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HoloCure remains independent, but its lead developerworked with holo Indie on a separate game called Holo X Break.
Idol Showdown has been retroactively folded in as well.

HoloCure: Save the Fans
The following has been lightly edited for length and clarity.
holo Indie team:There was often discussion about the topic surrounding HoloCure and Idol Showdown.
HoloCure feels like the strongest example here.

HoloCure: Save the Fans
Have any hololive talents played a part in the formation or direction of holo Indie?
Have they been vocal or at all involved in holo Indie discussions or game selection?
For talents, it can be turned into stream content, and game developers gain recognition through talent streams.

WOWOWOW KORONE BOX
It also creates an environment where fans can enjoy watching entertaining content.
I can only assume we’ll see Korone stream WOWOWOW KORONE BOX, for instance.
(Update:Korone did, in fact, stream it.)

HoloCure characters
However, it’s ultimately up to the talents to decide whether or not to play and stream them.
Apart from Holo Parade, all holo Indie releases thus far have been free games.
Has the decision to release these games for free been a developer-side decision?

Miko in Maguma
We recognize that enabling fan game creators / developers to monetize their creations is a new initiative for us.
Why do you think so many holo Indie devs have opted for free-to-play?
The creators / developers are enthusiastic fans who create for the fans and want fans and talents to play.

We want everyone to become familiar with the holo Indie brand.
However, we also welcome submissions for titles targeting higher price ranges.
Since most games are created by the fan community, no financial compensation is provided for free games.

HoloParade
However, for paid titles, we return the majority of the revenue to the creators / developers.
We’re up to five official holo Indie games at this stage.
Can you speak to how many pitches you’ve received, and the pace you work through them?

Therefore, it’s difficult to specify.
What’s the rapport, assistance, and oversight like there?
This is not a guarantee, but we aim to release around 10 titles annually.

We are conducting evaluations from among many applications.
In the future, we are also considering reaching out to creators / developers who are creating amazing works.
The most important factor for us remains consistent: a deep love and passion for hololive production.

Sometimes a developers vision for a game may not align with our key points of focus.
During evaluations, we carefully consider these factors.
We still can’t clearly imagine what the future holds.

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