top of page

[TGS2026] Tokyo Game Show 2026 Swag & Booth Report Roundup (Overseas Publishers)

Writer: FAN SOOBIN
FAN SOOBIN
Sep 23
16 min read

Updated: Sep 24

木の床に、ControlやAstraea Oratioなどの文字入りグッズ、タオル、缶バッジ、ぬいぐるみが大量に並ぶコレクションの俯瞰写真。

Here’s my breakdown of the booth setups and promotional freebies from the international publishers at Tokyo Game Show 2026(TGS2026)!


I’ll be taking a proper deep dive into the nitty-gritty details from a fellow dev’s perspective—everything from how you actually landed the swag, to crowd-flow design, right through to how floor staff handled operations on the ground. (Just a heads-up: I'll be doing separate write-ups for hands-on game demos, Japanese domestic studios, and non-gaming corporate booths, so keep an eye out for those!)Right then, let's dive straight in!


Contents



[Netmarble] Shangri-La Frontier: Seven Strongest Species


First up, the Emul plushie giveaway—absolutely adorable!

On Saturday, they were running a numbered ticket system, and once my timed slot arrived, I was queued up for about 20 minutes before getting in.


What struck me as a genuinely clever bit of crowd-flow management was their social media campaign counter. Positioned right near the entrance, it served as the initial point to hand out the stamp rally cards and a portion of the freebies. The line moved briskly, making for a refreshingly frictionless initial pickup. The booth itself was structured around a stamp rally, taking players on a guided tour through various mini-missions. Positioned right out front was a massive monster statue, which easily wins my vote for the most imposing prop of TGS this year. The sheer scale and presence of it were unbelievable.


They also had a cosplayer dressed as Emul out front, who takes my personal top spot for the most naturally charming and approachable host of the entire show. (Also, a quick shout-out to the absurdly handsome chap on the demo floor.)


The main friction point, however, was the journey required to actually get your hands on that plushie. Claiming it meant completing the playable demo and filling out the end-of-demo survey screen... except roughly two-thirds of the demo was made up of unskippable cutscenes (lol). Since every single player was locked in for at least 15 minutes, it felt like an extraordinarily heavy operational drag for a promotional giveaway queue.


[Netmarble] Solo Leveling: KARMA


This setup easily earned a spot in my personal top three for both giveaway quality and floor-experience design!


On Saturday morning, they skipped the timed ticket system in favour of a standard line. What really impressed me here was how seamlessly they integrated the social media campaign counter right into the queue line itself. You could complete your social media follow and pre-registration check without ever stepping out of line, picking up your initial batch of freebies as you shuffled along.


From a floor-operations perspective, it was ridiculously efficient... though it did leave me scratching my head as to why another Netmarble booth just across the floor didn't adopt the same setup. It felt like a bit of a missed opportunity not sharing best practices across their own teams.


As for the hands-on giveaway—a high-spec cooling poncho—the quality was so ridiculously good I was almost moved to tears. It even had a proper hood! I managed to charge in first thing in the morning, which meant I also nabbed one of the exclusive custom stickers limited to the first 200 visitors.


[Busan IT Industry Promotion Agency: PLAY BUSAN] Pokomerge / Hangulji / Typing Crash


Pokomerge: Puzzle Adventure

To join their prize draw, you simply had to show the game running on your phone. They’d built a brilliant physical board designed to look like a giant merge-puzzle grid: you picked a tile, peeled off the sticker attached to it, and revealed your prize. It was simple, analog, and a genuinely clever way to translate the core gameplay loop into a physical space.

My efforts paid off with a cute little plushie! (Pretty sure it was third prize, though don't hold me to that.)


The vibe on the floor was wonderfully warm, too—the two hostesses were brimming with enthusiasm, which was a treat to see. That said, forcing players to download the app live on the show floor triggered a massive network bottleneck. The signal congestion meant agonizing wait times, on top of a bizarre "Android users only" restriction (a classic Korean market bias, perhaps?). As for the wider PLAY BUSAN pavilion, they ran a neat little floor-sweeping incentive where completing any demo bagged you a scratch card.


Hangulji

Another setup requiring you to download the app and play for a few minutes to grab some swag.


To be completely brutally honest, forcing attendees to download a hefty app on-site in the middle of a notoriously choked TGS Wi-Fi network is a practice I'd advise against every day of the week... but one of the staff members was a ridiculously handsome Korean chap, so all is forgiven! Using sheer, unadulterated visual charm to power through operational friction is a bold strategy, and I can't even be mad at it. (The dog on the promotional poster was adorable too, though I couldn't help quietly suspecting it was AI-generated graphic art.)


Typing Crash

An interactive challenge where you had to go head-to-head against the PC in a typing battle, hitting a speed of 200 characters per minute to win freebies. I’d actually had my eye on this title for a while—it’s a proper hidden gem, with virtually zero trace of it online unless you search in Korean. The concept revolves around typing specific keywords to summon units, sending them off to clash with your opponent's army.


Gameplay-wise, the mechanics definitely have room for polish, but it’s the exact kind of competitive chaos that would be an absolute riot with a group of mates. If they tighten up the online matchmaking, this could easily turn into a proper sleeper hit. On the operational side, the female interpreter staff member stayed right by my side to talk me through everything—an absolute star. She completely erased the language barrier through pure, dedicated staff power!



Prize Redemption Counter

They set up a clever, pavilion-wide incentive system where trading in stamped game-demo cards at the central counter earned you scratch cards. As a mechanic to drive foot traffic across all their featured titles, the floor flow was remarkably clean... except I scratched three cards and managed to lose on every single one!

The win rates were properly stingy.


That said, as a consolation prize (or participation award), I at least got to walk away with a folding hand fan. It was a decent bit of operational courtesy to ensure no one leaves completely empty-handed, which I can respect!


[L&K Logic Korea] RED STONE


They went with a multi-tiered stamp rally setup, where completing tasks like social media posts or hands-on demo challenges unlocked corresponding tiers of swag. The print quality on the back of the stamp card itself was strikingly crisp—a remarkably premium bit of print collateral that caught my eye immediately. They hadn't forgotten their legacy player base either: flashing your live account login screen from the official site netted you an exclusive bonus card. It was a sharp piece of event design that balanced top-of-funnel social reach with genuine rewards for hardcore fan engagement.


As for the demo itself, it was a brutal high-difficulty boss challenge where you had to slay an absolute unit of a monster within a tight three-minute window.


The boss was so absurdly overtuned that the hostess at the booth had to jump in and practically carry me through co-op just to survive (lol). The booth was packed to the rafters, but while I was trying to snap a photo from way back in the crowd, the cosplayer spotted me looking over and struck a pose right at my lens—an absolute class act. Safe to say, this place made an absolute fan out of me; I'll definitely be making a beeline back here next year!


[NHN PlayArt] NHN PlayArt Booth


They opted for a pavilion-wide stamp rally designed to loop visitors through their entire lineup. The micro-missions at each station were brilliantly low-friction—literally just "check out the display, snap a photo, and post it on socials"—which kept players engaged and naturally extended their dwell time without ever feeling like a chore. The pacing across the whole floor was spot-on.   


Completing the rally unlocked an exclusive trading card set featuring their showcase titles. On top of that, individual game zones offered their own demo rewards and quest-specific swag, making the overall incentive stack feel genuinely generous. Treating the main stamp rally as a "Main Quest" and weaving the individual booth experiences in as "Side Quests" was a structural masterclass that clicked effortlessly.   


And then, of course, there was that bag—a blinding, electric yellow tote that was completely impossible to miss!


Between the vivid colour and massive size, it boasted easily the highest visibility of any promo item across the entire showfloor. Every single attendee carrying one was effectively acting as a walking billboard. From a purely visual branding standpoint, it was hands-down one of the most successful guerrilla marketing tactics at TGS this year!   


[Games in Italy] Games in Italy Pavilion


This was the booth I’d been hyping myself up for ahead of time, having fallen head over heels for the key visual online—I was dead set on getting hands-on with their titles! The staff handed me a postcard at the stand, though it turned out the lush artwork was actually for the overall trade delegation rather than a specific game.


I also snagged the game catalogue they were handing out, and the sheer quality of the print run blew me away—the paper stock felt proper luxurious and the colour reproduction was dead sharp.   


It's a beefy little booklet packed to the brim with upcoming Italian indie titles. If I can carve out a bit of downtime, I'm definitely keen to dive in and give one or two of the games featured inside a proper run-through!


[Fireshine Games] Fireshine Games Booth


I stormed over to the booth on a mission to get my hands on Core Keeper!


They’d set up a walk-through stamp rally system: you got three stamps for playing a demo, and another one or two for completing social media tasks. Bagging three stamps landed you a dedicated token to use on their gacha capsule machines. On the public days, though, the place was an absolute zoo—just slogging through a single demo line was enough to completely drain my physical and mental energy! The crowd size was properly out of hand!   


Trading in your hard-earned token to spin the gacha for your chosen title was great fun, adding a genuinely nice bit of novelty and hype to the reward loop. As for the giveaways, they were properly generous with Core Keeper, handing out free clear files and papercraft pickaxes left, right, and centre!   


The real standout for me, though, was the swag for Denshattack!. Alongside the standard clear files, they were handing out papercraft trains completely free of charge. They even had a functional model train chugging along a track inside the booth, which was visually charming as anything!


[KOCCA] Korea Creative Content Agency (Korea Pavilion)


Walking around TGS this year, no stand triggered a stronger sense of nostalgia—and sheer disbelief—than this one.


Cast your mind back to TGS a few years ago: even when this pavilion was handing out lavish official swag, you rarely saw massive crowds gathering. This year, the script flipped entirely. Even with virtually zero top-level promotional freebies being thrown around by the organizers, almost every single title in the booth had an unbroken, 15-to-30-minute queue snaking through the aisles. Viscerally feeling that massive surge in market presence and explosive growth of Korean games was wild.   


Because their setup required five game stamps to earn a raffle ticket, I rolled up my sleeves and knocked out five separate play sessions.


I made a direct beeline for two titles I play religiously in my personal time: The Spike Cross and Cats & Soup: Fluffy Town. Beyond wanting to guarantee I bagged their official merch and dev pamphlets, there’s just an undeniable, pure hype that comes from seeing games you play daily brought to life with a full physical display!


For my remaining three stamps, I worked my way through FAKEBOOK, 7Trials, and Chrono Seoul. FAKEBOOK in particular caught my eye—a few specific elements in how they handled in-game localization and cultural adaptation raised my dev-spidey-senses. I’m definitely picking up the full release to tear into it from a pure UX and production standpoint.   


As for my raffle prize? I pulled some bizarre, inexplicable clip that left me staring at it for a good ten seconds thinking, "...Right, how on earth am I supposed to use this?" (lol). Still, the individual booth swag from each title was so bloody good that I walked away proper chuffed. I can't wait to see what weird and wonderful titles they bring to the table next year!   


[Gravity Game Arise] Ragnarok Console Project


They went for a totally stripped-back approach here—no demo stations in sight, relying purely on a video reel loop.


By the time I swung past during the business days, there wasn't a staff member to be seen anywhere near the front. I ended up just grabbing a set of promo handouts, swapping a quick business card, and beating a swift retreat. Short, sweet, and strictly business!


[NCJAPAN] Astraea Oratio


I’ll post a dedicated hands-on report for the demo itself later, but I have to say—this was my personal No. 1 hands-on experience of the entire show! I originally queued up strictly for the swag, expecting a standard anime-style title, but the core game design and visual polish were absolutely off the charts. The booth was styled like a retro cafe, complete with newspaper-inspired promotional flyers handed out for free.   


That said, they dropped the ball pretty hard on the floor operations. The signage for their social media push and pre-registration drive was placed completely out of sight from the main demo queue. To make matters worse, while completing the campaign required subscribing to their official YouTube channel, the special teaser site only linked out to their X account! From an operational perspective, that felt like a massive, unforced error on NC's part.   


On the bright side, the swag package was ridiculously generous: a drawstring knapsack, an "Administrative Bureau" business card holder, a random keyring, and a lenticular card! Even though the game isn't out yet, I'm definitely keeping these safe in my collection.   


[Silent Bark Games] Blast Blade


Despite having a massive footprint on the showfloor, Blast Blade was a total mystery title I knew absolutely zero about going in.   


The booth operated on a stamp rally system, where completing both a hands-on demo and a quick social media task earned you a cute merch set plus a spin on their prize wheel.


I’m still on the fence about writing a dedicated standalone article for the game itself, but the personalities working the floor made a strangely lasting impression. The older lady greeting people at the entrance exuded pure, wholesome "sweet corporate HR/General Affairs manager" energy—instantly comforting vibes. Meanwhile, the chap running my demo station was throwing out this cheeky, flirtatious banter while we chatted... which honestly caught me completely off guard (lol). I know how absurd that sounds in a TGS event report, but here we are!   


As for the freebies, the sticker and acrylic keyring combo was dead cute, and I even managed to hit the jackpot on the raffle to walk away with an exclusive T-shirt! On top of all that, the game's main cover mascot unexpectedly hit every single one of my personal aesthetic biases, making it a surprisingly delightful stop all around! 


[NEXON] Mabinogi Mobile


Over at the NEXON booth, they were showing off Mabinogi Mobile!

They put together a brilliant incentive stack for their swag: simply following and posting on socials alongside pre-registering for the app bagged you a lush giveaway bundle featuring a branded bag, clear file, and sticker set. While they had a dedicated hands-on demo zone set up right beside it, tight scheduling forced me to bitterly pass on it this time around...


The entire booth was an absolute stunner, built out with a gorgeous environmental setup that beautifully reflected the game’s cozy, fantasy world. It was the kind of high-impact stand where even just strolling past made you stop in your tracks to take it in!


[Meowster Innovations] Meowster

猫AI玩具MEOWSTERのセット。猫写真入り冊子、猫や食べ物のシール、透明袋に入った丸い猫バッジ2個が並ぶ。

The swag bundle I snagged from the booth for Meowster—that enigmatic AI cat app!


I went in scratching my head, thinking, "Hang on, wasn't the Chinese publisher presence supposed to be non-existent this year?"—yet the whole setup gave off unmistakable Chinese mobile-dev energy. Still, the cat graphics were so ridiculously cute that I downloaded it the very first night of the show. A quick bit of digging revealed it’s an absolute monster of an app, boasting an insane 10-million-plus downloads on Android alone!   


Giving it a whirl, the core experience of hanging out with an AI feline was genuinely wholesome and relaxing... except for one fatal flaw: there isn't a single "meow" sound effect in the entire app!   


For me, a cat app with zero actual cat noises is an absolute dealbreaker. I had to bid it a bittersweet farewell and hit uninstall (lol). If you're going to sell me on a virtual pet, you've got to give me those cute little purrs and meows! 


[LINE] LINE GAMES


Making their proper TGS debut, LINE GAMES pulled out all the stops!

Their stand ran a digital stamp rally, where clearing every task earned you two shots at their mega gacha machine.


The checklist involved playing their new merge puzzle game, snapping a photo of the "Emoji Child" character, and trying out a game within the LINE Mini App ecosystem. Requiring visitors to take on-site photos definitely felt like a page ripped straight out of the Korean publisher marketing playbook (lol). That said, attendees didn't seem phased by it at all—loads of people were happily snapping away of their own accord. Their stage shows were a massive draw too, completely overflowing with dead-chuffed crowds all through the public days.


Once you cleared all your missions, you were handed tokens to spin their gigantic gacha machine. What really caught my eye was how slick the floor staff were: as soon as a massive prize capsule dropped, a team member was right there to quickly retrieve it and walk you through the unboxing at the desk. Full marks for operational hospitality—absolute top-tier service!


As for my own luck? A proper disappointment—I landed the lowest-tier prize, walking away with just a sweat wipe and a promo card. Gutted! Still, for a first-time exhibitor, LINE GAMES put on a stellar show, and I'll definitely be keeping an eye out for what they bring to the table next year!   


[Project Moon] LIMBUS COMPANY


Project Moon came out swinging for LIMBUS COMPANY, handing out paper fans and heavy-duty tote bags right at the entrance, while the hands-on demo score gave you a blind-bagged character handkerchief. And credit where it’s due: the photo spots built inside the booth were bloody magnificent—easily claiming a spot in my personal top three best-designed stands of the whole show!


The game’s been blowing up in my immediate social circles recently, so I was naturally curious to see what the fuss was about. Experiencing the sheer wall-to-wall energy on the floor, it hit me that what keeps their hardcore community so fiercely hooked isn't just the core mechanics in isolation, but the deeply immersive worldbuilding, character design, and heavy, narrative-driven experience.   


On a hilarious side note during my demo play session: the older lady sitting right next to me wasn't paying an ounce of attention to the actual screen. Instead, she spent her entire allotted time relentlessly trying to flirt with the absurdly handsome Korean staff member running her station... Her operational intent was so painfully transparent I had to fight off a proper fit of giggles (lol). To the poor chap staffing that rearmost table—you deserve a bloody medal for holding the line! (lol)


[Vespa] King's Raid RE:VERSE


I managed to bag an acrylic promo item from the prize draw at the stand. It’s been a minute since the original King's Raid shut down its servers, and catching a glimpse of the protagonist's face after all this time brought a proper, overwhelming wave of nostalgia rushing back. To sunset a legacy IP and then watch it rise from the ashes like this as RE:VERSE on the TGS floor—for long-time fans, that arc alone is enough to bring a lump to your throat!


Just being there to soak in the visuals and see the project back in motion made the trip to the showfloor worth every single step. The moment this thing launches, I am day-one in!


[Bonus] Moscow Game Hub


Designed like a slick, futuristic starship, the Moscow Game Hub stand left easily the most indelible, jaw-dropping visual impression of the entire show! Tight scheduling meant I couldn't squeeze in a proper hands-on demo run and had to settle for snapping photos, but the pure craft of the stage architecture and atmospheric lighting was nothing short of breathtaking.


The real standout, though, was the male MC. The moment I aimed my camera his way, he picked up on it instantly, broke out into a dramatic pose, and gave me a brilliant smile—an absolute legend of a performer, endlessly cheerful and charismatic! It looked like they had some proper prize-draw events lined up for the public days as well. That level of boundless energy and crowd engagement was second to none. If that same chap is back on mic duty next year, I am 100% queuing up to dive properly into their space!


[Wrap-Up] TGS2026 Overall Thoughts on International Exhibitors

Here are a few personal takeaways on how the overseas scene and various regional delegations played out on the floor this year.


The Absence of Chinese Giants & Emerging Market Growing Pains

Having the major Chinese heavyweights absent this year due to political friction definitely left a noticeable dent in the show's overall buzz and raw energy. On the flip side, we saw an influx of delegations from other emerging regions, but the reality is that many of them haven't quite cracked the code for TGS yet. Whether it's a lack of event execution playbook or simply not understanding the local audience, they struggled to pull meaningful foot traffic—Pakistan’s presence being a prime example. Still, the growth potential down the road is genuinely exciting! Gen Z and teenage showgoers make up a massive chunk of the crowd hunting specifically for Chinese-developed gachas and anime titles, so here’s hoping we get that signature, chaotic TGS hype back in full force next year.


The Korean Contingent: Ecosystem Strength & Distinctive Floor Strategy

Riding high on the proven blueprint of state-backed initiatives like KOCCA, Korea's regional presence was booming. The ratio of mid-tier developers, indie collectives, and grouped studio booths was overwhelmingly high compared to other regions. Seeing a mid-sized team like the LIMBUS COMPANY devs pull off a dedicated booth of that scale gave a fascinating peak into the event's floor space allocation behind the scenes. That said, some of the stands tucked away in Halls 1–3 (Daegu’s regional delegation, if memory serves?) felt a bit unfocused—their target audience and exhibition goals were a bit of a mystery. But hey, their swag distribution was as lavish as ever! It’s got me proper hyped for G-STAR later this year.


Western Pavilions & The Visitor Disconnect

The Western and European collective pavilions continue to fight an uphill battle with foot traffic—the sheer difficulty of gaining traction here feels like a quirk unique to the Japanese market. Even outfits like Red Dunes Games secured significantly larger footprints than in previous years, but visitor interest and organic aisle flow just couldn't keep pace. It left these sprawling, well-designed spaces looking a bit sparse and deserted, which was a real shame given the effort put in.


[Wrap-Up] Personal Top 3 Favorite Booths of TGS2026

Looking beyond the raw hands-on game demos, these are my Top 3 stands based purely on environmental design, swag/activation strategy, and overall floor-staff hospitality!


TOP 1: [KOCCA] Korea Creative Content Agency (Korea Pavilion)

The sheer presence of this entire delegation was impossible to ignore. Their ecosystem model—which seamlessly rolled up indie developers alongside mid-sized studios under one unified banner—executed flawlessly. In terms of raw momentum and sheer crowd-pulling power across the floor, it was the undisputed number one.


TOP 2: [NHN PlayArt] NHN PlayArt Booth

Their floor-routing strategy was a absolute masterclass in motivating foot traffic, anchored by that slick stamp rally card set and that unmissable tote bag. From the photo ops to the stage production, their ability to elevate their IP while maintaining pristine operational quality was brilliant to watch.


TOP 3: [LINE] LINE GAMES

For a first-time TGS exhibitor, the polish on their interactive activations—like the digital walk-through stamp rally and that massive gacha machine—was second to none. What truly put them over the top was the sheer hospitality of the floor team, who were right there to help retrieve fallen capsules and guide you through the unboxing. Proper top-tier service!


Comments


bottom of page