Gamescom asia x Thailand Game Show 2026: Day 1 Recap

Gamescom asia x Thailand Game Show 2026

The gamescom asia x Thailand Game Show 2026 opened its business area yesterday at the Queen Sirikit National Convention Center (QSNCC) in Bangkok. Game makers, publishers and investors from around the world met under one roof for the first of two trade days. Even if you missed it, there is a lot to learn from what happened.

Quick summary: Day 1 had a keynote from DOOM co-creator John Romero, talks on how hit games like Dispatch are built, a frank look at AI in game making, and networking sessions to connect studios with money. Exhibitors came from a record 29 countries and regions. The show runs until 1 November, and the public areas are open from 30 October.

 

gamescom asia x Thailand Game Show 2026

 

What is the Gamescom asia x Thailand Game Show 2026?

It is a big gaming event with two sides. One side is for fans, with playable games and entertainment. The other side is for business. This is where studios meet publishers, publishers meet investors, and deals get started.

If you have never been to a games industry trade show, think of it like a wedding fair for game makers. Everyone has something to offer and something they need. A small studio might need money. A publisher might need a fresh idea. An investor might want to find the next big hit early. The show puts all of them in one building.

This year’s theme is “The Heart of Gaming.” The business area at QSNCC brought together exhibitors from 29 countries and regions, a record for the event. It also had 20 national pavilions from 12 markets, with delegations from Asia, Europe and North America.

John Romero Keynote: Why We Still Make Games

The headline moment was the John Romero keynote, titled Why We Still Make Games. Romero co-created DOOM and Quake, two games that shaped how shooters are made today. He spoke on stage with Evva Karr, CEO of Glitch.

He looked back on more than four decades in the industry and talked about the setbacks that tested him. His main message was hopeful. The next generation of developers still has every reason to believe in games.

One idea stood out. Romero said it is new ideas that keep the industry moving forward, because experience can improve an idea, but only fresh thinking creates one. He also said he loves indie games because so many people there try new things just to see what happens.

That is a good reminder for anyone who feels the industry is too big and crowded to enter. The people who have been around the longest are still looking for something new.

 

gamescom asia x Thailand Game Show 2026

 

How do studios build games that people remember?

Stage 1 spent much of the day on one question: how do you build an original game world and keep it alive?

  • AdHoc Studio co-founders Nick Herman and Dennis Lenart explained how they made their breakout hit Dispatch and how they are pushing story-driven games forward.
  • Ubisoft’s creative leads talked about reimagining Assassin’s Creed Black Flag and Rayman Legends for a new generation of players.
  • Massive Monster’s Jojo Zhou shared how the world of Cult of the Lamb has kept growing through updates after launch.

The common lesson is simple. A hit game is not finished on launch day. The best teams keep caring for their world, and they respect what players loved in the first place when they bring back a classic.

What do publishers and investors want next?

The business track had a twist. In the Reverse Pitch, publishers pitched to developers instead of the other way around. PlaySide, Focus Entertainment, Fireshgame and Team17 each explained what kind of games they want to fund.

For a developer, this is very useful. Instead of guessing what a publisher wants, you hear it directly.

The Invest Circle and VIP XPerience sessions, sponsored by Xsolla, also ran on Day 1. These were curated speed networking meetings between studios, publishers and investors. They work like speed dating, but for business: a few minutes each, with a clear goal.

 

gamescom asia x Thailand Game Show 2026

 

A Realistic Example: How a Small Team Could Use Day 1

Here is a made-up but realistic story to show why this matters. It is an example, not a real person.

Aarav and Meera are two friends from a small town in India. They have spent a year building a puzzle game on weekends. They have a playable demo, no publisher and very little money.

They fly to Bangkok for the trade days. In the morning, they watch the Reverse Pitch and learn that one publisher is hunting for short, easy-to-learn games. Their puzzle game fits well. At lunch they join a speed networking round and get five minutes with that publisher. They do not ask for money right away. They show the demo and ask what the publisher would want to see next.

By evening, they have one email address, one honest piece of feedback and a clear next step. That is a huge win for a tiny team. This is why indie game developers travel long distances to events like this.

Why do horror games win over the long run?

Bloober Team CEO Piotr Babieno spoke about why horror titles such as Cronos: The New Dawn keep finding players over the long tail. In simple words, the long tail means sales that continue well after launch. Horror has loyal fans who recommend games to each other, and those fans keep coming back, so a good horror game can keep earning for years.

How is AI changing game development today?

Voodoo gave a frank talk on how AI is already changing game development. The point was not about some far-off future. It was about what teams are doing today.

For small teams, AI tools can speed up simple jobs like early ideas, testing and repeated tasks. But Romero’s message still applies: tools do not replace the new idea. Someone still has to decide what is fun.

If you are reading this on 30 October, the show is not over. The business area has a second trade day, and the entertainment area is open to the public until 1 November. Check the official website for hours and ticket details before you go.

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