
SANABI is an exhilarating stylish dystopian action-platformer. Play as a legendary retired veteran and use your signature prosthetic arm to jump over cliffs and skyscrapers, zip through bullets and traps and defeat powerful enemies.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Simplified Chinese, Russian, Portuguese - Brazil, Japanese, Traditional Chinese, French, German, Spanish - Spain, Spanish - Latin America
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 133 reviews with recorded playtime.
Reviews
Themes across 133 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
Not gonna lie I bought this game with intention of writing something like >mom can we have katana zero dlc >we have katana zero dlc at home >katana zero dlc at home And look at me now - after I swallowed the whole game in one go, and now sitting here crying like a little girl. What a pleasant surprise. TL;DR Game is good, despite everything would still recommend. Visuals, Narrative - 10/10, Gameplay 6-7/10 If you set emotions aside, the gameplay is probably the game’s weakest aspect. Not much to say about the stunning visuals and amazing story - it's peak, so I'll focus on the gameplay. I beat the game on “Veteran” without any major issues, but even toward the end, I still had trouble controlling my character the way I wanted to. The concept of building the entire game around the hook is a cool idea, but unfortunately, in this case, the execution was kinda clunky. First of all, I think it was a big mistake to limit the maximum speed. Usually, in movement-based games that feature a hook, you really want to play as fast as possible. You’re supposed to be eager to testing just how fast you can go, and when you, as a player, improve your skills and figure out how to do chain dashes and the like, that fast, fluid gameplay becomes your reward. But here, it’s all a bit of a letdown—there are supposedly large rooms you can fly through, but the game basically takes you by the hand and says, “No, no, that’s not how we do things here, bro.” Second, the aiming. As I understand it, this was done to make the game playable on a gamepad, but man, it’s such a nuisance. Your hooks constantly fly off to the wrong place, which makes everything less consistent, decision making degrades in favor of spamming. Third, the additional movement skills are meh. Throughout the whole game, I had the feeling as if a lot of the jump puzzles weren’t designed with these skills in mind. Very often you get stuck somewhere, accidentally launch yourself into traps in places where you thought you’d be able to slip past them using one of the skills because you were off by 1mm, and so on. To sum it up, the movement lacks a certain fluidity, I guess. The enemies in the game aren’t particularly impressive either; in the first half of the game, they feel completely out of place because they pose no threat at all - they die in a single hit and hardly ever play a role in the jump puzzles. The latter issue was more or less fixed only toward the very end of the game, where you rush through the screens quickly and the enemies are more like an extra jump. The bosses are better on one hand, but then there's [spoiler]Major Song. This is probably one of their worst boss battles I've seen in recent memory, in terms of dev-to-player communication. The boss's moveset is okay; some attacks are annoying, but overall, nothing too extreme. But how does the game communicate to the player what to do with the boss? At first, you just jump, dodge, and try to learn her attacks, but then you realize you can't attack; you simply cannot target her like the previous enemies. You jump around more and suddenly notice a second of opportunity to press an attack, and the boss is highlighted during this time (like some bosses' weak spots from before). What's the first thing that comes to the player's mind? Well, they probably want me to hit this tight attack window; she's probably the last boss, after all. So, you hit the timing aaaand... get slammed into the ground. Because of the animation, it's not even clear who hit whom at first. You don't expect a catch there because this has never happened before, but then you start hitting the right timing again and again, and the boss slams you into the ground again and again. It might seem like nothing special, but the thing is, these counterattacks can't kill the player, unlike other attacks. So, the next thing that comes to mind is: since I'm not dying from this attack, that must be the dev's intention, and maybe I just need to hit the right timing more? What a cool concept: the game leaves you at 1hp and you have to hit very difficult timings multiple times without taking a single hit from the boss's random attacks. Wow! Except it turns out that's not true at all, and the boss can be killed with one hand, eyes closed, using a dash in the air, which I'd already forgotten about. I probably spent 40 minutes on this boss trying to brute-force her like that, it's was not a very fun time I'd tell you that. This is a perfect example of how not to communicate with a player within a game.[/spoiler]. Another complaint I have is the rather tedious platforming sections near the end, [spoiler]between the flashbacks sections that seemed unnecessary long and just took me out of the mood[/spoiler]. I couldn’t find a better place to mention this, so I’ll put it here lol. After reading all of the above, you might think I didn’t like the game, but no—quite the opposite, in fact. Even with all its flaws, I still thoroughly enjoyed playing through it, I even wrote a review, like first in years wtf? I focused on the cons just because I think this kind of feedback will be more useful to the developer, and I also don’t want to spoil the good parts for other people.
Extraordinary story, good gameplay, and great atmosphere. Have not seen anything like it.
I got this game on sale last week, and I honestly wish I could have paid full price for it instead. The devs deserve it. I cannot believe I waited until this long to try it out. Masterful character writing and dialogue, clean gameplay, and the animations...I forget half the time I'm looking at pixel graphics with how ♥♥♥♥♥♥♥ clean everything it is. Props to Wonder Potion. I am instantly buying whatever game they put out next. I really hope they gain more traction soon. These guys are unbelievably talented. 10/10!
As someone who is in the "I finally have the money to buy all the games that I want, but I don't have the time to play them", these days I drop almost every game that I start. I unfortunately find most games mediocre, even the acclaimed ones. Yet I keep buying and trying new games, because sometimes I find true gems that are not like anything else, and the experience becomes unforgettable. SANABI is one of those games. I always thought of myself as a type of gamer that cares much more about the gameplay, and very little about the story, but I have to rethink it now. Because gameplay-wise, SANABI is literally "Grappling Hook: The Game", which is not bad, but it is absolutely not enough to keep me interested for 10 hours. Yet I kept playing because I was THAT invested in the story. It is genuinely the best writing that I have seen in any game, ever. This includes the story itself, the way it's told, and the way the gameplay elements complement it. TL;DR: SANABI's story is so good that I didn't care about the imperfect gameplay, and I recommend it to absolutely everyone. P.S. The only thing that the difficulty setting changes is the number of hits you can take before dying. And dying is very low stakes anyway due to very frequent checkpoints. So I recommend to just play on easiest difficulty (especially considering that the movement mechanics are rough at times, and you might die through no fault of your own).
Incredible story, solid gameplay and a fantastic track. 10/10
this game is so underappreciated and the ending highkey made me so emotional in the end ༼☯﹏☯༽ its a must try
бл*ть я заплакал
A fantastic game that's easily a 9-9.5. GAMEPLAY Frustrating to learn during the first few hours but it eventually clicked. It's an extremely difficult game though, especially some of the boss battles. The check points are fair (except the bosses), but there are multiple difficult sections in addition. However, the gameplay is fun and fast, and when you nail the grappling hook swings and dismounts and enemy takedowns, it feels great. STORY Amazing... the highlight of the game. Don't look anything up, and don't feel you have it all figured out. It doesn't necessarily rely on its twists (I predicted a lot) but the how and why and execution is absolutely top notch. A fantastic scifi story. OTHER PROS The characters and presentation. Lets just say I'd use the word charming for both. CONS A lot of dialogue and a lot of exposition at the end but for me, totally worth it and I wouldn't change a thing about the story structure. Just be a negative to some. It's a difficult game.... frustrating at times. For competent players it's probably a 14 hour game instead of the 22 I took.
This game would go unbelievably hard if I liked visual novels, because its genuinely 90% cutscene. The most fun part is beating the tutorial, because its the first and last time you have to think about how your movement works. After that you get to realize that for every 3 minutes of gameplay you get 10 minutes of cutscene, and if you don't like the quirked up anime daughter architype, gets very annoying very quickly.
神作。前六七个小时,我不断地抱怨文本有多么啰嗦,无意义的对话很多、关卡过长、设定过于离奇荒诞等等问题,似乎这是个除了动作体验优秀外没有特别之处的作品,但是画面的细节、动画的质量、文本的特殊处理之精细,又隐隐让我感到不对劲,再加上之前有三位互相不认识的朋友推荐过本作,甚至有位朋友专程赶到开拓芯去听制作人演讲…… 撑到后面一切都清晰明了了,这是一部在叙事上像《星际拓荒》、《33号远征队》(这个是反面教材)一样不能介绍任何设定的作品,我很开心能多年之后再体验到这么一部精雕细琢的好作品。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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