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Games Lift 2026: New Teams, New Plans

Our Games Lift Incubator 2026 launched with our traditional kick-off event during beautiful sunny weather at the Design Zentrum Hamburg. This was the first time our teams got together, and they received all the necessary information about the upcoming program schedule. They also had the opportunity to network with some mentors and alumni. Read more in our Games Lift Log.

Kick-off Games Lift 2026 © Christina Czybik
Kick-off Games Lift 2026 © Christina Czybik

The next round of the Games Lift Incubator has officially kicked off. And Gamecity Hamburg has once again found ways to take a successful program a step further. That energy will be crucial for the new teams, because they look impressive right from the  start.

To get good at something, you need honest feedback and the will to improve. To stay good at something, the same applies. Margarete Schneider and Helen Krüger from the Gamecity Hamburg team demonstrated this idea when they took the stage at the Media Design Zentrum for the 2026 Games Lift Incubator kickoff.

The Games Lift Incubator has helped numerous teams to professionalize and successfully launch projects. But there are always details worth changing. This year’s program is once again an example. Margarete and Helen explained how they plan to provide ongoing support throughout the year and help teams keep stress levels in check. The relaxed vibe at the kickoff event may also have had something to do with a refined schedule: unlike previous years, the first mentoring sessions didn’t take place on the same day. They are planned later in September.

Pigeons and Pottery

The new teams were at the center of attention. Two things stood out immediately: the freshness of the concepts and the level of mutual support in the room. It’s not unusual for teams to know each other from university or local indie meetups. But the contagious enthusiasm and curiosity they showed left a lasting impression.

One especially charming idea for less charming times came from Friederike Fröhlich, a well-connected solo-developer. She introduced “Neon Nest”, in which players befriend and care for pigeons on the rooftop of a flooded cyberpunk city. Feeding birds is not the whole game; guerilla gardening and helping something new to emerge from the rubble is part of the concept. Even though it’s still in the concept phase, the clear vision behind the isometric voxel adventure shone through.

Another game that makes people want to go hands‑on immediately is “Witch Artisan”: actual interactive pottery is part of the game, as is enchanting the wares. This concept, too, asks players to build something beautiful. The dev-duo Shellsprout wants to capture the entire creative process, from choosing clay types to firing glazes. But the game’s also about experiencing an adventure, running a shop, and bringing a community to life. The cozy concept sparked a lot of curiosity.

Evolve a Good Idea Further

“Snap Shut Worlds” by Leanna Geideck and Stephan zu Münster is another project that instantly gets the imagination running; especially if you grew up in the 90s. The game will revolve around compact toys: tiny worlds in small plastic cases that were all the rage a few decades ago. And it centers on what always happens when these toys actually enter the children’s room: pieces get lost, sets get mixed, and that’s when the fun truly starts.

Rainpiper Games’ idea is instantly relatable because you can almost play it in your mind. The two‑person team is developing “Sunderhold”, a base‑defense game with elegant yet deep mechanics. It’s about tactics: positioning small units in handcrafted levels. The concept could hit a popular but underserved niche. Early visuals impress with a moody, minimalist art style.

Time to Accelerate

Another project with serious fun potential is “Time Travel Train” from the three-person-team EdelErde. The name points the way: a time‑traveling train must travel different eras while facing ever‑larger armies. The incremental game already features a cool retro‑3D look and a concept people love to dive into. With two published games, the team has already proven they can finish projects.

Anyone who joined the cheerful group of teams, Games Lift alumni and mentors had to notice how well thought-out many of the concepts already sounded. Topics discussed included silly wordplay, pottery content, and adorable pigeon chicks. With this kind of energy, the Games Lift Incubator is already on the right track. The months ahead look great.

Photos by © Christina Czybik

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photo credit: (c) Christina Czybik

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