
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.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 633 reviews with recorded playtime.
Reviews
Themes across 633 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
"But burning those villages, watching those naked peasants cry... I see it every day. It's not PTSD, it's the drug. It's only been a week, but it feels like a year. Every word is getting longer, the mosquitoes are getting louder. When the drug runs out, time stops, and you're stuck in the jungle forever."
крутая игра ставлю клас
[h3] 评测者已获得全成就 [/h3] [h2] 推荐购买。 [/h2] 我于24年1月打通了主线,最近几天补打全成就,主线剧情已经基本忘记,在本篇评测里只讨论游戏性。 除了横版的本质属性,《武士零》的唯一特性就是敌我双方一击必杀,甚至子弹时间/时停的设计都不能算作它在动作上的核心特性,尽管后者与剧情设定密切相关。 这一点直接决定了《武士零》的: (1)呈现方式:众多关卡内部嵌套场景,战斗以清空场景为基本单位,流程非线性。 (2)游戏体量:单场景通关速度以秒计,美术工程量大,从根本上限制了游戏体量。 (3)衍生玩法:创造了对路线极其严苛的速通模式,与速通模式中可选的困难模式。 游戏有两个与速通模式直接相关的成就,一是以任意方式通过一次速通困难模式,二是在速通模式中获得整体金牌。 在游玩困难模式的时候,我分了好几天完成11个关卡,因为一口气打完实在劳神费力。与普通模式相比,困难模式的主要区别是NPC数量明显增加(堆怪)、增加橙色激光(NPC碰触无伤,玩家碰触即死,翻滚经过会进行警报吸引NPC注意),能强制打断玩家翻滚的李小龙哥、不翻滚就肘翻玩家的盾哥与极难弹反击杀的机枪哥也是源源不断。这些新增的敌人让困难模式失去了普通流程的流畅性,也需要另外背板,不过因为不存在时间和死亡次数的限制,在拿成就的时候死多少次都无所谓。我用了6小时35分钟41秒,死亡3193次。我喜欢玩动作游戏并不是因为我擅长,哈哈。如果在困难模式也追求速通,可以将它视为玩家自制的困难mod,因为如前所述,游玩思路与普通路线具有很大差异。 对于普通速通模式,整体金牌的条件是比较严苛的,根据大家目前的反馈,大概是30分钟、死亡80次以内,小关卡分别计分,整体分数会进行动态调整,前面比较容易打的关卡可以冲高分,从龙王开始难度陡升,就要小心死亡次数了,死亡不但拖评分,还会严重耽误计时。30分钟的时间要求,对于大多数玩家来说是可以通过练习达成的,问题在于练习成本似乎有点高。背路线需要耗时间,在游戏中进行套路的实践也要时间,在实操时如果手抖了,一切安排都会被打乱。练习的过程也比较枯燥。不过我知道有许多朋友本身喜欢速通,可以无视以上困难。我在挑战整体金牌的时候大量使用sl,负罪感并没有在其他游戏中sl那么多(我唯一大量使用sl的游戏是《死亡细胞》,毕竟在获得无伤击败boss的服装时,不可能真的被刮一下就重开),因为如前所述,我喜欢玩动作游戏并不是因为我擅长,哈哈。我只能依靠无伤换取时间,最后的通关用时与真正的速通玩家相比仍然有很大差距,也使我知道我没耐心全程背板,迟早会sl 的。 我对DLC 的相关信息不是很了解,不过很愿意有更多剧情内容的补充。《武士零》本身的世界观不能说多么有新意,但现代浪人/肉体强化/赛博朋克美术这些元素结合起来,加上[spoiler] 医生的隐藏形态 [/spoiler],颇有一些生物朋克的味道,在游戏中呈现出来还是很吸引人的。
Ta buenazo compren
Güzel hikaye, güzel görsellik, akıcı oynanış ve tabii ki "katana"
암울한 사이버펑크 분위기와 스타일리쉬한 액션, 매력적인 캐릭터, 재도전 기능에 대한 납득가는 세계관 설정 등 몰입할 만한 요소가 너무 많아서 마치 영화를 보듯이 집중해서 플레이했고, 게임을 끝낸 뒤 상당히 여운이 오래 갔다. 문제가 있다면 그 영화가 이제 막 큰 사건이 일어날 타이밍에 갑자기 끝나 버렸다는 것... 게임의 마무리 부분이 너무 뚝 끊겨 있어서 당황스러울 정도였다. 액션과 분위기만으로 산 값은 충분히 하고 정말 재미있게 한 게임이니 추천.
Juegazo, bonito, entretenido, frenético, la música es bastante buena, para mayor inmersión o disfrute es recomendable usar auriculares, bastante rejugable si quieres ver todos los tipos de diálogos, situaciones, secretos y sacarte los logros, el DLC que expande la historia se anunció una semana después de haber salido el juego original, y lo único que se sabe es que seguirá siendo gratuito y la escala de duración equivale a lo que dura la mitad del juego original, a ver si con suerte sale en 2027-28. -K
Si, eso debería valer.
Achei muito ruim
开篇还以为是个普通的退伍老兵+萝莉、相互救赎的故事,没想到别有洞天
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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