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N-iX Games event digest: 2026, Q1–Q3

Three quarters into 2026, and it’s been a year of shipped art, a DLC launch, a game inching toward release, and a few new stamps in the passport. Here’s what N-iX Games has been building and where we’ve been showing up between January and September.

This time we’re splitting the recap into two parts: the projects we shipped or moved forward, and the events where we met the people behind them.

Projects

Rogue Carrier, a roguelite colony management game from our sister studio Wild Fields and published by Hooded Horse, is now listed on Steam and awaiting release. Players build a mobile city on an ocean-faring ship while a sentient planet pushes back, and N-iX Games worked alongside the Wild Fields team throughout development.

On World of Tanks Blitz, our artists built concept art and 3D skins that matched Blitz’s bolder mobile presentation while staying loyal to the series’ military roots, all within tight polygon budgets for phones. That work continues a Wargaming partnership going back to 2018.

For Paradox Interactive, we shifted from historical grand strategy into deckbuilding with Across the Obelisk: The Shattered Remnant, delivering the new Withered Vale path, a new hero and companion, and the Unity work to wire it into the existing pipeline. The DLC was released on Steam on June 17, 2026.

World of Warships: Legends rounds out our Wargaming work: ongoing marketing materials and cover art for each content update, timed around the game’s May 2026 expansion onto PC and Xbox with full cross-progression.

And The Bazaar, the project with the longest history on this list, gets its due here since its case study only went live in 2026. What began in 2018 as a small experiment with Tempo grew into years of art direction and production that carried the game from prototype through its fall 2024 Early Access launch, wartime relocation included.

Events

Digital Dragons 2026

May 17–19 | Kraków, Poland

N-iX Games at Digital Dragons 2026

Digital Dragons marked its 15th edition this year: over 2,350 professionals from 56 countries filled the ICE Congress Centre, and the Business Networking Zone logged more than 2,800 meetings. Anastasiia Tkachuk represented N-iX Games on the ground, sitting in on panels covering everything from art direction to publishing, and catching up with familiar faces from past editions.

Nordic Game 2026

May 26–29 | Malmö, Sweden

N-iX Games at Nordic Game 2026

Nordic Game is the Nordic region’s home-turf conference, and this year’s edition at Slagthuset drew a mix of indie developers, AA studios, and global publishers for four days of talks and matchmaking. Our team spent the week soaking up fresh ideas and reconnecting with partners on the show floor, alongside the usual mix of talks, the Nordic Game Awards, and the after-hours networking Malmö is known for.

Gamescom 2026

August 26–30 | Cologne, Germany

Three of us made the trip to Cologne this year: Anastasia Zaitseva (Senior Business Development Manager), Anastasiia Tkachuk (Business Development Manager), and Sergii Gotsman (Executive Producer). Between them, the week covered studio meetings, publisher conversations, and reunions with people they’d previously only known through video calls.

Anastasia pointed to the sheer number of promising indie studios she met as the highlight, several of which she expects to announce funding soon. Sergii called out meeting long-time online contacts in person as the most memorable part of the week, and Anastasiia Tkachuk singled out the energy of the show floor itself, from massive indie zones to the giant AAA booths. Announcements like LEGO Skylines and The Witcher 3: Wild Hunt Remastered & Songs of the Past gave the week a few surprises nobody had on their bingo card.

Tokyo Game Show 2026

September 17–21 | Chiba, Japan

Anastasia Zaitseva wrapped up the latest stop on this year’s event calendar in Chiba, spending five days at Makuhari Messe meeting studios and talking through N-iX Games’ work in development and art production. TGS 2026 set a record for turnout, and attendees flew in from every corner of the industry to make it.

The week ran on a full schedule of meetings booked well in advance, and Anastasiia still points to the conversations that showed up unplanned as the ones that stuck: someone introduces you to someone else, the conversation turns to games and teams and ideas, and something worth following up on appears out of nowhere. That happened more than once in Tokyo, alongside what she describes as a fairly thorough exploration of the local sushi.

Looking Ahead

Four quarters down, one to go, and the calendar for the rest of 2026 is already filling in. Between shipped art, a DLC out in the wild, a co-developed game closing in on release, and a run of conferences across three continents, it’s been a full year so far. We’ll keep the recaps coming.

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