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EVENT REPORT

Crossing Borders with Indie "Heat" - BitSummit the 13th Joint Report [Hana Edition]

by SKOOTA 2025.07.31
I personally thought it looked cool, so I took a picture…!

Nice to meet you. I am Lee Hana from the SKOOTA editorial team. Wow, this summer in Kyoto was really hot, wasn't it? Following the wonderful report from my junior, Mob, in the 【Part 1】, I will be taking charge of this 【Part 2】.

While Mob-kun focused on overseas indie games, I naturally gravitated towards the booth of "Korean indie games," which is my roots. This time, the Korea Creative Content Agency (KOCCA) set up a large booth, showcasing many Korean indie games to Japanese gamers.

Seeing works I encountered at a Korean event gaining attention on such a large stage in Japan was personally heartwarming. Now, with that sentiment in mind, I would like to introduce two standout "Korean indie games" that I encountered at BitSummit.

😎Mob's Interference: Hello, it's Mob. I've also written the first part of the report, so if you're interested, please check that out too. This time, I'll be leaving comments on the games introduced by Hana-san, so thank you in advance.

The Otaku of Doom: The Charm of a Game That Overcomes Localization Challenges

The Japanese logo was more beautiful than I imagined, at least ten times over. I thought it was wonderful.

First, let me introduce The Otaku of Doom, an adventure visual novel developed by the team "KiwiSaurus." In fact, I have previously covered this game in a report on a Korean event, but this time it made its debut in Japan as part of the KOCCA booth, and the booth was always bustling with many visitors, which made me very happy as a fan.

For those who may not know, this game begins with an outrageous premise: "The protagonist, an online game otaku, squanders 5 million won collected through a group purchase of limited edition goods." Beyond the story itself, I believe the true charm of this game lies in its "chilling realism." The unique expressions of otaku, the atmosphere of the community, and the self-deprecating thought processes… Those who are familiar with it will smirk, and at the same time, feel a pang in their hearts, thinking, "Isn't this about me…?" It strikes a delicate balance.

Having experienced this game again at the Japanese venue, I was surprised and delighted to find that "it can be played in Japanese." However, one concern crossed my mind: "To what extent is the true appeal of this game being conveyed to everyone in Japan?" The charm of this game can be said to be fully realized only with a deep understanding of Korean internet memes and otaku culture. Of course, the localization into Japanese was done carefully, but I felt that the subtle nuances behind the words, which cannot be conveyed without crossing cultural barriers, are indeed difficult to express.

The title "The Otaku of Ruin" refers to the protagonist "Jinda," but perhaps we players, who understand each deep reference in this game and feel "It's interesting!" might also be seen as walking the path to "ruin" from the perspective of the general public... This self-deprecating and slightly chilling empathy is, I believe, the true horror and charm of this game.

The path of localization will surely be a thorny one. Nevertheless, I sincerely hope that the unique art style, the story and world that evoke a sense of love despite their ruinous nature, and the passion of the developers who understand otaku better than anyone else will captivate Japan and the entire world one day.

😎Mob's Concern: This was a game I had been curious about since I saw it in a senior's report. Localization is indeed a challenge that every game faces. When I hear such stories, I can't help but wonder, "What does this mean in Korean?" But from what I've heard, it sounds genuinely interesting, so I'm looking forward to the release. 
p.s. Upon further reflection, the localization of 'Negolove' also seems incredibly difficult...

Dimension Ascent: A New Dimension Challenge Pioneered by the “Use Map Generation”

Next, I would like to introduce another game I encountered at the KOCCA booth, a platformer adventure that fuses 2D and 3D, Dimension Ascent. It features puzzle action where you switch perspectives to travel between dimensions, which may have some similarities to the previously introduced LOVE ETERNAL.

As a game, it left me with the impression of being a very balanced and exemplary title. You can't progress just by watching; you need to switch perspectives to break through paths that seem impassable. This sense of "aha!" is very satisfying, and the balance between the time spent pondering "Hmm..." and the time spent trying "This is it!" is exquisite, allowing for enjoyable play without stress. While the story might be a bit hard to grasp, I believe the fun it offers more than compensates for that.

However, the main reason I wanted to highlight this game is not so much its gameplay but rather the developer's profile. A brief sentence I heard at the booth, "A former creator of use maps for StarCraft." I wonder how much the "meaning" of this sentence will resonate with everyone in Japan reading this article?

From a certain point, the game screen looked like this.

Let me share a little about Korean gaming culture. From the late 1990s to the 2000s, StarCraft enjoyed immense popularity in Korea, to the point of being called a social phenomenon. One of the major factors supporting this popularity was the existence of "Use Map Settings." This allowed users to create and share entirely new original maps with their own rules using in-game features, which was quite innovative at the time. In other words, map creators were special individuals who "discovered new gameplay within the game and provided entertainment" — they were like developers among users, creating content to entertain others.

Now, these so-called "geniuses of play" are creating their own works from scratch in the new field of indie games. Just this fact alone is incredibly exciting, isn't it? I felt that their experience of discovering new ways to play within the framework of existing games has been beautifully transformed into the concept of Dimension Ascent, which is about "discovering new paths by changing perspectives."

This challenge, which started from zero, is opening the door to the world of BitSummit and captivating more players. I genuinely want to support such a future. It was a work that I could enjoy as a user, along with the "story" of the developer.

😎Mob's Comment: Interesting! Knowing the background of the developer completely changes how you see the game. I learned about the culture of "Use Map Settings" for the first time, but the act of creating new play within the given environment is the very spirit of indie games. The analysis from a senior that connects the game system with the developer's roots is very intriguing.

Across Borders, Games Convey "Heat"

SKOOTAGAMES has also contributed a bit of our "heat."

Now, I, Lee Hana, have introduced two unique Korean works that I encountered at BitSummit. Despite the significant challenge of localization, the deep empathy for the underlying "otaku" culture is the charm of Destruction Otaku. And the developer's unique background gives narrative depth to the game system in Dimension Ascent. Both works were filled with charm that cannot be fully expressed by just saying they are "interesting."

This BitSummit was a wonderful event where I could truly feel the essence of "internationality." The overseas games introduced by Mob and the Korean games I presented were created in different places, languages, and cultures. However, the pure enthusiasm of the creators to "want to make something interesting" and the players' empathy of "I understand this" felt surprisingly similar.

Ultimately, the appeal of indie games may not only lie in the quality of the finished product but also in the stories of "why" and "how" the game was born, as well as the creator's "dedication" and "passion." BitSummit was the perfect space to reaffirm the "power beyond words" that such games possess.

With this enthusiasm in our hearts, we at SKOOTAGAMES will strive to move someone's heart with our games starting tomorrow. Thank you so much for staying with us until the end!

Final Thoughts on This BitSummit

Finally, to sum up my impressions of this event in one sentence...

🌼 Hana's Comment: Though words and cultures differ, the "heat" for games is universal! I was so happy to be in that incredibly exciting environment! I hope to come again next year!
😎Mob's Comment: I've received a new assignment as an industry person regarding the "dedication" and "empathy" that transcends borders. Also, thank you to those who bought merchandise from Momotoro Crash!🙇‍♂️