wp-content/uploads/2026/06/427483_142854_2022.jpg" alt="" class="wp-image-29366" srcset="https://indiegame.com/wp-content/uploads/2026/06/427483_142854_2022.jpg 600w, https://indiegame.com/wp-content/uploads/2026/06/427483_142854_2022-202x300.jpg 202w, https://indiegame.com/wp-content/uploads/2026/06/427483_142854_2022-150x222.jpg 150w, https://indiegame.com/wp-content/uploads/2026/06/427483_142854_2022-450x667.jpg 450w" sizes="(max-width: 600px) 100vw, 600px" /></figure></div>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/29377">Cross-Media Synergy: YLAB’s Webtoon IP Game ‘The Lone Necromancer: Idle RPG’ Makes a Cameo in Netflix Hit Series ‘True Education’</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Connecting the Journey: Unity Unveils Complete Session Lineup for &#8216;Unite Seoul 2026&#8217;</title>
		<link>https://indiegame.com/en/archives/29201</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Tue, 09 Jun 2026 09:47:07 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=29186</guid>

					<description><![CDATA[<p>The Event: Unity&#8217;s premier global developer conference, Unite Seoul 2026, is locked in to take place at the Seoul COEX on July 21, 2026. The The...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/29201">Connecting the Journey: Unity Unveils Complete Session Lineup for &#8216;Unite Seoul 2026&#8217;</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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<p><strong>The Event:</strong> Unity&#8217;s premier global developer conference, <strong>Unite Seoul 2026</strong>, is locked in to take place at the <strong>Seoul COEX</strong> on <strong>July 21, 2026</strong>.</p>



<p><strong>The Theme:</strong> Centered around the <strong>&#8220;One Unity Platform&#8221;</strong> vision—supporting creators through the complete lifecycle from initial conception and building to growth, monetization, and enterprise scaling.</p>



<p><strong>The Focus:</strong> Intensive deep-dives into advanced machine learning architectures, AI-driven asset workflows, <strong>Unity 6.6 graphics optimization</strong>, and non-gaming enterprise industrial solutions.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="512" src="https://indiegame.com/wp-content/uploads/2026/06/UnitySession_2026-1024x512.jpg" alt="" class="wp-image-29187" srcset="https://indiegame.com/wp-content/uploads/2026/06/UnitySession_2026-1024x512.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/06/UnitySession_2026-300x150.jpg 300w, https://indiegame.com/wp-content/uploads/2026/06/UnitySession_2026-768x384.jpg 768w, https://indiegame.com/wp-content/uploads/2026/06/UnitySession_2026-150x75.jpg 150w, https://indiegame.com/wp-content/uploads/2026/06/UnitySession_2026-450x225.jpg 450w, https://indiegame.com/wp-content/uploads/2026/06/UnitySession_2026.jpg 1200w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3><strong>Unity HQ Leadership Takes the Stage</strong></h3>



<p>A heavy-hitting delegation from Unity&#8217;s global executive product division will fly out to deliver core technical roadmaps and strategic visions:</p>



<ul><li><strong>Jason Mann</strong> (VP of Technical Product Management)</li><li><strong>James Stone</strong> (Senior Director of Technical Product Management)</li><li><strong>Chris Harden</strong> (Director of Production Verification)</li></ul>



<p>Key technical tracks will drill down into <strong>AI-assisted development workflows</strong>, advanced optimization under <strong>Unity 6.6</strong>, and major functional overhauls hitting Unity&#8217;s 2D game design toolsets.</p>



<h3><strong>Real-World Case Studies: Global Hits to Indie Creators</strong></h3>



<p>The conference features a robust lineup of post-mortems and technical breakdowns from prominent domestic and international game studios:</p>



<figure class="wp-block-table"><table><thead><tr><td><strong>Featured Title / Studio</strong></td><td><strong>Key Session Topic</strong></td><td><strong>Core Technical Takeaway</strong></td></tr></thead><tbody><tr><td><strong><em>Lord Nine (로드나인)</em></strong></td><td>Production Post-Mortem</td><td>Core CLR migration workflows.</td></tr><tr><td><strong><em>Arknights: Endfield (명일방주: 엔드필드)</em></strong></td><td>Rendering Refinement</td><td>Rebuilding modern rendering architectures.</td></tr><tr><td><strong><em>Super Robot Wars Y (슈퍼로봇대전 Y)</em></strong></td><td>Engine Overhaul</td><td>Advanced project migration pipelines.</td></tr><tr><td><strong>Supercent</strong></td><td>Prototyping Pipelines</td><td>Building automated, AI-driven game development workflows.</td></tr><tr><td><strong>CyberAgent</strong></td><td>Architecture Strategy</td><td>Designing large-scale projects optimized for the AI coding era.</td></tr><tr><td><strong>I AM GAME</strong> (<em>Master of Peace</em>)</td><td>Indie Strategy Development</td><td>Real-world production insights from a small strategy game studio.</td></tr></tbody></table></figure>



<h3><strong>AI-Driven Monetization &amp; Practical Productivity</strong></h3>



<p>Growth and commercialization sessions will feature Unity&#8217;s principal engineering teams breaking down data-driven scaling metrics:</p>



<ul><li><strong>Unity Vector Optimization:</strong> Staff Product Manager <em>Nikki Li</em> and Senior Product Manager <em>Max Ropart</em> will break down the 2025–2026 growth metrics and upcoming functional roadmaps for <strong>Unity Vector</strong>—their machine-learning-driven User Acquisition (UA) platform.</li><li><strong>Streamlined Project Lifecycles:</strong> Principal AI Engineer <em>Maxime Plantady</em> will present methods for leveraging fresh Unity AI integrations to safely split development tasks, explore raw conceptual designs, and pre-screen project-wide code changes before deployment.</li></ul>



<h3><strong>Industrial Expansion &amp; Hands-On Training</strong></h3>



<p>Reaffirming Unity&#8217;s aggressive expansion beyond traditional video game software, the &#8220;Industry&#8221; track has received a significant footprint boost for 2026:</p>



<ul><li><strong>Enterprise Integration:</strong> Heavyweights like <strong>Samsung Heavy Industries</strong> and the <strong>Korea Institute of Industrial Technology (KITECH)</strong> will lead sessions alongside major Japanese automotive firms to showcase live-production <strong>Human Machine Interface (HMI)</strong> mass-manufacturing use cases.</li><li><strong>Largest-Ever Hands-On Track:</strong> Attendees can jump directly into practical training across 5 key specialized branches: <strong>Unity AI, Streaming, Engine Optimization, LevelPlay, and Unity Studio</strong>, rounded out by interactive fireside chats with elite XR veterans.</li></ul>



<blockquote class="wp-block-quote"><p>&#8220;Unite Seoul 2026 acts as a unified hub that fuses every single phase of a creator&#8217;s path—from the initial spark of an idea to development, scaling, monetization, and cross-industry enterprise adaptation. We hope attendees leverage these intensive sessions to experience the raw value of our integrated platform while sharing cross-disciplinary inspiration.&#8221;</p><p>— <strong>Min-seok Song</strong>, Country Manager of Unity Korea.</p></blockquote>



<p>The detailed agenda and registration information for Unite Seoul 2026 can be found on <strong><a href="https://unity.com/kr" target="_blank" rel="noreferrer noopener">the official website</a></strong>.</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/29201">Connecting the Journey: Unity Unveils Complete Session Lineup for &#8216;Unite Seoul 2026&#8217;</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Devolver Digital Unveils Four Indie Titles at PC Gaming Show 2026: Co-op Space, Family Tragedy, Mushroom Decks, and Classic FPS Revival</title>
		<link>https://indiegame.com/en/archives/29095</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Mon, 08 Jun 2026 01:29:06 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=29092</guid>

					<description><![CDATA[<p>Devolver Digital used PC Gaming Show 2026 (held June 7 local time in Los Angeles) to reveal four upcoming indie titles spanning genres from cooperativ...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/29095">Devolver Digital Unveils Four Indie Titles at PC Gaming Show 2026: Co-op Space, Family Tragedy, Mushroom Decks, and Classic FPS Revival</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Devolver Digital used PC Gaming Show 2026 (held June 7 local time in Los Angeles) to reveal four upcoming indie titles spanning genres from cooperative space exploration to narrative adventure to deck-building roguelike to classic FPS revival. PC Gaming Show is the annual online showcase organized by global PC gaming publication PC Gamer, typically aligned with the broader summer gaming event period in Los Angeles. The 2026 edition continued this tradition, presenting via online live broadcast during the summer gaming event window.</p>



<p>The lineup reflects what&#8217;s become Devolver Digital&#8217;s signature approach: an indie publisher&#8217;s catalog that refuses single-genre identity and instead pursues distinctive projects across different gameplay categories. From cooperative exploration to emotionally challenging narrative work, from systems-rich deck builders to revivals of classic franchises, the four titles announced this year extend the publisher&#8217;s pattern of supporting indie work that probably wouldn&#8217;t survive larger studio greenlight processes.</p>



<h5><strong>Pioneer the universe together… &#8216;Starseeker&#8217; Early Access imminent</strong></h5>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="STARSEEKER | Prepare for Launch! Trailer" width="788" height="443" src="https://www.youtube.com/embed/O4RCbXg3jak?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p><strong>Developer:</strong> System Era Softworks <strong>Setting:</strong> Astroneer universe expansion <strong>Concept:</strong> Cooperative space exploration with base management <strong>Player Count:</strong> Cooperative or solo <strong>Release Status:</strong> Early Access June 11, 2026 (PC and consoles)</p>



<p>The most immediately accessible announcement is <em>STARSEEKER: Astroneer Expeditions</em>, the cooperative space exploration game from System Era Softworks. Built on the <em>Astroneer</em> universe, the project sets players aboard the massive ESS Starseeker space station, exploring unknown planets together with teammates.</p>



<p>The gameplay reveal showcased multiple systems: combat, exploration, terraforming that physically reshapes terrain, equipment crafting, and spacesuit customization. Each player&#8217;s actions connect organically to shared objectives — resource acquisition, base expansion, exploration range extension — emphasizing the cooperative experience the project is designed around.</p>



<p>Solo play is also supported for players preferring slower-paced individual exploration. Playtests are currently active, with full Early Access launch coming June 11 across PC and console platforms.</p>



<p>For <em>Astroneer</em> fans specifically, the project represents the universe&#8217;s first significant expansion in years. For broader cooperative gaming audiences, it provides one of the year&#8217;s most anticipated cooperative space exploration releases.</p>



<p><strong><a href="https://indiegame.com/archives/27931" target="_blank" rel="noreferrer noopener">[Related Article: The Beginning of Cooperative Space Expeditions, &#8216;Starseeker&#8217; Launches Early Access on June 11]</a></strong></p>



<hr class="wp-block-separator"/>



<h5><strong><strong>Family, hometown, and a sledgehammer</strong> … &#8216;Virtue and a Sledgehammer&#8217;</strong></h5>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Virtue and a Sledgehammer - Reveal Trailer - Coming 2026" width="788" height="443" src="https://www.youtube.com/embed/0uz1gRrFBgY?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
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<p><strong>Developer:</strong> Deconstructeam × Selkie Harbor <strong>Setting:</strong> Spanish rural village <strong>Concept:</strong> Narrative adventure with destruction mechanics <strong>Themes:</strong> Loss, family, tradition, identity</p>



<p>The most emotionally complex announcement is <em>Virtue and a Sledgehammer</em>, a collaboration between Deconstructeam (known for distinctive narrative work) and Selkie Harbor. The premise combines emotional and violent elements in genuinely unsettling ways.</p>



<p>Players return to their Spanish countryside hometown to find that family members and neighbors are no longer human — they have been replicated in mechanical form. These replicas preserve memories, speech patterns, and relationships of the originals, but they exhibit a hollow unnaturalness that the protagonist immediately senses.</p>



<p>Some have accepted these replicas and want to maintain them. The protagonist sees them not as &#8220;healing&#8221; but as &#8220;distorted extensions&#8221; of what was lost. Eventually, the protagonist picks up a sledgehammer and begins destroying the replicated beings and the spaces they inhabit.</p>



<p>The destruction isn&#8217;t simple violence. It becomes a series of choices about what to accept and what to reject in the gap between past and present, memory and reality. The game uses this process to ask questions about loss, family, tradition, and identity — producing an emotionally uncomfortable but powerful narrative experience.</p>



<p>This is the kind of project that distinguishes Devolver Digital&#8217;s editorial taste. A major publisher would never have funded this — too dark, too philosophically demanding, too commercially unproven. The fact that Devolver supports work this challenging is exactly why their catalog has the cultural significance it does.</p>



<p>For Deconstructeam fans (the developers behind <em>The Red Strings Club</em>, <em>Essays on Empathy</em>, and <em>The Cosmic Wheel Sisterhood</em>), the project represents another collaboration with their characteristic narrative depth combined with Selkie Harbor&#8217;s specific creative perspective.</p>



<p><strong><a href="https://indiegame.com/archives/18680" target="_blank" rel="noreferrer noopener">[Related Article: A Narrative Indie Game That Destroys the Past, &#8216;Virtue and Sledgehammer&#8217;]</a></strong></p>



<hr class="wp-block-separator"/>



<h5><strong><strong>Dungeon Deck Builder</strong> Who Gets Stronger by Eating Mushrooms … &#8216;Shroom and Gloom&#8217;</strong></h5>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Mushrooms and Madness! Shroom and Gloom is headed to Early Access!" width="788" height="443" src="https://www.youtube.com/embed/XowLJwi2WCU?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p><strong>Developer:</strong> Team Lazerbeam <strong>Genre:</strong> Deck-building roguelike with dungeon exploration <strong>Distinctive System:</strong> Dual deck (combat + exploration) <strong>Demo Reception:</strong> Steam 97% Overwhelmingly Positive <strong>Release Window:</strong> Summer 2026</p>



<p><em>Shroom and Gloom</em> from Team Lazerbeam combines deck-building and dungeon exploration into a roguelike with one of the more genuinely innovative system designs of the year.</p>



<p>The core innovation is the &#8220;dual deck system.&#8221; Players operate combat and exploration decks simultaneously. In combat, various card combinations are used to defeat enemies. In exploration, the deck expands the dungeon and reinforces cards through different strategic decisions. The two systems interact while remaining mechanically distinct.</p>



<p>The most distinctive system involves defeating mushroom enemies and then cooking and eating them. Players can grill or season the defeated mushrooms, recovering health or gaining additional effects. Combat and survival flow into a single integrated loop where every enemy becomes both threat and resource.</p>



<p>The free card transformation and reinforcement structure means even low-grade cards can grow into powerful strategic assets. This design philosophy rewards experimentation rather than punishing weaker card draws — exactly the kind of approach that makes deck builders accessible across player skill ranges.</p>



<p>The existing demo has earned Steam&#8217;s 97% Overwhelmingly Positive rating, suggesting genuinely exceptional pre-release reception. Summer 2026 release positions <em>Shroom and Gloom</em> as one of the season&#8217;s most anticipated roguelike releases.</p>



<p>For deck builder enthusiasts specifically, this is one to wishlist immediately. The system innovations alone make it worth attention; the 97% demo rating suggests the execution lives up to the conceptual ambition.</p>



<hr class="wp-block-separator"/>



<h5><strong>The return of a legend marking its 25th anniversary… &#8216;Serious Sam: Shatterverse&#8217;</strong></h5>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Blast Through Shifting Universes in Serious Sam: Shatterverse | Coming 2026" width="788" height="443" src="https://www.youtube.com/embed/jHl-GhG5szc?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p><strong>Developer:</strong> Behaviour Interactive <strong>Franchise:</strong> Serious Sam (25th anniversary) <strong>Concept:</strong> Multiverse cooperative FPS with roguelite elements <strong>Player Count:</strong> Up to 5 cooperative <strong>Story:</strong> Multiple-dimension Sams unite to repair the shattered universe</p>



<p>The most franchise-significant announcement is <em>Serious Sam: Shatterverse</em>, the return of the legendary classic FPS series in a new form. Developed by Behaviour Interactive (notable for <em>Dead by Daylight</em>), <em>Shatterverse</em> combines multiverse storytelling with roguelite elements in a cooperative FPS format.</p>



<p>Up to 5 players form teams to engage in combat across battlefields that change with each run. Various buffs and &#8220;run modifiers&#8221; can transform game rules during play, while defeating enemies builds up abilities that make characters progressively stronger. The structure emphasizes the repeated-play appeal that contemporary roguelite design has perfected.</p>



<p>The narrative setup is delightful in its franchise self-awareness: the universe is shattered by the series&#8217; iconic antagonist Uber Mental, and Sams from different dimensions must unite to restore it. This multiverse framing acknowledges the franchise&#8217;s long history while providing structural justification for the cooperative play with multiple Sam variations.</p>



<p>The 25th anniversary timing makes this release significant for FPS history, specifically. <em>Serious Sam</em> established certain conventions in classic arena FPS — fast pace, massive enemy waves, weapon-as-character design — that influenced the broader FPS evolution. <em>Shatterverse</em> extends that lineage into contemporary cooperative roguelite design while honoring what made the original series memorable.</p>



<p>Playtest applications are currently active. For classic FPS fans, particularly those who grew up with <em>Serious Sam</em> during its 2000s peak, this represents one of the more meaningful franchise revivals of recent years.</p>



<p><strong><a href="https://indiegame.com/archives/24355" target="_blank" rel="noreferrer noopener">[Related Article: Serious Sam Celebrates 25th Anniversary, Unveils New Multiverse Title &#8216;Shatterverse&#8217;]</a></strong></p>



<hr class="wp-block-separator"/>



<h3>What the Lineup Reveals About Devolver&#8217;s Editorial Strategy</h3>



<p>Looking across these four announcements produces interesting patterns about Devolver Digital&#8217;s continuing editorial philosophy.</p>



<p><strong>Genre Diversity as Identity.</strong> Cooperative space exploration, emotionally challenging narrative, dual-deck roguelike, and classic FPS revival don&#8217;t fit into a single category. Devolver Digital&#8217;s catalog identity isn&#8217;t built on genre specialization but on supporting distinctive creative visions across different categories.</p>



<p><strong>Established Developer Partnerships.</strong> System Era Softworks (<em>Astroneer</em>), Deconstructeam (multiple acclaimed narrative releases), Team Lazerbeam, and Behaviour Interactive (<em>Dead by Daylight</em>) represent different scales and specializations. Devolver continues working with developers across the indie spectrum rather than concentrating exclusively on smallest-team or largest-indie projects.</p>



<p><strong>Cooperative Multiplayer Emphasis.</strong> Three of the four announced titles feature cooperative play (<em>Starseeker</em>, <em>Shatterverse</em>) or cooperative-adjacent multiplayer potential. This reflects broader 2026 industry trends toward cooperative experiences amid friend-group gaming&#8217;s continued cultural importance.</p>



<p><strong>Demo-Validated Quality.</strong> <em>Shroom and Gloom</em>&#8216;s 97% Overwhelmingly Positive demo rating represents the kind of pre-release validation that increasingly distinguishes serious indie releases from speculative announcements. Devolver, including this in their showcase, reflects confidence in player-validated quality.</p>



<p><strong>Cultural Risk-Taking.</strong> <em>Virtue and a Sledgehammer</em>&#8216;s emotionally challenging content — exploring loss, family, replicated identity through actual destruction mechanics — represents exactly the kind of project that justifies indie publisher existence. Major publishers wouldn&#8217;t fund this; Devolver does.</p>



<h3>The PC Gaming Show Context</h3>



<p>PC Gaming Show 2026&#8217;s role as one of the industry&#8217;s significant summer events deserves brief recognition. The show operates differently from major platform-holder showcases (Microsoft, Sony, Nintendo events) by focusing specifically on PC platform releases with substantial indie representation. This positioning makes it particularly valuable for Devolver Digital and similar publishers whose catalogs concentrate on PC-focused indie work.</p>



<p>The broader summer gaming event window includes Summer Game Fest (which we&#8217;ve covered extensively in recent project coverage), various platform-specific showcases, and the dispersed events that have replaced E3 as the industry&#8217;s primary announcement period. PC Gaming Show occupies a specific niche in this landscape — providing dedicated platform-focused coverage that indie publishers can leverage for visibility.</p>



<p>For PC gaming audiences specifically, the event functions as one of the year&#8217;s most important discovery moments. Players who follow PC Gaming Show coverage can identify the upcoming releases that align with their interests and build wishlists for the second half of 2026 and early 2027 release windows.</p>



<h3>The Devolver Brand Continued Significance</h3>



<p>Devolver Digital&#8217;s editorial reputation has been built across more than a decade of supporting distinctive indie projects. <em>Hotline Miami</em>, <em>Enter the Gungeon</em>, <em>Cult of the Lamb</em>, <em>Death&#8217;s Door</em>, <em>Inscryption</em>, and dozens of other releases established the publisher as a brand that gamers actively follow rather than just a logistical partner for developers.</p>



<p>This 2026 PC Gaming Show lineup continues that editorial identity. Each project announced operates in a different genre territory but shares the common quality of being creatively distinctive rather than commercially safe. <em>Starseeker</em> extends an established franchise into cooperative directions. <em>Virtue and a Sledgehammer</em> pursues genuinely challenging emotional territory. <em>Shroom and Gloom</em> introduces an innovative system design. <em>Shatterverse</em> revives a classic franchise through contemporary design.</p>



<p>The cumulative effect is that following Devolver Digital releases continues to function as a curated indie discovery service. Players who trust the publisher&#8217;s editorial taste can investigate any Devolver release with reasonable confidence that the work will offer distinctive creative experiences regardless of whether the specific genre matches their preferences.</p>



<h3>Community Response</h3>



<p>Community evaluation of the Devolver showcase has been positive across multiple dimensions. Coverage has emphasized the publisher&#8217;s continued editorial identity — different genres, different developers, different creative directions, but consistent commitment to distinctive work. Some commentators noted that the lineup once again clearly demonstrates Devolver&#8217;s color as an indie publisher.</p>



<p>Each title generated specific community enthusiasm. <em>Starseeker</em>&#8216;s cooperative space exploration appeals to <em>Astroneer</em> veterans and broader space exploration enthusiasts. <em>Virtue and a Sledgehammer</em>&#8216;s emotionally challenging premise drew attention from narrative game audiences. <em>Shroom and Gloom</em>&#8216;s 97% demo rating generated immediate wishlist activity. <em>Shatterverse</em>&#8216;s franchise revival energized longtime FPS fans.</p>



<h3>The Takeaway</h3>



<p>Devolver Digital&#8217;s PC Gaming Show 2026 lineup demonstrates that the publisher continues operating at the kind of editorial level that has made their releases worth following systematically. Four announced titles spanning four different genres, each carrying distinctive creative ambitions, each representing developers operating at significant capability levels — this is exactly what indie publisher catalogs should look like.</p>



<p>For players seeking 2026 release recommendations, all four projects warrant investigation:</p>



<ul><li><em>STARSEEKER: Astroneer Expeditions</em> offers immediate Early Access availability (June 11) for cooperative space exploration enthusiasts.</li><li><em>Virtue and a Sledgehammer</em> represents emotionally challenging narrative work that justifies indie gaming&#8217;s broader cultural significance.</li><li><em>Shroom and Gloom</em> delivers innovative deck builder design with exceptional pre-release validation (97% demo rating).</li><li><em>Serious Sam: Shatterverse</em> honors franchise legacy while extending into contemporary cooperative roguelite design.</li></ul>



<p>For broader indie gaming culture, Devolver&#8217;s continued editorial commitment to distinctive work — across different genres, different developer scales, different creative ambitions — provides exactly the kind of curatorial support that distinguishes vibrant indie scenes from generic shovelware production.</p>



<p>PC Gaming Show 2026 has come and gone. Devolver Digital&#8217;s four announcements continue the editorial pattern that has made the publisher one of indie gaming&#8217;s most reliably interesting voices. The summer 2026 release window includes all four titles in some form — Early Access, full release, or pre-release demo availability — meaning interested players don&#8217;t have to wait long to engage with what was revealed.</p>



<p>The ESS Starseeker is preparing to launch. The Spanish countryside is waiting to be destroyed and mourned. The mushroom dungeons are waiting to be explored and eaten. The multiverse Sams are preparing to unite. And Devolver Digital continues building the kind of indie catalog that gives the broader gaming industry hope that creative ambition can still find institutional support when major publisher economics increasingly favor safe sequel-driven decisions.</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/29095">Devolver Digital Unveils Four Indie Titles at PC Gaming Show 2026: Co-op Space, Family Tragedy, Mushroom Decks, and Classic FPS Revival</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Chained Together Two Years On: How a $4.99 French Indie Platformer Crossed 10 Million Sales and Now Enters Long-Term Service Mode</title>
		<link>https://indiegame.com/en/archives/28817</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 03 Jun 2026 23:17:11 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=28804</guid>

					<description><![CDATA[<p>Two years after launch, Chained Together has done something most $4.99 indie games never approach: cleared 10 million Steam sales, sustained 90% Very ...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/28817">Chained Together Two Years On: How a $4.99 French Indie Platformer Crossed 10 Million Sales and Now Enters Long-Term Service Mode</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
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<p>Two years after launch, <em>Chained Together</em> has done something most $4.99 indie games never approach: cleared 10 million Steam sales, sustained 90% Very Positive review status across 50,000+ reviews, and accumulated enough cultural momentum that French developer Anegar Games has now signed a long-term publishing partnership with Secret Mode to support extended growth and content expansion. Most indie games that achieve substantial early success see attention fade within months as new releases capture the streamer cycle. <em>Chained Together</em> is doing the opposite — entering a deliberate long-service mode after two years of organic growth that&#8217;s accumulated commercial scale most major studio releases never reach.</p>



<p>This partnership announcement isn&#8217;t just a business transaction. It signals the recognition that <em>Chained Together</em> has evolved from &#8220;successful viral indie release&#8221; into something closer to &#8220;established gaming franchise with multi-year operational potential&#8221; — and that the team behind it intends to develop the property accordingly rather than ride its current momentum until it fades.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Chained Together First Official Trailer" width="788" height="443" src="https://www.youtube.com/embed/lVVyMT_HEgY?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<h3>The Viral Success Pattern That Actually Sustained</h3>



<p>Most viral indie successes follow a predictable curve: explosive launch attention through streamer/YouTube coverage, peak engagement for 2-4 months, then steady decline as new viral candidates capture community attention. <em>Chained Together</em>&#8216;s trajectory has been different — and the difference is worth examining.</p>



<p>The game launched June 2024 and immediately became streamer/YouTuber content. The combination of premise (up to 4 players physically chained together attempting platforming), price point ($4.99), and accessibility (anyone could play, no skill prerequisites) made it ideal viral material. Friends playing together, accidents happening, falls and recoveries generating both comedy and frustration — exactly the content that drives streaming engagement.</p>



<p>What&#8217;s unusual is how this content cycle sustained rather than peaked. Two years later, new play videos and broadcast content are still being produced regularly. The game continues generating fresh streamer engagement despite hundreds of competing viral candidates appearing across the period.</p>



<p>The Golden Joystick Awards 2024 and Streamer Awards 2024 wins helped legitimize the property beyond pure viral phenomenon into recognized industry success. Awards visibility brings post-launch audience that pure streamer momentum doesn&#8217;t reach — players who follow industry awards but might not actively follow streamer culture.</p>



<p>The 10 million sales figure represents extraordinary indie achievement at the $4.99 price point. Even accounting for substantial Steam revenue share, the project has generated commercial returns that justify continued investment many times over. For Anegar Games specifically, this commercial success has transformed them from emerging indie studio into established developer with significant resources for future projects.</p>



<h3>The Premise: Why Simple Concepts Travel Far</h3>



<p>It&#8217;s worth examining why <em>Chained Together</em> specifically achieved this trajectory while many similar-concept games haven&#8217;t. The premise distillation is genuinely elegant — players are chained together attempting to climb. That&#8217;s almost all of it. The simplicity is the point.</p>



<p>Simple premises that produce complex emergent behavior are gaming&#8217;s most reliable viral formula. <em>Among Us</em> was social deduction in space — simple. <em>Fall Guys</em> was battle royale platforming — simple. <em>Phasmophobia</em> was cooperative ghost hunting — simple. Each premise can be explained in one sentence to potential players, demonstrated visually in seconds, and immediately suggests the comedic potential viewers will encounter.</p>



<p><em>Chained Together</em>&#8216;s chain physics produces exactly this kind of emergent comedy. When one player jumps, others are pulled along. When one player mistimes a movement, the entire team can fall. The physics engine creates situations that no designer scripted but that all players recognize as inevitable consequences of the core mechanic. Players don&#8217;t have to learn complex systems to understand what&#8217;s funny about <em>Chained Together</em> — they immediately understand that a single sliced rope and four panicked friends produce maximum comedy.</p>



<p>This kind of &#8220;the mechanics ARE the joke&#8221; design is exceptionally hard to achieve through complex systems. The simpler the foundation, the more clearly the emergent humor can emerge from it. <em>Chained Together</em> succeeds partly because Anegar Games resisted the temptation to add complexity that would have obscured the fundamental comedy of the chain mechanic.</p>


<div id="jgb-slideshow-1" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/06/Chained-Together_3-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/06/Chained-Together_1-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/06/Chained-Together_2-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/06/Chained-Together_4-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h3>The Hell-to-Heaven Vertical Journey</h3>



<p>The game&#8217;s structural choice — climbing from hell&#8217;s deepest point upward toward heaven — provides narrative justification and gameplay variety simultaneously. Each region has distinct atmospheric and visual themes, with higher elevations introducing more challenging obstacles and complex structures.</p>



<p>The hardcore mode adds tension through rising lava that constantly threatens players from below. The pressure of literal rising death imposes pace and consequence on what would otherwise be pure climbing. Conversely, golden wings obtained from higher regions provide gliding capability during falls, creating recovery options that make ambitious play viable.</p>



<p>The visual contrast between hell&#8217;s red lava and heaven&#8217;s golden landscapes produces a strong identity that streamers can immediately leverage. Players can see, at a glance, how far a player has progressed — and the visual transformation from infernal beginnings to celestial heights provides a satisfying narrative arc beyond pure mechanical progression.</p>



<p>The &#8220;climb upward&#8221; structure is also psychologically clever. Vertical progression is one of gaming&#8217;s most universally satisfying metaphors. Going up = winning. Falling = losing. Players from any cultural background immediately understand the visual logic without explanation. This semantic clarity contributes to <em>Chained Together</em>&#8216;s international viral spread — the game&#8217;s appeal doesn&#8217;t depend on cultural context.</p>



<h3>The Difficulty Spectrum</h3>



<p><em>Chained Together</em>&#8216;s difficulty mode structure shows mature design thinking about audience range.</p>



<p><strong>Hardcore Mode</strong> with rising lava maximizes tension for players seeking peak intensity. The lava creates time pressure that doesn&#8217;t otherwise exist in climbing games, transforming what could be patient platforming into desperate scrambling for height. For streamers especially, this mode provides the maximum content potential — falls happen quickly, recovery time is limited, and the visual drama of rising danger reads instantly on camera.</p>



<p><strong>Beginner Mode</strong> provides an immediate return to the highest point reached. This convenience function specifically serves players who want to enjoy the cooperative mechanics without the punishment that defines hardcore modes. <em>Chained Together</em> could have leaned exclusively into rage-game intensity, but choosing to include beginner options expands the audience meaningfully without diluting the experience for hardcore players.</p>



<p>This dual-tier approach is exactly what successful party games need. Hardcore play satisfies committed players and produces optimal streaming content; accessible play welcomes casual players who would otherwise be excluded by rage-game intensity. <em>Chained Together</em> serves both audiences through structural design rather than compromising for either.</p>



<h3>The Secret Mode Partnership</h3>



<p>The publishing partnership with Secret Mode is the announcement&#8217;s most significant strategic dimension. Secret Mode&#8217;s credentials are substantial: MCV/Develop Indie Publisher of the Year 2025, Ukie Best UK Publisher 2024, and Debug Best Indie Game Influencer Marketing 2025. Their catalog includes the triple-BAFTA-winning <em>Still Wakes the Deep</em>, plus <em>A Little to the Left</em>, <em>Wobbledogs</em>, and <em>Loddlenaut</em>.</p>



<p>Most relevant to <em>Chained Together</em> specifically: Secret Mode successfully managed <em>Escape the Backrooms</em>&#8216; official release and post-launch content support. <em>Escape the Backrooms</em> shares structural similarities with <em>Chained Together</em> — cooperative gameplay, streamer/community-driven discovery, and viral momentum that needed transition to sustained operational support. Secret Mode&#8217;s proven experience managing exactly this kind of property is the most important qualification for the <em>Chained Together</em> relationship.</p>



<p>The partnership framing emphasizes &#8220;long-term growth and content expansion&#8221; rather than just commercial publishing services. This suggests <em>Chained Together</em> will receive ongoing content updates, possibly new modes, expanded regions, additional mechanics, seasonal content, or other systematic expansions of the base game. The viral-game-to-service-game evolution is a relatively recent indie business model, and <em>Chained Together</em> now joins the small group of indie titles attempting it seriously.</p>



<p>For Anegar Games, the partnership likely also frees development resources from publishing/operational responsibilities. Successful indie studios often face the challenge of dividing time between continuing development and managing the operational demands of successful releases. Secret Mode&#8217;s involvement should let Anegar Games focus on new development and content creation while Secret Mode handles community management, platform relations, marketing, and operational support.</p>



<h3>The Streaming Era&#8217;s Commercial Dynamics</h3>



<p><em>Chained Together</em>&#8216;s success illustrates broader patterns in contemporary indie gaming commerce.</p>



<p><strong>Price Point Strategy:</strong> The $4.99 pricing was crucial. At the impulse-purchase scale, casual players try games they wouldn&#8217;t pay $20 to experience. The 10 million sales figure would have been impossible at higher pricing, even with the same viral momentum. Indie developers increasingly recognize that volume strategies at low price points can produce greater total revenue than premium pricing for similar-quality content.</p>



<p><strong>Cooperative Multiplayer as Audience Multiplier:</strong> Single-player viral hits require each viewer to consider whether they personally want the experience. Cooperative multiplayer hits convert each player into a potential 2-4 player audience because friends typically purchase together. <em>Chained Together</em> benefits from this multiplication factor consistently.</p>



<p><strong>Physics Engine as Comedy Generator:</strong> Games with sophisticated physics systems produce emergent comedy that designer-authored humor can&#8217;t match. <em>Goat Simulator</em>, <em>Untitled Goose Game</em>, and <em>Chained Together</em> all leverage physics to create situations that surprise even their developers. This emergent quality keeps content fresh long after scripted humor would have worn out.</p>



<p><strong>Streamer-Compatible Design:</strong> The game&#8217;s structural choices favor streaming visibility. Visual progress is immediately apparent. Failure is dramatic. Success is satisfying. Player reactions are intense and visible. The design is structurally optimized for the kind of content that performs well on streaming platforms.</p>



<h3>Who This Is For (And Who&#8217;s Still Discovering It)</h3>



<p>Strong fit for: cooperative gaming groups seeking accessible party experiences; streamers and content creators looking for content-friendly games at low entry cost; rage game enthusiasts; physics comedy fans; anyone who enjoyed <em>Fall Guys</em>, <em>Among Us</em>, or similar accessible viral co-op experiences; new players just discovering the game two years after its peak hype.</p>



<p>The &#8220;new players still discovering&#8221; segment is particularly important. <em>Chained Together</em> continues generating new audience discovery despite being two years old, partly through ongoing streamer content, partly through Steam algorithm promotion of its accumulated review momentum, and partly through pure word-of-mouth between friend groups.</p>



<p>Cautious fit for: players who specifically prefer single-player experiences; anyone whose cooperative gaming groups don&#8217;t have time for chaotic physics comedy.</p>



<p>Less ideal for: players seeking serious narrative experiences; anyone who prefers competitive over cooperative gaming; players whose social circles don&#8217;t include cooperative gaming partners.</p>



<h3>What the Partnership Means for Long-Term Direction</h3>



<p>A few questions will shape <em>Chained Together</em>&#8216;s next phase under Secret Mode&#8217;s involvement.</p>



<p>The first is the content expansion direction. Possibilities range from new regions extending the existing climb to entirely new game modes (downward racing? horizontal challenges? competitive variants?) to seasonal content with limited-time themes. How Anegar Games and Secret Mode approach expansion will determine whether <em>Chained Together</em> maintains its identity or evolves into something different.</p>



<p>The second is platform expansion possibilities. The game has remained PC-exclusive throughout its two-year success. Console and mobile expansions could significantly extend the total audience, though they bring development complexity that Anegar Games may have deliberately avoided.</p>



<p>The third is the lifecycle planning. Successful service-style indie games typically need 3-5 years of operational planning. How Secret Mode and Anegar Games structure ongoing development will affect whether <em>Chained Together</em> sustains relevance for years or fades despite the partnership investment.</p>



<p>The fourth is community feature development. Service-style games depend heavily on community features (leaderboards, cosmetics, social systems) that <em>Chained Together</em> hasn&#8217;t emphasized significantly. Building these features without compromising the game&#8217;s core simplicity is a design challenge worth watching.</p>



<h3>The Takeaway</h3>



<p><em>Chained Together</em>&#8216;s evolution from $4.99 viral indie launch to 10-million-selling cultural phenomenon to long-term service operation represents one of the more interesting commercial trajectories in contemporary indie gaming. The Secret Mode partnership formalizes what the commercial success has revealed — that <em>Chained Together</em> has matured beyond viral release into an established property with multi-year operational potential.</p>



<p>For current and prospective players, the announcement signals that <em>Chained Together</em> will continue receiving development support rather than being abandoned to maintenance mode. The 50,000+ Very Positive reviews and 10 million sales weren&#8217;t a peak — they were a foundation for what comes next.</p>



<p>For indie scene observers, the project&#8217;s trajectory provides a case study in how viral indie success can be converted into sustainable long-term business through strategic partnership decisions. Anegar Games&#8217; choice to align with Secret Mode (rather than continuing to self-publish, attempting to grow internal operational capabilities, or selling the IP entirely) represents one path through the post-viral-success challenges that all successful indie studios face.</p>



<p>For the broader gaming industry, <em>Chained Together</em>&#8216;s success and continuing development demonstrate that the $4.99 viral cooperative space has more depth than it might appear. These aren&#8217;t disposable games that briefly capture streamer attention and disappear — they can become genuine commercial properties with multi-year relevance when developers and publishers approach them strategically.</p>



<p>A simple premise. Up to four players chained together. A climb from hell&#8217;s depths toward heaven&#8217;s heights. Two years of streamer/YouTuber content. 10 million Steam sales. 50,000 reviews, maintaining 90% positive status. And now, a partnership with one of indie publishing&#8217;s most awarded organizations to sustain development for years to come.</p>



<p>As indie success stories go, <em>Chained Together</em>&#8216;s is one of the more genuinely instructive of recent memory — and based on the Secret Mode partnership announcement, the story isn&#8217;t ending. It&#8217;s just entering its next chapter.</p>



<p>The chain is still connecting players. The climb is still happening. The lava is still rising. And one of indie gaming&#8217;s most genuinely viral successes is positioning itself for sustained relevance in a space where most viral hits fade within months of release.</p>


<div id="jgb-slideshow-2" class="wp-block-jetpack-slideshow jgb-slideshow aligncenter" data-autoplay="false" data-delay="3000" data-effect="slide"><div class="swiper jgb-slideshow__swiper"><div class="swiper-wrapper"><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/06/Chained-Together_8-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/06/Chained-Together_5-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/06/Chained-Together_7-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/06/Chained-Together_6-1024x576.jpg" alt="" loading="lazy"></figure></div></div><div class="swiper-pagination"></div><div class="swiper-button-prev"></div><div class="swiper-button-next"></div></div></div>


<h5>Information regarding <strong>&#8216;Chained Together&#8217;</strong></h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Developer</td><td> Anegar Games</td></tr><tr><td> Publisher</td><td> Secret Mode (MCV/Develop Indie Publisher of the Year 2025)</td></tr><tr><td> Genre</td><td> Cooperative Platformer / Physics-based Rage Game / Party Game</td></tr><tr><td> Release platform</td><td> PC (Steam)</td></tr><tr><td> First release date</td><td> June 2024</td></tr><tr><td> price</td><td> $4.99</td></tr><tr><td> Steam sales volume</td><td> 10 million copies+</td></tr><tr><td> Steam Review</td><td> Very positive 90% (50,000+)</td></tr><tr><td> premier</td><td> Golden Joystick Awards 2024 / Streamer Awards 2024</td></tr><tr><td> Play Mode</td><td> Solo / Co-op up to 4 players</td></tr><tr><td> core system</td><td> Chain Physics / Lava Pool Hardcore Mode / Golden Wings / Beginner Mode</td></tr><tr><td> Main Keywords</td><td> Co-op, Rage-inducing, Platformer, Hell, Chains, Viral, Party Game</td></tr><tr><td> Official Channel</td><td> Discord · X · YouTube · TikTok</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2567870/Chained_Together/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/28817">Chained Together Two Years On: How a $4.99 French Indie Platformer Crossed 10 Million Sales and Now Enters Long-Term Service Mode</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>K-Indie Takes Center Stage: Global Interest Focuses on KOCCA Joint Pavilion at Kyoto BitSummit 2026</title>
		<link>https://indiegame.com/en/archives/28375</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Thu, 28 May 2026 02:52:54 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=28356</guid>

					<description><![CDATA[<p>The Event: The Ministry of Culture, Sports and Tourism and the Korea Creative Content Agency (KOCCA) successfully operated the &#8216;2026 Korea Indie...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/28375">K-Indie Takes Center Stage: Global Interest Focuses on KOCCA Joint Pavilion at Kyoto BitSummit 2026</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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<p id="p-rc_b57104eb62518a33-19"><strong>The Event:</strong> The <strong>Ministry of Culture, Sports and Tourism</strong> and the <strong>Korea Creative Content Agency (KOCCA)</strong> successfully operated the <strong>&#8216;2026 Korea Indie Game Showcase in BitSummit&#8217;<sup></sup></strong>.</p>



<p id="p-rc_b57104eb62518a33-20"><strong>The Destination:</strong> <strong>BitSummit PUNCH</strong>, Japan&#8217;s premier international indie game festival, held at the <strong>Miyako Messe</strong> in Kyoto from <strong>May 22 to May 24, 2026<sup></sup></strong>.</p>



<p id="p-rc_b57104eb62518a33-21"><strong>The Scale:</strong> A dedicated Korean Joint Pavilion, expanded to <strong>twice the size of last year&#8217;s layout</strong>, showcasing <strong>10 outstanding domestic indie titles<sup></sup></strong>.</p>



<p id="p-rc_b57104eb62518a33-22"><strong>The Impact:</strong> Successfully established direct lines to international publishers, executed extensive global buyer consultations, and boosted online presence via localized gaming influencers.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="683" src="https://indiegame.com/wp-content/uploads/2026/05/사진1.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진-1024x683.jpg" alt="" class="wp-image-28357" srcset="https://indiegame.com/wp-content/uploads/2026/05/사진1.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진-1024x683.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/05/사진1.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진-300x200.jpg 300w, https://indiegame.com/wp-content/uploads/2026/05/사진1.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진-768x512.jpg 768w, https://indiegame.com/wp-content/uploads/2026/05/사진1.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진-150x100.jpg 150w, https://indiegame.com/wp-content/uploads/2026/05/사진1.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진-450x300.jpg 450w, https://indiegame.com/wp-content/uploads/2026/05/사진1.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진-1200x800.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/05/사진1.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진.jpg 1206w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3><strong>Expanding the Global Footprint of K-Indie<sup></sup></strong></h3>



<p id="p-rc_b57104eb62518a33-23">The Korean Joint Pavilion served as a high-traffic hub, driving both consumer engagement and critical B2B negotiations.<sup></sup> To maximize visitor retention and track player sentiment, KOCCA deployed customized gamified elements directly on the show floor, including interactive stamp rallies and structured game feedback programs. Attendees actively participated by playtesting, adding titles to their wishlists, and amplifying the pavilion&#8217;s reach across social media platforms via live SNS verification events.</p>



<p id="p-rc_b57104eb62518a33-24">To bridge the gap between physical attendees and digital audiences, KOCCA partnered with prominent Japanese gaming influencer and streamer <strong>&#8216;Kenki&#8217;<sup></sup></strong>. Kenki hosted targeted live-stream demonstrations directly from the pavilion floor, giving Japanese online communities an in-depth look at the mechanical depth and stylistic variety of the Korean selections.</p>



<h3><strong>The BitSummit PUNCH 2026 Cohort<sup></sup></strong></h3>



<p id="p-rc_b57104eb62518a33-25">The 10 selected studios represent a diverse cross-section of genres and artistic styles within the domestic indie landscape:<sup></sup></p>



<ul><li><strong>Superwave Studio<sup></sup></strong></li><li><strong>Studio Brachio</strong></li><li><strong>Outdoor Unit Operation</strong></li><li><strong>Odyssey</strong></li><li><strong>Writers Games</strong></li><li><strong>Maplefly</strong></li><li><strong>Studio BBB</strong></li><li><strong>Code Name Bomb</strong></li><li><strong>Team Tetrapod</strong></li><li><strong>Project Morum</strong></li></ul>



<h3><strong>Securing International Partnerships and Networks<sup></sup></strong></h3>



<p id="p-rc_b57104eb62518a33-27">B2B matching remained a critical priority throughout the event.<sup></sup> Utilizing dedicated business matching platforms, KOCCA brokered extensive consultation tracks between the Korean cohort and global publishers or regional distributors to discuss international publishing agreements and localized market entries.</p>



<p id="p-rc_b57104eb62518a33-28">Furthermore, to lay down strong networking foundations before the show day, KOCCA hosted an exclusive pre-opening networking mixer on <strong>May 21</strong> at the <strong>Kyoto Anteroom Hotel</strong>. The event brought together over 60 industry professionals—including the 10 Korean studios alongside prominent Japanese publishers and venture buyers—for pitch presentations and cross-border collaborative dialogue.</p>



<blockquote class="wp-block-quote"><p>&#8220;Meeting a massive volume of international buyers face-to-face at BitSummit was an invaluable opportunity.<sup></sup> Participating in the KOCCA joint pavilion acted as a crucial catalyst to elevate our title&#8217;s profile on the global stage.&#8221;</p><p>— <strong>Hee-beom Jeong</strong>, CEO of Writers Games.</p></blockquote>



<h3><strong>Quick Specification: KOCCA @ BitSummit PUNCH 2026</strong></h3>



<figure class="wp-block-table"><table><thead><tr><td><strong>Category</strong></td><td><strong>Details</strong></td></tr></thead><tbody><tr><td><strong>Exhibition Name<sup></sup></strong></td><td>BitSummit PUNCH 2026<sup></sup></td></tr><tr><td><strong>Exhibition Dates</strong></td><td>May 22 – May 24, 2026</td></tr><tr><td><strong>Venue Location</strong></td><td>Miyako Messe, Kyoto, Japan</td></tr><tr><td><strong>Pavilion Scale</strong></td><td><strong>2x Growth</strong> compared to the previous year</td></tr><tr><td><strong>Cohort Size</strong></td><td>10 South Korean Indie Studios</td></tr><tr><td><strong>Key B2B Initiatives</strong></td><td>Anteroom Hotel Mixer (May 21), Business Matching Tracks</td></tr><tr><td><strong>Online Ambassador</strong></td><td>Japanese gaming streamer &#8216;Kenki&#8217;</td></tr></tbody></table></figure>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="683" src="https://indiegame.com/wp-content/uploads/2026/05/사진2.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진-1024x683.jpg" alt="" class="wp-image-28358" srcset="https://indiegame.com/wp-content/uploads/2026/05/사진2.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진-1024x683.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/05/사진2.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진-300x200.jpg 300w, https://indiegame.com/wp-content/uploads/2026/05/사진2.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진-768x512.jpg 768w, https://indiegame.com/wp-content/uploads/2026/05/사진2.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진-150x100.jpg 150w, https://indiegame.com/wp-content/uploads/2026/05/사진2.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진-450x300.jpg 450w, https://indiegame.com/wp-content/uploads/2026/05/사진2.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진-1200x800.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/05/사진2.-‘코리아-인디게임-쇼케이스-in-비트서밋-현장사진.jpg 1206w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3><strong>A Critical Engine for Industry Growth<sup></sup></strong></h3>



<p id="p-rc_b57104eb62518a33-31">The successful showing at BitSummit marks a sustained push by South Korean cultural institutions to position indie development as a primary pillar of international software exports.<sup></sup></p>



<blockquote class="wp-block-quote"><p>&#8220;This iteration of BitSummit explicitly confirmed the sheer competitive weight that K-indie titles carry in the global arena.<sup></sup> Because independent games serve as a vital growth engine capable of captivating audiences worldwide, KOCCA will continue to deploy structured, long-term support pipelines to turn creative vision into tangible international business milestones.&#8221;</p><p>— <strong>Seong-jun Kim</strong>, Head of the Game New Technology Division at KOCCA.</p></blockquote>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/28375">K-Indie Takes Center Stage: Global Interest Focuses on KOCCA Joint Pavilion at Kyoto BitSummit 2026</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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