From 35 Artists to More Than 50,000 Visitors
Comic Frontier began in 2012 with 35 artists and 1,500 visitors inside a Japanese cultural festival at Universitas Indonesia. By July 7, 2025, the event better known as Comifuro had become a major showcase for independent creators, attracting more than 50,000 visitors per edition and giving over 1,000 creators a place to sell their work.
Contents
- From 35 Artists to More Than 50,000 Visitors
- How Comifuro Grew Beyond Its Student Roots
- A Marketplace With Room for Newcomers
- What Artists Gain From Meeting in Person
- Printing Services Make Small Starts Possible
- Where the Markets Fit in the Economy
- Different Markets Serve Different Communities
- Creative Hubs Connect Artists With Audiences
- International Ambitions and Government Support
- Growth Brings a Question of Value
- Key Points
Held twice a year at the Indonesia Convention Exhibition (ICE) in Tangerang, Comifuro brings together original illustration, fan art, cosplay and small creative businesses. Its stalls carry zines, prints, keychains and custom merchandise. Zines are independently produced publications, often made in small quantities, while fan art draws on characters and stories that audiences already know.
Comifuro's expansion tells a larger story about Jakarta and its surrounding urban area. Alongside established galleries and fairs such as Art Jakarta, independent markets have become places where artists can find customers, learn how to run a business and meet people who share their interests.
Jakarta's reputation for skyscrapers and traffic jams leaves out this network of creators, vendors and audiences. Markets including Artket, Kira Kira Art Market and Tomo Land serve different communities, ranging from illustration enthusiasts to fans of Japanese and Korean popular culture.
Their appeal reaches beyond shopping. A visitor can commission a drawing, discover an unfamiliar illustrator or meet the person behind a favourite design. An artist can sell a first batch of stickers, exchange work with another creator and receive practical advice from someone with more experience. Those encounters connect the social life of these markets with the everyday work of earning money from art.
How Comifuro Grew Beyond Its Student Roots
Comifuro started as a student program within Gelar Jepang, Universitas Indonesia's Japanese cultural festival. Its early audience was modest, but participation expanded enough to require a much larger venue.
By 2020, the event had reached 780 exhibitors and 25,000 attendees. It subsequently moved to ICE in Tangerang to accommodate growing interest and now occupies multiple halls, approaching the scale of major conventions.
The figures show how much its audience has expanded. Attendance of more than 50,000 per edition is more than twice the 25,000 recorded in 2020. The milestones trace its development:
- 2012: Comifuro began within Gelar Jepang at Universitas Indonesia, with 35 artists and 1,500 visitors.
- 2020: The event had expanded to 780 exhibitors and 25,000 attendees.
- By July 7, 2025: Comifuro was held twice a year at ICE in Tangerang, occupying multiple halls, with over 1,000 creators and more than 50,000 visitors per edition.
The event's growth has helped inspire similar markets across Jakarta and beyond. Each has its own audience and character, but their shared purpose is to give local creators space to show work, make connections and sell directly to the public.
A Marketplace With Room for Newcomers
Comifuro can initially look like a cosplay convention, with visitors dressed as characters from anime, manga and video games. Alongside those costumes is a substantial marketplace where creators turn drawings and ideas into products.
Accessibility is central to its appeal. Beginners and experienced artists share a setting that offers a less intimidating route into exhibiting and selling than some traditional galleries. Comifuro project officer Sudwi Karyadi described the atmosphere:
It's really just a melting pot of ideas, somewhere people can express themselves freely.
That openness gives creators opportunities to try out their work in front of an interested audience. Original illustrations sit alongside art inspired by established entertainment, bringing different approaches and interests into the same event.
For Jakarta's emerging artists, the market also provides a place to observe how other creators present products and build relationships with customers. Selling, learning and finding inspiration happen together.
What Artists Gain From Meeting in Person
Gabby, the artist known as nosleeps.co, sees physical markets as an important complement to the internet. Online platforms can display work widely, while an event gathers people who have chosen to spend time exploring art and meeting its makers.
Gabby explained how those encounters help creators reach an audience and make their names familiar:
You can only do so much in the vastness of the digital space. Art markets give creators a passionate audience and brand awareness.
Catherine, from the Calon Builiuner booth, described another benefit: learning from artists who already have experience turning creative work into a business. Friendships and exchanges at markets can become informal mentorship.
We meet other creators, trade art and learn how to turn our passion into an entrepreneurial effort from senior artists.
Natali, known as una.done on Instagram, described money circulating between creators as they buy one another's work. For her, earning income and supporting other artists are closely connected:
I get paid to do art commissions in these events, but I end up paying for commissions by other cool artists too, learning from them along the way.
Commissions are works made at a customer's request. Natali's experience shows how a market can bring an artist both paying customers and opportunities to learn from someone else's technique. These exchanges help explain why participants value the events for emotional support and collaboration as well as revenue.
Printing Services Make Small Starts Possible
Local printing and merchandise vendors have made it easier for aspiring artists to produce items for sale. Many offer affordable services through storefronts on popular e-commerce platforms, giving creators more ways to find manufacturers and arrange production.
Mutiara, the artist behind Zeeyups, described the choices available:
There are so many vendors to work with for printing posters or making trinkets like keychains using your art now, and they have storefronts on popular e-commerce platforms.
An artist can begin with a small batch of prints or stickers and spend more on custom products as the business grows. Other options include keychains, bags and similar merchandise, with production budgets adjusted to individual needs.
Experienced artists also help newcomers find trusted vendors. That practical guidance connects the community side of the markets to the production work behind each booth, allowing creators to develop a brand at their own pace.
Where the Markets Fit in the Economy
British Council research put the Indonesian creative industry's contribution to the economy at around Rp1,134.9 trillion, approximately $73 billion, in 2020. That represented 7.35% of national gross domestic product (GDP), a measure of the value of goods and services produced in an economy.
Jakarta's creative sector contributed Rp256.45 trillion, about $16.4 billion, in 2018. The city and national figures describe different years, but both show the substantial economic activity associated with creative work.
The sector covers much more than art sold from a booth. Jakarta's creative fields include architecture, fashion, film, games, graphic design, photography and publishing. Nationally, Indonesia's creative industry spans 17 subsectors, including music, film, video games, comics and design.
Spending also reaches businesses that support creators. Printing, packaging, logistics and marketing all have roles in getting a product from an artist's design to a customer's hands. This is the multiplier effect: an activity generates work and spending in connected industries.
No separate figure for indie art market sales is given. Their economic role sits within this broader network, where a print sale can involve an illustrator, a printing company, packaging suppliers and delivery services.
Different Markets Serve Different Communities
Comifuro is the largest showcase described here, but Jakarta's independent market scene has developed around several interests. Japanese popular culture, Korean entertainment and original illustration bring overlapping yet distinct groups of creators and visitors together.
The range of events gives artists alternatives for finding an audience suited to their work:
- Artket is a general art market featuring local illustrators and artists, known for playful and distinctive creations. It uses venues including Brickhall Fatmawati and attracts a broad audience.
- Kira Kira Art Market focuses on Japanese and Korean popular culture, bringing together more than 120 tenants and combining art, merchandise and food.
- Tomo Land is a newer platform where artists and illustrators show their work through creative activities and exhibitions.
- P-LAND and Omo Market cater to Korean culture fans, with local creators selling art and merchandise inspired by K-pop and K-drama alongside food and fashion.
Many events are organised by student groups or fan communities, helping bring fresh ideas and new participants into the scene. Their common thread is support for local talent and creative exchange, even when their products and audiences differ.
Creative Hubs Connect Artists With Audiences
Jakarta's mix of cultures, improved infrastructure and digital connectivity have supported the growth of creative hubs and alternative entertainment. These conditions help artists find places to work, show their creations and meet potential customers.
The Jakarta Art Book Fair adds another route for discovering locally made work. Together with indie art markets, such events broaden the opportunities for creators to reach people outside their existing online audiences.
Physical events and digital services play different but connected roles. Online storefronts help artists arrange production, while markets let customers inspect finished products and speak directly with creators. Artists can use both as they develop their businesses.
The result is an ecosystem built from several kinds of activity: making art, manufacturing products, organising events and maintaining communities. Comifuro's large attendance is one visible part of that wider network.
International Ambitions and Government Support
Indonesia's creative activity is also reaching audiences abroad. The heavy metal band Voice of Baceprot has performed at Glastonbury Festival, while Indonesian filmmakers and game developers have earned recognition internationally.
Those achievements sit alongside the country's markets, comics, design and other creative fields. They show the range of work through which Indonesian creators are finding audiences beyond the domestic market.
Government support has included efforts to simplify event permits, support participation in international conventions and encourage collaboration between creative hubs. Joko Widodo, speaking as president, called for reducing bureaucratic obstacles so that more creative events could take place and artists could work more easily.
For event organisers, simpler permits concern the practical process of securing permission to hold a gathering. Support for international conventions addresses a different stage of growth: helping creators present their work to audiences and potential business partners overseas.
Growth Brings a Question of Value
Indonesia's creative sector faces a challenge despite its increasing economic contribution. The amount it contributes has risen, while its share of the economy has declined slightly in recent years. Both can happen together when other parts of the economy expand faster.
Economists have called for greater attention to software, gaming, design services and film as ways to create better paying jobs and increase exports. These are products and services whose value comes substantially from skills, ideas and creative development.
Reaching international markets is another priority for Indonesian creative products. The opportunities extend beyond selling more individual items to building demand for the work of designers, developers, filmmakers and other creators.
Jakarta's indie markets already provide places to begin that process: a first sale, advice from a senior artist, a trusted supplier or a collaboration formed across neighbouring booths. Continued investment and cooperation can build on those foundations, while the immediate value for participants remains concrete: customers, income, practical knowledge and a creative community.
Key Points
- Comifuro grew from 35 artists and 1,500 visitors in 2012 to over 1,000 creators and more than 50,000 visitors per edition by July 7, 2025.
- The event takes place twice a year at ICE in Tangerang, with illustration, fan art, cosplay and independent merchandise sharing the venue.
- Artists use markets to earn income, meet customers, exchange work and learn business skills from other creators.
- Affordable printing services, online vendor storefronts and advice from experienced artists make it easier to start small.
- Indonesia's creative industry contributed around Rp1,134.9 trillion, or 7.35% of GDP, in 2020, according to British Council research.
- Artket, Kira Kira Art Market, Tomo Land, P-LAND and Omo Market serve different creative and fan communities.
- Government initiatives include simpler event permits and support for international participation, while better paying creative work and exports remain priorities.






