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Subculture Games Diversify as Korean Studios Look Abroad

  • Type

    Market Trends

  • Genre

    Game

Detail

Subculture games have grown from a niche category into one of the fastest-moving segments of the global games market, and the terms of competition are shifting. This report highlights the move away from character gacha and the concentration of Korean reveals at overseas shows to show how launch strategy now follows the target market rather than the home market.

 

Subculture Games Expand Beyond the Gacha Model
 

Gamescom and the upcoming Tokyo Game Show have become back-to-back showcases as the genre expands beyond character gacha
 

Key Issues

  • Gamescom's subculture headliners: At Gamescom Opening Night Live, NetEase Games set a January 15, 2027 release date for 'ANANTA', the urban-fantasy open-world RPG once called Project Mugen. Singapore-based Elementa showed 'Silver Palace', a Victorian-inspired detective action RPG.
  • A subculture title without character gacha: 'ANANTA' has no character gacha; characters join the team as the story progresses. Explaining the decision to drop character gacha, NetEase's global marketing and publishing lead said a story-driven game cannot charge players for characters the story gives them.
  • Korea's Tokyo lineup: At Tokyo Game Show, which runs from September 17 to 21, NCSOFT will give 'Astrae Oratio' a standalone booth. The Dynamis One title is set in an alternate 1889 Tokyo. Nexon will show the first public demo of 'Pareidolia' and Netmarble will present 'Pearl in Blue'.

 

Korean Publishers Shift New-Title Reveals Overseas
 

Major Korean studios are increasingly unveiling new titles at Gamescom and Tokyo Game Show, while G-Star's domestic lineup has thinned
 

Key Issues

  • Tokyo Game Show as the priority venue: Korean exhibitors at Tokyo Game Show rose from about 30 in 2024 to more than 40 in 2025, and the 2026 total is expected to climb further. Japan's game market was worth about 22 billion dollars in 2024, or 10 percent of the world total, against Korea's 7.2 percent.
  • G-Star's thinner domestic lineup: As of September 7, Webzen and KRAFTON were the only major Korean publishers confirmed for G-Star, Korea's largest game show, while Nexon, Netmarble and NCSOFT had not confirmed participation. Studios now pick shows by target market and launch schedule.
  • Policy attention follows the industry abroad: Four lawmakers joined the National Assembly's first official delegation to Gamescom, touring booths run by KRAFTON, Nexon subsidiary Embark Studios and Samsung Electronics. Korea's game industry posted 23.85 trillion won in 2024 revenue.
     

 

For further details, please refer to the source links provided in the file. 

Source
Game Meca Article