Four events, over US$10,000 in expenses, roughly 1,150–1,300 new Steam wishlists, and quite a few unexpected lessons.
I'm the producer of City God Alice, the first game developed by our small independent team in Taiwan. In 2026, we participated in four international gaming events: gamescom latam in Brazil, Busan Indie Connect Festival in South Korea, gamescom in Germany, and Tokyo Game Show in Japan.
Some exhibitions were handled remotely, while others required me to attend in person. We received assistance or subsidies for certain events, but paid substantial costs ourselves for others.
I wanted to share our actual expenses, wishlist results, and what we learned about exhibiting an indie game overseas.
1. Results at a Glance
| Event |
Participation |
Approx. Cost (USD) |
New Wishlists |
| gamescom latam 2026 |
Remote, assisted |
$0 |
~300 |
| Busan Indie Connect 2026 |
On-site, assisted |
$900–1,000 |
~150–200 |
| gamescom 2026 |
Paid remote representation |
$4,900–5,500 |
~500–600 |
| Tokyo Game Show 2026 |
On-site, partly subsidized |
~$4,600 |
~200 |
Wishlist figures include approximately one week before and after each event. They are not exclusively attributable to physical booth visitors; Steam event traffic, media coverage, and other promotional activity may have contributed.
Tokyo Game Show's figure could reach approximately 400–500 if we include related Japanese media coverage, although we treat that separately to avoid overstating direct exhibition results.
These numbers reveal an uncomfortable reality: spending more on an exhibition does not necessarily generate proportionally more wishlists.
2. gamescom latam — Our Best Financial Result
Cost: $0 | Wishlists: ~300
We participated remotely through assistance from Taipei Game Show. The organizers handled almost everything, from exhibition arrangements to promotion. Our main responsibility was providing game information and a press kit.
For an event that cost us nothing, gaining around 300 wishlists was an excellent outcome.
There was one problem: our game was initially missing from the event's Steam promotional page. Taipei Game Show helped contact the organizers, and the issue was resolved after the first day.
However, we couldn't determine precisely where those wishlists came from. Some may have originated from online promotion rather than people visiting the exhibition.
Lesson: Free or subsidized remote participation can provide excellent value, but limited involvement also means limited insight into what actually worked.
3. Busan Indie Connect — Affordable, but Lower Than Expected
Cost: $900–1,000 | Wishlists: ~150–200
BIC was my first overseas exhibition in person. With support from Taipei Game Show, accommodation and some equipment were provided, keeping our expenses relatively low.
We brought promotional cards, snacks, and additional hardware. The booth remained occupied by players for much of the event, yet we gained only around 30 wishlists per public day.
At first, I was disappointed. Previous domestic events had sometimes generated 100 or more wishlists per day, so I assumed our preparations were inadequate.
I attended alone, without hiring an interpreter, cosplayer, or additional staff. That made me wonder whether spending more would produce better results.
The trip also ended with a canceled flight due to severe weather. I spent hours arranging transportation, obtaining insurance documentation, and finding last-minute accommodation.
On the positive side, sharing Taiwanese snacks with other exhibitors helped me meet developers from different countries. Those personal interactions became some of my favorite memories.
Lesson: A modest wishlist count is not necessarily a poor result when exhibition costs are low. Personal connections can also have value beyond immediate sales.
4. gamescom Germany — More Exposure, Much Higher Costs
Cost: $4,900–5,500 | Wishlists: ~500–600
For Germany's gamescom, we hired a third-party company to exhibit our game remotely.
The exhibition was expensive even before accounting for booth representation and promotional materials. We also couldn't secure a position in the dedicated indie game area.
Our game gained approximately 500–600 wishlists, supported by more than 40,000 impressions.
Initially, the results looked promising. We gained over 100 wishlists before the business days and more than 200 during them. But daily gains declined significantly afterward, eventually falling to around 30.
Our representative reported that the playable station was occupied almost continuously, yet that activity did not translate into equally strong wishlist growth.
The bigger disappointment was business networking.
Although our representative distributed business cards, I wasn't physically present to introduce the game, explain our plans, or follow up with publishers. After the event, we received almost no meaningful business inquiries.
Lesson: Remote representation can generate exposure, but it is much harder to replace the developer's personal involvement in business meetings and relationship-building.
5. Tokyo Game Show — Our Most Demanding Exhibition
Cost: ~$4,600 | Wishlists: ~200 during the exhibition period, potentially 400–500 including related media exposure
Tokyo Game Show was the event I cared about most personally. As both a game developer and a lifelong gamer, attending felt like achieving a personal milestone.
This time, I wanted to test whether more preparation and spending would improve our results.
We invested in booth arrangements, local assistance, interpretation, cosplay promotion, media outreach, and printed advertising. Taiwan's trade promotion organization helped reduce some of the expenses.
I personally contacted dozens of Japanese and English-language media outlets. Several published articles about our game, generating traffic comparable to the exhibition itself.
That was one of the more successful parts of our strategy.
The less successful experiment was advertising.
I purchased a full-color page in the official event guidebook for JPY 165,000, approximately US$1,100. Despite the expected distribution of thousands of copies, we still gained only around 30 on-site wishlists per public day.
We couldn't reliably distinguish guidebook-driven wishlists from booth QR-code scans, so I cannot claim an exact return on the advertisement. However, the overall result was underwhelming.
Business networking was more rewarding.
We met journalists, overseas event organizers, localization and marketing service providers, and other industry contacts. Several introduced us to services or opportunities that would have been difficult to discover from Taiwan.
Then another typhoon disrupted the final exhibition day and our return travel.
Apparently, unpredictable weather had become a recurring feature of our international exhibition strategy.
Lesson: Advertising and physical foot traffic do not guarantee wishlist growth. However, media relationships and industry connections may provide benefits that are difficult to measure immediately.
6. Five Observations After Four International Exhibitions
After comparing the results of all four events, I noticed several patterns worth sharing. Some are based on repeated observations, while others are only tentative hypotheses that I haven't been able to verify.
1. Participating in a Steam festival alongside a major exhibition may not always produce the expected additional traffic.
During Tokyo Game Show, we also participated in Steam's Team-Based RPG Fest.
Based on our previous experiences with Steam festivals, I had expected tens of thousands of impressions and approximately 200–300 additional wishlists from the festival itself.
However, the results were much weaker than expected.
One possibility is that the timing overlapped with Tokyo Game Show, where our game was already receiving less traffic than anticipated. Perhaps the two events did not provide independent sources of exposure, and the festival's visibility was affected by our relatively weak performance during TGS.
Another possibility is that our Steam store page did not communicate the game's team-based RPG elements clearly enough, making it less appealing to players browsing that particular festival.
I only have one experience of this kind, so I can't determine which explanation is correct—or whether something else was responsible.
2. Steam's exhibition traffic may be influenced by external promotional activity in the preceding two weeks.
This is another hypothesis based on our observations rather than a confirmed understanding of Steam's recommendation system.
In the two weeks before gamescom Germany, I was actively distributing press releases and contacting media outlets. That period also coincided with relatively strong wishlist growth and exposure around the exhibition.
Before Tokyo Game Show, on the other hand, I did much less additional press outreach, since many of the relevant outlets had already been contacted earlier.
The difference in results made me wonder whether Steam's event-related visibility is influenced, at least partly, by the external attention a game receives shortly before an exhibition.
Of course, the correlation doesn't prove causation. Differences in event audiences, competition, store-page performance, and other promotional activities could also explain the results.
Still, it has made me reconsider the importance of building momentum before an event rather than relying on the event itself to generate exposure.
3. Our physical booth may have a practical daily conversion limit.
Across several exhibitions, our on-site wishlist gains repeatedly clustered around 20–30 per day.
Looking back at our booth activity, we typically accommodated approximately 30–50 hands-on players per day and distributed around 500 promotional cards.
If our booth setup, staffing, demo duration, and promotional approach remain similar from one exhibition to another, perhaps our daily capacity to convert visitors is also relatively consistent.
This doesn't necessarily mean that 20–30 wishlists is a universal limit for indie booths. It's simply a pattern we've observed with our own setup.
To improve beyond that level, we may need to change the way visitors interact with our booth, rather than merely spend more money on exhibition space or advertising.
4. Steam QR codes displayed prominently at the booth appeared to convert better than QR codes printed on promotional cards.
Based on our observations, players seemed more likely to visit our Steam page and add the game to their wishlists when scanning a QR code displayed directly at the booth.
QR codes printed on promotional cards appeared less effective.
One possible explanation is timing: visitors standing at the booth are already engaged with the game and can take immediate action, while people receiving a card may put it away and forget about it.
However, we usually displayed both types of QR codes at the same time, so I can't reliably separate their individual conversion rates.
I would treat this as a practical observation rather than a controlled experiment.
5. Steam store-page language and login behavior can create unexpected barriers to wishlist conversion.
This was one of the most frustrating discoveries I made during the exhibitions.
I noticed that scanning our Steam QR code could lead visitors to a Traditional Chinese version of our store page when they weren't logged into Steam.
For international visitors, that created an unnecessary obstacle.
Even small differences in Steam's interface across languages can affect how easily players locate the wishlist button. When someone is standing at a crowded booth, even a little confusion can be enough to make them abandon the process.
I only noticed the problem halfway through an exhibition, after seeing players give up on adding the game to their wishlists.
It reminded me that a QR code is not automatically a frictionless conversion tool. Developers should test the entire process on different devices, languages, and login states before attending an international event.
7. Would We Do It Again?
After spending this much money, dealing with complicated preparations, canceled flights, and typhoons, I was asked whether I regretted participating.
Surprisingly, my answer was almost no.
We did what we could with the information and resources available. The results were not always good, but they taught us things that would have been difficult to learn otherwise.
If our only objective had been acquiring Steam wishlists, several of these exhibitions would have been difficult to justify financially.
But as a first-time indie game producer, I also wanted to understand the international industry, meet people, and experience these events firsthand.
That doesn't make every expense worthwhile. It simply means the value of an exhibition depends on what you hope to achieve.
I hope these numbers help other indie developers make better-informed decisions about whether to exhibit overseas—and how much they are willing to spend.