
- 80/100
- Players350 ratings
- 85/100
- Critics8 reviews
More scores
- Metacritic28 critic reviews
- 83/100
- Metacritic usersuser score
- 85/100
- GameFAQsJust Right
- 3.78/5
- Player reviews
- 97% positive66,644 reviews
- Steam Deck
- Verified
- Runs on
- Windows, Mac
- Price
- US$14.99
Where to get it

2019 · askiisoft · Action · Adventure
Katana Zero
Timed Nintendo exclusive
Katana Zero is a fast paced neo-noir action platformer, focusing on tight, instant-death acrobatic combat, and a dark 80's neon aesthetic. Aided with your trusty katana, the time manipulation drug Chronos and the rest of your assassin's arsenal, fight your way through a fractured city, and take back what's rightfully yours.
- Released
- 18 April 2019
- Platforms
- AndroidNintendo SwitchWindowsXbox OneiOSmacOS
- Genres
- ActionAdventureArcadeCyberpunkIndiePlatformerSide-scrollingStrategy
- Developers
- askiisoft
- Publishers
- Devolver Digital
- Modes
- Single-player
- Perspective
- Side view
- Themes
- Action
- Engine
- GameMaker
- Country
- United States
- Age ratings
- ESRB MACB R 18+USK 18CERO DGRAC 19+CLASS_IND 18PEGI 16
- Languages
- Chinese (Simplified), Chinese (Traditional), English, French, German, Japanese, Korean, Portuguese (Brazil), Portuguese (Portugal), Russian, Spanish (Spain)
- Time to beat
- 4hmain story6hwith extras14hcompletionist
- Composers
- Bill Kiley
About
Katana Zero is a 2019 platform game developed by American indie studio Askiisoft and published by Devolver Digital. Set in a dystopian metropolis, the neo-noir storyline follows Subject Zero, a katana-wielding assassin with amnesia who can slow down time and predict the future. Zero unravels his past while completing assassination contracts. Katana Zero features side-scrolling hack-and-slash gameplay in which the player attempts to kill all enemies in a level without being hit, using Zero's abilities to manipulate time, dodge attacks, and take advantage of environmental hazards. In between levels, the story is told in sequences where the player converses with non-player characters through dialogue trees.
Katana Zero was conceptualized by video game designer Justin Stander, who began development of the game in 2013. He had previously developed freeware games under his studio Askiisoft, such as Tower of Heaven (2009), and conceived Katana Zero as his first commercial game. Using GameMaker Studio 2, Stander sought to make a difficult story-driven game that did not force the player to wait through dialogue and cutscenes. He focused on attention to detail and looked to films such as Sin City (2005) and John Wick (2014) for story inspiration. The development was prolonged and Stander worked mostly alone, although he recruited artists to design the visuals as well as musicians Bill Kiley and Thijs "LudoWic" Lodewijk to compose the synthwave soundtrack.
›Story
In a rain-soaked, neon-lit metropolis still scarred by war, Subject Zero is a katana-wielding assassin who can slow time and glimpse moments before they happen. Plagued by amnesia and haunting nightmares, he carries out contract killings handed down by his enigmatic psychiatrist, who doubles as his handler and supplies the mysterious drug that fuels his abilities. As Zero pieces together fragments of his forgotten past, he crosses paths with a young girl in his building, a rival swordsman, and other dangerous figures, growing increasingly certain that the people directing his kills are hiding the truth from him.
Players say
Media
The articlegameplay, story, development, reception
Gameplay
Katana Zero is a 2D platform and hack and slash game presented from a side-scrolling perspective. Controlling the player character, the katana-wielding assassin Subject Zero, the player completes assassination contracts for a psychiatrist. Zero can run, jump, wall kick, pick up and throw items, attack using his katana, and dodge. Zero's ability to slow down time and predict the future allows the player to activate a slow motion effect, enabling them to predict enemy movement easier, although use is limited by a meter that gradually refills. The game features eleven levels, which use Zero's precognition as a framing device; the player's attempts to complete each level are presented as possible scenarios Zero has foreseen.
Levels are split into several rooms, and the player must kill every enemy in a room using their sword, throwable objects, such as lamps and pots, or environmental hazards, such as lasers. Aside from occasional bosses, each enemy dies in a single hit. Certain levels feature unique game mechanics, such as a stealth mission in a nightclub, a motorcycle chase, and an alternate player character. Any damage results in instant death for Zero, requiring the player to restart from the most recent checkpoint.
Development
Katana Zero was developed over six years by the indie game creator Justin Stander under the studio name Askiisoft. It was Stander's first commercial game; his previous projects, such as Tower of Heaven (2009), had been smaller freeware games. After seeing the success of Terry Cavanagh's VVVVVV (2010), Stander concluded audiences only pay attention to indie games if they are being sold. Cavanagh, like Stander, had started off making freeware games, but none were as successful as VVVVVV.
Katana Zero originated from Stander's desires to create a larger project that could be sold commercially and tell a story. He began working on it in 2013 as a hobby during his sophomore year at McGill University. He used the GameMaker Studio 2 game engine and spent the first two years building simple prototypes. The game was a means of expression for Stander outside schoolwork and he spent most of his time at college developing it.
Reception
Katana Zero received "generally favorable reviews" according to the review aggregate website Metacritic, and a "Mighty" approval rating from OpenCritic. Critics considered Katana Zero stylish and well designed. IGN said it "refines the tried and true one-hit-kill formula in a manner that makes it feels fresh, exciting, and innovative", while Nintendo Life and Nintendo World Report considered it a standout in the Nintendo eShop library. Destructoid's reviewer said Katana Zero was "bleak, beautiful, bloody, and brilliant" and changed how he viewed video games.
Critics praised the 16-bit visuals. They enjoyed the retro VHS aesthetic and visual effects—though some wrote their intensity could induce headaches—as well as the amount of detail in the sprites and animations. IGN found the lighting effects impressive and said they worked with the "slick neon aesthetic and fantastic sprite work" to give the game personality. GameSpot appreciated that Katana Zero did not use a retro aesthetic simply for nostalgia, and alongside Polygon found the detailed sprite work and smooth animations added emotional weight.
Awards
Releases by platformdates and regions as published
Editions and related releases
- Downloadable content
- Katana Zero DLC
- Built on it
- Katana Zero DLC
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Collections2 collections
Years
- Games released in 2019List › April–June
Platform libraries
Description adapted from its source, CC BY-SA 4.0.
