Making inKONBINI: One store. Many stories. | "Listen up, kid; I don't know why you are in such a hurry, but never stray from yourself!" – @nagaiindustries
"inKONBINI: One Store. Many Stories is a cozy slice-of-life game about running a small-town convenience store, inspired by early 1990s Japan. Meet regulars, stock shelves, and watch quiet, everyday moments turn into meaningful stories."
Not many store management sims with such a heavy story focus, could be super interesting. Go support the devs on their page @NagaiIndustries and have a gander at the game on Steam: https://t.co/zdFLjtb3fm
I finished playing inKONBINI on stream today and I have to say @NagaiIndustries did an amazing Job with it. It's been a while since a game made me feel so much. The Setting, The People, The Storys, EVERYTHING fit together so perfectly. Thank you for creating this pice of art! <3
First couple of inKONBINI reviews are in (both with 90 scores): https://t.co/od6fUfDGfh
"A delightful experience from start to finish. It's a game that perfectly captures the wistful longing of the 90s." - Retcon
Japan's convenience stores are a symbol of the country's cleanliness and efficiency. A new game turns them into a snug setting for slice-of-life coziness. 👉 https://t.co/r1zar1Oqmo
Gaming already've been democratized by free game engines and letting anyone to publish on steam without the certification. AI will just make game development process cheaper by monotonous work elimination. We are still years from ability to make games without an engine.
Today Unity announced they'll demo "prompting full casual games into existence" at GDC next month.
This is the most important announcement in gaming this year and nobody in the industry understands why.
It's not important because it will work. It's important because it confirms that the largest game engine company on earth looked at the future and saw exactly what we saw, and their response tells you everything about why gaming is about to break wide open.
Let me explain.
Gaming is the largest entertainment industry in the world. Bigger than movies and music combined, then doubled. And it is structurally failing.
Not financially, the money is still there. Structurally. The architecture of how games get made, distributed, and consumed is broken at every layer, and the people running it have no idea how to fix it.
Start with the engines. Unity and Unreal were built for human developers writing C# and C++. Every line of their architecture assumes a person is sitting in an editor, dragging assets, writing scripts, compiling builds. Retrofitting AI onto that is like bolting a jet engine onto a horse-drawn carriage. The frame wasn't built for that speed. It will shake apart.
Unity's announcement today is exactly this. They're not showing a new engine built for AI. They're showing AI bolted onto the same engine that caused the runtime fee disaster two years ago. They're promising "prompt full casual games" but the underlying architecture still assumes someone will eventually open the editor and write code to make it real. It's a demo, not a product.
Now look at distribution. Steam actively restricts AI-generated content. Apple is cautious about it. The major storefronts, the places where games actually reach players, are building walls against the future instead of roads toward it. This isn't temporary. These are institutional antibodies rejecting what's coming.
Then look at the people. This is the part nobody wants to say out loud.
Game developers are the most vocally anti-AI creative workforce on earth. Concept artists, writers, animators. They've turned AI resistance into a cultural identity. This isn't like software engineering where devs adopted Cursor and Copilot and shipped faster. Gaming has made opposition to AI a moral position.
Which means the studios can't respond even if they want to. A creative director at Ubisoft can't walk into a room and say "we're replacing half the art pipeline with AI" without a revolt. The org won't let them. The talent won't let them. The culture won't let them.
The entire industry's workforce has self-selected against the technological shift that will define the next decade of thier field.
You can rewrite an engine. You can't rewrite a culture.
Every other creative medium already went through its democratization moment. Publishing had blogs. Video had YouTube. Music had GarageBand and then TikTok. In every case, the old guard said the tools would produce garbage, the quality would drop, the professionals would be replaced by amateurs.
And in every case, what actually happened was an explosion. Not of garbage, but of volume. And inside that volume, the best stuff was better than anything the old system could produce, because the talent pool went from thousands to millions.
Gaming never had that moment. The barrier stayed high. The tools stayed professional-grade. The industry calcified around $200M budgets, 5-year dev cycles, and games designed by committee to extract maximum revenue per user. And we got a decade of live service slop.
Meanwhile the best games people actually love - Stardew Valley, Terraria, Minecraft, Celeste, Hollow Knight, Undertale - were all made by 1-5 people with vision and taste.
The industry went one direction. The players went the other. That gap is the opporunity.
Now look at what's actually happening on Spawn today.
A user who cannot write code built a full soulslike action RPG this week. Class selection. Combo trees. Boss fog gates. A "YOU DIED" screen. Leveling, checkpoints, loot.
Another user built a networked MMO zone in a day and a half. Target-based combat, quests, XP, abilities, multiplayer physics. On the side of his day job.
These aren't demos. These aren't cherrypicked screenshots from an internal team. These are real people, building real games, right now, with no code and no engine license and no team.
Unity is announcing a demo for March. Our users already shipped.
The reason gaming is about to break open isn't because AI got good enough to make games. It's because gaming is the last creative medium where the tools haven't caught up to the talent.
There are millions of people who grew up playing games, who have incredible taste, who know exactly what they want to build and couldn't. The barrier was always technical, never creative.
That barrier is gone now.
Taste is the new literacy. Go build somthing.
The problem with most "ideas guys" is not only that they lack the talent or drive to implement them, but that the ideas themselves are mostly trivial garbage.
The best ideas come from the trenches. They are discovered in the process of creation, not dreamt up in isolation.
The script for inKONBINI has grown to the size of a full novel - around 120,000 words. That’s roughly comparable to The Master and Margarita or Harry Potter and the Prisoner of Azkaban.
Enjoyed the new trailer? It’s not all!
INTRODUCING YOJOKI MASTERS!
A manga and comic series that blends tea culture with action-packed adventure.
A brand-new universe fully integrated into inKONBINI!
#digitalart#drawing#characterdesign#anime
Kojima Productions announced Death Stranding Isolations, a brand new Death Stranding anime coming to Disney+ in 2027!
- A second DS anime series after DS Mosquito
- 2D animated series
- Executive Producer: Hideo Kojima
- Director: Takayuki Sano
- Original Character Design: @Kuvshinov_Ilya
- Animation Production: E&H production
https://t.co/FYKCS2vicE