

Katana ZERO
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Katana ZERO
Katana ZERO pairs fast platform action with lethal combat where one hit can decide a fight. Slash, dodge attacks and manipulate time as you move through hand-crafted levels. Each stage allows creative approaches, including traps and explosives. Cinematic sequences gradually unfold an enigmatic story. Steam players rate the game 97%% positive from 66,484 reviews. Released April 18, 2019. Interface languages: Simplified Chinese, Traditional Chinese, English, French, German, Spanish, Japanese, Korean, Portuguese-Brazil, and Russian.
Credits
Lowest recorded in 36 months
$6.612026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
Steam PC edition data · 2026-10-14
02Before you buy
Controls
The Steam PC version has full controller support.
Languages
Interface text and subtitles are available in ten languages, including English; full audio support is not listed.
Play mode
The game includes single-player mode.
03Frequently asked questions
How does combat work?
Combat combines sword strikes, dodges and time manipulation; a hit is enough to kill.
Can levels be tackled in different ways?
Levels are designed for multiple approaches, including the use of traps and explosives.
How is the story told?
Cinematic sequences woven into gameplay reveal an enigmatic story.
“A short, hardcore slasher where slowed time turns each room into an action puzzle, carried by a sky-high skill ceiling and pure synthwave style”
Our Verdict
Pull every dimension together and Katana ZERO is a game with clear flaws and clearer virtues. It is not flawless, but it carries an almost stubborn authorial conviction — the kind that makes you forgive how short it runs.
A textbook indie upset

Start with the coordinates. On the critic side it sits firmly across both major aggregators — an 83 from one, an 84 and an 87% recommendation, a "Mighty" rating, from the other. But the better story is behind it: a one-man studio, a sixty-thousand-dollar budget, six full years of work, that went on to sell past a hundred thousand copies in its first week, half a million inside a year, and roughly five million dollars in revenue — becoming its publisher's most-preordered handheld title.
The trophies followed. A nomination for Best Independent Game at the 2019 Game Awards, a nod for design excellence from the indie festival circuit, a year-end number one from one outlet, and a place on a thirty-under-thirty list for the developer himself. It is the standard-bearer for "small budget, big noise," proof that the narrow road of one-hit-kill plus retro stylised violence can still cut through a market run by blockbusters — provided the feel and the mood are honed to the bone. None of that was luck; it was the dividend of six obsessive years, and it shows in how every enemy layout, every musical bar and every burst of pixel blood survives repeated scrutiny.
Who it is for

So is it for you? If you live for feel, relish a high skill ceiling, treat the climb from flailing to flowing as the reward in itself, and can stomach a four-to-five-hour run, this lands somewhere near essential — the specific high it delivers is one a lot of bigger productions simply cannot reach. You are buying density, not duration, and for the right player that is a trade worth making every time. It is also a rare action game that rewards practice the way a musical instrument does: the more hours you put in, the more expressive and confident your output becomes, until clearing a room stops being raw survival and starts being something closer to performance, even improvisation. If that loop sounds like a hook rather than a chore, you are squarely the audience this was built for, and you will likely keep coming back to the same stages long after the credits roll, chasing a cleaner line through a room you have already beaten a dozen times over.
Who should walk past

Flip it around, though. If you want a complete, closed-loop story with a real beginning and end, if you want a long campaign with dozens or hundreds of hours of bulk to fill, or if an abrupt, open-ended stop at the climax gives you a physical itch of dissatisfaction, this will probably let you down — you will feel that the best part got left hanging in mid-air, deferred to a sequel that keeps slipping over the horizon. And if precision platforming under a one-hit-kill rule sounds more like stress than sport, the difficulty curve will read as a wall rather than an invitation; this is a game that asks you to die a great deal before it ever lets you feel good, and not everyone signs that contract gladly, nor should they have to. There is no easy mode that meaningfully softens the demand, and the open ending denies you even the catharsis of a clean finish, so the players it disappoints tend to be disappointed twice over — once by the difficulty and once by the lack of closure.
Its one truly uncopyable quality stays the same regardless: the mastery curve it builds by welding slow-motion, deflection and instant restart into discrete action puzzles. The Devolver bloodbath it gets compared to has its own hallucinatory charge, but not this game's particular ambition — or its precision — in the space between story and feel. Buy it as a short story at maximum proof, not a meal that fills you up. Get clear on that one distinction and you already know your answer.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I pirated the game and played it from start to finish, and then bought the game. that's how good the game is.Show moreShow less
This is one of those games that really makes me wish Steam had a neutral option for reviews, but I'm going to go with a thumbs down just to reflect that my opinion of Katana Zero is going to be a bit more critical than most. I do like this game, and there are are a bunch of things about it that are just fantastic, but when the end credits rolled I found that my feelings on the overall experience were incredibly mixed. Katana Zero is a very strange game, and not because of the trippy drug-induced nightmare that frames the narrative. The Hotline Miami influence here is plain to see, from the gameplay to the aesthetics to the tone. It's one of those experiences that I'd be tempted to criticise for being unoriginal if it didn't do such a darn good job of evolving the formula it's based on. I'd say Katana Zero is a better Hotline Miami than Hotline Miami is. The gameplay is simple but creative, and it manages to wring a satisfying amount of depth out of the premise with some of its later levels and one or two boss fights. The visuals here are some of the best I've ever seen. Not only is the pixel art great, but the animation is spectacular. I was amazed by just how many custom animations there were and how much work the artists put into the cutscenes. The game is an absolute delight to look at, and the story is helped immensely by how fluidly everything moves. A lot of games keep pushing the bar for pixel art higher and higher these days, and Katana Zero pushes it higher than most. The story is probably the most gripping part of the entire experience. There's some great dialogue, a few powerfully effective characters, interesting choice mechanics, and a style of presentation that really nails the feeling of being swept up in a drug-fuelled haze. It's weird, it's intriguing, and it leaves you curious to see what's coming next. So why did I leave the game with such mixed feelings if I enjoyed so many different parts of it? I think the answer to that is because these individual parts don't quite feel like they gel into a cohesive whole when all's said and done. The gameplay is good, but it's not perfect. The frantically paced die-fast, learn-fast style is hamstrung by several autoscroller stages (levels where you can't do anything to advance the pace besides waiting for a timer of some kind) and enemy AI patterns that aren't synchronised between attempts, meaning that a tactic that worked well in one attempt might fail the next time around because all of the enemies are now out of position. At best this can create some variation in playing fast and loose with your gameplay, but in practice I found that it mostly encouraged periods of sitting around and waiting for enemies to be in the right place. Needless to say, waiting around doesn't feel good in a game with timed levels and a focus on fast, intense action. These aren't enormous concerns, but they were rough edges that left me feeling like the game wouldn't have been anywhere near as enjoyable if it weren't for the story and art propping it up. As a pure arcade experience, which is what the gameplay of Katana Zero aspires to at its best, I don't think it's quite strong enough to stand tall on its own. Had some of the focus shifted away from the story and towards gameplay (or vice versa) then I suspect this could've been a really stellar game. The story is really the main part of the game that doesn't feel cohesive to me. A significant part of this is due to the fact that there isn't a real ending. This was one of those stories that I was enjoying, eager to see what was going to happen with certain characters and how various events would play out, only to be abruptly struck with a credits sequence in the middle of a cutscene. I sat through it expecting a fakeout and another chapter afterwards. I even did some googling to see whether I'd missed out on some secret ending, but unfortunately it seems like the devs just didn't have the time to finish the story and opted to leave everything hanging for a sequel. There's a loose thematic resolution to some of the stuff with the main character, but other than that the narrative pacing hits an absolute brick wall at the end. In a story based heavily on mystery and abstraction, this felt like a huge ball drop to me. Much of what kept me engaged in many of the game's more artsy design choices was the expectation of a satisfying resolution, or at the very least an ending that made a strong thematic point. As it stands there are a lot of ideas in Katana Zero that feel like they go nowhere, and some narrative segments that at their worst feel slightly pretentious. The best way I can describe it is to picture the genocide playthrough in Undertale wrapping up without its gut-punch ending, or a Dark Souls game missing the narrative clues in its item descriptions that give full context to the story and world. The groundwork for something great is all there, but without a proper resolution I'm left wondering how much of Katana Zero's narrative has a point and how much of it is just being abstract and trippy for the sake of it. There are a couple of illusion-of-choice moments in the game that felt like they were trying to say something without really knowing what they were saying, and I dread to think that the entire story might be a bigger version of that. I want to give the developers the benefit of the doubt and hope that a sequel could tidy all of this up, but as it stands I have to judge the game as it is, and on its own I don't think it's satisfying. Even a great sequel will suffer from losing much of the initial emotional investment from players. Despite many individual scenes being great and a lot of the narrative being compelling, so much of what happens rides on seeing where it all goes. Without that resolution, I can't honestly call it a good story in its base state. At the end of the day I enjoyed Katana Zero while I was playing it, but I don't really love the game looking back on it afterwards. It's definitely the most confusing response I've had to a game in a long time, and I suppose that's worth something if nothing else. There is so much good here, but it feels like a passion project that ran out of money half way through. If you love this style of gameplay and the art then it's almost certainly worth a buy, but as a holistic experience I think Katana Zero is much weaker than the sum of its parts. I hope that makes sense and that this review is helpful to some people. Maybe it's best if you just play this one and make up your own mind if you're on the fence about it.Show moreShow less
Nobody will read my review so I Will Eat 1 Tablespoon of ketchup For Every Like this gets.Show moreShow less
I don't know why you're looking through the negatives, this is seriously a phenomenal game, an absolute must buy! just stop reading reviews and buy it. Trust me you'll love it <3Show moreShow less
We need katana oneShow moreShow less
Honestly.... I love this game. But I can't recommend it. There is just a glaring problem with paying close to $20 CAD for 5 hours of gameplay in an "episodic" series. I enjoyed those 5 hours but I felt like the story and game were just amping up. Then I was hit with the credits and a "To Be Continued". Really? I felt like it was just too short and is not worth the money. I think if they incorporated challenges or a new character to play through the game with, it would have been worth the money.Show moreShow less
I'm on a quest to find out whether this game is better than sex. EDIT: Had sex, the game is better. EDIT 2: So here's the actual review. I won't focus on reviewing just the game, but rather focus on the area that does not get talked about enough, which is speedrunning the game (the reason why I have half a thousand hours in the game). The game is exceptionally good at speedrunning, it's both easy to pick up and extremely satisfying to continue striving for even better times. Why ? It's because the gameplay is both satisfying and hard, and it only gets more punishing as you incorporate even more challenging ways of completing each room. A few more reasons why it's great to speedrun: - Barely any RNG present when speedrunning (besides the motorcycle section, but the dev promised that he will make this section RNG-less once the DLC comes out) and the RNG that is present only accounts for a few seconds of time variation, so that basically only matters at top level. As such the player's skill is the only thing that matters if you beat your personal best time or not. - The run itself is mostly gameplay, there are no cutscenes that you have to sit through and waste your time (there are like 3 instances total of the player needing to wait ~10 seconds in the entirety of the run). - Most rooms are challenging to speedrun, and each one have ways of improving time. There aren't many situations where once you learn the particular room it stops being challenging or it's impossible to shave off further time (exception being the final boss and autoscroller in doom, but a doom skip has been found for one of the autoscroller parts, so that's epic) - The runs are short, at top level they only take 15 minutes to complete, this means that you do not have to focus for extended periods of time. - The game is very easy to setup for speedrunning, you don't need to setup an external program to keep track of time, since there is an in-game timer. - The dev actually listens to our requests and will change some stuff once the DLC comes out. - The speedrunning scene is active, so pop into the speedrunning discord server and ask your questions. So if you're interested in speedrunning the game, check out the guides section of the game's speedrun.com page. If you have never speedran a game before, give it a try, this was my first game that I speedran and it's a blast, give yourself a challenge first of obtaining a gold medal (~30 min range speedrun), and if you found it to be fun, aim for a sub-20 min run next.Show moreShow less
Why are you seeing the negative reviews ???? Just buy itShow moreShow less
Bought this for the gameplay but it turns out the story is what really makes it special.Show moreShow less
Don`t waste your time in negative comments. Just buy it. You'll thank me laterShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.