Katana Zero (2019)

Askiisoft

Android · Mac · Nintendo Switch · PC (Microsoft Windows) · Xbox One · iOS

4.09 from 1149 ratings

3188 members have it in their collection · 73 playing now · 1111 backlogged · 438 wish listed

How long? Main story 5h · with extras 8h · 100% 9h (from 37 logged playthroughs)

Katana Zero is a fast paced neo-noir action platformer, focusing on tight, instant-death acrobatic combat, and a dark 80's neon aesthetic. Aided with your trusty katana, the time manipulation drug Chronos and the rest of your assassin's arsenal, fight your way through a fractured city, and take back what's rightfully yours.
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Details

Developers
Askiisoft
Publishers
Devolver Digital, Netflix
Genres
Adventure, Arcade, Indie, Platform, Strategy
Themes
Action
Steam
View on Steam

Release dates

  • Apr 18, 2019 (Full Release) (Worldwide) Mac, Nintendo Switch, PC (Microsoft Windows)
  • Oct 14, 2020 (Full Release) (Worldwide) Xbox One
  • May 16, 2024 (Full Release) (Worldwide) Android
  • May 21, 2024 (Full Release) (Worldwide) iOS

Related

DLC

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Featured in lists

top tier indies by hoodle · 34 games · 0
Unique Games by Alu · 59 games · 0
Game Passed by Shot9292 · 163 games · 0
Most Anticipated 2019 by BMO · 21 games · 0

Rating distribution

5 stars
399
4 stars
510
3 stars
188
2 stars
45
1 star
6
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Community All Reviews Statuses

Krauzer

Review Krauzer 5/5 · Aug 22, 2025

This indie title is a stylish 2D action-platformer that combines razor-sharp combat with a striking neo-noir aesthetic. The MC is a katana-wielding assassin who can slow down time and plan each move in deadly, fast-paced encounters where one hit means death for both you and your enemies. It sometimes feel like you are playing a side-scroller version of Hotline Miami …

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This indie title is a stylish 2D action-platformer that combines razor-sharp combat with a striking neo-noir aesthetic. The MC is a katana-wielding assassin who can slow down time and plan each move in deadly, fast-paced encounters where one hit means death for both you and your enemies. It sometimes feel like you are playing a side-scroller version of Hotline Miami since it is a hit-kill game with high difficulty levels.

The game’s trial-and-error structure makes every level feel like a carefully choreographed dance of reflexes and precision. One of it's standout is the atmosphere, the neon-soaked pixel art, VHS-inspired effects, and pulsing synthwave soundtrack create an immersive, almost hypnotic mood. And while I'm very biased since I love synthwave, I can safely say that this is one of the best aspects of the game even for people that are not familiar with this aesthetic and/or music genre.

Beyond the action, the narrative dives into psychological themes, using fragmented storytelling and surreal conversations that keep you guessing. While the story is engaging, it deliberately leaves some questions unanswered, which can feel frustrating but also adds to its mysterious allure. Although this may be an issue for a lot of people, this is a standout for me since I love this kind of story-telling, like I've said multiple times on other reviews, so if you are not into this aspect, I advise caution when it comes to the game's lore.

The main drawback is its length, as the campaign can be completed in just a handful of hours, some people may also find the repetition of restarting sections tiring. Still, its slick presentation, intense gameplay, and bold narrative make it one of the most memorable indie action games of its decade. And while short, it has a very good replay value, overall this is one of the best indie titles that I've ever played, to the same level, and intent, of titles such as Hotline Miami, so don't skip this one if you find any of this even slightly interesting.

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Volt2742

Status Volt2742 Aug 8, 2025

This game might be the biggest case of nostalgia glasses I've ever had. In my head I had always remembered this being like a 9/10 game that I love, but after replaying it, it's honestly closer to a 5 out of 10 for me, with it only being bumped to a 6 because of hard mode being more fun.

First …

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This game might be the biggest case of nostalgia glasses I've ever had. In my head I had always remembered this being like a 9/10 game that I love, but after replaying it, it's honestly closer to a 5 out of 10 for me, with it only being bumped to a 6 because of hard mode being more fun.

First on the gameplay side, the base game is just too easy. I know technically it can be harder by not using the time stop mechanic, but I feel like that's a cop out. Hard mode is how hard I think the game should have been in the first place. I also feel like sometimes the movement just wasn't smooth and responsive enough, especially where stairs are involved, but that might just be a get good moment.

The visuals are great, I have nothing to complain about on that aspect. I do have to say though, I feel like the music was kind of lacking, it wasn't bad, but besides the main theme that this game is known for, I wasn't impressed by the sound offering.

The story was fine, but I felt like it was purposefully trying to be cool and hard to understand to a fault. This is not helped by the random ending spot of the game because the funding ran out. That's not the fault of the developer but idk, nothing about the story engaged me.

I didn't do the secret boss fight even though I originally planned to because I was just bored of the game at that point and didn't feel like doing it. IDK maybe i'll do it when the DLC comes out.

Overall, I was massively dissapointed coming back to this game. Everything besides how nice the game looks I rememberd with way too high of prestige, the gameplay, soundtrack, story, and length of the game were all worse than I remembner. In the end, I will play the DLC since it will be free, but this is definitely not one of my top indie games anymore. Light 6/10

This next part is just a small rant about how hard it is to rate things. I give this game and Firewatch the same rating, bu this game is definitely better than Firewatch, but at the same time I don't want to bump this up to a 7 or Firewatch down to a 5. At the same time, making a giant numbered list of what game is better than what game also is flawed, so I guess this is just something you have to deal with when rating stuff.

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Gobelin_Powa

Review Gobelin_Powa 4/5 · Jun 5, 2024

8/10 Franchement c’est trop bien, et assez court (a peine 4 heures) pour pas que ce soit répétitif. C’est clairement un Hotline Miami avec un katana et le pouvoir de ralentir le temps à la Matrix. C’est hyper fun et bien pensé, avec des très bons combats de boss. Mais je pense que le plus gros point fort est la …

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8/10 Franchement c’est trop bien, et assez court (a peine 4 heures) pour pas que ce soit répétitif. C’est clairement un Hotline Miami avec un katana et le pouvoir de ralentir le temps à la Matrix. C’est hyper fun et bien pensé, avec des très bons combats de boss. Mais je pense que le plus gros point fort est la musique, et SURTOUT, le fait que son perso mette ses écouteurs avant de commencer un niveau, ça c’est trop stylé. En plus l’ending est génial. UPDATE : j’ai fait la version April Fool sans faire gaffe.

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Strawhat

Review Strawhat 4/5 · May 7, 2024

9/10 - Exceptional

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ACTION-PLATFORMER - Play as "the Dragon" and unravel the mysteries of your own identity.

PROS:

++ Frenetic & satisfying gameplay. Just like Celeste, the main draw of the game is its incredibly satisfying gameplay.. It's a bit basic (roll, jump, slash, slow time, use item) but nevertheless, I had tons of fun with the combat. The movement felt tight. None …

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enter image description here

ACTION-PLATFORMER - Play as "the Dragon" and unravel the mysteries of your own identity.

PROS:

++ Frenetic & satisfying gameplay. Just like Celeste, the main draw of the game is its incredibly satisfying gameplay.. It's a bit basic (roll, jump, slash, slow time, use item) but nevertheless, I had tons of fun with the combat. The movement felt tight. None of my deaths ever felt cheap. Respawning is quick and consequence-free. There were enough enemy types that provided enough variation in how the player approaches screens. And seeing your successful run replayed after beating a screen was incredibly satisfying and made me feel like a boss!

++ Stylish. The art style was gorgeous and the game just looked really great overall.

++ Level design. There wasn't just one way to approach each screen. You were encouraged to "try and die", and experiment to see which approach was best. What I loved was that you can plan out and execute flawlessly, or you can just run and adapt as you go. The game felt rewarding to play both ways.

++ Interesting story. I didn't even expect the game to have a story. But I was pleasantly surprised that the story on offer was interesting and engaging. ZERO, the Dragon, and Snow are all characters that I want to learn more about. And after finishing the game, I was left with many questions that made me yearn for a sequel ASAP.

++ Tight pacing. The game never felt like it was dragging or that it felt monotonous. Boss fights were peppered in well. Level variation was also good.

++ Good unlockables. There are five unlockable weapons, and four of those change ZERO's combat in a noticeable way. There is also an unlockable Speedrun mode and a Hard mode. Given the game's short length, it makes the game attractive to replay and master.

CONS:

-- Abrupt ending. Obviously, it wasn't trying to answer all the questions and plot points of the story since it's setting up for a sequel. But still, the ending felt way too abrupt and anti-climactic.

-- Lack of new moves/characters. For a brief moment, you get to play as the Dragon who had his own move-set and it was fun and provided a nice change from ZERO's gameplay. I wish there were more opportunities like this, or just more additions to ZERO's move-set.

-- Bit too easy. You unlock hard mode after completion, but the game was a bit too easy on the standard difficulty. There were very few screens that I found difficult. However, this is just a very minor criticism.

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Coocoopuff

Review Coocoopuff 3/5 · Feb 8, 2024

Not a Zero But not One Hundred Either

I had to sit with this one for a while to decide how to rate it and how i feel about it. I am still not sure.

the gameplay is fluid, is fun. It plays sort like hotline miami, is fast paced but deceptively enough you can't bash yourself through the levels, you gotta think and then execute. The graphics …

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I had to sit with this one for a while to decide how to rate it and how i feel about it. I am still not sure.

the gameplay is fluid, is fun. It plays sort like hotline miami, is fast paced but deceptively enough you can't bash yourself through the levels, you gotta think and then execute. The graphics are gorgeous and the music is phenomenal. the story is interesting and riveting, writing is fantastic, the way dialogues have a sort of urgency to them feels nice, there is nothing to dislike about katana zero, and that is my problem, it does everything right, but it doesn't give you enough.

In my playthrough it felt like the game took a while to truly open up and become interesting, up until this point the levels were very piece meal, once you started getting adjusted in the seat it finished. This continues for a while and then it finally feels like the game is gonna get going and...then it just ends.

It is like going to a restaurant and having a bite of a super delicious meal and then they taking the plate away.

This really felt a bad taste in my mouth, I know they didn't actually do that, but the feeling at the end of the game wasn't "wow this was great" it was "wait, what? that's it? We were just getting started!"

Anyways, if you have a few bucks to spare and a few hours you can finish the game in about 4 to 5 hours. you can replay with different weapons i suppose, i gave it a try but it didn't do it for me. Is not a bad game really, I would argue is a great game, but there is not much there :/

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Atag

Review Atag 4/5 · Jan 26, 2024

Your Next Target is...

Official cover art by Dave Zhang showing a posterised high contrast pop art styled samuari style man holding a katana mid jump above armed men. The men are framed by two apartment buildings with a gap in the middle which is where the men are.

If there's one thing you need to know about Katana Zero it's that the sound design kicks ass and the retro neo-noir setting of a 1980's dystopia city has a great melancholic punk feel to it. Okay that's two things.

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Playing this off the back of Hotline Miami felt really good. Both share the need for precision and the 'one …

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Official cover art by Dave Zhang showing a posterised high contrast pop art styled samuari style man holding a katana mid jump above armed men. The men are framed by two apartment buildings with a gap in the middle which is where the men are.

If there's one thing you need to know about Katana Zero it's that the sound design kicks ass and the retro neo-noir setting of a 1980's dystopia city has a great melancholic punk feel to it. Okay that's two things.

enter image description here

Playing this off the back of Hotline Miami felt really good. Both share the need for precision and the 'one hit is all it takes' approach. Loved the 2D platforming / minor puzzle elements that ties the whole experience together. The difficulty certainly ramps up quickly and I did find myself clenching my jaw several times whilst I tried to master the level.

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Thanks to your "abilities" bestowed onto you via an experimental military drug you can slow down time and "predict the future" meaning whenever you die you rewind back to the start and try again. It's a memory and reflex game at the end of the day. All of this is explained pretty well throughout the story and I enjoyed piecing it all together until the end when the veil is lifted. A lot of corruption and a lot of needless bloodshed. One neat thing that grabbed my attention was the running theme of everything being recorded on tapes. You select your levels via tapes and after each level you can re-watch your performance and rewind / fast foward with a little retro style timeline bar at the bottom - small detail but I thought it was cool!

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Can't go without mentioning the art direction too. Really dig what they've done with the cutscene type moments and how they're framed. The pixel art is gorgeous.

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I try and give every game I enjoy 5 stars because... well life is short and games are great! However, that being said, it did only take me 4.8 hours to finish the game and I do have one specific bit of feedback which is it would have been nice to have some bonus levels, or more levels in general where you can play as side characters. The game touches on it briefly but then it's never used again. There is DLC or a second game on the way apparently so maybe I'll update the review once that's out. I also found some of the timings quite hard such as parrying bullets and even normal melee hits from enemies. I tried not to abuse the slowmotion feature but in the end I had to. This is only meant as constructive criticism though, Katana Zero is definitely worth purchasing. I'd also say the soundtrack bundle is worth your support too, fantastic music by LudoWic, Bill Kiley, Tunç Çakır, DJ Electrohead and Justin Stander.

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Atag

Status Atag Jan 25, 2024

I'm getting horrible flashbacks to the Donkey Kong Country cart levels, except this time i'm slicing my enemies in half

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Lygodesma

Review Lygodesma 5/5 · Jul 30, 2023

If Hotline Miami and Gunpoint had a child

Katana Zero heavily borrows several elements from Hotline Miami. The basic gameplay loop which is a sequenced scarface-style slaughter rush that has to be repeated until executed perfectly is acompanied by gorgeuos retrowave trance beats and interrupted inbeetwen by slice of life-narrative episodes set in nostalgic pixel graphics, all of which we know from HM by the same publisher. The …

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Katana Zero heavily borrows several elements from Hotline Miami. The basic gameplay loop which is a sequenced scarface-style slaughter rush that has to be repeated until executed perfectly is acompanied by gorgeuos retrowave trance beats and interrupted inbeetwen by slice of life-narrative episodes set in nostalgic pixel graphics, all of which we know from HM by the same publisher. The general sneaky mood and motion sensor evasion-play reminds a bit of Gunpoint, a very underrated beautiful game that also lets you travel back in time.

Something that KZ has in common with HM and Celeste is that the sequences you have to master are hard but short. You have to perform the dance until you nail it. This is something that takes these games so much further from the disturbing experiences of old platformers, all of which want you to perform easy, but rather long sequences that punish you upon death by having to repeat and backtrack to the uninteresting beginning. Something about timing, penalty and difficulty management that game design has finally learned, and I don't know how often I have said it, that has ruined so many older games.

KZ was fun, it doesn't offer anything new, but it is a very polished and on multiple levels aesthetically well balanced indie game experience.

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RxBrad

Review RxBrad 2/5 · Jun 26, 2023

Drugs

Did you enjoy the part of Celeste where you die & die & die, over & over & over, dozens & dozens & hundreds of times? Until finally you just get lucky and eventually clear the stage? Well then, this is the game for you.

Personally, I hated that part of Celeste.

Get out of my backlog, Katana Zero. TO …

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Did you enjoy the part of Celeste where you die & die & die, over & over & over, dozens & dozens & hundreds of times? Until finally you just get lucky and eventually clear the stage? Well then, this is the game for you.

Personally, I hated that part of Celeste.

Get out of my backlog, Katana Zero. TO THE HALL OF SHAME!

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Vakil

Review Vakil 3/5 · Feb 12, 2022

Good but a little over the top

Difficulty balance in a game can be hard to get right, at least for me who kind of sucks at video games. Especially with no difficulty sliders. But Katana Zero seems to have found the sweet spot where it’s a challenge but I could always advance; helped, of course, by the short length of each stage and the fact that …

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Difficulty balance in a game can be hard to get right, at least for me who kind of sucks at video games. Especially with no difficulty sliders. But Katana Zero seems to have found the sweet spot where it’s a challenge but I could always advance; helped, of course, by the short length of each stage and the fact that levels don’t have to be restarted if you close the game.

What I didn’t quite enjoy was just how dark and disturbing the story was. From the bleakness of the protagonist’s daily life to the child he adopts to the way he was used as a killing tool to the casually violent sociopathy of V to the memories he relives, the darkness of the story went a bit too far. I enjoy a good dystopian story as much as the next person but I felt like this took it to a level I was uncomfortable with.

Frankly, it was fun but I’m glad it’s over.

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BMO

Status BMO Jan 25, 2022

Soooo, music from the Katana Zero DLC showed up in my Release Radar playlist on Spotify. Which maybe means it's out soon? Has anyone heard any updates. the last update from Askiisoft, the devs was March last year. Without any other news, it's always possible that this does mean the DLC is close to release. Who knows?

narwhalcoco

Review narwhalcoco 5/5 · Jan 7, 2022

rip strong terry

Almost every aspect of this game was perfect. The cybergrunge art style? The music? The storyline? The play style? All perfect.

Only complaint is that it ended with a cliff hanger. The developer is working on a free DLC that's supposed to be over half the size of the main game so... I forgive 😌

hewward

Review hewward 3/5 · Nov 15, 2021

The game is good, but I am not

I enjoyed this game immensely, but I'm just bad at it. I'm not sure it's a game I'm willing to bang my head on and try to get better, but it was still fun.

I'll watch the balance of it on Youtube, but i really liked a lot of what this game is doing. The forcing you to move forward, …

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I enjoyed this game immensely, but I'm just bad at it. I'm not sure it's a game I'm willing to bang my head on and try to get better, but it was still fun.

I'll watch the balance of it on Youtube, but i really liked a lot of what this game is doing. The forcing you to move forward, the pace of the level and the breaks in between. It has a lot of positives for it.

I wish the difficulty had some other settings around it, but it's just not going to happen for me.

I hope someone plays this and enjoys it....and they're good at it.

~David.

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V1CGaming

Review V1CGaming 3/5 · Oct 3, 2021

Fast paced action with satisfying combat.

It's a tasty and messy blend of Hotline Miami's difficulty with a cyberpunk-like gritty aesthetic. Even with its obvious inspirations, it has its own unique style, with breathtaking art and music. Getting past the superficial, the gameplay is responsive and fair, even if a little frustrating at times. It is simple enough to learn all you need in a couple …

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It's a tasty and messy blend of Hotline Miami's difficulty with a cyberpunk-like gritty aesthetic. Even with its obvious inspirations, it has its own unique style, with breathtaking art and music. Getting past the superficial, the gameplay is responsive and fair, even if a little frustrating at times. It is simple enough to learn all you need in a couple of seconds, but complex enough to create advanced strategies for creating shortcuts and speedrunning.

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PKdubs

Status PKdubs Jul 9, 2021

Katana Zero is a 2d action game with gameplay that resembles the Hotline Miami formula where you enter a room and have to kill a bunch of guys in one try. TLDR: if you enjoy that gameplay, then you will probably enjoy those games.

The gameplay builds on this formula in a few ways. The two most obvious is the …

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Katana Zero is a 2d action game with gameplay that resembles the Hotline Miami formula where you enter a room and have to kill a bunch of guys in one try. TLDR: if you enjoy that gameplay, then you will probably enjoy those games.

The gameplay builds on this formula in a few ways. The two most obvious is the perspective but also the abilities. This game is 2d like Hotline Miami, but not top down. It's a standard 2d platformer instead. The game also has abilities that allow you to slow time, get an invincibility dodge, and one REALLY COOL one in only one section of the game (I don't want to spoil it but if you've played the game, you know what I'm talking about). The game play at the end of the day is exactly what you would expect. Fun for the 4-5 hours that this game takes to complete, but nothing too spectacular.

The visuals and sound are another great aspect of the game. I actually can't think of a game that does pixel art animations as well as this game. In certain cutscenes, the characters' animations are super realistic, to the point where it doesn't feel like pixel art, but more you're just looking at the world through a filter. The art team did an outstanding job. The music team also did quite well. The protagonist plays this electronic/techno music that fits the mood quite well. Just what you'd expect from this kind of setup.

Finally, the story is something I wasn't expecting to be the way it is. It feels like the game thinks it's strongest aspect is its story. While it's not bad, it feels like a lot too much. The story is one where you are drip fed information as the story goes on. That's fine and all, but the amount of information they need to tell is a lot considering the length of the game. If you're into weird sci-fi plots with twists, memory loss, and government conspiracies, you'll probably get a kick out of the story.

Overall, the game doesn't do anything bad, but nothing stellar, except for the pixel art animation. Considering it's a short experience though, it's a good pick up if you're looking to play something short and complete.

6/10

UPDATE: I played this on game pass so I wasn't aware of the price, but it's $15 on steam. Definitely only buy this on sale. It's worth $10 MAX.

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lance20000

Review lance20000 5/5 · May 1, 2021

Katana Zero is the best game I've played in 2021

I've noticed a particular challenge when I try to write about something I love; I find it hard to express myself. Give me a crappy movie or game and I could write for an hour no problem. Who cares what I have to say, it's a crappy game! But a legitimate expression of art; well, that requires thoughtful engagement. It …

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I've noticed a particular challenge when I try to write about something I love; I find it hard to express myself. Give me a crappy movie or game and I could write for an hour no problem. Who cares what I have to say, it's a crappy game! But a legitimate expression of art; well, that requires thoughtful engagement. It requires self-analysis and exploration of emotions. And I feel it requires clear and insightful communication.

I'm finding it really hard to write about Katana Zero. I really like the game. It's not a flawless experience and its parts aren't unique. It's a mix of a thousand different genres and ideas and styles that are perfectly balanced to create a taste that is greater than its parts -- like a well-made cola. The thing is, that well-made cola is unlike anything else I've tasted before.

To get the bad out of the way first, Katana Zero IS just a taste. It's the first act in a potential series and the game finishes with every thread untied except for the ones establishing the world and the main character. It ends on a major cliffhanger and potentially could never be concluded. That's the danger of cliffhangers.

Katana Zero has elements that remind me of many games. It reminded me of Party Hard with its serial killer protagonist and senseless murdering -- I'll get to that, it reminded me of Gunpoint, Sekiro, and Technobabylon. Combined with its 16-32 bit pixel art style, its synth music, and its Metal Gear Solid-esq story, Katana Zero is greater than the sum of its parts.

I applaud you reader if you've stuck with me so far because I haven't talked at all about the game play in this video game review. Without going into too much detail and giving away spoilers, the gameplay consists of two parts: the action sections where you repeatedly try to clear or exit an area without getting hit and the cutscenes where you choose prompts to move the dialog along.

So, the action scenes are where I say the game is like Gunpoint. The action takes place on a single screen level and a single hit will kill you, but it goes both ways -- the enemies take a single hit to kill, except the few bosses in the game. You take out enemies with mostly a basic sword slash and some projectiles you can pick up on the screen. Your character can travel through time or see into the future -- it's kind of obtuse, and I'm not sure which it is -- and when you "die" it's a failed run. You then see your successful run play out before you in one perfect run, and it's the "cannon" timeline. There are a few sections where this is different, but most of the game is that simple mechanic.

The controls are tight and fluid; I only experienced a problem when I was trying to sneak out of one of the levels, and it felt like the hiding areas and the doors to them were not as defined as it seems and the game requires you to exit out of a hiding stop through a wall to get around a guard.

I've taken so long with this review that I don't really remember the music -- take that for what it is. It was good in the moment; that popular 80s synth throwback sound. It only plays when your character pops in his earbuds and listens to his Walkman. That touch helps tie the world together.

Graphics, it's that well-designed 16-32 style pixel art. It works with the kinda cyberpunk world that the game takes place in. It's pretty standard for an indie game, but it works and looks good. There are lots of nice particle effects for blood, sword slashes, and other neat flourishes.

All things considered, Katana Zero is a wonderfully thought our game that is a fun 10 hours. It's a tight game with good music and style of its own. What I most connected with was the story because it is surprisingly heavy despite its tongue in cheek attitude and appearance. It reminded me a lot of Party Hard where you play an arguably evil person -- Party Hard you do, but in Katana Zero they make him nuanced enough to have him sit comfortably in the anti-hero role without him being abrasive. The game also makes it clear to the player that what you are doing shouldn't be fun. The developers seem to be thumbing their nose at us players who get their jollies off at a perfect kill streak, and I appreciated it. It does cause tonal whiplash at a time, but it fits the story like a glove.

I felt complicated mixed emotions playing Katana Zero, everything feeds into everything else. It's not a standard game taste despite its appearances and I can see people being put off by the sour notes it intentionally throws into the mix.

Go play it if you haven't. It's one of the best indie games I've played.

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Alphadoriest

Status Alphadoriest Mar 15, 2021

For anyone who loved Katana Zero liked I did, I have to recommend the demo for SANNABI whilst it's still available (18th March)!

The presentation is similarly excellent and its grappling hook platforming works incredibly well. All it needs is KZ's dialogue interrupt feature!

Felagund

Review Felagund 4/5 · May 17, 2020

An addiction worth the poor pacing

I recently put out a video review of this game, which you can find at the bottom. The script is below.

At its core, Katana Zero is an adrenaline rush. A door-smashing, blade-slashing, heart-crashing dose of excitement injected into a 2D action platformer that’s tough to put down.

This indie project by one-man developer Askiisoft places you in control of …

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I recently put out a video review of this game, which you can find at the bottom. The script is below.

At its core, Katana Zero is an adrenaline rush. A door-smashing, blade-slashing, heart-crashing dose of excitement injected into a 2D action platformer that’s tough to put down.

This indie project by one-man developer Askiisoft places you in control of a young swordsman who is given a drug that bestows time-bending powers and tasked with carrying out a series of hits for a mysterious employer. As you slash your way through neon-lit alleys, lofty penthouses and guarded compounds, you guide this wayward assassin to learn more about himself and the role he plays in a much larger machine — while racking up quite the body count along the way.

Hit and run

Katana Zero’s levels are divided into rooms that each present their own challenge to be cleared. The rules are simple: hit enemies once, and they die. If they hit you once, you die. Your task: leave no survivors.

To accomplish this, you have a katana, which can be swung in eight directions and carries you a decent bit when in midair, a dodge roll, which can be canceled early to perform a slash or jump, and pickups, which are mostly projectiles to be thrown at enemies. You can also deflect bullets back at baddies with a swing of the sword or slow down time to make a difficult maneuver a good deal easier, though this power is on a strict cooldown.

Most rooms take only a matter of seconds to complete, if you can survive that long. While the game usually sticks to its own rules and keeps things fair, it’s still quite challenging. But thankfully, restarts are almost instantaneous, sending you back into the fray with the same speed used to plaster enemies against the walls.

The one-hit kill, though not original to Katana Zero, is executed here with a visceral satisfaction. It’s the heart and soul of a gameplay loop that feeds into the concept of a master assassin at the peak of his abilities.

And it just feels good. Game critic Jim Sterling described another indie title, Dead Cells, as a game that “makes you feel good at it even if you’re not very good at it,” and that sentiment certainly applies to Katana Zero. Dealing instant death in a fast-paced series of tight maneuvers is a gratifying sensation, even when it comes after dozens of failed attempts.

Puzzling it out

The one-hit kill is partnered with smart enemy and level designs to prevent things from going stale. Knife-wielding enemies can block your front-facing attacks with their own if your timing is off, riot shields demand a roundabout approach, shotguns encourage you to get in quick, and so on.

Even more important than the enemies is the environments in which they’re strategically placed. You can’t just run in a straight line and cut people down in Katana Zero if you want to live. You have to approach with a combination of speed and tactical thinking.

And that’s where your character’s precognition ability comes in. When you fail, you’re not actually dying — it’s simply the swordsman looking ahead into the future and seeing that your course of action won’t work.

This isn’t just an interesting thematic presentation — it’s a representation of what the player must do to survive.

In order to clear a room, you must first solve the puzzle the environment presents. Which entrance should you take into that section of the room? What enemy needs to die first? Who should you use your throwing item on? Each attempt tells you more about what is needed to succeed.

In this respect, I found myself seeing many similarities between Katana Zero and the stellar 2018 platformer Celeste.

While both games put you through a series of blazing fast, self-contained challenges in room after room after room, they’re not just testing your reaction time or ability to hit the right buttons. They’re also testing your ability to, through experimentation, piece together the best way forward in your mind.

That’s why such rapid restarts are critically important in both titles. Dying isn’t a failure, it’s a crucial vehicle for gathering information.

These titles begin each challenge as puzzle games, and once solved, test your ability to actually execute the solution. That try, die, learn, adapt, try again loop is the structure that keeps the satisfaction of the one-hit kill alive and kicking long enough to enjoy Katana Zero from start to finish.

Take a break?

Katana Zero’s addictively intense and surprisingly tactical gameplay is delivered in bursts, strung together by slower storytelling segments to let you catch your breath. Your young samurai regularly interacts with his psychiatrist and people in his neighborhood through real-time dialogue choices that come with the interesting ability to interrupt them entirely. Ultimately though, most of your decisions do not affect the story in meaningful ways, and you end up going toward the same destination one way or another.

The major plot elements, which I won’t mention in more detail to avoid spoilers, tread some pretty familiar ground, but they’re still mixed together in a way that comes out to a fairly fresh experience, though a pretty vague one at times. From what I understand, there’s supposed to be DLC on its way that will deliver more answers on the story, so I’ll reserve judgment.

However, the biggest flaw in Katana Zero that I cannot so easily excuse is its pacing. The storytelling segments, while interesting, are delivered in an imbalanced manner compared to the gameplay portion, especially throughout the first half of the game’s runtime. The initial levels are too short to build any good momentum, and are then interrupted by longer story sections that wind up being more frustrating than engaging.

To help illustrate this, I went back to the footage of my first playthrough and timed each segment. At one point, I go through 10 straight minutes of dialogue and cutscenes, followed by a quick 2 minutes of gameplay, and then another 10 minutes of scenes.

While breaking up levels with some interesting exposition isn’t a bad idea, letting the player breathe goes too far when they’re out of the action for longer than they were in it. In the early levels, I would just begin to approach a point where I felt like I had the flow of the gameplay down, and right then I’d hit the end of the level and have to put all that I had learned aside for what felt in the moment like a very long time.

For a game that is an absolute thrill ride when control is in your hands, it was a little disappointing to see Katana Zero be rather stingy with that control at times. This does ease up a bit in the latter portions of the game, but it was enough of a problem early on to detract from my experience somewhat.

Luckily, once you beat the game the first time, the newly unlocked Speedrun Mode does away with this issue entirely. With the right settings, you can play through each level or the entire game without any of the story segments getting in the way — nothing but action as you practice your skills. This mode suits Katana Zero perfectly since it’s at its best when you’re cutting down enemies as fast as possible.

That, combined with a harder difficulty setting and unlockable weapons that behave in different ways, helps extend Katana Zero’s shelf life significantly, even if parts of the initial playthrough stumbled a bit.

Final remarks

Like countless other titles with big aspirations, Katana Zero is at its worst when it tries to get away from what it’s good at, its big selling point. In this case, that’s fast-paced, explosive platforming combat action.

Everything else, like poorly paced story delivery — or that obligatory stealth section that absolutely no one asked for — just gets in the way.

Despite those faltering moments, Katana Zero is absolutely a worthwhile pickup, thanks to a gameplay hook that combines a satisfying one-hit kill with a subtle depth of tactics to produce an experience that won’t soon be forgotten.

Scoring time

For a final score, I consider what I call Personal Points and Practical Points. Essentially Personal Points are a pure indication of how much fun the game was to play, while Practical Points measure how well the elements of the game’s design were executed compared to their potential.

You could call Personal Points the more subjective of the two, with Practical Points being my closest attempt at objectivity.

Katana Zero gets an 8 out of 10 Personal Points. This game was a blast, weighed down by just a handful of frustrations along the way.

On the Practical scale, it’s only a little worse, settling in at a 7.5 out of 10. Katana Zero’s strengths are incredibly strong, but some more fine-tuning in other areas could have created a more consistently great experience.

Considering those two metrics, at the end of the day I have to give Katana Zero an 8 out of 10 overall. If you like what you've read, Katana Zero is definitely worth the time and price investment.

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WarpDogsVG

Review WarpDogsVG 2/5 · Feb 3, 2020

Stop me if you've heard this one before:

Imagine an indie game. It's tough as nails but thanks to a special power you can perform superhuman acts. It borrows heavily from the 80s and 90s and imagines a future where these aesthetics never went away. It's unbelievably stylish and the music is great. The writing is creative and framed in an enigmatic way, but it ends suddenly and …

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Imagine an indie game. It's tough as nails but thanks to a special power you can perform superhuman acts. It borrows heavily from the 80s and 90s and imagines a future where these aesthetics never went away. It's unbelievably stylish and the music is great. The writing is creative and framed in an enigmatic way, but it ends suddenly and far too quickly.

Alright, I'm being a cynical reductionist, but it's ironic that in a game about time loops and memory loss I'm struck with a persistent feeling of "wait... haven't I played this before?"

It's a fun game, but I'd rather you just play Celeste, or Hotline Miami, or SUPERHOT, or basically every other game this one cribs from. It's too short, too derivative, and just not very memorable.

Worse, it's pretty blatantly unfinished. The game just ends with nothing resolved and at least three different dangling plot threads - it literally has the audacity to throw a "To Be Continued" at you.

This game released in April 2019 and I'm playing it in February 2020. I guess DLC is coming that will finish the plot, but to my knowledge there's not even a release date yet. That's pretty frustrating - I won't be returning to this one.

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8BitHero

Status 8BitHero Nov 30, 2019

This is great! I really like the visuals, feel of combat, puzzle aspects, story and setting is great!

Gangreen

Status Gangreen Oct 20, 2019

I am enjoying my time with Katana Zero. It shines when you have multiple tools at your disposal and dive into a room to take out bunch of enemies: reflect a bullet with your sword to kill one, fling a knife at another, and then roll behind a third to get behind his shield and end him.

There are a …

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I am enjoying my time with Katana Zero. It shines when you have multiple tools at your disposal and dive into a room to take out bunch of enemies: reflect a bullet with your sword to kill one, fling a knife at another, and then roll behind a third to get behind his shield and end him.

There are a lot of parallels with Hotline Miami in its bizarre, hyper-violent, drug filled story. However, the gameplay of Katana Zero is more of an assassin puzzle than the seat-of-your-pants, grab any weapon you can to get out alive.

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Sadaharu_TR

Status Sadaharu_TR Jun 28, 2019

I love it.

I f......ng love it.

Art style, gameplay, story-telling and even the cliffhanger ending.

All of them, awesome.

So original.

Can't wait the second game!

BMO

Review BMO 4/5 · Jun 11, 2019

Katana Zero is a very enjoyable game that maps violent 80s movie style action on top of a 2D environmental puzzle mechanic. It's a smart action/puzzle hybrid that makes for satisfying game play through the combination of fluid movement and multiple options for solving each puzzle, all the while looking incredibly slick:

It is an aesthetically stunning game with incredible …

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Katana Zero is a very enjoyable game that maps violent 80s movie style action on top of a 2D environmental puzzle mechanic. It's a smart action/puzzle hybrid that makes for satisfying game play through the combination of fluid movement and multiple options for solving each puzzle, all the while looking incredibly slick:

It is an aesthetically stunning game with incredible art design:

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As visually stunning as the game is, I would say its main accomplishment is the sound design. Sound is used to create dynamic adjacent spaces, to create a sense of speed and incredible skill and to shape the sonic atmosphere of the game that lends weight to the experiences of the protagonist. Very often I trusted the sounds that I heard to convey information in battle in ways that the visuals could not during high speed action sequences. More than once the sound of clinking metal told me I needed to strike my enemy again, before my eye registered that I had failed to deliver a killing blow.

The story is interesting enough, if not somewhat of a conventional action set piece about an ex-soldier suffering from trauma, addiction and the ghosts of his past. It nothing exceptionally original or narratively profound, but it does provide an adequate narrative backdrop to the vast amount of murder/death/kill in the game.

Katana Zero is short, which is a welcome break from more expansive games, but does offer a healthy amount of replay-ability and additional challenges. A great game, one well worth playing and re-playing.

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Momiji45

Status Momiji45 May 12, 2019

In a certain way, it reminds me of Hotline Miami... Which is both a good thing and a bad one. Very atmospheric, very evocative style, but I get frustrated with how fast the gameplay is.

Alphadoriest

Status Alphadoriest Apr 25, 2019

Just finished this for no less than the fourth time! I didn't think I did that with games anymore - not since I completed the original Bioshock twelve times at least! Fair to say I'm a fan!

I just love the dialogue and interrupt system, the plot and themes are compelling, the combat is uncomplicated but satisfying (and fun to …

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Just finished this for no less than the fourth time! I didn't think I did that with games anymore - not since I completed the original Bioshock twelve times at least! Fair to say I'm a fan!

I just love the dialogue and interrupt system, the plot and themes are compelling, the combat is uncomplicated but satisfying (and fun to speedrun), and secrets like the goddamn secret boss I just beat are incredible!

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bunsama

Status bunsama Apr 20, 2019

finished it. probably my game of the year so far. the amount of 'wow' moments in the 3-4 hours it takes to beat this is astonishing.

bunsama

Status bunsama Apr 19, 2019

uh, holy shit? this is absolutely incredible. if i didn't have to leave for work about 3 hours into my first playthrough, i probably would have finished it and started it again in one sitting.