Katana ZERO
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Katana ZERO

Reviews
PC
Katana ZERO is a stylish neo-noir, action-platformer featuring breakneck action and instant-death combat. Slash, dash, and manipulate time to unravel your past in a beautifully brutal acrobatic display.
97%Steam Reviews66.3K reviews83Metacritic/10084OpenCritic/100
Released: Apr 18, 2019
Pixel Graphics · Action · Great Soundtrack · Story Rich · Platformer
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Price History

Past 36 months · Updated daily
Historical Low$6.612026-07Current Low Across Stores$8.67Kinguinvs. Historical Low+31%
$8.43$10.92$13.40$15.8925-0925-1226-0326-0626-09$6.61

Prices 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.

Credits

Composer
Bill Kiley
Developer
Askiisoft
Publisher
Devolver Digital
8.5
Overall Score
External ratings97%Steam Reviews66.3K reviews83Metacritic/10084OpenCritic/100
Graphics
8.5
Audio
9
Gameplay
9.5
Story
7
Content
6

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

A flagship indie of its year

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

High-difficulty combat for hardcore players

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

The unresolved, open-ended finale

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.

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