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	<title>인디게임닷컴</title>
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		<title>Of Peaks and Tides Preview: Shanghai Studio Turns the Classic of Mountains and Seas Into an Unreal Engine 5 Survival Sandbox — 500+ Attendees at Shanghai Hands-On Event</title>
		<link>https://indiegame.com/en/archives/35686</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 23 Sep 2026 03:05:32 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35664</guid>

					<description><![CDATA[<p>A year after its initial reveal, Shanghai-based CyancookGames has returned with an expanded look at Of Peaks and Tides — an Unreal Engine 5 open-world...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35686">Of Peaks and Tides Preview: Shanghai Studio Turns the Classic of Mountains and Seas Into an Unreal Engine 5 Survival Sandbox — 500+ Attendees at Shanghai Hands-On Event</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>A year after its initial reveal, Shanghai-based CyancookGames has returned with an expanded look at <em>Of Peaks and Tides</em> — an Unreal Engine 5 open-world survival crafting game drawing its creature designs directly from the <em>Classic of Mountains and Seas</em> (山海經, Shan Hai Jing), the ancient Chinese geographic and mythological text that has supplied source material for centuries of Chinese fiction, art, and now, increasingly, games.</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="Of Peaks and Tides|Official Announcement Trailer|Reclaim" width="788" height="443" src="https://www.youtube.com/embed/CoIxM39Hg6g?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>Everland, Abandoned by Its Gods</h3>



<p>The setting is Everland — a vast world once connected to the heavens, torn apart when the connection between sky and earth collapsed, leaving the civilization humanity built behind in ruins. Players wake as a &#8220;Noland,&#8221; someone with nothing, and begin from there: gathering resources, building shelter, fighting the creatures that now populate the broken landscape, and gradually uncovering traces of the lost civilization scattered throughout the world.</p>



<p>The narrative throughline gives the survival loop a destination beyond pure subsistence: as exploration continues, players eventually confront the gods who abandoned humanity, and the mystery of what actually happened to the lost civilization becomes the game&#8217;s central discovery arc.</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/2026/09/Of-Peaks-and-Tides_Key_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/2026/09/Of-Peaks-and-Tides_Key_1-1024x576.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>Environment as Weapon</h3>



<p>The stated design philosophy — &#8220;boundless creativity, imaginative combat&#8221; — is built specifically around Unreal Engine 5&#8217;s physics systems, turning the surrounding environment itself into a combat resource. Sandstorms and blizzards directly affect fights; plants can be used to trap or redirect the movement of giant creatures; tamed creatures can carry mobile bases on their backs, and massive flying creatures can serve as actual world traversal.</p>



<p>Everyday objects get repurposed in similarly unexpected ways — a strawberry-shaped hammer or a honeycomb hammer are cited specifically as effective tools against powerful bosses, extending the &#8220;combine environment and objects to invent new combat approaches&#8221; philosophy down to the individual weapon level rather than only the macro-environmental scale.</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/2026/09/Of-Peaks-and-Tides_Key_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/2026/09/Of-Peaks-and-Tides_Key_4-1024x575.png" 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>Creatures From the Shan Hai Jing</h3>



<p>Everland&#8217;s inhabitants are drawn from named entities in the <em>Shan Hai Jing</em>: Fuzhu, Little Taotie, mischievous monkey-creatures, and the massive Xi are cited specifically. Rather than functioning purely as combat encounters, these creatures are built to behave as an actual ecosystem — hunting, hiding, and reacting to their surroundings independently of whether a player happens to be nearby.</p>



<p>The world spans multiple named biomes, including the Cangmu Source, alongside dense forests, sprawling deserts, and snow-capped peaks — each region populated with distinct environments and creatures meant to keep exploration producing new challenges and discoveries as players move between them.</p>


<div id="jgb-slideshow-3" 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/2026/09/Of-Peaks-and-Tides_Key_6-1024x640.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_5-1024x640.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 Team Behind It</h3>



<p>CyancookGames is an independent Shanghai studio built around veterans with backgrounds at Tencent and development experience on <em>Naraka: Bladepoint</em> and <em>Diablo Immortal</em>. Founder Ted Cao, a former Tencent Games producer, framed the studio&#8217;s goal directly: responding quickly to market shifts through a creative development approach, aiming to deliver the kind of immersive game experience players actually want to have directly.</p>



<h3>A Year of Iteration, Confirmed at a 500-Person Shanghai Event</h3>



<p>Since its initial reveal last year, the development team has spent roughly a year refining the game based on international player and media attention. The current build adds more dynamic environments, improved visual effects, expanded environmental interaction systems, and large-scale boss encounters — with overall scope and interactivity expanded meaningfully beyond what the original reveal showed.</p>



<p>A two-day offline hands-on event in Shanghai drew more than 500 local participants, who tried the current build directly — including crafting, natural-disaster mechanics, and road and bridge construction systems — with attendee-captured gameplay footage subsequently shared through local community channels.</p>



<p>No specific release date or pricing was announced alongside this update. A PC Steam version remains in active development, with further details to follow.</p>



<figure class="wp-block-image size-large"><img loading="lazy" width="1024" height="768" src="https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China-1024x768.jpg" alt="" class="wp-image-35678" srcset="https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China-1024x768.jpg 1024w, https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China-300x225.jpg 300w, https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China-768x576.jpg 768w, https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China-150x113.jpg 150w, https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China-450x338.jpg 450w, https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China-1200x900.jpg 1200w, https://indiegame.com/wp-content/uploads/2026/09/Of-Peaks-and-Tides_Key_China.jpg 1280w" sizes="(max-width: 1024px) 100vw, 1024px" /></figure>



<h3>Who This Is For</h3>



<p>Strong fit for: survival crafting fans who want a setting built specifically around Chinese mythology rather than generic fantasy; players who want environmental physics genuinely integrated into combat rather than cosmetic; <em>Naraka: Bladepoint</em> or <em>Diablo Immortal</em> players curious about what this specific dev team builds next; co-op groups looking for a new up-to-4-player open-world survival option; anyone drawn to creature ecosystems that behave independently rather than existing purely as combat triggers.</p>



<p>Cautious fit for: players who need a release date or pricing before following; anyone who wants to evaluate the game through an available demo (none exists yet outside offline events).</p>



<p>Less ideal for: players who dislike survival crafting mechanics regardless of setting; anyone seeking narrative-first pacing over open-ended exploration; players wanting single-player-only design.</p>



<h3>The Takeaway</h3>



<p><em>Of Peaks and Tides</em> is CyancookGames using a year of post-reveal development to expand an open-world survival sandbox built specifically on <em>Shan Hai Jing</em> mythology — creatures that behave like an actual ecosystem, environmental physics that turn weather and terrain into combat tools, and a lost-civilization mystery underneath the resource-gathering loop. Five hundred Shanghai attendees got hands-on with the current build; everyone else still needs a release date.</p>



<p>Everland is broken. The gods left. And somewhere between a honeycomb hammer and a tamed flying creature carrying your mobile base across a snow-capped mountain range, CyancookGames is betting Chinese mythology has more left to offer the survival genre than it&#8217;s been given credit for.</p>



<p>PC Steam version in development. Release date TBA.</p>



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



<h5>Information regarding &#8216;Of Peaks and Tides&#8217;</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> CyancookGames (based in Shanghai)</td></tr><tr><td> Genre</td><td> Open world survival crafting, action adventure</td></tr><tr><td> platform</td><td> PC (Steam, Under Development)</td></tr><tr><td> Release date</td><td> Undecided</td></tr><tr><td> characteristic</td><td> Based on Unreal Engine 5, online co-op for up to 4 players, based on Eastern mythology (Shan Hai Jing).</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/3757140/Of_Peaks_and_Tides/">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35686">Of Peaks and Tides Preview: Shanghai Studio Turns the Classic of Mountains and Seas Into an Unreal Engine 5 Survival Sandbox — 500+ Attendees at Shanghai Hands-On Event</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<item>
		<title>Let&#8217;s Build a Dungeon Preview: Springloaded&#8217;s Game-Development Sim Turns Its Own Early Access Into Part of the Game — February 11, 2027</title>
		<link>https://indiegame.com/en/archives/35665</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 23 Sep 2026 01:56:31 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35646</guid>

					<description><![CDATA[<p>You play a game designer and studio CEO trying to build the world&#8217;s best MMORPG. You design quests, tune item drop rates, hire and fire staff to...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35665">Let&#8217;s Build a Dungeon Preview: Springloaded&#8217;s Game-Development Sim Turns Its Own Early Access Into Part of the Game — February 11, 2027</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>You play a game designer and studio CEO trying to build the world&#8217;s best MMORPG. You design quests, tune item drop rates, hire and fire staff to build out your dev team, and then market the finished product to attract virtual players. Springloaded&#8217;s <em>Let&#8217;s Build a Dungeon</em> — announced for February 11, 2027 at PC Gaming Show Tokyo Direct — wraps this premise in a specific structural trick: the game-within-the-game&#8217;s development process mirrors, deliberately and explicitly, the actual Early Access process the real game is about to enter.</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="Let&#039;s Build A Dungeon - Early Access Release Date Trailer | PC Gaming Show Tokyo Direct" width="788" height="443" src="https://www.youtube.com/embed/dzi7qeiiALE?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 Meta Structure</h3>



<p>Players run their own studio, develop a fictional MMORPG, and progress it through something called &#8220;GameLink Early Access&#8221; — an in-fiction stage built to directly evoke the real thing. Game Director James Barnard described the intent plainly: showing players what game development actually looks like by having them live through a version of it.</p>



<p>Barnard has been explicit that this isn&#8217;t incidental. Much of what Springloaded itself has experienced as an indie studio is already baked into the game, and the team is deliberately blurring the line between the fictional development studio players run and the real one that built <em>Let&#8217;s Build a Dungeon</em>. His framing of the parallel is worth quoting directly: just as players in Campaign mode have to adapt to fictional user feedback to succeed, Springloaded knows it needs to absorb as much meaningful feedback as possible from its own community during the real Early Access period — &#8220;a kind of meta, symbiotic relationship,&#8221; in his words.</p>


<div id="jgb-slideshow-4" 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/2026/09/Lets-Build-a-Dungeon_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/2026/09/Lets-Build-a-Dungeon_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/2026/09/Lets-Build-a-Dungeon_3-1024x576.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>Four Modes</h3>



<p><strong>Campaign</strong> is the core content — combining studio management, RPG creation, and playtesting into a single connected loop.</p>



<p><strong>Just Build</strong> strips away the management pressure entirely, offering a deck-building-based system for constructing worlds with no stakes attached.</p>



<p><strong>Creative</strong> provides the toolset directly: character generator, dialogue editor, inventory editor, portrait editor, and quest builder.</p>



<p><strong>Dungeoneering</strong> is the exploration mode — playing through content built by Springloaded, other developers, and the wider community.</p>



<p>Twitch integration runs across the experience: chat participants can appear as virtual players inside a streamer&#8217;s game world, or vote directly on major studio decisions — extending the &#8220;community feedback shapes development&#8221; theme from the studio-management fiction into actual audience participation during a stream.</p>



<p>The content library backing all of this comes from thousands of hand-made assets accumulated across roughly five years of development — a substantial claim of scope for a management sim whose actual playable content depends on a large asset library rather than procedural generation alone.</p>


<div id="jgb-slideshow-5" 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/2026/09/Lets-Build-a-Dungeon_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/2026/09/Lets-Build-a-Dungeon_4-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Lets-Build-a-Dungeon_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>


<h3>What Early Access Adds Over Time</h3>



<p>Per the Steam page, the Early Access period is planned to run for approximately 12 months, with the full 1.0 release adding more quests, milestones, new features, and expanded creative tools beyond what launches in February. That&#8217;s a specific, bounded roadmap commitment rather than an open-ended &#8220;we&#8217;ll see&#8221; — worth noting given how directly the studio has tied its own Early Access reception to the game&#8217;s central fictional conceit.</p>


<div id="jgb-slideshow-6" 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/2026/09/Lets-Build-a-Dungeon_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/2026/09/Lets-Build-a-Dungeon_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/2026/09/Lets-Build-a-Dungeon_9-1024x575.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 Springloaded Track Record</h3>



<p>Founded in 2012 by industry veteran James Barnard, Springloaded has built a consistent identity around simulation games that combine nostalgia with new mechanical ideas — <em>Let&#8217;s Build a Zoo</em> being the studio&#8217;s best-known prior release across PC and console. The studio is currently also developing <em>RollerCoaster Tycoon Wonderworks</em> in partnership with Atari, putting <em>Let&#8217;s Build a Dungeon</em> alongside a second major simulation project in Springloaded&#8217;s active pipeline. Publishing for the new release runs through Springloaded itself, with Kowloon Nights partnering on PC and Xbox distribution.</p>


<div id="jgb-slideshow-7" 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/2026/09/Lets-Build-a-Dungeon_11-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Lets-Build-a-Dungeon_10-1024x576.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>Who This Is For</h3>



<p>Strong fit for: management sim fans who want genuine insight into (or satire of) actual game development processes; RPG builder enthusiasts who want deep creative tools (dialogue, inventory, portrait, quest editors) alongside the business-sim layer; <em>Let&#8217;s Build a Zoo</em> players curious about what the studio does with a game-development theme; Twitch streamers and their communities looking for a title built specifically around chat participation and voting; Early Access participants who want to be part of a studio&#8217;s explicitly self-aware feedback loop.</p>



<p>Cautious fit for: players who want a finished 1.0 experience rather than a 12-month Early Access commitment; anyone who needs the full creative toolset available at launch rather than expanding over the EA period.</p>



<p>Less ideal for: players who dislike management/business-sim mechanics regardless of theme; anyone seeking action or real-time combat gameplay; players who want multiplayer beyond Twitch chat integration.</p>



<h3>The Takeaway</h3>



<p><em>Let&#8217;s Build a Dungeon</em> is Springloaded building a game about making a game, then deliberately collapsing the distance between the two — the fictional studio&#8217;s Early Access struggles and the real studio&#8217;s actual Early Access period are meant to inform each other in real time, by the developers&#8217; own explicit design. Four modes, thousands of hand-crafted assets from five years of development, Twitch chat as playable content, and 195,000 wishlists heading into a February 11 launch that&#8217;s really the start of a 12-month conversation between Springloaded and whoever shows up to play.</p>



<p>The virtual MMORPG needs quests designed and drop rates tuned. The real game needs the same kind of attention from the people about to start playing it. James Barnard has already said the two aren&#8217;t as separate as they might look.</p>



<p>Free demo live now on Steam and the Windows Store. Early Access launches February 11, 2027, on PC and Xbox. 14 languages, including Korean.</p>



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



<h5>Information regarding &#8216;Let&#8217;s Build a Dungeon&#8217;</h5>



<figure class="wp-block-table"><table><thead><tr><th scope="col">item</th><th scope="col"> detail</th></tr></thead><tbody><tr><td> Development and Publishing</td><td> Springloaded (PC and Xbox partner with Kowloon Nights)</td></tr><tr><td> Genre</td><td> Management Simulation, RPG Builder, Indie</td></tr><tr><td> platform</td><td> PC (Steam Early Access), Xbox (Game Preview)</td></tr><tr><td> Release date</td><td> February 11, 2027 (Early Access, scheduled to run for approximately 12 months)</td></tr><tr><td> language</td><td> 14 languages including English and Korean</td></tr><tr><td> Reactions/Evaluations</td><td> Surpasses 195,000 on Steam Wishlist, Demo Available</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2365790/Lets_Build_a_Dungeon/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35665">Let&#8217;s Build a Dungeon Preview: Springloaded&#8217;s Game-Development Sim Turns Its Own Early Access Into Part of the Game — February 11, 2027</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Solitaire World Tour Review: A Japanese Solo Developer&#8217;s Klondike Card Game Renders 12 Korean Cities in Watercolor — Without Korean-Language Support</title>
		<link>https://indiegame.com/en/archives/35668</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Wed, 23 Sep 2026 01:32:32 +0000</pubDate>
				<category><![CDATA[Game Review]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35636</guid>

					<description><![CDATA[<p>Seoul, Busan, Gyeongju, Jeonju, Suwon, Andong, Suncheon, Tongyeong, Gangneung, Chuncheon, Gongju/Buyeo, and Jeju make up exactly a third of Solitaire ...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35668">Solitaire World Tour Review: A Japanese Solo Developer&#8217;s Klondike Card Game Renders 12 Korean Cities in Watercolor — Without Korean-Language Support</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Seoul, Busan, Gyeongju, Jeonju, Suwon, Andong, Suncheon, Tongyeong, Gangneung, Chuncheon, Gongju/Buyeo, and Jeju make up exactly a third of <em>Solitaire World Tour</em>&#8216;s 34-city roster — rendered entirely in watercolor by Japanese solo developer oneWheat (Kondo Shunichi), who built, illustrated, and published the entire game independently.</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="Solitaire World Tour" width="788" height="443" src="https://www.youtube.com/embed/wKVgYarSKXw?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>Klondike Rules, Travel Structure Layered On Top</h3>



<p>The core card game is standard Klondike solitaire — no rule modifications, no gimmicks layered onto the shuffle and deal. What oneWheat has built around that familiar foundation is a travel-collection meta-structure: clearing a round earns coins and a piece of local trivia about whatever city the player is currently visiting. Playing repeatedly in the same city unlocks that city&#8217;s postcard for purchase, and the in-game passport collects a stamp for each place visited.</p>



<p>Earned coins buy plane tickets on a world map, letting players choose their next destination directly — with ticket cost scaling by distance, so a jump from Tokyo straight to Jeju costs more than a shorter regional hop. There&#8217;s no timer and no score competition anywhere in the design; hints and undo are unlimited and free, autocomplete is supported, everything works offline, and any in-progress game can be paused and resumed at will. This is solitaire built entirely around unhurried pacing rather than any competitive or challenge-oriented framing.</p>



<figure class="wp-block-gallery columns-3 is-cropped"><ul class="blocks-gallery-grid"><li class="blocks-gallery-item"><figure><img loading="lazy" width="576" height="1024" src="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_3-576x1024.jpg" alt="" data-id="35637" data-full-url="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_3.jpg" data-link="https://indiegame.com/?attachment_id=35637" class="wp-image-35637" srcset="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_3-576x1024.jpg 576w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_3-169x300.jpg 169w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_3-768x1365.jpg 768w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_3-864x1536.jpg 864w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_3-150x267.jpg 150w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_3-450x800.jpg 450w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_3.jpg 1080w" sizes="(max-width: 576px) 100vw, 576px" /></figure></li><li class="blocks-gallery-item"><figure><img loading="lazy" width="576" height="1024" src="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_2-576x1024.jpg" alt="" data-id="35638" data-full-url="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_2.jpg" data-link="https://indiegame.com/?attachment_id=35638" class="wp-image-35638" srcset="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_2-576x1024.jpg 576w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_2-169x300.jpg 169w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_2-768x1365.jpg 768w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_2-864x1536.jpg 864w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_2-150x267.jpg 150w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_2-450x800.jpg 450w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_2.jpg 1080w" sizes="(max-width: 576px) 100vw, 576px" /></figure></li><li class="blocks-gallery-item"><figure><img loading="lazy" width="576" height="1024" src="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_1-576x1024.jpg" alt="" data-id="35639" data-full-url="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_1.jpg" data-link="https://indiegame.com/?attachment_id=35639" class="wp-image-35639" srcset="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_1-576x1024.jpg 576w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_1-169x300.jpg 169w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_1-768x1365.jpg 768w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_1-864x1536.jpg 864w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_1-150x267.jpg 150w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_1-450x800.jpg 450w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_1.jpg 1080w" sizes="(max-width: 576px) 100vw, 576px" /></figure></li></ul></figure>



<h3>Thirty-Four Cities, Watercolor Throughout</h3>



<p>Every background is a watercolor rendering of whatever city the player is currently stopped in, spanning all 34 destinations across Japan and Korea. Tokyo is the starting city; the other 21 Japanese locations join the 12 Korean cities named above to round out the full roster. Visited cities are logged on a world map, with flight paths tracing the player&#8217;s cumulative route as a visual travel record.</p>



<p>Each city carries 10 trivia facts unlocked progressively through solitaire clears — 340 facts total, expressed across 680 sentences in Japanese and English. Per the developer&#8217;s own press kit, both the city backgrounds and the postcard artwork were produced using image generation technology, a disclosure worth noting plainly given the scale of consistent watercolor art (34 distinct cityscapes) a solo developer produced for a free, ad-only mobile release.</p>



<figure class="wp-block-gallery columns-3 is-cropped"><ul class="blocks-gallery-grid"><li class="blocks-gallery-item"><figure><img loading="lazy" width="576" height="1024" src="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_6-576x1024.jpg" alt="" data-id="35640" data-full-url="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_6.jpg" data-link="https://indiegame.com/?attachment_id=35640" class="wp-image-35640" srcset="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_6-576x1024.jpg 576w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_6-169x300.jpg 169w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_6-768x1365.jpg 768w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_6-864x1536.jpg 864w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_6-150x267.jpg 150w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_6-450x800.jpg 450w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_6.jpg 1080w" sizes="(max-width: 576px) 100vw, 576px" /></figure></li><li class="blocks-gallery-item"><figure><img loading="lazy" width="576" height="1024" src="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_5-576x1024.jpg" alt="" data-id="35641" data-full-url="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_5.jpg" data-link="https://indiegame.com/?attachment_id=35641" class="wp-image-35641" srcset="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_5-576x1024.jpg 576w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_5-169x300.jpg 169w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_5-768x1365.jpg 768w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_5-864x1536.jpg 864w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_5-150x267.jpg 150w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_5-450x800.jpg 450w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_5.jpg 1080w" sizes="(max-width: 576px) 100vw, 576px" /></figure></li><li class="blocks-gallery-item"><figure><img loading="lazy" width="576" height="1024" src="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_4-576x1024.jpg" alt="" data-id="35642" data-full-url="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_4.jpg" data-link="https://indiegame.com/?attachment_id=35642" class="wp-image-35642" srcset="https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_4-576x1024.jpg 576w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_4-169x300.jpg 169w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_4-768x1365.jpg 768w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_4-864x1536.jpg 864w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_4-150x267.jpg 150w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_4-450x800.jpg 450w, https://indiegame.com/wp-content/uploads/2026/09/Solitaire-World-Tour_4.jpg 1080w" sizes="(max-width: 576px) 100vw, 576px" /></figure></li></ul></figure>



<h3>Solo, Free, and Notably Missing One Language</h3>



<p>oneWheat handled every stage of the release alone — development, art direction, and self-publishing — opening pre-orders on the App Store on September 2 ahead of the September 19 launch. The game is free with ad support and carries no in-app purchases whatsoever, a genuinely uncommon monetization choice in the current mobile casual-game landscape.</p>



<p>The detail most worth flagging directly: despite building a full third of the game&#8217;s destination roster around Korean cities, <em>Solitaire World Tour</em> currently supports only Japanese and English — no Korean localization exists at launch. All promotional imagery, trailer content, and the press kit itself are produced in English rather than Korean, suggesting the international marketing push wasn&#8217;t specifically aimed at the Korean market the content so heavily features.</p>



<h3>Who This Is For</h3>



<p>Strong fit for: casual solitaire players who want a relaxed, no-pressure Klondike variant with a collection layer on top; travel and geography enthusiasts who enjoy accumulating trivia and postcards tied to real cities; players who appreciate unlimited hints/undo and offline play; anyone drawn to watercolor mobile game aesthetics.</p>



<p>Cautious fit for: Korean players specifically hoping for native-language support given the game&#8217;s heavy use of Korean destinations (not currently available); players who want to evaluate AI-generated art quality directly before downloading.</p>



<p>Less ideal for: players who dislike ad-supported free games; anyone seeking competitive, timed, or scored solitaire variants; players who need in-app purchase options to unlock content faster.</p>



<h3>The Takeaway</h3>



<p><em>Solitaire World Tour</em> pairs unmodified Klondike rules with a genuinely calm travel-collection structure — coins, postcards, passport stamps, and trivia accumulating across 34 watercolor-rendered cities, twelve of them Korean. A single Japanese developer built the entire thing alone, disclosed the use of image generation for its city and postcard art, and shipped it free with no in-app purchases. The one detail that stands out against all of that craft: a game built substantially around Korean destinations currently has no Korean text anywhere in it.</p>



<p>Tokyo is the first stop. Seoul, Busan, and ten more Korean cities are somewhere further along the flight map. Whether Korean players can read any of it yet is a separate question from whether their hometown is in the game.</p>



<p>Free on the App Store now. Android version to follow.</p>



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



<h5>Information regarding the &#8216; <strong>Solitaire World Tour&#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> Development and distribution</td><td> oneWheat (one-person development)</td></tr><tr><td> Genre</td><td> Klondike Solitaire, Travel Collection</td></tr><tr><td> platform</td><td> iOS (released), Android (scheduled for release)</td></tr><tr><td> Release date</td><td> September 19, 2026 (App Store)</td></tr><tr><td> price</td><td> Free (Includes ads, no in-app purchases)</td></tr><tr><td> language</td><td> Japanese, English (Korean not supported)</td></tr><tr><td> App Store</td><td> <a href="https://apps.apple.com/app/id6792692437" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35668">Solitaire World Tour Review: A Japanese Solo Developer&#8217;s Klondike Card Game Renders 12 Korean Cities in Watercolor — Without Korean-Language Support</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Yandere Virus Review: Moka Sphere&#8217;s 11-VTuber Co-op Horror Launches Global With 95% International Wishlist Interest</title>
		<link>https://indiegame.com/en/archives/35603</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Tue, 22 Sep 2026 09:57:36 +0000</pubDate>
				<category><![CDATA[Game Review]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35590</guid>

					<description><![CDATA[<p>A trip that started as a fun getaway ends with the player waking up trapped in an unfamiliar space — and a beloved friend infected by something called...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35603">Yandere Virus Review: Moka Sphere&#8217;s 11-VTuber Co-op Horror Launches Global With 95% International Wishlist Interest</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>A trip that started as a fun getaway ends with the player waking up trapped in an unfamiliar space — and a beloved friend infected by something called the Yandere Virus. That friend isn&#8217;t who they were anymore: twisted obsession and uncontrolled aggression now drive them to hunt the player relentlessly, muttering unsettling whispers as they close in. Moka Sphere&#8217;s <em>Yandere Virus</em> launched globally on September 21, translating a cute anime-style aesthetic and beloved character IP directly into co-op horror stakes.</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="Launch Trailer | Yandere Virus" width="788" height="443" src="https://www.youtube.com/embed/-MWebf3oxYQ?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 Cure-and-Escape Loop</h3>



<p>Getting caught by the infected friend ends the run immediately — there&#8217;s no recovery from capture. Playing solo or with up to three friends, players scatter across a graveyard collecting &#8220;Platonic Pumpkins,&#8221; the ingredient needed to craft a cure, while simultaneously evading both the infected friend&#8217;s pursuit and ambush attacks from mutated plants hidden throughout the grounds. Successfully brewing the cure and curing the friend is the win condition; escaping afterward completes the loop.</p>



<p>Proximity voice chat supports real-time coordination under pressure — the same design choice this coverage has tracked in several other co-op horror titles this year (<em>Shift at Midnight</em>, <em>HomunCat</em>), here applied to a rescue-your-infected-friend structure rather than a pure extraction or investigation premise. The emotional stakes are specifically personal rather than abstract: you&#8217;re not just surviving, you&#8217;re trying to save someone who used to be safe to be around.</p>


<div id="jgb-slideshow-8" 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/2026/09/Yandere-Virus_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/2026/09/Yandere-Virus_6-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Yandere-Virus_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/2026/09/Yandere-Virus_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>Eleven VTubers, One Shared Universe</h3>



<p>The game draws directly on Moka Sphere&#8217;s &#8220;SCON Universe&#8221; IP, bringing 11 VTubers into the game as playable characters: Iomong, Majet, Aengbo, Seno, Wido, Moa, Bukuki, Hajiyu, and Heeji from the MICHU group, plus Park Dona and Aholo Rupa from the broader SCON roster. Each character&#8217;s player avatar is sold as an individual Steam DLC — a monetization structure that specifically serves IP fans who want to play as (or customize toward) a particular favorite creator&#8217;s character rather than a generic protagonist.</p>



<p>The anime-style visual presentation paired with dialogue that shifts between sweet and genuinely threatening is the specific tonal blend the game is built around: familiar, likeable subculture character design used to make the horror premise land harder precisely because the threat is someone the player is supposed to care about.</p>



<h3>Moka Sphere&#8217;s B-Grade Snack Game Identity</h3>



<p>Moka Sphere positions itself explicitly as a &#8220;B-grade&#8221; (B급) indie subculture snack-game developer — unpretentious, irreverent, short-session genre work aimed squarely at anime and VTuber fan communities rather than broader mainstream horror audiences. This is both a creative identity and a commercial strategy, and the game&#8217;s own numbers suggest the strategy landed with its intended audience internationally rather than domestically.</p>



<p>CEO Park Jun-su: &#8220;Thanks to the tremendous interest and support from users around the world before launch, we were able to reach 100,000 wishlists. We&#8217;ve prepared this so players can experience both the appeal of anime-style subculture characters and the fun of online co-op horror together — we hope for your continued interest.&#8221;</p>


<div id="jgb-slideshow-9" 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/2026/09/Yandere-Virus_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/2026/09/Yandere-Virus_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/2026/09/Yandere-Virus_1-1024x576.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 International Signal</h3>



<p>100,000+ pre-launch wishlists, with 95% coming from international rather than Korean users, is a specific and notable distribution — this is a Korean-developed, Korean-IP-based game whose actual pre-launch audience formed almost entirely outside Korea. The #43 Popular Upcoming ranking during Steam Next Fest (among roughly 4,400 participating games) and #4 placement specifically within the anime-tagged subculture category — trailing only Bandai Namco and two other Korean-adjacent studios — confirms the VTuber-horror crossover found real traction in a genuinely crowded and competitive Next Fest field.</p>



<h3>Who This Is For</h3>



<p>Strong fit for: fans of the specific MICHU/SCON VTuber roster who want to play as their favorite creators in an interactive context; co-op horror groups who want proximity voice chat tension built around a personal rescue premise rather than pure extraction; anime and subculture aesthetic enthusiasts who want horror stakes layered on top of familiar cute character design; international VTuber fandom communities specifically, given the wishlist data.</p>



<p>Cautious fit for: horror players who want the genre played straight rather than through an anime-subculture lens; anyone unfamiliar with the SCON Universe IP who wants the character connections to matter (they add flavor but aren&#8217;t required to understand the core loop); players who need Korean-language-first content (Korean voice is included, but the game&#8217;s actual audience skews heavily international).</p>



<p>Less ideal for: solo horror purists seeking single-player-only design; players who dislike anime-style visual presentation regardless of genre; anyone seeking a serious, non-comedic horror tone throughout.</p>



<h3>The Takeaway</h3>



<p><em>Yandere Virus</em> is Moka Sphere&#8217;s bet that VTuber IP affection and co-op horror stakes reinforce each other rather than sitting awkwardly together — and the 95%-international wishlist base backing 100,000+ pre-launch adds suggests the bet paid off well beyond Korea&#8217;s borders. Eleven playable creators, a graveyard full of ambush plants, a friend who needs curing before they catch you first, and proximity chat carrying the panic in real time.</p>



<p>The pumpkins are scattered. The cure needs brewing. And the friend who&#8217;s chasing you used to be someone you trusted completely.</p>



<p>$5.59, 20% off through October 4. Available now on Steam. 23 subtitle languages, Korean voice included.</p>



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



<h5>Information regarding &#8216; <strong>Yandere Virus&#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> Development and Publishing</td><td> Moka Sphere</td></tr><tr><td> Genre</td><td> Online Cooperative Horror, Indie</td></tr><tr><td> Player count</td><td> 1~4 people</td></tr><tr><td> platform</td><td> PC (Steam)</td></tr><tr><td> Release date</td><td> September 21, 2026 (KST)</td></tr><tr><td> language</td><td> 23 languages including Korean (voice support)</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/4513060" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35603">Yandere Virus Review: Moka Sphere&#8217;s 11-VTuber Co-op Horror Launches Global With 95% International Wishlist Interest</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Time To Wake Up Sets October 12 Launch on Steam and PS5 — Belgian Studio&#8217;s Blink-Powered Psychological Thriller Adds Console, Keeps 100% Positive Demo Track Record</title>
		<link>https://indiegame.com/en/archives/35606</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Tue, 22 Sep 2026 09:37:20 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<category><![CDATA[tops]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35575</guid>

					<description><![CDATA[<p>Alan Malone is trapped inside a dream, following an unidentified voice back through his own school-age memories. The tool for navigating that dream is...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35606">Time To Wake Up Sets October 12 Launch on Steam and PS5 — Belgian Studio&#8217;s Blink-Powered Psychological Thriller Adds Console, Keeps 100% Positive Demo Track Record</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Alan Malone is trapped inside a dream, following an unidentified voice back through his own school-age memories. The tool for navigating that dream isn&#8217;t a weapon or a key — it&#8217;s the act of blinking. Belgian studio Eye Blink Twice has now confirmed October 12 as the release date for its debut commercial title, launching simultaneously on Steam and PlayStation 5, with Xbox Series X|S and Nintendo Switch versions confirmed to follow.</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="Time To Wake Up - Official Release Date" width="788" height="443" src="https://www.youtube.com/embed/_fQrGHzT-ro?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 Blink Mechanic</h3>



<p>Every element in <em>Time To Wake Up</em> that responds to blinking transitions or resets the moment the player&#8217;s eyes close and open again — a room can flood with water, its entire structure can rearrange, and the specific gimmick governing a given space can shift in real time, all tied to the same simple physical action. The June 2026 Steam Next Fest final demo added a further layer that this coverage&#8217;s earlier coverage of the demo build hadn&#8217;t yet included: the background music itself now transitions along with the blink, tying the visual space-reset and the audio cue together into a single perceptual mechanism rather than two separate systems running in parallel.</p>



<p>This is a meaningfully considered design choice rather than a gimmick bolted onto standard first-person puzzle traversal — connecting a real, involuntary human action (blinking happens whether you think about it or not) to environmental transformation is what gives the surreal atmosphere its specific psychological unease. The player isn&#8217;t choosing when to trigger a mechanic; they&#8217;re being reminded, every time they blink, that the world responds to something they don&#8217;t fully control.</p>


<div id="jgb-slideshow-10" 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/2026/09/Time-To-Wake-Up_1.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Time-To-Wake-Up_2.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Time-To-Wake-Up_3.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 Console Expansion</h3>



<p>What&#8217;s new with this announcement is the platform commitment: Steam and PS5 launch together October 12, with Serafini Productions — a publisher this coverage has also covered — handling <em>BrokenLore: DON&#8217;T LIE</em> — taking charge of the console rollout. Xbox Series X|S and Nintendo Switch versions are confirmed in active development, with specific dates still unannounced, arriving as staggered follow-ups after the initial dual launch rather than day-one.</p>



<p>This moves <em>Time To Wake Up</em> from what had been a PC-focused project through its Next Fest demo period into a genuine multiplatform release — a meaningful scope increase for a first commercial title from a small Belgian studio.</p>



<h3>From Demo to Launch</h3>



<p>The original demo earned 100% positive Steam reception, and the June 2026 final demo — refined based on that community feedback — maintained the reception while adding the music-transition system. Three years of development on a first commercial project, sustained positive reception across multiple public demo iterations, and a now-confirmed console rollout together describe a studio that has used its demo period productively rather than treating it as a single marketing beat.</p>



<p><strong><a href="https://indiegame.com/archives/29755" target="_blank" rel="noreferrer noopener">[Related Article: The world changes with a blink of an eye, &#8216;Time To Wake Up&#8217; final demo released]</a></strong></p>


<div id="jgb-slideshow-11" 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/2026/09/Time-To-Wake-Up_4.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Time-To-Wake-Up_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/2026/09/Time-To-Wake-Up_6.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>Who This Is For</h3>



<p>Strong fit for: psychological thriller and surreal puzzle-adventure fans who want a genuinely novel core mechanic rather than a reskinned familiar system; players who appreciated the demo&#8217;s 100% positive reception and want the full release; console players specifically waiting for the PS5 version rather than PC; anyone drawn to dream-logic narratives built around confronting suppressed childhood memory.</p>



<p>Cautious fit for: Xbox and Switch players who need a specific date rather than &#8220;coming later&#8221;; anyone who wants a large existing review base for the full release (still forming).</p>



<p>Less ideal for: players who dislike first-person puzzle-adventure pacing; anyone seeking action or combat; players who want multiplayer.</p>



<h3>The Takeaway</h3>



<p><em>Time To Wake Up</em> is Eye Blink Twice&#8217;s first commercial project in three years, reaching its console-expanded launch: Steam and PS5 on October 12, Xbox and Switch to follow, built around the specific unease of tying environmental and musical transformation to an involuntary human reflex. A 100% positive demo track record across two public iterations is the quality signal carrying into a release now considerably larger in scope than where the project started.</p>



<p>Alan is still dreaming. The voice is still leading him back toward his own memories. And every blink might flood the room, rearrange the walls, or change the song playing underneath it all.</p>



<p>October 12 on Steam and PS5. Xbox Series X|S and Nintendo Switch to follow.</p>



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



<h5>Information regarding &#8216;Time To Wake Up&#8217;</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> Eye Blink Twice</td></tr><tr><td> Publisher</td><td> Unidentified (introduced as Serafini Productions at the time of the console reveal in August)</td></tr><tr><td> Genre</td><td> First-person psychological thriller, puzzle, indie</td></tr><tr><td> platform</td><td> PC (Steam), PlayStation 5 (Xbox Series X/S · Nintendo Switch support coming soon)</td></tr><tr><td> Release date</td><td> October 12, 2026 (Based on Steam and PS5)</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/2509870/Time_To_Wake_Up/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35606">Time To Wake Up Sets October 12 Launch on Steam and PS5 — Belgian Studio&#8217;s Blink-Powered Psychological Thriller Adds Console, Keeps 100% Positive Demo Track Record</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Nivalis Nights Preview: ION LANDS&#8217; Cloudpunk Follow-Up Trades Conspiracy for Cozy Business-Building — 1 Million Wishlists, 7x Its Predecessor</title>
		<link>https://indiegame.com/en/archives/35576</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Tue, 22 Sep 2026 09:03:58 +0000</pubDate>
				<category><![CDATA[Recommendation/Promotion]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35558</guid>

					<description><![CDATA[<p>Rania investigated corporate conspiracies, hackers, and a runaway AI in the voxel-art city of Nivalis. Ava, the protagonist of ION LANDS&#8217; follow...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35576">Nivalis Nights Preview: ION LANDS&#8217; Cloudpunk Follow-Up Trades Conspiracy for Cozy Business-Building — 1 Million Wishlists, 7x Its Predecessor</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Rania investigated corporate conspiracies, hackers, and a runaway AI in the voxel-art city of Nivalis. Ava, the protagonist of ION LANDS&#8217; follow-up, is doing something considerably calmer: opening a ramen bar. <em>Nivalis Nights</em> returns to <em>Cloudpunk</em>&#8216;s setting but swaps that game&#8217;s narrative-driven investigation for a full life simulation — and the wishlist response, seven times <em>Cloudpunk</em>&#8216;s own launch numbers, suggests the studio found something people wanted even more than the mystery.</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="Nivalis Nights - A Day In The Life" width="788" height="443" src="https://www.youtube.com/embed/MJxgFdXSELk?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>Same City, Completely Different Genre</h3>



<p><em>Cloudpunk</em> (2020) built its reputation on voxel-graphics visual identity and narrative-first pacing — a delivery driver&#8217;s-eye view of Nivalis used to unspool a corporate-conspiracy plot. <em>Nivalis Nights</em> keeps the city and its neon-soaked, water-bound cyberpunk atmosphere but restructures the entire premise around Ava building a life there: starting a small ramen bar or nightclub and growing it into a business the whole city knows, while also having the option to simply explore the waterfront districts and hidden alleys, build relationships with residents, and unwind with fishing and interior decoration in a cloud-top home.</p>



<p>This is the specific dual appeal the studio is betting on: cutthroat business-growth ambition and unhurried daily-life contentment coexisting in the same game, playable at whichever intensity the player wants on a given session.</p>


<div id="jgb-slideshow-12" 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/2026/09/Nivalus_Key_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/2026/09/Nivalus_Key_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/2026/09/Nivalus_Key_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/2026/09/Nivalus_Key_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 Content Split</h3>



<p>Exploration covers the full cyberpunk city on foot or by boat — canals, alleyways, and bustling plazas all traversable and lived-in rather than backdrop. Business management starts small (a ramen bar, a tavern) and scales toward a popular restaurant or club, with resource management layered in through market purchases, home-grown ingredients, and fishing for ingredients directly. Housing customization extends to purchasing and personalizing a &#8220;dream house&#8221; that reflects the neon future-city aesthetic however the player wants to shape it.</p>



<p>Relationship building runs throughout: conversations with a range of characters can develop into regular-customer familiarity, friendship, and — for players who want it — romance.</p>


<div id="jgb-slideshow-13" 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/2026/09/Nivalus_Key_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/2026/09/Nivalus_Key_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/2026/09/Nivalus_Key_9-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Nivalus_Key_10-1024x576.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 Wishlist Jump ION LANDS Didn&#8217;t Expect</h3>



<p>Creative Director Marco Dickmann described crossing 1 million wishlists as &#8220;a dream result we never expected,&#8221; noting that <em>Cloudpunk</em>&#8216;s launch wishlist count sat around 130,000 — itself something the small studio felt was a real achievement at the time. He thanked the fanbase directly and committed the team to matching that anticipation with the finished product.</p>



<p><em>Nivalis Nights</em> was first revealed under the simpler name <em>Nivalis</em> back in 2021, meaning the roughly five-year gap between that reveal and the confirmed September 30 release reflects a small independent studio working through real development difficulties while raising the game&#8217;s finished quality along the way — the wishlist growth from 130,000 to over 1 million across that period is itself a five-year story of the audience&#8217;s patience compounding rather than a single marketing spike.</p>


<div id="jgb-slideshow-14" 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/2026/09/Nivalus_Key_11-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Nivalus_Key_12-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/Nivalus_Key_13-1024x576.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>Who This Is For</h3>



<p>Strong fit for: <em>Cloudpunk</em> fans curious what the same city looks like from an entirely different genre angle; cozy life-sim players who specifically want a cyberpunk aesthetic rather than the genre&#8217;s usual pastoral or fantasy settings; players who want both an ambitious business-management loop and a low-pressure exploration/relationship option in the same game; anyone who wants to build a home and pursue romance options in a neon-lit future city.</p>



<p>Cautious fit for: <em>Cloudpunk</em> players expecting a narrative-driven continuation of that game&#8217;s conspiracy plot (this is a genre pivot, not a story sequel); anyone who needs the Epic Games Store version&#8217;s date confirmed before deciding where to buy; players who want post-launch reviews before purchasing.</p>



<p>Less ideal for: players who dislike life-simulation or management-sim mechanics regardless of aesthetic; anyone seeking narrative-adventure pacing over open-ended daily life gameplay.</p>



<h3>The Takeaway</h3>



<p><em>Nivalis Nights</em> is ION LANDS returning to the world that made <em>Cloudpunk</em> memorable and asking an entirely different question of it: not what conspiracy is unfolding in Nivalis, but what a life actually looks like there, built one ramen bowl and one regular customer at a time. Five years of development, a genre swap from narrative adventure to life sim, and a wishlist count seven times the predecessor&#8217;s own launch numbers all point toward September 30 as a genuinely significant release for the small Berlin studio behind it.</p>



<p>The ramen bar is ready to open. The canals are waiting to be explored by boat. And somewhere between running a business empire and fishing off a cloud-top balcony, Ava gets to decide which version of a life in Nivalis she actually wants.</p>



<p>PC via Steam, September 30, 2026 (KST). Epic Games Store version to follow on a separate date.</p>



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



<h5>Information regarding &#8216; <strong>Nivalis Nights&#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> ION LANDS</td></tr><tr><td> Publisher</td><td> 505 Games</td></tr><tr><td> Genre</td><td> Life simulation, cyberpunk, indie</td></tr><tr><td> platform</td><td> PC (Steam, Epic Games Store to be announced separately later)</td></tr><tr><td> Release date</td><td> September 30, 2026 (KST)</td></tr><tr><td> Reactions/Evaluations</td><td> Surpasses 1 million on Steam Wishlist (approximately 7 times that of the previous title, Cloudpunk)</td></tr><tr><td> Steam Page</td><td> <a href="https://store.steampowered.com/app/1488490/Nivalis_Nights/" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35576">Nivalis Nights Preview: ION LANDS&#8217; Cloudpunk Follow-Up Trades Conspiracy for Cozy Business-Building — 1 Million Wishlists, 7x Its Predecessor</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>BRAZILIAN DRUG DEALER BEFORE 4 Review: id Tech 2-Powered Quake Throwback Launches at 99% Positive on 400+ Reviews</title>
		<link>https://indiegame.com/en/archives/35579</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Tue, 22 Sep 2026 08:38:56 +0000</pubDate>
				<category><![CDATA[Game Review]]></category>
		<category><![CDATA[featured]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35536</guid>

					<description><![CDATA[<p>Joeveno — a Rio de Janeiro content creator and musician who previously earned both player and critical praise for BRAZILIAN DRUG DEALER 3&#8216;s spec...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35579">BRAZILIAN DRUG DEALER BEFORE 4 Review: id Tech 2-Powered Quake Throwback Launches at 99% Positive on 400+ Reviews</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p>Joeveno — a Rio de Janeiro content creator and musician who previously earned both player and critical praise for <em>BRAZILIAN DRUG DEALER 3</em>&#8216;s specific blend of local Brazilian culture and irreverent humor — has launched a standalone expansion built on id Tech 2, the engine underneath early <em>Quake</em>, and drawn directly from 2000s Brazilian mod culture, bootleg game culture, and Brazilian music as its stated inspirations. The 70,000+ pre-launch wishlists have converted into a 99% positive Steam launch from over 400 reviews.</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="Launch Trailer - BRAZILIAN DRUG DEALER BEFORE 4" width="788" height="443" src="https://www.youtube.com/embed/laWfUEZBsTY?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 Setup</h3>



<p>The previous game ended with hell&#8217;s gates opening over a Rio de Janeiro favela and the protagonist rescuing Mit Aia, Mackie Jackie, and the band Mamadas before throwing a party in heaven. <em>BEFORE 4</em> picks the story back up: Mamadas has now been kidnapped by villain Ronaldo Mcdalest, and the player has to recover both the band and their signature vehicle — the Globoceta Portal-Opener Car — while clearing out demonic leftovers from the previous invasion across three cities: Rio de Janeiro, São Paulo, and Salvador.</p>



<h3>Thirty-Two Maps, Thirteen Weapons, One Very Specific Sense of Humor</h3>



<p>The full map count is 32: 18 campaign levels, 7 horde-mode maps, 6 deathmatch maps, plus a dedicated skateboarding stage folded into the campaign. Traversal runs from Rio&#8217;s streets through parts of São Paulo and Salvador, and out into both hell and heaven, with hidden secret areas scattered throughout for players who go looking.</p>



<p>The 13-weapon roster runs from a flip-flop sandal to a chimarrão-fueled flamethrower to a feijoada-slingshot needler. Returning favorites from the previous game — a berimbau, a coin-operated payphone that fires coconuts, a paper-airplane gun loaded with banknotes — sit alongside new additions built around specifically Brazilian objects turned into weapons: a feijoada-bowl slingshot and a chimarrão flamethrower among them.</p>



<p>Enemy design carries the same comedic specificity: armed demons and zombies, Brazilian-style truck clowns, and possessed Brazilian singers return from the prior game, joined by new threats including a motorcycle duo, an angry rat that lives inside a TV, and a possessed football team mascot.</p>


<div id="jgb-slideshow-15" 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/2026/09/BRAZILIAN-DRUG-DEALER-BEFORE-4_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/2026/09/BRAZILIAN-DRUG-DEALER-BEFORE-4_-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/BRAZILIAN-DRUG-DEALER-BEFORE-4_8-1024x576.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>Firecracker Double Jumps and Steamworks Co-op</h3>



<p>Movement got a meaningful upgrade over the previous entry: a double jump and dash, both explicitly justified in-fiction as &#8220;firecrackers stuck in your backside&#8221; — comedic framing aside, this is the mechanical addition that opens up rocket-jump and double-jump-gated secret areas in the specific style &#8217;90s-era <em>Quake</em> players will recognize immediately.</p>



<p>Multiplayer runs through Steamworks across every map, supporting both co-op and deathmatch with friend invites that don&#8217;t require manual port forwarding — removing a specific historical friction point that old-school FPS multiplayer of this era&#8217;s inspiration used to carry.</p>



<h3>Joeveno&#8217;s Stated Mission</h3>



<p>Beyond the specific game, Joeveno has been explicit about a dual goal: using his games to introduce Brazilian culture to a global audience, while also promoting retro development tools like id Tech 2 as still-viable creative platforms. Publisher NoQuarter, based in North America, describes its own mission in complementary terms — backing genre-crossing, convention-breaking indie work that lets a creator&#8217;s specific personality come through undiluted, which tracks with what this release actually delivers.</p>


<div id="jgb-slideshow-16" 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/2026/09/BRAZILIAN-DRUG-DEALER-BEFORE-4_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/2026/09/BRAZILIAN-DRUG-DEALER-BEFORE-4_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 Reception</h3>



<p>The 99% positive rating from over 400 Steam reviews at launch, combined with positive coverage from retro-FPS specialist YouTuber Civvie11 and international community discussion specifically praising the combination of <em>Quake</em>-style combat with Brazilian cultural humor, suggests the game found precisely the audience its wishlist numbers predicted — old-school FPS fans specifically drawn to a cultural specificity this genre rarely carries.</p>


<div id="jgb-slideshow-17" 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/2026/09/BRAZILIAN-DRUG-DEALER-BEFORE-4_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/2026/09/BRAZILIAN-DRUG-DEALER-BEFORE-4_6-1024x576.jpg" alt="" loading="lazy"></figure></div><div class="swiper-slide"><figure class="jgb-slideshow__slide"><img src="https://indiegame.com/wp-content/uploads/2026/09/BRAZILIAN-DRUG-DEALER-BEFORE-4_7-1024x576.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>Who This Is For</h3>



<p>Strong fit for: old-school <em>Quake</em>-style FPS fans who want genuinely fast, high-intensity combat rather than a modern shooter&#8217;s pacing; players who enjoy irreverent, culturally specific humor woven directly into weapon and enemy design; fans of <em>BRAZILIAN DRUG DEALER 3</em> who want the direct continuation; co-op and deathmatch players looking for a low-friction Steamworks multiplayer option; id Tech 2 enthusiasts curious what a contemporary team can still build on it.</p>



<p>Cautious fit for: players who need the game&#8217;s title and premise contextualized before purchasing — it&#8217;s satirical, comedic, and culturally self-referential rather than a serious crime narrative; anyone who wants a large-scope AAA production over a deliberately retro, budget-priced package.</p>



<p>Less ideal for: players who dislike fast, twitch-based old-school shooters; anyone seeking narrative depth over pure arcade combat; players who need content warnings taken seriously before engaging with broad, irreverent humor.</p>



<h3>The Takeaway</h3>



<p><em>BRAZILIAN DRUG DEALER BEFORE 4</em> is Joeveno doing exactly what built his following with the previous entry — Quake-speed id Tech 2 combat wrapped entirely in specific, self-aware Brazilian cultural humor — at a larger scope: 32 maps, 13 weapons, three cities, hell and heaven both, and a 99% positive launch reception backing up the 70,000 pre-launch wishlists.</p>



<p>Mamadas is kidnapped. The Globoceta car needs recovering. Rio, São Paulo, and Salvador all need clearing of hell&#8217;s leftovers. And the flip-flop in your hand is about to do more damage than it has any right to.</p>



<p>€4.99, 10% off through the first two weeks. Available now on Steam.</p>



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



<h5>Information regarding &#8216;BRAZILIAN DRUG DEALER BEFORE 4&#8217;</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> Joeveno</td></tr><tr><td> Publisher</td><td> NoQuarter</td></tr><tr><td> Genre</td><td> FPS, Indie</td></tr><tr><td> platform</td><td> PC (Steam)</td></tr><tr><td> Release date</td><td> September 16, 2026</td></tr><tr><td> price</td><td> 4.99 Euros (10% off for 2 weeks after launch)</td></tr><tr><td> Steam Page</td><td> <a href="https://jmarze.clicks.mlsend.com/tf/c/eyJ2Ijoie1wiYVwiOjM2NDIwNyxcImxcIjoxOTg3NTMwMzAyOTk5NzcxODYsXCJyXCI6MTk4NzUzMDQ3NzQ3MjMzMTY4fSIsInMiOiIzZmFhMmYwMTI3NzZiNjZiIn0" target="_blank" rel="noreferrer noopener">Shortcut</a></td></tr></tbody></table></figure>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35579">BRAZILIAN DRUG DEALER BEFORE 4 Review: id Tech 2-Powered Quake Throwback Launches at 99% Positive on 400+ Reviews</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>[Column] The Two Paths of Steam Survival: Ride the Trend or Sell the Genre?</title>
		<link>https://indiegame.com/en/archives/35507</link>
		
		<dc:creator><![CDATA[Desk]]></dc:creator>
		<pubDate>Tue, 22 Sep 2026 02:24:47 +0000</pubDate>
				<category><![CDATA[Featured article]]></category>
		<category><![CDATA[picks]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35488</guid>

					<description><![CDATA[<p>Last year, a record-breaking 19,112 games were released on Steam. This means an average of 52 games are uploaded to the store every day, or more than ...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35507">[Column] The Two Paths of Steam Survival: Ride the Trend or Sell the Genre?</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
]]></description>
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<p>Last year, a record-breaking 19,112 games were released on Steam. This means an average of 52 games are uploaded to the store every day, or more than two per hour. Furthermore, with the advent of the era of AI-driven &#8220;click&#8221; development that completes a game in just a day, the volume of games being released into the market is increasing explosively every moment.</p>



<figure class="wp-block-image size-full"><img loading="lazy" width="1001" height="522" src="https://indiegame.com/wp-content/uploads/2026/09/image-1.png" alt="" class="wp-image-35502" srcset="https://indiegame.com/wp-content/uploads/2026/09/image-1.png 1001w, https://indiegame.com/wp-content/uploads/2026/09/image-1-300x156.png 300w, https://indiegame.com/wp-content/uploads/2026/09/image-1-768x400.png 768w, https://indiegame.com/wp-content/uploads/2026/09/image-1-150x78.png 150w, https://indiegame.com/wp-content/uploads/2026/09/image-1-450x235.png 450w" sizes="(max-width: 1001px) 100vw, 1001px" /></figure>



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



<h2>The day Valve revamped the tag</h2>



<p>May 18, 2026, was the day Valve extensively updated the Steam Tag system. 17 new tags were added, and 21 were removed. And if you take a close look at the update list, it clearly reveals what is currently happening in the PC gaming market.</p>



<p>Among the newly created tags is <strong>&#8220;Desktop Companion.&#8221;</strong> This signifies that software residing in a corner of the desktop—which lags behind the user and is difficult to categorize as &#8220;play&#8221; in the traditional sense—has now been officially recognized as a genre. With the introduction of <strong>&#8220;Bullet Heaven,&#8221;</strong> the Vampire Survivor genre has finally acquired an official name. Additionally, the existing &#8221; <strong>Clicker&#8221; has been renamed &#8220;Incremental</strong> .&#8221; Conversely, subjective tags that evaluated the quality of a work, such as &#8220;Masterpiece,&#8221; &#8220;Cult Classic,&#8221; and &#8220;Well-Written,&#8221; have been eliminated.</p>



<p>What a platform names and what it erases is, in itself, a market report. In other words, Valve has now stopped classifying &#8216;masterpieces&#8217; and started classifying based on how users consume games.</p>



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



<h2>First Path: The Axis of Trend — Games Now Compete with Social Media</h2>



<h3>The competitor in a game is no longer a game.</h3>



<p>Party games perfected with *Mecha Chameleon* and various Friendslop games that end with a laugh with friends. While their concepts and styles differ, they share one structure: <strong>short, light, instantly funny, and exhausting.</strong></p>



<p>This is not because the game was poorly made. It is because the target of competition for games has changed. Today, it is not other games but short-form media and social media that are vying for a player&#8217;s two-hour evening. As long as they compete in an attention market like media that delivers rewards every 30 seconds, the rhythm of games is drawn in that direction. In other words, <strong>the shift toward short-form games driven by generational change is not a degradation of the game, but an adaptation to the times.</strong></p>



<p>And the principle that applies to this axis is simple: <strong>stimulating, short and intense, faster and more enjoyable.</strong></p>



<p>The key point is that the user base of this axis is <strong>mainstream and centered on youth</strong> . As a major force in social media, they lead trends, are sensitive to them, and do not stick with a single game for long. They are constantly looking <strong>for the next game to consume</strong> —in other words, <strong>the next source of material</strong> . Therefore, the channels they seek are not the Steam Store, but Shorts, TikTok, and streaming channels. They are the ones who create trends while also endlessly chasing them.</p>



<blockquote class="wp-block-quote is-style-default"><p><strong>Large user base → Continuous game consumption → Social media trend → Re-expansion of the user base</strong></p></blockquote>



<p>Influencers are a group with the most sensitive antennas for popularity. They are uncanny at spotting material that is likely to take off and jump on board first. In other words, from this perspective, the essence of marketing is not &#8216;throwing keys to influencers,&#8217; but rather <strong>creating the material that influencers will want to jump on in advance</strong> .</p>



<h3>Design principles applicable to this axis</h3>



<p><strong>The entire game must be visible within the first 30 seconds.</strong> Tutorials, worldbuilding explanations, and gradually unfolding systems are all costs in this regard.</p>



<p><strong>Scenes that become clips must be designed within the game.</strong> Moments when the player bursts into laughter or screams must be intentionally, repeatably, and placed at short intervals. The standard is not &#8220;fun to play,&#8221; but &#8221; <strong>fun to watch</strong> .&#8221;</p>



<p><strong>Development time and cost must be shorter than the half-life of a trend.</strong> An 18-month development plan within the trend axis is a failed design in itself. Now that AI-centric development has become a reality, if you cannot compress the cycle from trend detection to launch within 3 to 6 months, it is better not to stand on this axis.</p>



<p><strong>Timing trumps quality.</strong> To be frank, in this regard, the 80-point product released two months earlier beats the 95-point product released two months later.</p>



<h3>The trap of this axis</h3>



<p>Trends have a half-life, and the graveyard for latecomers is always much larger than that of the leaders. Above all, since success in this field does not accumulate into the team&#8217;s identity, the next project must always start from scratch. This means that a single accidental blockbuster never guarantees the studio&#8217;s sustainability. Therefore, if you choose this path, you must design <strong>your development stamina not for a single hit, but with a creative sense rather than just technical skill, a challenging spirit that stays ahead of trends, and the determination to step up to the plate dozens of times</strong> .</p>



<h2>The Second Path: The Axis of the Genre Niche — A Market Selling Trust</h2>



<h3>completely different consumers</h3>



<p>On the opposite side of Steam buyers stands a completely different group. They carefully select the games they like and consume them steadily and slowly. Instead of reacting to trends, they open their wallets for <strong>verified and trustworthy content</strong> . And they wait for the next work from a developer they have once trusted.</p>



<p>CRPG, hardcore strategy, survival crafting, authentic Metroidvania, simulation, rhythm, shooting. The numbers may be smaller than those of the trend axis, <strong>but they do not fade.</strong> If the success curve of the trend axis is a spike that soars in a few days and vanishes in a month, the curve of this axis is a low, long-lasting plateau. And on that plateau, I communicate with the fanbase awaiting my work and create sequels.</p>



<h3>Condition 1: The developer must be a core consumer of the genre.</h3>



<p>The first condition for standing on this axis is neither technology nor capital.</p>



<p><strong><span class="has-inline-color has-vivid-red-color">The developer themselves must be the core consumer of that genre.</span></strong></p>



<p>Users of niche genres can tell whether a creator truly loves the genre based on just a single concept art or demo composition. Games that merely superficially copy the genre&#8217;s grammar are the first and harshest filtered out by the community. In other words, on this level, &#8216;genre authenticity&#8217; is <strong>an area that cannot be replaced by market research,</strong> and it is a developer&#8217;s pride and honor that transcends marketing techniques.</p>



<h3>Understanding the mechanism determines the depth of the level design.</h3>



<p>You must keenly target what appeals to users of that genre—what concepts, features, and moments they react to. To do this, you must <strong>clearly understand the core mechanisms</strong> of the genre.</p>



<p>Here, &#8216;understanding&#8217; does not mean a mere listing of things like &#8220;Soulslikes have parrying&#8221; and &#8220;Roguelikes have permanent death. <strong>&#8221; It means knowing why those mechanisms create fun and under what conditions they break</strong> . You must be able to explain why the entire nature of combat changes depending on how many frames the dodge invincibility frame is.</p>



<p>Without a complete understanding of the mechanics, proper game design cannot be constructed. The creativity of the play concept makes level design more difficult, which ultimately holds indie game developers back. What genre players expect from a game is not innovation and creativity, but <strong>proven and familiar fun disguised as innovation and creativity</strong> —in other words, a satisfying experience that exceeds the value paid for the genre game. Therefore, even if they approach it from a conceptual standpoint, niche players <strong>evaluate a game precisely based on the depth of its level design.</strong> It is about depth, not quantity.</p>



<h3>Communicate before development begins.</h3>



<p>Marketing for this axis does not start three months before launch. It starts <strong>even before development begins</strong> .</p>



<p>From the beginning, the direction of the art concept, game concept, and core mechanics must be exposed to the relevant community, and through dialogue, the team must persuade them why this game is being made. In this process, the team gains two things simultaneously: <strong>design validation</strong> and a <strong>customer base already secured before launch</strong> .</p>



<p>If trend-oriented marketing is about &#8216;being discovered,&#8217; niche-oriented marketing <strong>is about &#8216;building trust in advance with users who will purchase my game.&#8217;</strong> You must instill a justification for purchase, such as &#8216;I absolutely must buy this game,&#8217; and trust in the payment process can never be built in a short period of time.</p>



<h2>The worst choice is the middle ground.</h2>



<p>Most of the games quietly disappearing from Steam are by no means poorly made games. They are <strong>games that do not fall into any category</strong> .</p>



<p>We spent three years developing the game seriously, pursuing the lightheartedness of recently trending games. Conversely, while claiming to follow the conventions of a niche genre, we actually lacked the depth and core recipe of that genre. It is too serious to go viral on social media, and too shallow to persuade core users. As a result, it becomes <strong>an ambiguous game that does not belong to any payment group</strong> .</p>



<p>The words of a few successful indie game developers—&#8221;If you make a good game, it will eventually be recognized&#8221;—are now closer to neglect than comfort amidst the countless slump games. There are many good games, and the masterpieces and blockbusters on wishlists are always sold first at drastically discounted prices. The key is not just making a good game, but clear targeting and a meticulous purchase inducement strategy regarding <strong><span class="has-inline-color has-vivid-red-color">who will definitely buy your game and in what way</span></strong> .</p>



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



<p><strong>Written by: Professor Moo-Sik Jeong (Associate Professor, Department of Game &amp; Video, Gachon University / Ph.D. in Engineering)</strong></p>



<p class="has-small-font-size"><strong>Who is Professor Jeong Mu-sik?</strong></p>



<p class="has-small-font-size">He is a first-generation Korean game developer who started as a founding member of Trigger Soft in 1994 and served as a director at NCSoft, an outside director at NASDAQ-listed company Gravity, and a vice president at Runosoft. Since planning and hosting Korea&#8217;s first indie game contest in 2003, he has maintained a long-standing interest in and support for the nurturing of domestic indie games. Currently, he serves as a member and director of the Game Rating and Administration Committee under the Ministry of Culture, Sports and Tourism, and as the head of the Content/Digital/Space subcommittee of the Seongnam City Special Committee on the 4th Industrial Revolution, striving for the development of the domestic game industry and the establishment of a sound culture.</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35507">[Column] The Two Paths of Steam Survival: Ride the Trend or Sell the Genre?</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Two Roads to Surviving Steam: Ride the Trend, or Dig the Genre</title>
		<link>https://indiegame.com/en/archives/35523</link>
		
		<dc:creator><![CDATA[Desk]]></dc:creator>
		<pubDate>Tue, 22 Sep 2026 02:24:47 +0000</pubDate>
				<category><![CDATA[Featured article]]></category>
		<category><![CDATA[trending]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35488</guid>

					<description><![CDATA[<p>Last year, a record 19,112 games shipped on Steam. That works out to roughly 52 a day — more than two new titles landing in the store every hour. And ...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35523">Two Roads to Surviving Steam: Ride the Trend, or Dig the Genre</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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										<content:encoded><![CDATA[
<p>Last year, a record 19,112 games shipped on Steam. That works out to roughly 52 a day — more than two new titles landing in the store every hour. And now that a game can be finished in an afternoon by one-click AI development, the volume arriving on the market is exploding by the minute.</p>



<figure class="wp-block-image size-full"><img loading="lazy" width="995" height="518" src="https://indiegame.com/wp-content/uploads/2026/09/image-2.png" alt="" class="wp-image-35527" srcset="https://indiegame.com/wp-content/uploads/2026/09/image-2.png 995w, https://indiegame.com/wp-content/uploads/2026/09/image-2-300x156.png 300w, https://indiegame.com/wp-content/uploads/2026/09/image-2-768x400.png 768w, https://indiegame.com/wp-content/uploads/2026/09/image-2-150x78.png 150w, https://indiegame.com/wp-content/uploads/2026/09/image-2-450x234.png 450w" sizes="(max-width: 995px) 100vw, 995px" /></figure>



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



<h2>The Day Valve Tore Up Its Own Tags</h2>



<p>On May 18, 2026, Valve overhauled Steam&#8217;s tag system. Seventeen tags were added; twenty-one were removed. Read that list carefully, and it tells you exactly what is happening to the PC games market right now.</p>



<p>Among the new tags is <strong>Desktop Companion</strong> — recognition that software which simply lives in a corner of your desktop and keeps you company, software you can barely call &#8220;play&#8221; in the traditional sense, is now a genre in its own right. <strong>Bullet Heaven</strong> was added, finally giving the Vampire Survivors lineage an official name. And the old <strong>Clicker</strong> tag was renamed <strong>Incremental</strong>. Meanwhile, tags that rendered a verdict on a work&#8217;s stature — &#8220;Masterpiece,&#8221; &#8220;Cult Classic,&#8221; &#8220;Well-Written&#8221; — were swept away.</p>



<p>What a platform chooses to name, and what it chooses to delete, is a market report in itself. Valve has stopped sorting games by which ones are great, and started sorting them by how players consume them.</p>



<h2>Road One: The Trend Axis — Games Now Compete With Social Media</h2>



<h3>Your competition is no longer other games</h3>



<p>The party games that <em>MECCHA CHAMELEON</em> brought to full flower, and the ever-growing pile of <strong>friendslop</strong> titles built to make a group laugh for one evening and then be done. The concepts and the art styles differ wildly, but the underlying structure is identical: <strong>short, light, instantly funny, and spent.</strong></p>



<p>This is not a failure of craft. It is that the competition has changed. What fights for a player&#8217;s two free evening hours is no longer another game — it is short-form video and social media. Once you are fighting for attention in the same market as a medium that lands a reward every thirty seconds, your game&#8217;s rhythm gets pulled in that direction too. Generational change has made games shorter, and <strong>that compression is not decay. It is adaptation.</strong></p>



<p>The principle that works on this axis is simple: <strong>loud, short, and sharp; funny, faster.</strong></p>



<p>What matters most is who these players are — <strong>mainstream, and skewing young.</strong> They drive the flow of social media; they are acutely sensitive to trends, and they do not stay with one game for long. They are constantly hunting for the next game to burn through — the next piece of <strong>raw material</strong>. Which is why the channel they search is not the Steam store. It is Shorts, TikTok, and streaming.</p>



<blockquote class="wp-block-quote is-style-default"><p><strong>A deep player pool → relentless game consumption → a social-media trend → an even deeper pool</strong></p></blockquote>



<p>Influencers are the group with the most sensitive antenna for what is about to break. They sniff out the material that is going to land and get on it first. So on this axis, marketing is not &#8220;sending keys to streamers.&#8221; Marketing is <strong>building the material an influencer will want to ride.</strong></p>



<h3>Design principles that work on this axis</h3>



<p><strong>The whole game has to be visible in the first thirty seconds.</strong> Tutorials, lore, systems that unlock slowly — on this axis, every one of them is a cost.</p>



<p><strong>The clippable moment has to be designed into the game.</strong> The instant a player bursts out laughing, or screams, has to be deliberate, repeatable, and spaced closely together. The standard is not &#8220;it&#8217;s fun to play.&#8221; It is &#8220;<strong>it&#8217;s fun to watch.</strong>&#8220;</p>



<p><strong>Your development time and your price have to be shorter than the trend&#8217;s half-life.</strong> An eighteen-month plan on the trend axis is a failed design on day one. With AI-led development now the reality, if you cannot compress the cycle from spotting a trend to shipping into three to six months, you are better off not standing on this axis at all.</p>



<p><strong>Timing beats quality.</strong> Bluntly: here, an 80-point game that arrives two months early beats a 95-point game that arrives two months late.</p>



<h3>The trap on this axis</h3>



<p>Trends have a half-life, and the graveyard of latecomers is always far bigger than the winners&#8217; circle. More importantly, success on this axis <strong>does not accumulate into a studio identity</strong> — the next project starts from zero again. One lucky hit guarantees nothing about your studio&#8217;s survival. So if you choose this road, design your development stamina not around a single hit, but around <strong>sense that outruns technology, the nerve to get ahead of a trend, and the expectation of stepping up to bat dozens of times.</strong></p>



<h2>Road Two: The Genre Niche Axis — A Market That Sells Trust</h2>



<h3>An entirely different buyer</h3>



<p>On the other side of Steam&#8217;s buying public sits a completely different group. They choose carefully among the games they love, and they consume them steadily, slowly. They do not react to trends — but they will open their wallets for content that is <strong>proven and trustworthy.</strong> And once a developer has earned that trust, they wait for the next game.</p>



<p>CRPGs, hardcore strategy, survival crafting, traditional Metroidvanias, simulation, rhythm, shmups. The numbers are smaller than on the trend axis, but <strong>they do not go out.</strong> If the trend axis produces a spike that shoots up in days and vanishes within a month, this axis produces a low, long plateau. And it is on that plateau that you talk to the fans waiting for your work and build the sequel.</p>



<h3>Condition one: you have to be a core consumer of the genre yourself</h3>



<p>The first requirement for standing on this axis is neither technology nor capital.</p>



<p><strong>The developer has to be, personally, a core consumer of that genre.</strong></p>



<p>Players in a niche genre can tell from a single concept sheet — from the shape of a demo alone — whether the person who made it actually loves the genre. A game that copies only the surface grammar gets filtered out by the community first and hardest. On this axis, <strong>genre authenticity is not something market research can substitute for.</strong> It is not a marketing technique. It is the developer&#8217;s own pride.</p>



<h3>Depth of mechanical understanding sets the depth of level design</h3>



<p>You have to aim precisely at what the players of that genre respond to — which concepts, which features, which moments. And to do that, you have to <strong>understand the genre&#8217;s core mechanics clearly.</strong></p>



<p>&#8220;Understanding&#8221; here does not mean being able to list that Soulslikes have parrying and roguelikes have permadeath. It means knowing <strong>why that mechanic produces fun, and under what conditions it collapses.</strong> You should be able to explain why the character of an entire combat system changes depending on how many invincibility frames a dodge carries.</p>



<p>Without complete mechanical understanding, no sound game design can be assembled. A creative play concept makes level design harder, not easier — which is precisely where indie developers get their legs cut out from under them. What a genre player expects from your game is not innovation and creativity, but <strong>familiar, proven fun wearing the clothes of innovation and creativity</strong> — an experience in the genre they bought into that <strong>returns more than what they paid</strong>. So while a niche player may come in through the concept, they judge your game <strong>against the classics of the genre — the depth of its level design included.</strong> Not by volume. By depth.</p>



<h3>Start talking before you start building</h3>



<p>Marketing on this axis does not begin three months before launch. It begins <strong>before development starts.</strong></p>



<p>Put the art concept, the game concept, and the direction of the core mechanics in front of that community early. Talk with them. Persuade them of why you are making this game. Doing so buys the team two things at once: <strong>design validation</strong> and <strong>a buying audience secured before launch.</strong></p>



<p>If marketing on the trend axis is about being discovered, marketing on the niche axis is about <strong>building trust in advance with the players who will buy your game.</strong> You have to plant a reason — <em>I have to own this one</em> — and trust at the point of payment simply cannot be manufactured in a short window.</p>



<h2>The Worst Choice Is the Middle</h2>



<p>Most of the games quietly disappearing on Steam are not badly made games. They are <strong>games that belong to neither axis.</strong></p>



<p>One chases the lightness of whatever is trending right now — and spends three earnest years building it. Another flies the flag of a niche genre without knowing the genre&#8217;s depth or its core recipe. Too serious to break out on social media, too shallow to convince the core. The result is <strong>an ambiguous game that belongs to no paying audience at all.</strong></p>



<p>&#8220;Make a good game and eventually people will notice&#8221; — the line a handful of successful indie developers pass down — has become, amid an uncountable mass of slop, closer to neglect than to comfort. There are plenty of good games. The masterpieces and the blockbusters already sitting in wishlists get sold first, at brutal discounts. The point is not only to make a good game. It is precise targeting — <strong>who your game is for</strong> — and a meticulously built strategy that makes sure <strong>they buy it, and by what route.</strong></p>



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



<p><strong>By Professor Jung Musik</strong><br><em>Department of Game and Visual Studies, Gachon University / Doctor of Game Engineering</em><br><em>Founder of Indiegame.com</em></p>



<p class="has-small-font-size"><em>Professor Jung Musik is an Associate Professor in the Department of Game and Visual Studies at Gachon University and holds a doctorate in engineering. He was a founding member of Trigger Soft in 1994 and has since served as Director at NCSoft, outside director at NASDAQ-listed Gravity, and Vice President of Lunosoft. He organized Korea’s first indie game contest in 2003 and has supported the domestic indie game ecosystem for more than two decades. He currently serves as a member of the Korea Game Rating and Administration Committee under the Ministry of Culture, Sports and Tourism, and as chair of the Content/Digital/Space division of Seongnam City’s Fourth Industrial Revolution Special Committee.</em></p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35523">Two Roads to Surviving Steam: Ride the Trend, or Dig the Genre</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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		<title>Face UFO Sweeps Four Awards at Tokyo Game Show&#8217;s 19th Sense of Wonder Night — Solo Developer Takahiro Miyazawa Takes Audience Grand Prix, Design, Experimental, and Presentation</title>
		<link>https://indiegame.com/en/archives/35467</link>
		
		<dc:creator><![CDATA[Editorial Team]]></dc:creator>
		<pubDate>Fri, 18 Sep 2026 12:06:42 +0000</pubDate>
				<category><![CDATA[Contests/Support]]></category>
		<guid isPermaLink="false">https://indiegame.com/?p=35462</guid>

					<description><![CDATA[<p>The Computer Entertainment Supplier&#8217;s Association (CESA, Chairman Haruhiro Tsujimoto) has announced the results of SENSE OF WONDER NIGHT 2026 (S...</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35467">Face UFO Sweeps Four Awards at Tokyo Game Show&#8217;s 19th Sense of Wonder Night — Solo Developer Takahiro Miyazawa Takes Audience Grand Prix, Design, Experimental, and Presentation</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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<p>The Computer Entertainment Supplier&#8217;s Association (CESA, Chairman Haruhiro Tsujimoto) has announced the results of SENSE OF WONDER NIGHT 2026 (SOWN2026), the indie game pitching competition run as an official Tokyo Game Show 2026 program. From 151 total submissions, 8 finalists took the stage to present live to judges and an audience vote — and one developer walked away with nearly the entire trophy case.</p>



<figure class="wp-block-image size-full"><img loading="lazy" width="800" height="530" src="https://indiegame.com/wp-content/uploads/2026/09/NSE-OF-WONDER-NIGHT-2026.png" alt="" class="wp-image-35464" srcset="https://indiegame.com/wp-content/uploads/2026/09/NSE-OF-WONDER-NIGHT-2026.png 800w, https://indiegame.com/wp-content/uploads/2026/09/NSE-OF-WONDER-NIGHT-2026-300x199.png 300w, https://indiegame.com/wp-content/uploads/2026/09/NSE-OF-WONDER-NIGHT-2026-768x509.png 768w, https://indiegame.com/wp-content/uploads/2026/09/NSE-OF-WONDER-NIGHT-2026-150x99.png 150w, https://indiegame.com/wp-content/uploads/2026/09/NSE-OF-WONDER-NIGHT-2026-450x298.png 450w" sizes="(max-width: 800px) 100vw, 800px" /></figure>



<h3>Face UFO&#8217;s Clean Sweep</h3>



<p>Solo Japanese developer Takahiro Miyazawa&#8217;s <em>Face UFO</em> won the Audience Award Grand Prix — the night&#8217;s top prize, decided by audience vote and carrying a $3,000 prize — and then also took Best Experimental, Best Game Design, and Best Presentation, for four total wins out of five award categories available.</p>



<p>The Audience Award Semi-Grand Prix went to Chinese developer team P.F.J.&#8217;s <em>Unknot!</em> Japanese studio Room 127&#8217;s <em>Legacy Code</em> took the remaining two categories, Best Technical and Best Art, as a double-win consolation to <em>Face UFO</em>&#8216;s broader sweep. Each non-Grand-Prix category winner received $500.</p>



<h3>Full Results</h3>



<figure class="wp-block-table"><table><thead><tr><th scope="col">Category</th><th scope="col">Winner</th></tr></thead><tbody><tr><td>Audience Award Grand Prix</td><td><strong>Face UFO</strong> — Takahiro Miyazawa (Japan)</td></tr><tr><td>Audience Award Semi-Grand Prix</td><td><strong>Unknot!</strong> — P.F.J. (China)</td></tr><tr><td>Best Technical</td><td><strong>Legacy Code</strong> — Room 127 (Japan)</td></tr><tr><td>Best Art</td><td><strong>Legacy Code</strong> — Room 127 (Japan)</td></tr><tr><td>Best Experimental</td><td><strong>Face UFO</strong> — Takahiro Miyazawa (Japan)</td></tr><tr><td>Best Game Design</td><td><strong>Face UFO</strong> — Takahiro Miyazawa (Japan)</td></tr><tr><td>Best Presentation</td><td><strong>Face UFO</strong> — Takahiro Miyazawa (Japan)</td></tr></tbody></table></figure>



<p>A solo developer taking four of five awards at a juried-and-audience pitching competition against seven other finalists — themselves already screened down from 151 submissions — is a genuinely dominant result rather than a narrow win, and it puts <em>Face UFO</em> in the position of this year&#8217;s clearest breakout discovery from the competition.</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="顔UFO 1stPV" width="788" height="443" src="https://www.youtube.com/embed/TNVPm9MuDgk?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>



<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="Unknot! -アンノット- トレーラー (日本語 ver.)" width="788" height="443" src="https://www.youtube.com/embed/3IwbvwNT-pI?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>



<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="Legacy Code - Official Announcement Trailer" width="788" height="443" src="https://www.youtube.com/embed/8WO04KEMUy0?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 Pocky Award: A Korean Studio Among the Picks</h3>



<p>Running alongside SOWN2026, content creator Pocky — TGS2026&#8217;s official indie game ambassador — announced the separate Pocky Award, selected specifically from a creator&#8217;s perspective: which games, among all 151 SELECTED INDIE 80 and SOWN submissions, would Pocky most want to actually play and turn into gameplay video content.</p>



<p>Three titles were chosen: UK studio Hugecalf Studios&#8217; <em>Stuck Together</em>, Czech developer Valentin Wirth&#8217;s <em>Become</em>, and — notably for this coverage&#8217;s readers — Korean studio Easy Fox&#8217;s <em>Teach My Little Sister How to Drive</em> (여동생 운전 가르치기). A Korean indie title&#8217;s inclusion in this creator-curated selection is a meaningful visibility win distinct from the formal SOWN judging, and gameplay footage of all three selections is expected on Pocky&#8217;s YouTube channel in the coming weeks.</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="Stuck Together - Announcement Trailer" width="788" height="443" src="https://www.youtube.com/embed/FJF8i2oDA6U?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>



<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="Teach My Little Sister How to Drive - Game Trailer. Wishlist Now!" width="788" height="443" src="https://www.youtube.com/embed/omfip4s3mv8?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>



<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="Become - Official Announcement Trailer" width="788" height="443" src="https://www.youtube.com/embed/Hb4Pjyfs6IQ?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>Nineteen Years of Finding &#8220;Wonder&#8221;</h3>



<p>Now in its 19th edition, SENSE OF WONDER NIGHT exists specifically to surface original game ideas capable of producing genuine &#8220;sense of wonder&#8221; — the specific quality of an idea that changes how you see something. Eligibility for SOWN2026 was drawn from the SELECTED INDIE 80 program (which provides free exhibition space to indie booths and developers at TGS); a judging panel narrowed the full 151-submission pool to 8 finalists, who then pitched their games&#8217; ideas and distinguishing qualities live on stage.</p>



<p>The full SOWN2026 presentation, results announcement, and awards ceremony are available for replay through TGS2026&#8217;s official program archive.</p>
<p><a rel="nofollow" href="https://indiegame.com/en/archives/35467">Face UFO Sweeps Four Awards at Tokyo Game Show&#8217;s 19th Sense of Wonder Night — Solo Developer Takahiro Miyazawa Takes Audience Grand Prix, Design, Experimental, and Presentation</a> - <a rel="nofollow" href="https://indiegame.com/en/home-en">인디게임닷컴</a>.</p>
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