InKONBINI: The Ultimate ‘Comfort Game’ Redefining Gaming Experiences

InKONBINI aims to creatively adapt to the Western market, focusing on incorporating an Eastern aesthetic. The goal is to magnify and study fleeting life experiences, much like how a cozy, rustic Japanese convenience store might illuminate them with a comforting, soft glow.

Initially, TopMob unveiled a sneak peek of inKONBINI about a year ago, and this modest initiative nestled within a rural Japanese convenience store resonated deeply with numerous people. Since then, the development team at Nagai Industries has been tirelessly working to realize their dream for this project, but not following the usual paths.

This game doesn’t involve a story with far-reaching consequences or complex mechanics requiring great skill and precision to perform. Instead, its purpose is quite different: it aims to be the exact opposite – a game centered around simple moments, chance meetings with other characters, all enveloped in soothing, rhythmic gameplay patterns that create an atmosphere of tranquility.

During our conversation with Dima Shen, the brain behind studio founder and inKONBINI creator, we started to peel back the layers to understand the true intent of this venture and discovered their innovative strategies for succeeding amidst an unpredictable market landscape.

This game lets you run a konbini (convenience store) in cozy rural Japan

— TopMob (@TopMob) June 9, 2024

A cozy week in Japan

Despite the charm of managing a convenience store in a picturesque Japanese village initially attracting many, Shen has concerns that potential players might not delve deeper. They pointed out that the simulation aspect takes a backseat to the storytelling in this game.

In the game, Makoto functions more like a player’s representation than a fully-developed character. For instance, Commander Shepard from Mass Effect serves as a comparable example, as players have the ability to shape this character throughout their adventure. Unlike focusing on Makoto’s personal history and reasons, the game emphasizes casual exchanges with customers. These interactions often involve listening to their stories, learning about their problems or joys, and then proceeding.

In life, it’s beyond our power to dictate significant occurrences happening in our environment, as the creator of the game emphasized. Instead, we have the ability to manage minor aspects, and focusing on these details can significantly improve our lives, making us more compassionate individuals.

Although it might seem otherwise, there’s plenty more to engage with in terms of gameplay. Interestingly, Shen shared that crafting all the game packages was the most demanding aspect of the past year, as he chuckled and added.

To bring each of the game’s more than 200 distinct items to life on store shelves, unique designs were essential. Since interacting with these items is central to the inKONBINI experience, they needed to be meticulously detailed, which took developers a considerable amount of time to perfect. In some cases, this meant starting over from scratch one or more times to achieve the desired result.

InKONBINI’s unique feature is the integration of a structural gameplay system with interactive characters through branching dialogues, which brings the game to life in a vivid manner, making each item seem like its own distinct character.

Adjustments in the surroundings can prompt unique conversations with customers, which might go unnoticed if items are rearranged. During interactions, it becomes apparent that seemingly minor details hold significant importance.

When arranging shelves, it’s crucial to think about the location and appearance of specific items. Some customers might appreciate your selections, while others may offer suggestions. Regardless, all feedback contributes to the ultimate goal of the activity – fostering interaction and building meaningful connections with others, even if those connections are temporary.

Striving for the pinnacle of comfort

Personally, my aim is to create an atmosphere of serenity and happiness rather than anxiety or worry. It’s crucial to remember that you’re not expected to fail in this role of managing Aunt’s convenience store. The task isn’t overly burdensome. What truly matters is finding a sense of comfort within the space, which Nagai Industries has been dedicatedly striving to evoke.

I came across a well-known convenience store, specifically a Lawson, positioned before Mount Fuji. It was a moment of recognition and excitement for me, almost like saying ‘Yes! I’ve arrived!’ Whenever I recall wanting to go there, it brings a sense of joy. That exact feeling is what KONBINI aims to create for players worldwide.

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During our chat, Shen frequently returned to the concept of ‘mono no aware,’ a Japanese term that essentially captures the notion of appreciating life’s transience. In simple terms, it’s about understanding that everything we encounter, whether beautiful or mundane, is temporary and fleeting, like the shifting seasons. There’s a sense of beauty and even tranquility in acknowledging this truth.

In the flow of life, everything is transient. What I’ve sought to encapsulate, reminiscent of experiences gleaned from Japanese media, is this fleeting yet profound essence.

Among Studio Ghibli’s Only Yesterday, Netflix’s Midnight Diner: Tokyo Stories, as well as contemporary video games such as Coffee Talk and Unpacking, these creative works have served as influential building blocks guiding us towards the vision of what inKONBINI aims to achieve.

The very first playable chunk of the game is briefly available now through Steam as part of LudoNarraCon. You can get a glimpse at what the team is hoping to bring to the masses when the final product is ready.

Regarding a possible release date, Shen playfully quipped during KONIBI’s launch would coincide with that of GTA 6, referring to it as “our Barbie and Oppenheimer.” In simpler terms, he was suggesting that the two games would launch at the same time.

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2025-05-05 07:22