
The “Tokyo Game Show 2026” (hereinafter “TGS2026”) is being held at Makuhari Messe over four days, including Business Day on September 17. Amid a gathering of compelling titles from around the world, the booth of British game publisher Fireshine Games is on display in Hall 4.
This year, the company is showcasing three highly anticipated titles!Visitors can play a lineup of unique and edgy titles, including the underground survival crafting game *Core Keeper*; *Train Attack*, which combines trains and skateboarding in a dystopian Japan setting; and *Far Far West*, a cooperative action game for up to four players that takes you on a wild ride through a bizarre Western world with guns and magic.
In this article, we interviewed Tina Moore, Head of Marketing at Fireshine Games! Along with highlights from each game’s booth, she shared insights into the behind-the-scenes efforts of community management that support their hit titles, as well as localization strategies—all part of their commitment to bringing these edgy titles to a wide audience of players.

Support Systems for a Huge Community and Efforts to Share Japan’s Unique Culture with the World
—First, could you please introduce Fireshine Games?
Tina Moore: Fireshine Games is a UK-based indie game publisher. We originally started under the name “Sold Out,” publishing boxed (physical media) games, but we’ve since rebranded as Fireshine Games and now handle a wide variety of games.We partner with a diverse range of publishers around the world to bring their indie games to market.
—This is your first time exhibiting at TGS 2026. Could you share your honest impressions?
Tina Moore: This is the first time we’re exhibiting our own games as Fireshine Games, but so far, the response has been fantastic, and we’re looking forward to even more visitors.Last year, we were invited to exhibit several titles, including *Duskfade* and *The Story of Seimiya*. So, while we’ve participated on a smaller scale before, this is the first time we’re setting up our own booth, and we’re really excited about it.


Japan is a very important market for us, so we’re thinking about how we can best support the market and ensure that our games truly appeal to the Japanese audience and live up to their expectations. This involves localization and selecting titles that are well-suited to the Japanese market.
“Core Keeper” has been a huge success in Japan, which has really shown us just how much potential this market holds. We hope our other titles will also find success in the Japanese market.Since “Train Attack” is also set in Japan, we expect to achieve great results by ensuring that the attendees who come to our booth enjoy the game. We also hope that this exhibition will provide a great opportunity for “Far Far West” as well.
—Regarding *Core Keeper*, from a publisher’s perspective, what do you think were the key factors behind its success?
Tina Moore: I believe the biggest factor in our success in Japan is, first and foremost, that the genre of *Core Keeper* itself is extremely popular in Japan.
In addition, partnering with strong companies to deliver the game in a way that suits Japanese users and to conduct appropriate marketing has also been a major factor. By collaborating with Japanese influencers and working with Neon Noroshi to assign a dedicated community manager in Japan, we’ve made sure every initiative resonates with Japanese players.
In other words, I believe our success stems from the fact that we didn’t simply impose the methods we’d developed on Asian markets, but rather worked closely with local markets to accurately provide what Japanese consumers were looking for.

—What kind of support and guidance have you provided regarding the direction of updates and community feedback?
Tina Moore: “Core Keeper” has a very large community. More than 120,000 people have already joined the official Discord server, where the development team and we regularly share information about upcoming updates and engage in active dialogue with players.We also place a high priority on localization and local communication, and have assigned dedicated community managers in Japan, China, and South Korea. They are responsible for disseminating timely information tailored to each region’s market and gathering feedback.
Generally, we release major updates about twice a year, adding new content to bring even greater depth to the world of *Core Keeper*. Furthermore, on the promotional front, we’ve implemented multifaceted strategies to increase exposure by coordinating with regional influencers, online ads, and social media campaigns timed to coincide with these updates.

—Next, I’d like to ask about *Train Attack*. It’s a very striking concept that combines “trains” and “skateboarding.” As a publisher, what was your first impression when you first saw this project?
Tina Moore: At first, I thought, “This is crazy!” (laughs). But at the same time, I really loved the deep respect for Japanese culture and the game’s world set in Japan.
Personally, it evoked a wonderful sense of nostalgia—it reminded me of the “Tony Hawk” series I used to play—and I was incredibly excited. It felt like the Mega Drive era, the golden age of Sega. From the high-speed gameplay to the dynamic music, it was love at first sight.
That’s why, as our first opportunity to announce the game, we negotiated with host Geoff Keighley to have him unveil it as a world premiere during last year’s “Opening Night Live” at Gamescom. It was a wonderful challenge for us, and I believe it turned out to be the best possible debut to make an impact on gamers around the world.

—“Train Attack” is a game that truly conveys a deep love for Japanese culture from an overseas perspective. In terms of maintaining the quality of its Japanese essence and adapting it to different cultures, what specific feedback have you received, and what steps have you taken?
Tina Moore: In the U.S. and European markets, the game has received extremely positive reviews right from the moment it was announced. On the other hand, we feel it hasn’t yet fully resonated with the Japanese and Asian markets to the level we envision, and that is one of the main reasons we’re exhibiting at TGS 2026.
Within the game, we’re preparing collaborations with numerous influencers as a way to raise awareness and ensure Japanese fans enjoy the experience. For example, we’re currently working on an in-game collaboration with “Hololive.” Our expansion into the Japanese market has only just begun, but I sincerely hope the game will reach many players from here on out.


——All the titles you’re showcasing this time are captivating at first glance. Could you tell us the criteria you use to select such titles from among the countless games available?
Tina Moore: We take a multifaceted approach when signing title contracts. Our Chief Portfolio Officer, who joined the team about 18 months ago, along with other experienced members, establishes the core criteria for title selection.
Our top priority in the selection process is determining whether a title belongs to a genre in which we excel and can reliably deliver marketing value. For example, through titles like *Core Keeper*, we’ve cultivated strong expertise and know-how in the survival-crafting genre.We’re confident in our ability to work closely with development partners from the Early Access stage and provide full support all the way through the release of the final product and console ports.
Of course, that’s not all. While some titles are instantly captivating, others may seem “high-risk” or “too niche” at first glance. However, we strive to be bold. Fireshine Games’ strength lies in embracing diverse ideas and challenging projects without hesitation, and delivering a wide-ranging lineup.
—Finally, please share a message for the gamers and fans visiting the TGS 2026 venue.
Tina Moore: What we want to convey most is that “we want to stay close to Japanese players and provide content they’ll truly enjoy.” So, we welcome any feedback, no matter how small!
It is our local co-publishers and the players themselves who best understand the Japanese gaming market and the passion of its users. That’s why we work closely with our local partners and do our utmost to deliver the information and experiences that Japanese fans are looking for in the best possible way. For us, the Asian market—including Japan—is of the utmost importance.We will continue to listen to your feedback and strive to deliver wonderful gaming experiences, so please look forward to Fireshine Games’ titles!
—Thank you very much!
Behind every title from Fireshine Games lies a commitment to thoroughly respecting each game’s unique character and a localization strategy that sincerely engages with local communities and players.
With a lineup that combines edgy concepts and wildly entertaining gameplay, we can’t wait to see what masterpieces will emerge next—stay tuned for future developments!
![The Secret to “Core Keeper’s” Massive Success? A Thorough Approach to the Japanese Market! “Train Attack” Is Also Preparing for a Collaboration with Hololive—We Ask UK Publisher Fireshine Games [TGS2026]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/6699.jpg)






![The Secret to “Core Keeper’s” Huge Success Is Its Thorough Approach to the Japanese Market! “Train Attack” Is Also Preparing for a Collaboration with Hololive—We Ask UK Publisher Fireshine Games [TGS2026]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/6706.jpg)
