Following the success of its widespread dress-up and romance sim video games, Infinity Nikki and Love and Deepspace, Infold Video games believes there’s untapped demand for non-violent video games within the triple-An area.
Infold is the worldwide subsidiary of Chinese language writer Paper Video games. Headquartered in Singapore, and with workplaces in Los Angeles, Tokyo, amongst others, the corporate says it was established with the intention of higher catering to world gamers of its video games.
Infinity Nikki, the fifth instalment within the widespread dress-up recreation and the primary exterior of cell, launched a yr in the past and rapidly amassed over 20 million downloads.
In the meantime, romance sim Love and Deepspace launched in early 2024 and boasts over 70 million world gamers, in keeping with the corporate, and has repeatedly topped free and grossing charts in nations together with the US.
In accordance with Infold, the participant base for these video games is extra world than ever (Sensor Tower information means that, on cell platforms, round half of its gamers are actually exterior of its house market of China), which it says is partly pushed by an rising attraction for big-budget non-violent, relationship-driven, and “cozy” experiences.
“Our personal expertise with Love and Deepspace and Infinity Nikki demonstrates that non-violent, emotionally pushed video games can attain giant Western audiences and carry out strongly commercially,” Leo Zhu, world PR supervisor, instructed VGC.
“Traditionally, the West related non-violent successes with indie titles; what’s altering is that larger-scale, high-production non-violent video games are actually discovering mainstream adoption and important consideration. These examples recommend the market is way from saturated. There’s sturdy demand for high-quality, relationship-driven and comfortable experiences at scale.”
In accordance with Infold, the success of each Nikki and Deepspace is rooted in its choice to ascertain publishing and localisation groups in different nations and make an effort to satisfy followers face-to-face at reveals comparable to Gamescom and Anime Expo.
This allowed the corporate to contemplate cultural adaptation past simply textual content translation, Zhu stated, together with visible preferences, story beats, and even monetization expectations and UX conventions.
“One other problem is notion and schooling,” they stated. “Some Western gamers and press traditionally categorize dress-up/otome as ‘area of interest’ or ‘informal,’ so a part of the work is displaying the depth and manufacturing values behind trendy titles.”
One effort Infold made to raised attraction to Western gamers unfamiliar with the Love sequence was to place the sport as a “romance simulation”, somewhat than its conventional Japanese style label of “Otome”.
“This higher displays the sport’s cinematic fight, emotional storytelling, and emphasis on agency-driven relationships,” Zhu defined.

Whereas each Infold’s current launches stay vastly widespread, they’ve not been with out their challenges. Notably, although Infinity Nikki loved an enormous launch, it’s confronted criticism since from gamers annoyed by its sluggish rollout of bug fixes and new options – one thing Zhu acknowledges as a studying level.
“What exceeded expectations was participant acceptance of the core idea: many gamers embraced an open-world, non-violent recreation the place dressing and exploration are central. That urge for food for a comfortable, exploratory expertise was bigger than we’d forecast,” they stated.
“The unexpected facet was how excessive gamers’ expectations could be for each post-launch replace. Communities demanded main polish and have depth from every patch, which pressured us to speed up content material pipelines and prioritize stability and high quality in a approach we hadn’t absolutely anticipated. In brief: broad enthusiasm was faster than anticipated; the size of ongoing expectations was the shock.”
Nintendo platforms ‘engaging’ to Nikki maker
“Nintendo platforms are undoubtedly fascinating and strategically engaging,” Infold instructed VGC. “Their {hardware} and viewers skew towards household and informal gamers, which aligns properly with non-violent, cozy or exploration titles. We’re exploring cross-platform approaches and consider that thoughtfully tailored variations of our IPs might carry out properly on Nintendo platforms, however native console optimization and UX redesign are crucial concerns.”
In accordance with Infold, Asia’s present purple patch within the triple-A video games house, in perceived distinction to the variety of closure and layoff tales seen within the Western video games press, reveals the worth of sustained funding in its creatives.
“We see at this time’s world recreation trade as being formed by many alternative forces, from enterprise fashions and market scale to a rising willingness to spend money on long-term, content-driven merchandise. In that sense, the current success of many Asian builders displays how various artistic and industrial methods can thrive in numerous areas.
“For us at Infold Video games, our focus has at all times been on constructing significant, emotionally resonant experiences for gamers all over the world. We proceed to spend money on inventive innovation, narrative depth, and expertise to ship video games that really feel each lovely and heartfelt.
“Moderately than reacting to short-term developments, we attempt to keep true to our artistic philosophy and hold enhancing the standard and emotional worth of our video games. That’s what we consider will maintain long-term development in a altering world market.”
