Dev Diary #2: Nightmare Circus at Tokyo Game Show 2025!
[p]After returning from Gamescom Germany, our next goal was to showcase the long-awaited Collision Combat system to the world. But as every game developer knows, plans have a way of changing, and this time, fate brought us an even bigger stage: Tokyo Game Show 2025.[/p][p]We began preparing for this event back in March. It took more than six months of coordination, booth design, demo setup, merchandise production, and technical planning to make sure everything was ready for one of the world’s largest gaming shows.[/p][p]This year, we joined forces with Red Dunes Games, our publisher, whose booth had grown tenfold since last year. And our Nightmare Circus space was a true reflection of the game itself! The booth team faithfully recreated a scene straight out of the game: a circus tent that looked playful at first glance, but upon closer look, carried an eerie and unsettling undertone. Suspended from above were dangling doll parts and ornaments, creating a stage that was both beautiful and haunting — the perfect embodiment of Nightmare Circus.[/p][p][/p]
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Seeing our vision of “being the puppet master” come alive in players’ hands was one of the most rewarding feelings we’ve had as developers.[/p][p]
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Inside the booth
[p]Inside, we had four demo stations equipped with PS5 controllers, and an additional setup at the Thai Pavilion, supported by DEPA and DITP. The air was filled with laughter, surprise, and the rhythmic crashes of combat, players figuring out their own combos, sometimes screaming in delight when enemies went flying across the screen.[/p][p]The Red Dunes Games team went above and beyond to create a lively, welcoming atmosphere. There were plushies, acrylic standees, stickers, and posters for players who joined in on booth activities — even premium prizes for the most dedicated visitors. Every corner of the booth radiated excitement, as if we had turned the game’s circus into a real festival.[/p][p]What happened during the TGS Days
[p]The first two days were Business Days, filled with partners and media from across the globe. We received incredibly positive feedback! People praised the charming yet mysterious art style and the originality of our combat system. Having two interpreters on-site made everything smoother, from interviews to partner discussions.[/p][p]Then came the Public Days (Day 3–4) — the true test of our circus. With around 80,000 attendees per day, the booth was constantly packed. Lines stretched beyond our space, and it was surreal to watch players react to every fight, every collision, every satisfying moment. The smiles, laughter, and curiosity made all the hard work worth it. Many players asked if the game would support Japanese, and yes, it will in the full release.[/p][p]One thing we noticed throughout the event was how Nightmare Circus drew in a diverse range of players. The game’s art and plush characters caught people’s attention first, but it was the chaotic, satisfying combat that kept them playing. Some even came back for a second round just to try new combos!Seeing our vision of “being the puppet master” come alive in players’ hands was one of the most rewarding feelings we’ve had as developers.[/p][p]
An incredible experience!
[p]More than anything, though, what made this trip special was the people behind it. We want to extend our heartfelt thanks to everyone who supported us: our players, the Red Dunes Games team, the incredible booth construction crew who brought our stage to life, our hardware sponsors who provided five gaming PCs and full gear setups, the DITP team, our merchandise team, and the interpreters who tirelessly assisted us throughout the event.[/p][p]And most of all, a huge thank-you to the coordination team at Red Dunes Games, who weren’t just organizers but caretakers of everyone at the event. They ensured we always had water, food, giveaways, and — just as importantly — warmth. They constantly checked in with everyone: “Have you eaten? Are your legs okay? Don’t forget to drink water.” They weren’t just looking after us at FairPlay Studios, but everyone in the staff area.[/p][p]It’s thanks to all these amazing people working behind the scenes that the show ran so smoothly.[/p][p]Being there as a team, seeing players firsthand, learning from feedback, and standing beside so many passionate creators reminded us why we do what we do. And if we ever have the chance to return next year, we’ll bring even more of our team with us, so they can experience that same spark of inspiration.[/p][p]From a nightmare stage within the game to a real-world stage in Tokyo, Nightmare Circus has performed its first act![/p][p]