
Every game is a hub — the studio that built it, the publisher shipping it, investors backing it, creators streaming it, journalists covering it. The ecosystem is what makes the game more fundable, more discoverable and more playable. How were you involved?
NO LOVE: 2009 The story of two high school lovers during their summer break. The internet c@fés everyone was obsessed with back then, amusement parks, train stations, dark side streets and burning through your SMS credit before you even get to say how you feel. Not just 2009… this is NO LOVE: 2009
The press kit for NO LOVE:2009 is visible to press, creators, investors, and the studio team. Press and creators receive a link with an outreach token; the kit appears here inline — no download, no separate page.