GameTreff NRW at KAP1: Success Strategies for Indie Games and Networking in the NRW Games Industry
Yesterday, May 28, the NRW games industry gathered once again for GameTreff NRW at KAP1 in Düsseldorf. Developers, industry representatives, and gaming enthusiasts took the opportunity to learn about current projects from North Rhine-Westphalia, share experiences, and make new connections.
To kick things off, Stefan Hölzel, Games Network Coordinator at the Film- und Medienstiftung NRW (FMS), welcomed the guests and presented the FMS’s diverse activities and funding opportunities for the games industry. He provided an overview of the various funding programs and support services available to developers in North Rhine-Westphalia and highlighted how the foundation strengthens and supports the regional gaming landscape.
Next, the Düsseldorf City Library presented its commitment to the gaming sector. In addition to a wide range of media resources, the library offers numerous opportunities to borrow and try out games, as well as to network with other gaming enthusiasts at events or in the Maker Space. Various events and educational programs were also introduced that bring games to life as a cultural medium.
Afterward, Charlotte Zapfe-Wildemann (Writer & Narrative Designer) and David Zapfe-Wildemann (Game Designer & CEO) from the Cologne-based indie studio neoludic provided insights into the development of their successful cozy game “Tiny Bookshop.” The game was originally created as a bachelor’s thesis project at the Cologne Game Lab and was further developed over several years into a commercial title that has already won numerous industry awards.
Their presentation focused on the question of how a clear creative vision can give rise to a successful game. The developers described “Tiny Bookshop” as a “small utopia” that deliberately emphasizes slowing down, community, and a love of books. Instead of traditional growth and tycoon mechanics, the game takes a narrative approach that prioritizes relationships, stories, and personal encounters.
Key design principles include a believable game world, diverse characters, and the idea that the books sold by players have a direct impact on the world and its inhabitants. The development of the characters and their stories played just as important a role as the gameplay systems themselves.
Another focus of the presentation was the production and marketing strategy. The team emphasized the importance of a clearly defined target audience and focused early on the overlap between Cozy Games fans and book lovers. By reaching out to communities centered around “BookTok,” bookstores, libraries, and Cozy Gaming influencers, they succeeded in building an engaged community.
The two cited the following as their most important lessons: a consistent focus on a game’s core fantasy, early testing with the target audience, and the courage to showcase projects publicly at an early stage and continuously gather feedback. Equally important, they noted, are strong production structures, the right tools, and a collaborative development process. Their conclusion: Anyone who understands their target audience and pursues a clear vision can succeed even in a highly competitive market.
Mateo Covic from ZoroArts then shared the success story of his co-op indie hit “Paddle Paddle Paddle.” The game was developed in just four months and has become an international success since its release, with more than 250,000 copies sold.
In his presentation, Covic impressively demonstrated how important early prototyping and community feedback can be for game development. Just a few hours after the initial idea, a playable prototype was created and shared early on via social media. The immediate reactions from the community helped refine the concept and gauge demand.
One of the key takeaways from his talk was the importance of strong gameplay. For many players, he explained, it’s not the technical perfection of the graphics that matters most, but rather a clear, entertaining game concept. Instead of focusing on elaborate visuals, Covic relied on an unusual game mechanic that was particularly well-suited for streamers and viral clips.
He also emphasized the role of social media as a tool for validating the concept and increasing reach. Regular development updates, short videos, and direct interaction with the community made it possible to build buzz even before the release and generate significant wishlists on Steam.
The release of a demo also proved to be a crucial success factor. The demo not only served as additional proof of concept but also provided valuable insights for the game’s further development. Through extensive playtesting, community feedback, and continuous updates, he was able to specifically address players’ wishes.
Other factors contributing to success included close collaboration with content creators, a clear marketing strategy, and participation in Steam Next Fest. Covic also emphasized the importance of features that may seem unremarkable at first glance, such as localization, controller support, Steam Deck compatibility, and professional cover art.
His conclusion: Small game ideas with compelling execution can unlock great potential. Those who test early, take feedback seriously, and have the courage to implement ideas quickly significantly increase their chances of long-term success.
In addition to the presentations, GameTreff NRW offered guests the opportunity to play the latest games from North Rhine-Westphalia on-site and speak directly with the developers. Students from the Cologne Game Lab also presented their projects and invited visitors to try out the games on-site and provide feedback. Thus, the evening offered insights not only into established productions but also into the next generation of the NRW games industry.
At the get-together that followed, attendees networked, discussed, and made new connections well into the evening. A special moment came with the simultaneous release of “Blueberry”: Together with developer Mel Taylor, guests toasted the release of her game, which had been released that same day at 6 p.m. Thus, GameTreff NRW also served as a small release party within the NRW games industry.
GameTreff NRW is a regular networking platform for the games industry in North Rhine-Westphalia. Upcoming events will be announced on our Discord channel, social media channels, and in our newsletter.
All photos from the evening are available here: https://www.picdrop.com/filmundmedienstiftungnrw/nSVuuC7YZj