
In 2455 AD, Kage Mishima used the magical powers of Daikatana, the most powerful sword ever forged, to alter time and establish himself as supreme dictator. You are Hiro Miyamoto, one of the few people on earth who knows what happened.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.22/day in the week to Aug 4 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Themes across 62 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"I didn't think it was physically possible, but this both sucks and blows." --BART SIMPSON when this was coming out I remember reading articles about how something called "Half-Life" was also releasing around then, and how it was a 'wannabe Daikatana-killer' - this "Half-Life" had the tall order of trying to come out and eke out some small part of Daikatana's pre-release hype before the mighty game-changer came out and redefined what it meant to be a video game. well, I guess it turned out pretty okay for "Half-Life". not so much Daikatana. I do not wish to suck it down, Mr. Romero, and I regretfully remain not your ♥♥♥♥♥. sorry. I spent several frustrating minutes trying to shoot bugs and frogs in the dark while the dragonfly enemy's sound looped over and over and over. it wasn't great, is what I'm saying. I doubt I'll bother trying again - I got this for a dollar just to finally see whether the legends of this game's crapitude were true. they were. they are. this game is something else, alright. anyway when's sequel coming????? I recommend this game, but only for a dollar and ONLY if you're curious about witnessing a shoddy part of ancient history. play this to see what all today's boomers thought every game was going to try and live up to following its (delayed, delayed and delayed) release ... and think about how this then had to come out well AFTER Half-Life fully shocked and shook the culture (and actually *did* change what we all thought video games were.) HL totally and thoroughly flipped the pre-release script - NOBODY outside Valve woudl've bet on Half-Life over Daikatana in 1998 or so. nobody. the fact that they were so confident in this game they put out full-page ads saying John Carmack was going to make all of us his ♥♥♥♥♥♥♥ because Daikatana was gonna be THAT amazing just adds the surreal pricelessness of this whole embarrassing, fascinating picture. get it for a dollar, it's on sale for that much probably all the time. do not expect a good game, though.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 62 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Honestly my expectations were stupidly low and with that in mind, it's pretty fun. It's a pretty creative game with tons of variety, the only real pain in the ass is the friendly AI. They're quite impressive for the time, being able to go anywhere you can and make intelligent decisions, but they are prone to getting themselves killed. If you aren't planning on getting any fan patches I recommend playing on easy as the difficulty can get a bit erratic on medium and above. I think overall the N64 is less busted and frustrating but for a few dollars and some patience there is still some fun to be had here.
Великая игра, которая была сделана таким гениальнейшим человеком, как Джон Ромеро. Далеко не многие знают, что в разработке сей шедевра ему помогал Леня жиpный yeбaн. Я уверен, что без его присутствия, игра бы потеряла некоторые нужные краски. Вот есть же много легендарных игр, таких как: Blood, Serious Sam, Hollow Knight, F.E.A.R., Dark Souls, Postal, Ultrakill, The Binding of Isaac, Undertale, Hatred, Faith Вот есть всё эти великие игры, которые Лёня тоже смог породить на свет. А есть Daikatana. Daikatana - это самый пик творчества Лёни и Ромеро. Они сделали самую лучшую и легендарную игру во всей игровой индустрии.
I'm Johning my Romero till I Daikatana (checkpoints make me wanna prolapse my own ass)
I knew the game was bad when it came out, but it is an atrocity today. The game is absolutly ugly and janky and the story makes no ♥♥♥♥♥♥♥ sense, even if you buy into the premise, there is no internal logic in it. My rating 1/10, don't buy this one and for my mental health I will permanently remove it from my steam account.
mods hes using the power of the daikatana to activate noclip
The 1.3 community patch makes this game about as playable as it should have been originally. Yes, its a difficult game. The splash damage can be frustrating at times but all in all, it's a good romp.
Джон Ромеро у меня вопрос ты зачем катану обосрал то? ты что любитель фильма зеленый слоник?
I first tried "Daikatana" when I was a kid, but as far as I remember, I never made it past the first area. Something about it immediately put me off. Only now, many years later, did I finally decide to come back and play the whole thing. As it turns out, the biggest challenge is simply surviving the beginning. Now I completely understand why I dropped it back then. The opening area is dark, dirty, and visually dull, with almost nothing interesting to look at. Your enemies include mosquitoes and frogs, robotic ones, sure, but they still make incredibly annoying sounds. This is not the kind of discomfort a good horror game can create on purpose. It is just boring and irritating. Thankfully, "Daikatana" gets better after that. Once you get past the opening, the game starts picking up momentum and that terrible first impression gradually fades. At its core, this is a Quake-like shooter with several interesting ideas, but mostly average execution. There is an actual story built around time travel. Yes, it is poorly developed and often absurd, and I would not call it one of the game's strengths. Still, I have never agreed with John Carmack's famous attitude that story in shooters is basically unnecessary, so I am actually glad "Daikatana" has one at all. There is even a leveling system. Killing enemies gives the main character experience, which can be spent on stats such as attack power or movement speed. I mostly invested in speed, and that is what I would recommend. Besides making movement faster, it also lets you jump higher and farther, which can help you reach some awkward or otherwise hard-to-access places. Because of the time-travel premise, the game is divided into four major periods: the distant future, which is the hero's starting point, Ancient Greece, the Middle Ages, and a relatively near future that feels somewhat like the present day, just with more advanced technology such as jetpacks. And these periods are more than simple reskins. The level design, enemies, and especially the weapon selection change between them. In the future you fight with various blaster-like weapons, in Ancient Greece you get things like throwing discs, and in the Middle Ages you use crossbows and other period-appropriate equipment. I think this is one of the game's strongest ideas. In a way, "Daikatana" feels like four smaller shooters stitched together into one larger game. Because of that, it manages to change its atmosphere several times and does not stay stuck with the same environments and weapons for too long. Another unusual feature, and probably a genuinely impressive one for its time, is the companion system. Two characters periodically travel with the protagonist, sometimes individually and sometimes together. This is probably the most controversial part of the entire game. For such an old game, the companions are surprisingly complex. They can pick up weapons, health and armor, jump, crouch through tight spaces, and follow commands like "follow me", "stay here", or "pick this up". On paper, this sounds great. In practice, they are incredibly clumsy. They constantly get stuck somewhere, so you have to push them around yourself or repeatedly switch commands in the hope that they finally understand what you want. They are also remarkably eager to kill themselves whenever the opportunity appears: standing under a descending elevator, falling into lava, or finding some other stupid way to die. At least they refuse to use weapons with splash damage, such as rocket launchers or Greek fire. Otherwise I am fairly sure they would regularly kill both themselves and the player. The real problem is that a companion dying means Game Over, so you cannot simply ignore them. Even making them pick up health or armor can become a separate challenge. They often need to literally walk over the item, but their pathfinding tries to keep them away from walls and corners. So if a medkit happens to be lying in an awkward spot, they may simply refuse to reach it. They can also run out of ammunition, and of course you have to share your own supplies with them. Because of this, it is often easier to tell them to stay in one place while you move ahead alone. That does not always work either. If an enemy attacks a companion you left behind and they have no ammo, they cannot kill it, but they also will not run away because you told them to stay. At one point I had a companion get killed by a rat while I was busy fighting an armed group of enemies somewhere else. If a modern game released with companion AI like this, it would be torn apart, and deservedly so. But "Daikatana" is an old game, and I am willing to give it some credit for ambition. At the time, the idea of companions with this many behaviors was probably genuinely impressive. Today, though, the system mostly feels like an irritating mandatory mechanic that you constantly have to fight against. I did enjoy the structure of the levels. They encourage exploration not only because of secrets, but simply because you need to figure out where to go next. I like that kind of design, although I can easily understand why other people might find it frustrating. There are moments when you completely lose track of what the game expects from you, only to discover that you were supposed to notice some tiny button or shoot an easy-to-miss hook somewhere in the environment. "Daikatana" has plenty of ideas that were ambitious and innovative for its time: traveling through drastically different eras, weapon sets that change with each period, character progression, unusually complex companions, and levels that expect you to explore instead of simply following a corridor. The problem is that almost every good idea is held back by mediocre or outright irritating execution. Once you get past the awful opening level, the game becomes noticeably better, and I am glad I finally finished it after all these years. But overall, my opinion did not change that much: "Daikatana" is interesting because of its ideas and what it tried to do, but as an actual shooter, I still consider it fairly average.
I just cant get over how lame the enemies are in the opening levels. Frogs and Mosquitoes/dragonflies. You trip an alert at the base and they release the bees! Had to giggle at that.
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