
The Way of the Samurai is forged in battle! Help the swordsmith Dojima pay off his debt after his beautiful daughter is taken as collateral by crafting swords by day and exploring mysterious, twisting dungeons for valuable materials at night.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese*, Traditional Chinese, English*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1] とにかく直してほしいところが1つだけ有る [/h1] セールを機に買いました。侍道シリーズが好きで、本作も存在は知っていましたが、別物らしいので手を出していませんでいた。 実際にやってみた感想としては、別に悪くないです。そこそこ面白いですし、全体の雰囲気として「侍道っぽさ」も出せていると思います。 もちろん、手抜き感は有りますし、ハクスラとしては薄味ですし、水増ししてる感じは拭えませんが、個人的にはそれも含めて「何も考えずに遊べる感じ」は嫌いじゃないです。いつまでも飽きない傑作ゲームは素晴らしいですが、本作のような、いうなればお粥のような胃に優しいゲームも良いものです。 ただ、4千円の価値は無いです。私はセールで800円ぐらいで買ったのでおすすめしますが、定価だったらおすすめしていません。セールで買いましょう。 と、ここまで「それなりに楽しめるよ」という感じで書いていますが、どうしても、このゲームを800円で手に入れたとわかっていても許せない点が一つだけ有ります。 それは、堂島(鍛冶屋)の「ご機嫌システム」です。 このゲームの鍛冶屋は、なぜか鍛冶をやらせるとストレスで奇行に走ります。このシステムがマジで要らないです。 刀を強化すると、金庫の金を勝手に使って散財し、ぶつかっただけで襲いかかってくるって、行動がサイコパスすぎて意味不明です。 メンヘラおじさんが暴れ出さないように、刀の強化や製造の合間にプレンゼントを送るというわけのわからない作業を強いられ、せっかくハクスラとして「ダンジョンに潜る→手に入れた素材で刀を強化→余った素材で刀を製造して販売→また潜る」というテンポの良い流れが作れているのに、メンヘラおじさんにそのテンポを全部ぶっ壊されて普通にうざったいです。 なので途中から、メンヘラおじさんのご機嫌は全部無視して労働させまくり、使い込まれる額より遥かに多くの金額を稼ぎ、襲ってきたら返り討ちにして終わり、という、ご機嫌システムそのものを完全に無視したプレイに落ち着きます。テンポ良くゲームを遊ぼうとするとそうなります。だったら最初からご機嫌システム要らないですよね? だって有るとテンポが悪いわけですから。ハクスラでテンポが悪いのは致命的です。育成ゲーやってんじゃないんだからサクッとダンジョンに潜らせてくれよと。 これが例えば、給料の額をプレイヤーが決めて、労働量に対して給料が少ないと不満を持たれてペナルティが有る、とかならまだわかりますけど、鍛冶をする役目でゲーム内に存在している鍛冶屋が、定期的に酒を飲ませないとその役目を果たさないってどういうことですか? 「でも酒飲ませとけばちゃんとするんでしょ?」と思う方も居ると思いますが、このメンヘラおじさんは燃費が悪すぎます。ご機嫌を良い状態に保とうとすると、刀を5回ぐらい強化するごとにお酒を飲ませ、「なんか辛いことない? 無理しないでね」と声をかけてあげないといけません。仕事舐めてんのか。いいから働けボケが。 このゲームは、システムもストーリーも全て鍛冶屋が中心になっているのに、鍛冶屋が一番ゲームの邪魔になっています。発売から随分経ってるんで今更かもしれませんが、アプデで「鍛冶屋のご機嫌システムのオンオフ」のオプションを追加してくれませんか? あるいはゲームに支障が出ないように、どれだけ機嫌がマイナスでも、一日の終りに酒を飲ませれば全部帳消しになるようにして下さい。 最後に、個人的な希望を開発の皆様にお伝えして、レビューを終えようと思います。 1・侍道5を作ってほしい。 2・侍道と侍道2をsteamで出してほしい。 3・忍道も待ってます。 以上です。お読みいただきありがとうございました。
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
首先说一点,我玩了这个游戏一段时间后,最大的感受是,侍道的其他作品真好玩啊! 内容方面,对于玩家满满的恶意,无论是作为一款RPG游戏——每次探索后段位归零,成长感全无:还是作为一款经营类游戏,强制玩家刷刷刷,没有别的赚钱方法,对,完全没有! 价格方面,相对于体量来说,太高了,但我是当做补票侍道4,可以接受。 另外,作为一款游戏来说,所有的目标都是被动的,没有任何的成就感。(另附,我觉得唐岛才是这个游戏最大的反派,我还特意下了个4代,宰了一遍唐岛)
Unfortunately, the night dungeon runs don’t have much variety, so after a couple of hours everything starts to feel the same. Still, I liked the different mechanics, and the combat system - it’s simple, but thanks to the variety of weapons and stances it still ends up being pretty engaging.
Katana Kami blends action RPG combat with a dungeon-crawling structure and a lightweight economy system. The loop is direct: descend into shifting dungeons at night, gather resources, craft and upgrade blades, and sell goods by day. The cycle is simple but maintains steady momentum. Combat is fast and readable. Stances and weapon types create clear decision points, and each blade has distinct properties that matter in practice. Enemies punish careless movement, so survival depends on spacing and controlled aggression rather than button mashing. The dungeon system shifts layouts and hazards each night. Floors are compact, which keeps runs short and reduces downtime. Progress depends on resource extraction rather than narrative milestones, and the randomization provides enough variation to avoid repetition in the early hours. The shop management layer adds a functional economic loop. Pricing, supply changes, and faction preferences introduce small but consistent incentives to plan each day. It never becomes complex, yet it gives structure to the nightly dives. Story elements are minimal. Characters offer simple motivation and a few branching choices, but the narrative exists mainly as framing. The focus stays on gear progression and routine optimization. Visuals are modest but serviceable. Environments and effects communicate danger cleanly. Performance is stable, and load times stay short, which fits the run-based structure. Overall the game delivers a compact and mechanically clear action RPG loop. It is not expansive, but its tight cycle of combat, crafting, and shop management provides a consistent and efficient experience.
日式暗黑破坏神
UWAGA: gra posiada jedną "wioskę" i jednego dungeona. To wszystko. Z wioski można tylko nocą udać się do dungeona i dochodzić tam coraz dalej, choć w nim samym są portale by nie musieć przechodzić wszystkich mapek "lochów" po kolei. Fajna z początku, ale nudna już po kilku godzinach. Brak jako takiego rozwoju samego bohatera sprawia, że gra tak jak trudna staje się męcząco żmudna. Tu śmierć może bardzo zaboleć i zniechęcić do gry, zwłaszcza, gdy wyskoczy nam jakieś potężne bydle, z którym nie wiemy jak walczyć, nawet jak unikać. Taki zwykł człowiek to by potrzebował jakiś prób, w innej grze by mógł uciec, lub przynajmniej nie stracić wszystkiego. Żmudność gry niestety potęgują do bólu fatalne mapy. 24 lata po Diablo 1, a progresu niemal brak. Graficznie ładniejsze oczywiście, ale konstrukcja równie prymitywna. Może nawet bardziej? W dodatku jest dość klaustrofobicznie. Gra jest emocjonująca, zwłaszcza, gdy przeciwnik może nas przez przeszkodę uderzyć, a my go nie. ;] Nie uświadczymy tu ani ciekawych postaci, a questy są w zasadzie bez fabuły. Oczywiście do kupienia gry skusił mnie jej producent, ten co zrobił Way of the Samurai 3. Niestety brak tu klimatu samuraja z trójki. Wszystko jest tu takie mniej znaczące. Katana Kami to taki dziwny miks prymitywizmu z czymś co może przytłoczyć (bronie, style) a co i tak łatwo stracić. Brakuje tu też lepszej ścieżki dźwiękowej. Na moim konfigu gra działała non stop na 240 fps. Ocena: 4/10. Uważam, że gra by dużo zyskała, gdyby była bardziej liniowa i mniej klaustrofobiczna. Obecny format to zestaw konstrukcji gry i jej mechanik, które do siebie nie pasują i nie ma tu nic co by mogło to załatać. Gdyby to była gra na 3-4 godzinki, to pewnie by już wystarczyło i zostawiło pozytywne wspomnienia.
KATANA KAMI: A Way of the Samurai Story is an action RPG spin-off from the long-running Way of the Samurai series, created by ACQUIRE Corp. and published by Spike Chunsoft Co., Ltd.. Rather than continuing the branching narrative structure that defined earlier entries in the franchise, the game experiments with a different design philosophy, combining classic samurai swordplay with roguelike dungeon crawling and weapon-crafting mechanics. This shift gives the game a distinct identity within the series, emphasizing gameplay loops, progression systems, and weapon management over narrative choice. The result is a title that blends the spirit of wandering samurai adventures with systems that feel closer to modern dungeon crawlers. The story unfolds in the quiet mountain settlement of Rokkotsu Pass during Japan’s turbulent Meiji era, a period when the traditional samurai class was rapidly fading from society. Players take on the role of a wandering ronin who encounters a struggling swordsmith named Dojima. The blacksmith has fallen deep into debt, and when he fails to repay the money he owes, his young daughter Nanami is taken hostage as collateral by a ruthless moneylender. Moved by the situation, the ronin agrees to help Dojima repay the debt and rescue Nanami. While the premise establishes a clear objective for the player, the narrative itself is intentionally light. Instead of focusing on complex storytelling or branching choices, the plot mainly serves as a framework that motivates the gameplay cycle of earning money, crafting weapons, and exploring dangerous dungeons. The gameplay is structured around a day-and-night system that divides activities into two distinct phases. During the day, players remain in the town hub where they assist with running Dojima’s sword shop. This management aspect introduces a surprisingly engaging layer of strategy, as players forge blades, repair damaged weapons, accept requests from townsfolk, and sell equipment to earn money toward the debt. Crafting weapons requires materials collected from dungeon expeditions, encouraging careful planning and resource management. Over time, the shop becomes an important part of progression, as forging stronger swords allows players to venture deeper into the dungeon and face increasingly dangerous enemies. Once night falls, the focus shifts entirely to combat and exploration. Players enter a mysterious realm known as the Jikai through a supernatural gateway located near the village. Inside this dungeon lies a sprawling, multi-floor labyrinth filled with monsters, traps, and valuable resources. The dungeon floors are procedurally generated, ensuring that each expedition feels slightly different. The deeper players travel into the Jikai, the more challenging the enemies become, but the rewards also improve significantly. Players must carefully manage their health, equipment durability, and inventory space while navigating the hostile environment. Retreating at the right moment becomes just as important as pushing forward, since losing valuable gear during an unsuccessful run can slow down progress considerably. Combat is one of the game’s strongest features, drawing heavily from the sword-fighting mechanics that defined earlier Way of the Samurai titles. Battles emphasize timing, positioning, and stance management rather than simple button mashing. Players can block, dodge, counterattack, and unleash combos using a variety of different sword styles. Each weapon comes with its own stance and moveset, giving combat a surprising amount of depth. Fast blades allow for quick strikes and evasive fighting, while heavier weapons deliver powerful blows that can stagger enemies. Mastering these weapons becomes essential for surviving the increasingly difficult enemies encountered in the dungeon’s deeper levels. Another major aspect of the game revolves around weapon durability and customization. Swords degrade over time as they are used in battle, forcing players to maintain and repair their equipment regularly. However, this mechanic also encourages experimentation with different blades and weapon types. Throughout the dungeon, players discover materials that can be used to forge stronger weapons or enhance existing ones. Some rare swords possess unique abilities or attack patterns, giving collectors and completionists additional motivation to explore every corner of the dungeon. The weapon system adds an addictive sense of progression, as each successful run can provide materials for creating more powerful gear. Visually, the game adopts an isometric perspective that differs from the third-person camera used in earlier Way of the Samurai entries. While the graphics themselves are relatively modest, the art direction effectively captures the atmosphere of rural Japan during the late samurai era. Lantern-lit villages, misty forests, and eerie supernatural dungeon environments create a distinctive contrast between peaceful surface life and the dangerous world beneath. Character designs and attack animations are stylized to emphasize dramatic sword strikes and martial arts techniques, which reinforces the romanticized image of samurai combat. Despite its unique mechanics and satisfying combat, the game does have several shortcomings. The repetitive nature of dungeon runs can eventually become noticeable, particularly during later stages when players must repeatedly gather materials or money to progress. The simplified narrative may also disappoint fans who expected the branching storylines and moral choices that characterized earlier titles in the series. Additionally, some interface elements and inventory management systems feel clunky and can slow down the pace of gameplay. These issues do not completely undermine the experience, but they do highlight the game’s focus on systems rather than storytelling. Overall, KATANA KAMI: A Way of the Samurai Story is an unconventional entry in the franchise that takes a bold step away from its narrative roots in favor of roguelike gameplay and weapon-focused progression. While it may not fully satisfy players seeking the deep story choices of traditional samurai RPGs, it offers an engaging experience for those who enjoy dungeon exploration, crafting mechanics, and skill-based sword combat. Its blend of historical atmosphere, strategic gameplay systems, and satisfying weapon experimentation makes it a distinctive title that stands out within the action RPG genre. Rating: 7/10
侍道好きだったので、夏セールで買ってみたが評判通りで、ストレスためるだけのゲームだった。まず借金返済が死にまくったらまず失敗。なぜゲームの世界で借金に悩まされるのか、ストーリー的にも借金返済になんの面白み無し、ただ借金返して娘と結婚できるようになる、その展開もどうなのか・・。そもそも、ハクスラと風来のシステムの相性が良さそうにみえながら、良くないという現実。基本死にゲーで相手の攻撃を体で覚える仕様なのに、死んだら装備がすべてパーに。大概同じ敵に何度も死ぬので、前の前の装備は消滅。育てた装備に永遠に消える。これでストレス感じない人いるの?何回か育てなおしたけど、3度目で諦めました。安かったけど返金したい。ライブラリに残っているのですら嫌な気分になる。(ライブラリ600本ぐらいあるので、そのうち埋もれると思うけど見ると嫌な気分に)ただありものの素材で、1本作ろうとした雰囲気が強くて悲しくなってくる。
とてもスルメゲー。初代の侍をプレイしている人なら尚楽しめる。
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