Departure - MS Princess
The MS Princess will start her cruise around the Hamburg Harbour at 1:30 pm.

On June 25 and 26, we once again celebrated Portside Game Assembly 2026, a conference for international exchange among indie game studios, with around 100 indie game professionals from 13 countries, including a cruise on the conference ship through the Hamburg Harbour.
Aboard the conference ship, participants exchanged insights on game development, marketing, sustainable growth, and partnerships. What sets the Portside Game Assembly apart is its curated list of participants, which allows studio heads to exchange experiences and make new connections on an equal footing.
The MS Princess will start her cruise around the Hamburg Harbour at 1:30 pm.
Rapidly developed, highly successful games have recently made waves in the industry. In many ways, they contrast games where developers invest years to create and polish their projects for high production value.
Where do the philosophies behind those approaches clash, and what unites them?
Impulse Talks:
Followed by a 30 minute discussion moderated by Andreas Suika.
After a successful game launch, longtail monetization is the next big challenge.
This roundtable discusses strategies for indie studios to create steady revenue, reach new players and keep their community happy.
Whether you embrace or detest it: AI is a topic that every indie developer has to approach in one way or another.
This roundtable gives room to exchange perspectives, experiences, reservations or celebrations of AI implementations in game development and is directed at both sceptics and advocates.
Putting yourself in the shoes of your community can help with understanding what your audience likes about your game and how to engage with both fans and potential future players.
10 minute Impulse Talks:
Can developers create "fanworks" of their own game for marketing purposes? Adrienne says: They should! And shows how she leverages fanworks to drum up interest, convey the game's mood, and expand its world and characters.
This talk explores anti-marketing as an underrated component of discoverability. Drawing on the development of Ultimate Sheep Raccoon, Richard maps game pillars and anti-pillars to marketing and expectation-setting, arguing that defining what your game ISN'T is just as important for discoverability as defining what it IS.
Followed by a 30 minute discussion moderated by Dennis Schoubye.
From cross-promotion to co-development, there are many ways where indie studios can work together.
They can achieve more than they might individually, while still retaining their creative independence.
There are two ways to make a sequel to a successful game: give players more of what they loved, or challenge them (and your team) to try something new.
10 minute Impulse Talks:
Making the first sequel as a studio presented a new challenge for Shiny Shoe: change too much and risk alienating existing fans; play it too safe, and there is no reason for anyone to return. Before starting development of Monster Train 2, the studio thought carefully about how to navigate that tension. They ultimately decided on a conservative strategy with “Keep the Magic” as the guiding project pillar. In this impulse, Mark highlights their approach to creating an indie sequel.
Bold changes to the Moonlighter formula led to Digital Sun's lowest demo reception yet, but forced the studio to confront what they got wrong. This is how they delayed, reworked, and turned a 56% into 85% rating on Steam while rebuilding trust with their community.
Followed by a 30 minute discussion moderated by Andreas Suika.
The MS Princess arrives back at the Dock at Überseebrücke. Attendees deboard and can hop on a shuttle bus that will take them to the Games Industry Party.
Take a look at the studios that attended the second edition of Portside Game Assembly in June 2026.

















































You know our attending studios from these games







































































