
Hello, I'm Mob from the Negolove team at SKOOTA GAMES.
Recently, I was at the venue of the world's largest gaming festival, the "Tokyo Game Show 2025," held at Makuhari Messe. The overwhelming waves of people filling the venue, the sounds and lights echoing from massive booths, and the dazzling new titles showcased by well-known major publishers... The sheer intensity of it all was truly something that could only be described as a "festival," incomparable to any other event.
Amidst this massive flood of light, I found myself naturally drawn to a corner where small gems with strong personalities, known as "indie games," quietly shone. I thought that being displayed alongside AAA titles on such a grand stage would make the inherent charm and underlying strength of indie games stand out even more clearly.
The Tokyo Game Show is a place where games from all over the world gather, transcending Asia. Not only are there works from Japan, but games from various countries shine in the same space here.
In this report, I would like to share my encounters with six indie games that felt particularly special on this grand stage of TGS, divided into two parts: the first and the second.
In the first part, I will introduce three titles that particularly caught my attention with their unique gameplay and worldviews.
Thank You for Your Application: A Quiet "Reality" Confronted Amidst the Noise

As I wandered through the massive hall, feeling a slight dizziness from the sounds and lights echoing from all directions, the first indie game area I visited was the Chinese interview simulation game Thank You for Your Application, which was also selected for TGS's "Selected Indie 80." The booth, slightly removed from the noise, bathed in gentle light from the window, exuded a strange calmness, as if it were the only place connected to the real world within this festival.
In this game, players take on the role of the protagonist "C89," who has just graduated from university. In this peculiar world, people are referred to by code names rather than their real names, and working adults wear machines on their heads that resemble televisions. To avoid losing his visa, he (the player) becomes an interviewer for a certain company, coldly selecting students who are in the same position he was just yesterday, following a manual.
The structural irony of having to cut someone similar to oneself in order to survive. And the unreasonable evaluation system that one only learns about after becoming an interviewer... During gameplay, I was filled with a very complex emotion of "It's interesting, but somehow uncomfortable." In stark contrast to the glamorous booths around, this game quietly confronted me with the cold realities of modern society. I found myself in that sensation.


After trying the game, I was able to have a brief conversation with the developer. "This game is based on my own experiences, but it's not just a story about China," they said. The struggles young people feel during job hunting and the loneliness experienced while reading emails from family. Such emotions may be universal, something everyone experiences at least once, transcending national and cultural barriers.
The fact that this game from China, showcased at the Tokyo Game Show where games and people from around the world gather, delivers such a universal and piercing message is perhaps the true power of indie games that never fades, even amidst the glamour of major titles.
This game currently has a demo available on Steam. It leaves a complex aftertaste that is hard to describe in one word, "interesting yet somewhat awkward." I highly recommend experiencing it for yourself.
Sabakistan: The Dog Country: Crossing the Language Barrier, the "Atmosphere" of a Totalitarian State

Next, let me introduce the adventure game 'Sabakistan: The Dog Country', which hails from Russia. I later learned that this game is based on a Russian comic.
The story is set in the mysterious totalitarian state of "Sabakistan," which has kept its borders closed for a long time. With the funeral rehearsal of the great leader, the country invites journalists from around the world for the first time. Here, the chameleon journalist "Henri Pascal" begins a dangerous investigation to uncover the secrets hidden by the state.
To be honest, the localization into Japanese still had some awkward parts. However, the "atmosphere" that this game creates is so powerful that it more than compensates for that. The unforgettable and striking art style, the intricately depicted cityscapes, and the occasional high-quality animations all convey just how abnormal and suffocating this world is, even if you don't fully understand the meaning of the words.
This atmosphere extends beyond the game itself. The booth displayed portraits of the leader, the staff wore sharp suits, and players who finished the demo were handed commemorative badges. Personally, it reminded me of the portrayal of North Korea in some Korean films, but thanks to this thorough presentation, I felt like I was truly experiencing life as a journalist infiltrating Sabakistan.


What I found particularly interesting in the gameplay was the ruthless immediacy of the consequences of choices leading to disaster. For example, when trying to give a tip of gratitude to a hotel cleaner, that action catches the watchful eyes, resulting in an instant game over. I truly experienced the harshness of this dystopia. (In the local demo, the save function didn't work well, but the staff kindly assisted me each time, which was the only saving grace.)
If the localization is further refined in the future, I believe this game will not just remain an adventure game but will become a remarkable work that allows players to experience a totalitarian state realistically and prompts them to reevaluate their own values. It is scheduled for release in 2026, but until then, I want to read the original comic to learn more about this mysterious country in advance.
PVKK: Planet Defense Cannon Commander: The Absolute Ruler of "Experience" Beyond Reason

Now, closing out the first part is 'PVKK: Planetary Defense Gun Commander', which has come all the way from Germany. There may not be much to say about this game, as its presence in the Selected Indie area transcended mere logic.
The development is handled by a German studio called Bippinbits. They are known for creating unique exhibition equipment that brings the game's world into reality, such as the realistic battle arcade of 'Buckshot Roulette' and the experience booth modeled after a house door from 'No, I’m not a Human'. I have seen such interactive booths at several events, but the massive control panel that was seated in the indie game area this time was on a completely different, overwhelming scale.

Quoted from the Steam page.

such spaces as well. Quoted from the Steam page.
The game itself is relatively simple, involving intercepting threats approaching the planet with a massive defense cannon. However, the essence of this game lies beyond that. A massive hunk of iron, weighing as much as 300kg, embedded with countless buttons, levers, meters, and monitors. Standing before it, actually gripping the levers, pressing the buttons, and firing shells with a thunderous roar that resonates in your gut. This absurd yet exhilarating "experience" is everything this game has to offer, which I encountered at TGS.
To be honest, it is still uncertain how much of this experience can be replicated on home PCs or consoles. However, such doubts seemed trivial. Bringing this amount of equipment from Germany to Japan, especially to the indie game area, and forcefully declaring, "This is the experience we want to create," showcases a strong will. Their passion and obsession, akin to madness, captures our hearts in a way that is completely different from the enormous advertising budgets of AAA titles, yet equally or even more impactful.
I am simply grateful for the opportunity to have such an "experience" with a pre-release title. I look forward to the day I can once again become the commander of this cannon in the final version, and hopefully, to reunite with this hunk of iron at some domestic or international event.
End of the First Part

So far, we have introduced unique indie games from three different countries: China, Russia, and Germany. What did you think? Sharp simulations that cut through the absurdities of modern society, intense worlds that transcend language barriers, and overwhelming "experiences" that go beyond logic. Each approach is completely different, yet all of them shone with a distinct brilliance that rivaled major titles within the grand festival of TGS.
In the upcoming second part, we will introduce three more wonderful works from another country. Until then, see you again.