
KUNAI is a quirky, fast-paced action platformer. You play as Tabby, a tablet who joins the fight against a robot uprising. Use your kunai and ninja parkour skills to stop Lemonkus, the A.I.-gone-evil that almost wiped out all human life.
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/day in the week to Aug 31 → 0/day in the week after.
About



Sums Steam only; GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $16.99 | 441reviews | 76% | — | $167.6K |
| $3.39−80% | 30ratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2]귀여운게 많은 부분을 커버해준다지만 이 게임은 허접한게 너무나 많다[/h2] 느낌 좋은 파스텔 톤과 높은 퀄리티로 귀엽게 잘 찍은 픽셀 아트 그래픽으로 첫인상은 좋았으나.. 쓰읍.. 장점이 그래픽과 주인공의 귀여운 표정 밖에 없어서 단점 밖에 말할게 없을듯.. 액션성이 좋을 뻔! 했으나 좋지 못함 왜냐면 한번에 죽는 적들에 한해서는 시원시원한 타격감이 드는데 두대 이상의 적들은 넉백때문에 일반적으론 절대 연타로 팰 수 없음 툭.. 툭.. 툭.. 이런식으로 때려야됨 참고로 넉백은 적이 뒤로 밀리는게 아닌 플레이어가 뒤로 많이 밀려나기에 액션성이 심각하게 거세 당했음 그리고 쿠나이로 로프 액션을 할 수 있으나 맵이 좁아 시원한 로프액션 이동이 아닌 그저 위로 올라가는 등반 용도 그 이상 그 이하도 아님 이동도 시원찮은데 맵과 맵을 순간이동 시켜주는 빠른 이동 조차 없음 빠른 속도의 액션 플랫폼이라고 홍보하지만 액션성 거세에 빠른 이동도 불가한데 대체 어디가 빠른 속도의 액션 플랫폼인지 알 수가 없음 액션성이 후지면 스토리라도 좋아야하는데 스토리는 사실상 없는거라고 봐야됨 그저 게임을 진행 시키기 위해 어거지로 끼워넣은 부산물 느낌? 심지어 NPC 하나하나 말을 걸 수 있는데 진짜 영양가 1도 없는 쓰레기 대사만 주절주절 내뱉는 와중에 더블 점프라는 중요한 아이템을 일반 NPC한테 말 걸면 받을 수 있기에 NPC들한테 말을 안걸어볼 수도 없음 ㅡㅡ 느낀 단점은 더 많은데 벌써부터 장문이 되어가기에 여까지만 적겠음.. 인디 게임이라도 적당히 허접해야지 수용하지 전체적으로 너무 허접한만큼 재미가 너무나도 없었기에 도무지 추천 해줄 수가 없다
第四十九款通关的类银,音乐画风还有战斗和《haiku,the robot》有点像,但以苦无代替攀墙的特色和以前在4399上玩的nitrome的终极忍者类似,向下开枪达到悬浮目的也很有趣。而且功能开启需要wifi的设定和小平板很契合,有解谜元素难度不高,有跳跳乐元素难度中下。 本体自带普攻可弹反子弹,击败敌人可不同程度回血,芯片加成有自回血,下劈手感不错,跳跃略有惯性需要适应,怪物血量低,且大部分没什么机制(只有禅道山有个特别恶心人的小怪)而boss战基本都是走机制,本作战斗方面来说整体比较弱化。 作为类银游戏,地图设计简直是灾难级别,几乎全是一本道,然后没有传送!做收集需要一遍又一遍跑。不仅如此,还充斥大量主线任务需要跑来跑去开开关,开完再原路返回。以及,一堆单向插手里剑开的门,我寻思都后期了捷径开开不行吗,非得拖大伙时长。还有,即死陷阱特多,两个飞船图恶意不小,还好一般存档点离的不算太远。还有一个,打禅生最后一阶段从下往上的跳跳乐,不能随玩家进度往上移动,而是卡视野,差评! 另外,本来收集要素只有血量和帽子,居然不把帽子收集加入成就挺奇怪。 最后,作者居然还把自己的帅照放进游戏里,好自恋啊哈哈哈~
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Traditional Chinese, Korean, Japanese, French, Italian, German, Spanish - Spain, Simplified Chinese, Russian
| $16.99 |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fairly average, the movement style take a bit getting used to but is fairly fun but would have been more fun in bigger maps where the swinging around really could have gotten going. The story and the world is there but it feels like at least the story could have been more fleshed out.
手裏剣+火器はあるが基本は刀による斬撃のアクションゲーム ウリは両手のクナイによる立体機動装置宜しくワイヤーアクション 垂直の壁をガツガツ登っていく様が爽快です。 個人的にク〇ボスに該当するのが2体と一部落下死があるのがストレスポイントですが それ以外は概ね楽しめました。
KUNAI, developed by TurtleBlaze and published by The Arcade Crew and Gamirror Games, is a fast-paced 2D action platformer that fuses the acrobatics of ninja combat with the exploratory freedom of a Metroidvania. Set in a post-apocalyptic world where humanity has been nearly wiped out by an artificial intelligence uprising, the game casts the player as Tabby—a sentient tablet infused with the soul of a warrior. From this quirky premise unfolds a stylish and energetic adventure that embraces its absurdity while delivering one of the most fluid and satisfying movement systems in the genre. Rather than relying on narrative depth, KUNAI thrives on its mechanical precision and kinetic design, turning traversal into an art form and combat into a seamless extension of motion. The heart of the experience lies in Tabby’s dual kunai, which serve as both weapons and tools for movement. These grappling hooks allow players to swing through environments with astonishing grace, chaining momentum-based leaps, wall runs, and vertical climbs in one continuous flow. The controls are tight and intuitive, making each swing feel deliberate and weighty while still allowing for creative improvisation. Few games manage to capture such a tangible sense of speed and agility without sacrificing control. Every area feels like a playground built around the kunai system, with wide chasms, vertical corridors, and hidden alcoves encouraging experimentation. The result is a traversal system that remains consistently thrilling throughout the game, striking a perfect balance between accessibility and mastery. Combat in KUNAI is simple but sharp, emphasizing precision over complexity. Tabby wields a katana as the main weapon, complemented by ranged tools like shurikens and firearms that are gradually introduced as the game progresses. Each encounter demands awareness of positioning, with the player constantly juggling offensive momentum and evasive movement. The grappling kunai are just as useful in battle as they are in traversal—letting you swing over enemies, launch aerial attacks, or zip across the screen to avoid damage. While the basic enemy types pose little threat, boss fights stand out for their creativity, forcing players to use every ability at their disposal. They often test reflexes and adaptability rather than brute strength, rewarding those who have mastered the game’s movement language. Visually, KUNAI strikes a distinct tone that sets it apart from other indie action games. The world is rendered in a minimalist pixel-art style that evokes nostalgia while maintaining a modern sense of polish. Each area uses limited color palettes—muted blues, bright yellows, and harsh reds—to establish its atmosphere, creating strong visual contrast and a crisp readability that makes navigation intuitive. Character animations are expressive despite their simplicity, and Tabby’s little emotive face adds a surprising amount of charm to a robotic protagonist. The soundtrack complements this visual style perfectly with its blend of futuristic synths and driving percussion, creating a rhythm that matches the fluidity of the gameplay. The sound design reinforces feedback elegantly—each sword slash, grapple swing, and explosion lands with just enough punch to feel satisfying without overwhelming the senses. Narratively, the game keeps things light and humorous. Rather than burdening players with dense lore or long cutscenes, KUNAI sprinkles in quirky dialogue and moments of comedic absurdity that lend the world personality. The story of an AI uprising is mostly background flavor, with much of the focus placed on Tabby’s interactions with eccentric robot characters. These moments provide levity and contrast the intensity of the action. The humor lands in a way that never breaks immersion; instead, it adds to the charm of a world that feels both desolate and oddly cheerful. The storytelling approach fits the game’s pace perfectly—short, snappy, and never in the way of the core gameplay loop. Exploration follows the familiar rhythm of a Metroidvania: new abilities unlock previously inaccessible areas, encouraging backtracking and discovery. While the map design is functional and well-structured, it doesn’t quite reach the intricate interconnectedness of genre standouts like Hollow Knight or Ori. Some players may find the backtracking slightly repetitive due to the limited environmental diversity, though the sheer enjoyment of movement helps mitigate this issue. The world is peppered with collectibles, primarily cosmetic hats that give Tabby different appearances. These serve as playful rewards rather than substantial upgrades but reinforce the game’s irreverent tone. Despite its compact scale, the adventure offers enough hidden paths and optional challenges to reward curiosity. KUNAI’s greatest achievement is its sense of flow. It captures the feeling of constant motion—of being perfectly in sync with your character and environment. Even during intense combat or platforming sequences, the game rarely loses its rhythm. Every input feels immediate, every movement intentional, and the momentum-driven gameplay delivers a sense of exhilaration that few platformers manage to replicate. This precision ensures that frustration is rare, and when failure occurs, it’s almost always a matter of player error rather than mechanical fault. It’s a game that encourages mastery through play rather than punishment, and that philosophy permeates every design decision. Despite its strengths, KUNAI is not without flaws. The experience is relatively short, lasting around six to ten hours depending on exploration habits, and the story ends before its world feels fully explored. Some later sections feel more linear than they should, and the difficulty curve fluctuates inconsistently—especially during boss encounters that can swing from too easy to abruptly punishing. These shortcomings, however, are minor compared to the consistent enjoyment delivered by the movement and combat systems. The game’s tight pacing ensures that it never overstays its welcome, leaving players with a sense of completion rather than exhaustion. KUNAI stands as one of the most polished and inventive indie action games in recent memory, a showcase of how refined mechanics and personality can elevate even the simplest premise. It succeeds not through narrative ambition or complexity, but through the elegance of its design and the joy it finds in pure motion. Every swing, slash, and leap feels handcrafted to deliver satisfaction, and every moment reinforces the game’s identity as a celebration of agility and creativity. It’s a game that embraces its retro roots while feeling distinctly modern, one that rewards curiosity and precision without ever losing its sense of fun. For anyone who loves fast, fluid platforming wrapped in a layer of humor and charm, KUNAI is an experience worth savoring—a gleeful, high-flying adventure that reminds players why movement itself can be the most rewarding form of play. Rating: 7/10
Okay music and art but poor level design, terrible combat and frustrating movement make for a poor experience. Hard to recommend even on a hefty sale.
A fun not-too-long Metroidvania with snappy combat and platforming. Wish it had more QoL in terms of fast travel (i.e. there is none). But overall, I found KUNAI to be above average in quality.
[h2]로프 액션이 특징인 플랫포밍 액션 메트로배니아[/h2] [list] [*][h3]평가: B (쏘쏘)[/h3] [*]출시/플레이: 20년 / 25년 4~5월 [*]조작/언어: 키보드/한국어 [*]난이도 옵션: 없음 [*]도전과제: 18/22 [/list] 다소 조잡해보이는 첫인상에 비해서는 인게임 그래픽이 꽤나 깔끔하고, 주인공 로봇의 표정도 다양하고 귀엽다. 맵마커가 무한인 점이나, 사망 패널티가 없는 점도 잡다한 스트레스 요소를 싫어하는 사람들에게는 호감일 듯. 하지만 속도감 있는 로프 액션을 기대한다면 실망할 가능성이 크다. 맵이 널찍널찍하지 않아 빠르게 스윙할 기회가 흔치 않고, 컨트롤도 까다롭다. 오히려 위쪽으로 등반하는 용도로 쓰는 경우가 훨씬 많았음. 빈약한 이동 기술에 비해 뺑뺑이를 너무 많이 시키는 게 가장 큰 문제. 새로 얻은 능력, 달라진 환경 등으로 같은 장소에서 낯섬과 쾌감을 느껴야 기분 좋은 백트래킹이 될 텐데, 이 게임에서는 그런 거 없다. 굳이 수집품을 찾지 않더라도 정루트 자체가 많이 꼬여있고 포탈도 없어서 계속 의미 없이 맵을 돌아야 함. 다음 목적지 안내도 부실하고 일방통행 길도 많은 데다가, 특히 초반엔 지도도 없어서 길을 자주 헤매게 된다. 전투도 아쉬웠다. 공격의 선후딜이 거의 없고 패링을 요구하는 적들이 많아서 공격 연타가 정석인 느낌이었는데 좀 짜쳤다. 전투는 재미 없는데 몹 리젠은 너무 빨라서 이동할 때 귀찮은 것도 컸고. 그 외에, 원문과 번역 중 어느 쪽 문제인지는 모르겠지만 스토리가 잘 이해가 안 됐고, 대사에 뭔가 유머가 많은 거 같은데 캐치가 잘 안 됐음. 개인적으로 게임 속 소소한 유머를 좋아하는 편이라 아쉬웠다. 막 치명적으로 못 해먹을 게임이라고 얘기할 만한 요소는 없는데, 그렇다고 정이 가지는 않는 스타일의 게임이었음... [u]딱 꽂혔는데 할인 중이라면 한 번 해볼 만할 듯.[/u]
画风有种复古红白机的感觉,很有经典味道,玩法机制设计不俗套有意思,即死陷阱有些多不过也能忍受。boss设计几乎没有(只能凑合,很像缝合怪) 扣分点:没有传送……跑图真的很累诶你这样搞的,地图设计比较分支为主,贯通路线还很少,设计也比较一般,没有类银味道。 (plus:为什么和最终BOSS同归于尽把我通关动画卡掉了啊,还好给我跳成就了不然我给你没完!😭😭😭✋)
Can't recommend this for any metroid-game fans. - feels non rewarding at all; - press one button to open some gates, to go press another button to open some gates, to press another button and finally some easy bossfight after that; - dzen-monk boss design is complete bs - first phase if fine, but in the second phase it's some vertical autoscroller with awful camera, so you can't move with some speed, you locked on screen and have not much space to move up.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.6M | 10.8K | 95% | $17.99 | |
| $35K | 513 | 79% | $3.59 | |
| $34.1K | 180 | 79% | $12.99 | |
| $2.7K | 31 | 45% | $4.99 | |
| $441 | 7 | 86% | $4.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $167.6K | 350 | 94% | $15.99 | |
| $167.7K | 848 | 62% | $9.99 | |
| $167.7K | 360 | 81% | $14.99 | |
| $167.7K | 1.1K | 88% | $9.99 | |
| $167.8K | 707 | 97% | $9.99 | |
| $167.8K | 2.1K | 89% | $4.99 |