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EVENT REPORT

Guide to Exhibiting at TIGS2026 - SKOOTAGAMES Reflects on the Memories and Charms of "TIGS"

by SKOOTA 2026.03.13

Hello, we are SKOOTA GAMES, a label that usually develops indie games.

As spring approaches, it's that time of year again for the indie game event "TOKYO INDIE GAMES SUMMIT (TIGS)". With the event taking place at the end of this month on March 20th and 21st, many developers are likely in the final sprint to prepare, and gamers are excited about what games they might encounter.

In fact, for us at SKOOTA GAMES, TIGS holds a special significance. This was the "first game event we exhibited at" as the SKOOTA GAMES team.

It was our first outing, with little knowledge and hardly any acquaintances in the creative community. We were full of enthusiasm, but ended up bringing too much stuff, resulting in our booth looking like a "Don Quijote" store, which is now a funny and fond memory.

Most importantly, it was at this venue that we first showcased 'MOMO Crash', a game that many people currently love. I vividly remember desperately explaining to passersby, "It's a rhythm game where you pinch enemies with your thighs!" as if it were just yesterday. If you're interested in this game, please check out the Steam store page below.

This time, we decided not to exhibit, but during our participation as exhibitors in 2024 and 2025, we truly felt the unique excitement of TIGS and the passion of the creators gathered there.

Among the many indie game events, if I had to describe TIGS in one word, it would be "a place that is slightly business-oriented yet offers 'dense encounters'." It was a bit different from the massive scale events that gather tens of thousands of people in vast halls. However, it was precisely because of this that there was a unique "heat" and "connections" that could be felt.

In this article, I would like to reflect on our past exhibition experience that led to our "Don Quijote-style booth" (laughs) and share the real experiences and attractions gained on-site for developers who will be exhibiting at TIGS and attendees considering visiting.

1. The "Distance" that Accelerated the Excitement of TIGS

When I look back at past TIGS events, the first thing that comes to mind is the unique "closeness" that enveloped the entire venue. Unlike large exhibition halls where booths are spaced out, it was characterized by exhibitors and users gathering closely in a limited space.

Thanks to this layout, simply walking around naturally brought neighboring booths into view, and when you stopped, you could immediately feel the developers' passion just a short distance away. It was difficult to "just pass by," which I think led to serendipitous encounters happening everywhere.

A light feeling of "maybe I should take a look" could lead to deep conversations with the developers right in front of you. That physical proximity was a significant factor in creating a warm, yet rich communication typical of indie game events.

2. A Path Everyone Takes? The Trap of First-Time Exhibitors and the Truth Behind "Donki-Style Booths"

Looking back at our first experience, the "too much luggage problem" still brings laughter among the staff.

Being a first-time exhibitor, I was really anxious. I thought, "I might need this" and "it would be better to display that," and as a result, we ended up with two monitors on the table, a mountain of flyers, and heavy decorations... In trying too hard to stand out in close proximity to others, our booth ended up having an unusual density (laughs).

However, that "something is happening" feeling actually became a reason for people to stop by.

If I were to give advice based on what we learned on the ground back then, it would be about how to enhance "instant visibility." Because the distance between exhibitors was close, small tricks like angling the monitor slightly towards the aisle to display video became key to making our booth stand out.

If there are any first-time exhibitors at this TIGS (just like we were two years ago), I hope this helps!

3. Actually a "Short-Distance Business Run." The People We Met at TIGS

What surprised me when participating in TIGS back then was the number of business people present.

Because the venue was compact, music creators, voice actors, and overseas publishers were enthusiastically visiting all the booths. The "scale that allows you to see all booths" may have lowered the barriers for business encounters while raising their quality.

With a limited number of exhibitors, the environment where you could meet new talents with every step seemed very appealing to both publishers and exhibitors. It was also easy to create connections among creators, allowing for sharing development concerns and seizing new opportunities, making it a very comfortable place to spend time.

4. The City Supported the Event. From Kichijoji to Koenji

Last year, there was also an outdoor event at PARCO to coincide with TIGS.

Kichijoji, which has been the base for TIGS so far, was "the most convenient town" for both exhibitors and visitors.

Even if you think, "Oh, I forgot that!" there are 100-yen shops and Yodobashi Camera nearby. If you're hungry, there are endless delicious restaurants. It felt like the entire town was part of the event's route, allowing for a dense experience inside the venue and relaxed time in the town to coexist beautifully. This convenience was undoubtedly one of the factors supporting the overall vibrancy of the event.

And this year, the stage moves to Kōenji.

Kōenji is also an attractive town with "unique culture and energy" that rivals Kichijoji. In this new venue, "Imaginas: The Future-Making Suginami Science Lab," I am very excited to see how the dense energy that TIGS once had will chemically react with the town of Kōenji this time.

Finally - Next, from Kōenji!

The former TIGS was more of a community space where creators, fans, and industry people mixed together to create "heat," rather than a perfectly organized exhibition.

For first-time developers, please actively talk to the people at the surrounding booths. There are surely unexpected connections that can only be born from that proximity. And for those coming to enjoy, why not take pleasure in the "density" of the venue itself? A single game you discover after navigating through the crowd might become your new favorite.

We at SKOOTAGAMES will not be participating this year, unlike last year! However, as a fan, I am looking forward to the new energy and encounters with new games that will be born in Kōenji.

So, see you at the venue (as a fellow gamer)!