An event by

The second Portside Game Assembly

 Portside Game Assembly

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.

Picture Gallery: Impressions from Portside 2026


Testimonials '26

I've been to hundreds of events, and this was by far the best. Well curated, beautiful surroundings, every conversation felt impactful.

Callum Underwood

Uwu Biz / CEO

Some events just have the right mojo, maybe it’s the location where they take place, maybe it’s the organisation, the attendees and in the case of Portside Game Assembly, I believe it’s all of that combined together into an awesome experience.

Petr Skornok

Hey Bird / CEO

Hanging out with the people behind the games you played for countless hours, hyping each other up, but also discussing heated topics in a cozy environment was an outright blast. I took a lot of impulses into my own daily work with me that benefit my studio and games immensely.

Maurice Alain

Tiny Roar / CEO

One of the best events I ever attended. Great people, meaningful conversations, all perfectly paced and organised.

Pietro De Grandi

Funselektor / COO

An incredible event. Great conversations, great views, and great people. Catch you next year!

Max Hayon

Foulball Hangover / Studio Director

Portside Game Assembly was an incredible conference with an amazing group of attendees. I was able to connect with many other teams facing similar challenges and learn from each other's experiences. I will be back.

Mark Cooke

Shiny Shoe /CEO

Having open and honest debates with other studio heads was both an eye-opener and a refreshing experience. I'll come aboard next year!

Jeroen Janssen

Happy Volcano / Studio Head

What I value most is being able to meet so many inspiring people and exchange ideas with openness & clarity. The high frequency of insightful conversations creates real momentum and proves that the concept of this event and the team behind it are outstanding!

Sandro Heuberger

Toukana Interactive / CEO & Co-Founder

Speakers '26

Adrienne Bazir - Portside Game Assembly

Game Developer, insertdisc5

Adrienne Bazir

Adrienne Bazir (she/they) is a video game developer and cartoonist who makes things that make you feel things. After ten years of working on kids' animated shows, they now run insertdisc5, a indie game studio focused on storytelling. In 2023, she launched her award-winning, black and white, timeloop game In Stars and Time, and is currently working on their next game, Truth Scrapper, which she promises will have color this time.

Albert Millán - Portside Game Assembly

Business Development, Digital Sun

Albert Millán

Former crypto-bro who found his way into the games industry. He has worked across Business Development and DevOps at Digital Sun, where he led the publishing strategy for Cataclismo and Moonlighter 2. He is currently the Producer of the upcoming title, ReVamp.

Alessandra van Otterlo - Portside Game Assembly

Editor, Control

Alessandra van Otterlo

Alessandra is a freelancer with 20+ years of games industry experience. She's the owner of Control Magazine, co-founder of the European Game Showcase, event manager for the Dutch Games Association and speaker scout for the INDIGO conference. In the past, she worked for publishers, game dev studios and various other organizations.

Andreas Suika - Portside Game Assembly

Independent Game Designer / Developer

Andreas Suika

Andreas Suika is an experienced German game designer and creative director with over 24 years of experience in the video game industry. Suika has provided game design consultancy on various indie games and contributes regulary in mentoring aspiring game developers or lecturing at institutions like the Cologne Game Lab.

Astrid Refstrup - Portside Game Assembly

CEO, WINGS

Astrid Refstrup

CEO of Wings, WINGS invests in games by studios founded or co-founded by women and people marginalized by gender. Part-time law student. She was previously the CEO and Founder of Triple Topping Games, Advisor to Kowloon Nights, and served on the board of Global Game Jam. Astrid is working dedicated to a more transparent and inclusive games industry.

Callum Underwood - Portside Game Assembly

CEO, Uwu Biz/IndieBI

Callum Underwood

Callum is CEO of Uwu Biz, Co-Founder to IndieBI, and Advisor to Kepler Interactive. He helps indie heroes such as Slay the Spire, Among Us or Rust maintain long-tail revenue and manages business for Gang Beasts, Sledding Game and others. Callum has spent the last 15 years working with successful devs on their games (Among Us, SUPERHOT, Vampire Survivors etc).

Dennis Schoubye - Portside Game Assembly

Head of | Gamecity Hamburg

Dennis Schoubye

Dennis Schoubye is Head of Gamecity Hamburg, the games funding initiative of the federal City of Hamburg. On top of that, he is one of the main organizers of Portside Game Assembly with an extensive network and knowledge of the German indie games industry.

Margarete Schneider - Portside Game Assembly

Project Lead | Gamecity Hamburg

Margarete Schneider

As project manager for Gamecity Hamburg, Margarete Schneider helped shape Portside Games Assembly as well as other projects like the Games Lift Incubator. Previously, she built up an international network in the games industry as Senior Product Manager, Publishing Scout, and Head of Sales.

Mark Cooke - Portside Game Assembly

CEO, Shiny Shoe

Mark Cooke

Mark Cooke is the founder and CEO of Shiny Shoe, best known for developing strategic roguelike games including the Monster Train series and Inkbound.

Rebecca Lautner - Portside Game Assembly

CBO, Landfall

Rebecca Lautner

Richard Atlas - Portside Game Assembly

CEO & Creative Director, Clever Endeavour Games

Richard Atlas

Richard is the CEO and Creative Director of Clever Endeavour Games. He steers the ship at both the studio level and the game level, focusing primarily on design but touching HR, marketing, art, tech, and audio. Outside of games, he loves all things health science, urban cycling, tea, hockey, game soundtracks, and anything with chocolate.

Tomas Sala - Portside Game Assembly

Tomas Sala

Tomas started out as co-founder of Little Chicken Game Company, and spent 15 years doing work for hire, but transitioned from mid-size studio to a solodev career some 8 years ago. His first game, 'The Falconeer' was born from a severe burnout and has since spawned an entire franchise, including Bulwark and the latest addition ShipShaper. His approach is a slow build where every release is intended to build stronger foundations and cement a loyal userbase that sticks around for new updates and content. Franchise loyalty turned into stability and a more secure starting position for a solodev than hunting for virality or chart position. A long-term experiment that is still evolving but not yet running out of steam.

Program '26

1:30 pm – 1:35 pm
Other

Departure - MS Princess

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

VENUE:Roundtable Deck
3:00 pm – 3:50 pm
Impulse Talk

Making the Games We Want to Make

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:

  • Rebecca Lautner: "Five Weeks in South Korea"
  • Tomas Sala: "Seven Years of Blood, Sweat and Finding a Creative Voice"

Followed by a 30 minute discussion moderated by Andreas Suika.

VENUE:Talk Deck
3:00 pm – 3:45 pm
Roundtable

Roundtable: Post Launch Strategies - Unlocking More Value From Your Work

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.

VENUE:Roundtable Deck
4:00 pm – 4:45 pm
Roundtable

Roundtable: AI in Indie Development - Yes, No, Maybe?

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.

VENUE:Roundtable Deck
4:00 pm – 4:50 pm
Impulse Talk

Know Your Audience

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:

  • Adrienne Bazir: "Be A Part Of Your Game's Fandom"

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.

  • Richard Atlas: "Anti-Pillars and Anti-Marketing — Who is This Game NOT For?"

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.

VENUE:Talk Deck
5:00 pm – 5:45 pm
Roundtable

Roundtable: Collaborations Between Indies

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.

VENUE:Roundtable Deck
5:00 pm – 5:50 pm
Impulse Talk

Same Same But Different - How to Sequel

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:

  • Mark Cooke: "Keep the Magic"

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.

  • Albert Millán: "From Roast to Redemption"

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.

VENUE:Talk Deck
7:30 pm – 7:45 pm
Other

Docking

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.

VENUE:Roundtable Deck
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Attending Companies '26

Take a look at the studios that attended the second edition of Portside Game Assembly in June 2026.


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Games '26

You know our attending studios from these games


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Sponsors & Partners '26


Portside '26 – Portside Game AssemblyPortside '26 – Portside Game AssemblyPortside '26 – Portside Game Assembly
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