BitSummit 2025 - A Lot of Games
I have decided that there are too many games. Or at least there's not enough time to play them.
BitSummit 2025 was, by design, full of games. Games you've heard of, and games you definitely haven't. Games that one day you'll play, and plenty you won't. Games supported by big publishers, small-team efforts, and game-jam experiments; games from here, there and everywhere. Wall to wall indie games.
So many games that I didn't know where to start. Utter choice paralysis.
For the third consecutive year, I jumped on the Shinkansen and spent a sweltering July-weekend in Kyoto so that I could attend BitSummit, Japan's premier indie game shindig. I played games, chatted until my voice was hoarse, had drinks down by the river, did a bit of tourism, and failed to eat a vegetable.
When I arrived at the show on Saturday, I was thoroughly overwhelmed. Part of the considerable charm of BitSummit is not knowing what to expect. It's not like Tokyo Game Show, where you'll be well aware of what's available and will have already devised a plan of attack. BitSummit is a little mysterious, and that's a huge part of why it's so much fun. But the lack of familiarity with the games on show can initially make it hard to tackle.
I did several laps of both halls before even attempting to play anything. At least an hour before I touched a controller of any description. I was completely overwhelmed. I'd have killed for a menu that told me where to go.
Do you like puzzle games? Check out these booths.
Are you into 8-bit style platformers? Go here, here and here.
Are you a massive pervert? Check out this filth!
Without a guide, I looked for convincing reasons to play, and that's when the choice paralysis began to lift. Motivation can come from a recommendation, or I may even be able to think for myself and spot something that looks fun. If a game appears easy to grasp, that can be a good reason to play it. You don't want to learn anything too complicated in a short demo, nor embarrass yourself in front of the developer. Familiarity can draw me in, as can a non-existent line or a comfy chair. Sometimes, when I'm feeling brave, I can be drawn to games just because they're weird.
All legitimately good reasons to stop and try a demo, and potentially discover your next favourite game.
And after a while, I found plenty that convinced me to sit down and play. Electrological was recommended and is easy to grasp - a maths based puzzler that has you switching tiles and connecting circuits. My daughter loves haniwa, and she's taught me all about them, so I couldn't resist The Little Tomb. The demo centred on a kofun burial mound and a haniwa playing in a park, and it was all very cute and wholesome, even if their main motivation for exploration was to find cadavers. And I quote: "Is there a dead body who'd like to be buried in me?" Kagekiotome Kanon is a fast paced 3D scrolling shooter featuring a school girl who turns into a flaming goddess. There were a lot of shots of her barely covered backside, however, which took me a little by surprise. Pretty sure I saw her anus at one point. Video games, huh?
TANUKI: Pon's Summer had some of the largest lines of the weekend. It's easy to grasp Pon's visual appeal - it looks like a summery delight - but this BMX x delivery-service sandbox adventure is just as pleasing in the hand. Punters were also keen to grab Pon's post-master hat, a full-sized freebie which you received after the demo. Plenty of attendees could be seen wearing them around the show, looking mildly disturbed. Moving from bikes to skateboards, I enjoyed what I played of Skate Story at the PlayStation booth. In particular, the soundtrack left an impression, as did the harsh visuals, though I'm not yet sure how I feel about those. Mono Wave was drawing crowds at the South Korea booth, largely due to its neon visuals and easy-to-grasp, emotion-based platforming mechanics. I wrapped things up with a two player bout of One More Plate, in which you guide delicious looking snacks into a monster's mouth, using a number of very unwieldy tools. The monster is a picky eater, so you need to keep an eye on whether they want ice cream, cake, octopus balls or what have you. It was a very simple and effective demo.
I saw plenty of other games over the shoulders of others. Among the highlights were 17-Bit's Awaysis, which was the talk of the show, and Lumines Arise, which I was desperate to play but I ended up missing my demo slot by mere minutes! A Farewell to AI is set in a dystopian future ruled by AI where drawing has been outlawed, but rules are made to be broken and you must sketch! It certainly pulled in a crowd and I didn't see a single person draw a cock and balls, which was a minor miracle.
While wandering the halls, I developed and played my own indie game called "Who Should I Stop and Chat To?". To be honest, I struggled to grasp the rules. What level of familiarity warrants a stop-and-chat? How much downtime is required between conversations with people you know fairly well before it's OK to strike up another? Is a nod and smile sufficient? Does that person remember me from the last time we met? Exhausting, but it was nice to catch up with people and/or nod and smile at them.
I bought a Rez 20th anniversary t-shirt, heavily discounted because we're somehow fast approaching its 25th birthday! I spotted countless well-known industry figures just roaming the halls, and even checked out Nobuo Uematsu's mini-gig at the close of Saturday's festivities. Not bad at all.
At the end of the weekend, it was announced that BitSummit 2026 will be held in May instead of July. Rumours had been swirling for some time about a change of dates, and this will be good news for people who don't like the oppressive heat of a Kyoto summer, which is most people. Unfortunately, it might make my attendance next year an impossibility, but we'll see.
BitSummit 2025 was a weekend well spent. It's always nice to be surrounded by games, even if there are too many of them.
Or at least not enough time to play them all.
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