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EVENT REPORT

【BitSummit THE PUNCH Report】Three Intense Indie Games That Will Knock Your Socks Off with a "Punch" That Shakes Your Brain

by SKOOTA 2026.06.12
This time, the key visual was a fighting game concept.

Hello, I'm Mob from the Negorabu team at SKOOTA GAMES.

Last month, I attended Japan's largest indie game festival, “BitSummit THE PUNCH”, held at Miyako Messe in Kyoto! As the subtitle “THE PUNCH” suggests, the venue was like a heated ring where the intense passion of creators clashed with the excitement of players seeking new games.

The charm of indie games lies in the fact that the creators' “likes” and “madness” are delivered directly to players without any filters. I believe many works with such extraordinary energy were showcased at this year's BitSummit.

In this report, I would like to introduce three shocking titles that felt like “being hit by a powerful punch” among the many exhibits. Each of them is a work with a strong “blow” that you won't forget once you play it.

Now, let's get started!

Will you also become a “bug”? — 'Insecta Vindicta'

Before introducing this game, let me ask you one question. Have you ever eaten “bugs”?

The reason I suddenly ask this question is that my encounter with this game happened when I was walking around BitSummit and was unexpectedly handed “something” by a stranger child saying, “Here, take this.” When I casually checked what was wrapped in plastic and realized it was “edible insects,” the child was already gone. In a hurry, I went to look for that child, and what awaited me was the booth of 'Insecta Vindicta'.

This game, developed by a German creator, is a wild action game where you take revenge as a “fly” on a man who brutally killed (insected?) your fellow flies. Players control the fly, buzzing around the man to provoke his anger and lead him to the furniture he wants to destroy. The goal is to time your actions perfectly to further infuriate him, causing him to destroy his own home with his attacks.

The small dot you see in the center. That's you (the fly).

In terms of gameplay, I initially struggled a bit to get used to the unique controls and movements, but once I did, I found it surprisingly easy to play. Especially, the action of avoiding human attacks is based on a timing-focused system similar to QTEs (Quick Time Events), so superhuman controller skills are not required. With the right timing, quick judgment, and just a bit of luck, you can smoothly clear the stages.

What’s interesting about this game is the gap between the outrageous premise of “becoming a fly to anger humans and cause destruction” and the well-crafted feel of the controls. Moreover, the movements and behavioral principles of the human enemies are oddly simple, which adds to the humor. While the overall quality of indie games has significantly improved recently, this game possesses a unique charm typical of indie titles, where even occasional bugs in behavior or motion errors that cause joints to bend in strange directions do not create discomfort for players but instead act as “a form of entertainment.”

Without worrying about complex systems, numbers, or status distributions, you can fully enjoy the joy, anger, sorrow, and pleasure brought about by the chaotic situations unfolding right before your eyes. It was a work that presented such a simple yet intense experience.

However, what was most intense this time was undoubtedly the initial "encounter with edible insects." (By the way, the insects I cautiously tried later were seasoned with paprika flavor and surprisingly delicious). In a way, it was a terrifying yet captivating piece that was most fitting for the theme of "BitSummit THE PUNCH," leaving me in a groggy state from the encounter to after playing.

A horror experience in a closed society. Make a sound and you’re shot dead ―― 'Hermit Computer'

The wallpaper on the computer is really intriguing.

Next up is the simulation game 'Hermit Computer', where you become an American spy infiltrating North Korea to extract classified information.

When you hear "spy infiltration mission," you might imagine some cool spy action, but the overall tone of this game was surprisingly close to "horror." The pressure of the mission to steal information and the representation of the unknown and closed society of North Korea are conveyed through heavy, dark atmosphere in both sound and graphics throughout the game.

The game system is somewhat similar to the recently popular party game 'Don't Scream.' In other words, it involves "managing parameters to avoid exceeding a certain volume while progressing through tasks." However, what sets this game apart is that it measures "noise" generated within the game rather than the player's own voice through the microphone.

The protagonist, the spy, must hack into a North Korean PC whose owner was just executed. Therefore, you need to be on high alert for all operational sounds, including the drive noise from the old PC, mouse clicks, and startup sounds. (Let's set aside the silly comment of "Why not just mute the PC's speakers?")

The Japanese localization was done carefully, so I had no trouble playing.

Players navigate a limited space consisting of a PC and a dimly lit room, searching for the desired information based on given hints while going through trial and error. During this process, if the volume (noise gauge) exceeds a certain level, a guard who senses something suspicious approaches with footsteps. If discovered, the player is instantly shot and dies... implementing a very strict and severe system.

What was so shocking about this game? It boils down to the fact that it "masterfully elevates the closed and oppressive society of North Korea into a horror genre." Of course, perceptions may vary depending on one's viewpoint, but personally, I feel that North Korea is often consumed as a meme (topic) on the internet. This may be due to the intertwining of sensitive elements such as the country's political issues and ideologies. However, while playing this game, I found myself confronted with the stark reality of "Ah, this is what North Korea is really like."

Without fear of misunderstanding, I would say that this is less of a political statement and more about how the "uniqueness of North Korea" can be interpreted and function as entertainment. The fact that this work was showcased at BitSummit, a gathering of people from not only Japan but around the world, was a very shocking presentation for me. Perhaps it delivered a powerful impact to those who only recognized it as "somewhere in the world." This title possessed a compelling vibe and texture.

There are hints like this appearing throughout.

Reflecting on this play experience, the closest sensation I felt to this work was from a title called 'PIA(피아)', which we previously interviewed at SKOOTA. That game, which involves disarming landmines during the Korean War, also brilliantly reconstructed the cruelty of war and the often-forgotten "fear of war" as a game. The shock I received from 'Hermit Computer' feels very similar to what I experienced back then. Coincidentally, the fact that both are indie games from South Korea is a very interesting coincidence.

It felt as if I had taken a heavy punch from an unexpected direction, as the "sound" and "landscape" lingered in my mind even after the game ended. 'Hermit Computer' was a simulation game armed with the unusual themes of North Korea and espionage, along with an overwhelming atmosphere.

Adorable appearance, but merciless. A dopamine-filled climbing experience created by limitations — 'Mount Lomyst'

I was lucky enough to visit at a time when there were no people around.

The last title I would like to introduce is 'Mount Lomyst', which won the prestigious media awards "Famitsu Award" and "Game Makers Award" at this BitSummit.

In fact, the creator's speech at the award ceremony, "I have no connections in the media," left a strong impression on me. "Is that really true? Alright, let's go check it out," I thought, half-jokingly (of course, just kidding), which led me to visit the booth and play the game.

The game's screen layout and graphics are quite simple. On a map made up of blocks like the Mario series, there is a character about the size of a single block standing alone. The player takes on a very simple mission of climbing a mountain-like structure that towers on the right side of the screen using only "hands" and "hooks (like a harpoon)."

However, surprisingly, this game has no "jump" feature. Some may be taken aback by the fact that, despite being compared to a side-scrolling action game like Mario, there is "no jump." The actions possible in this game are basically limited to just three: "moving left and right," "climbing walls in front of you," and "shooting hooks in all directions." With only these three limited options, you carve your way through the steep (?) mountains of blocks that stand in your path. This is the ultimate gameplay of this game, its alpha and omega.

To be honest, just hearing an explanation in words might make you think, "Hmm, is it really that interesting?" I myself was a bit skeptical when I heard the game description at the awards ceremony, thinking, "It sounds interesting, but I won't know until I try it..." However, when I actually played it, what struck me was the vivid realization that "the media judges and the creators really focused on something great."

The fact that the game is "simple" means it is also "easy to understand." And being easy to understand means that there is plenty of room for players to actively think and act on their own. Players can only choose from the given actions, but conversely, it means that "within the given framework, any strategy can be devised," and this game's brilliance is beautifully implemented within that concept.

I was climbing the mountain, and before I knew it, time was up.

Although it is a completely different genre of game, the sensation and shock I experienced from this title were most similar to the global hit title 'Öoo.' Because the graphics are simple and the system has clear "limitations," players are constantly thinking about "how to maximize their benefits with this limited hand." This cycle of thought generates dopamine in the player's brain automatically, even without complex and flashy external stimuli.

Above all, this game directly determines the status (achievement) based on "how high you can climb." And because the "loss" from making a mistake and falling is very significant, the fluctuations of dopamine generated at the critical juncture of climbing or falling are relatively intense. I never imagined that such a cute and pop appearance could hide such a terrifying (?) experience, making this game truly deserving of being called a "shocking first experience."

At this year's BitSummit, the playtime was limited to "10 minutes," but if that restriction hadn't been in place, I would have stuck around this booth for dozens, if not hours, playing this game. How terrifying. In a way, it might have been the closest to horror, the standout title of Bitsummit, 'The Peak of Romisto Mountain.'

In Conclusion — Eagerly Awaiting the Next Ring (Stage)

Well then, see you next year!

Feeling a sense of nostalgia as I left the BitSummit venue, my mind was already filled with anticipation for the next indie game event.

A revenge story of flies starting with edible insects, a spy horror set in the closed space of North Korea, and a stoic climbing action game with no jump.

Each of these works delivered a striking "punch" to our brains from completely different angles. It is precisely because we can directly experience such unconventional ideas and passion that we cannot stop attending indie game events.

I sincerely hope that the games I encountered this time will undergo further refinement and reunite with us at another event. If you find any titles that pique your interest, be sure to check them out and experience their "impact" for yourself.

With that, this report from the still vibrant Kyoto comes to an end. See you in the next article!