Hololive Fan Game Brand Holo Indie Shifts to Seasonal System After Two and a Half Years
The shift from open submissions to a seasonal cycle signals that holo Indie's popularity has grown faster than Cover's internal screening process can handle, forcing a structural change two and a half years in.
Reporting from 1 sources: Inside.
Hololive's fan game brand holo Indie switched from year-round applications to a seasonal system with three periods per year on May 1. Cover Corporation's Takayuki Hatano and Kikuo Saga explained the change in an interview at BitSummit PUNCH, citing application volume outpacing system capacity. Total downloads have exceeded 3 million since launch.
Cover Corporation's holo Indie brand, which supports fan games featuring Hololive talents, moved to a seasonal application system on May 1 after accepting projects year-round since its launch. In an interview at BitSummit PUNCH, Cover's Takayuki Hatano and Kikuo Saga said the change was driven by application volume exceeding the team's screening capacity. The brand has seen over 3 million total downloads across its titles.
Hatano estimated the project has achieved about 80% of its initial goals. He cited the example of Robokuro, developer of 'HoloParade,' who started as an individual creator and later founded a studio for a second title. Corporate developers like Biside have also joined. Hatano said the community has shown 'higher passion and sustainability' than initially imagined, but the system needed to adapt to keep up with interest.
Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.