
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 →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 9.22/day in the week to Aug 4 → 18.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
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
Reviews
Themes across 1348 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Yes, I suggest this game if you want to achieve the gold medal and suffer mental and psychological damage.
Katana Zero feels like Hotline Miami but with a sword instead multiple weapons (and no gun for the player to use). The heart of the game is trial and error; you are meant to die over and over again and try new things. It's fun, but the constant repetition means you don't get a nice flow of carnage going. Beautiful pixel art, film noir vibes, decent music and a promising story that leaves multiple threads open- pretty good game.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
| $8.99−40% |
| 402ratings |
| 92% |
| — |
| not modelled |
| $14.99 | — | — | — | 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 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
juegardo, lo mejor que jugué en mi vida y con el dlc va a ser mejor por favor saquenlo les juro que pagaría no importa si no sale gratis
Единственный минус этой игры в том, что она заканчивается.
If you see this. please just buy the game and enjoy it.
DLC when?
打完《武士零》的那个晚上,我坐在屏幕前沉默了很久。不是因为结局有多震撼——坦白说,它[b]没讲完[/b],结尾那个"待续"让我恨不得砸手柄。而是因为整个通关过程里,有一种说不清的、被什么东西攥住的感觉,在通关后慢慢浮了上来。 [h2]一、战斗:一种近乎禅意的节奏[/h2] 先聊最表面的东西——它的战斗确实爽。敌我一击必杀,没有血条,没有拉扯。子弹时间一开,你在慢镜头里看着飞来的子弹,推一下摇杆冲刺,刀光一闪,子弹被从中劈开,对面的敌人应声倒地。然后慢镜结束,时间恢复正常,你继续跑向下一组敌人。 这个过程重复十几遍之后,会发生一件奇怪的事:[b]你不再是"在想怎么打"了。[/b] 你的手指开始比脑子快。冲刺、斩击、格挡、投掷,四个动作像呼吸一样自然。你需要思考的只剩下走位和路线,剩下的交给肌肉记忆。 [spoiler]这里必须吹一下手柄的体验。用键鼠玩和用手柄玩是两款游戏。右摇杆控制投掷方向带来的那种流畅感,键鼠给不了。冲刺键设在扳机上的反馈感,配合震动——尤其是在弹反子弹那一瞬间手柄一震——爽感直接翻倍。[/spoiler] 你开始打出自己都没想过的连段,在死之前 0.1 秒弹反了一颗子弹,顺手把飞来的小刀踢回去扎死了背后的人。然后关卡回放开始,你看着监控录像里的自己行云流水地屠完一层楼——这时候你才意识到:[b]刚才那个操作牛逼啊。[/b] 我后来一直在想:这种体验其实就是游戏想要表达的东西。它是关于"超越思考"的。主角 Zero的能力是预知未来——他能"看到"接下来几秒会发生什么,然后选择最优解。而你在玩的时候,经历的是完全相同的事:死,重来,死,重来,直到你"看到"了最优路线,然后打出来。[i]玩法本身就是叙事的隐喻。[/i] 这个层面的设计,不是每一款游戏都做得到的。 [h2]二、剧情:一场你无法醒来的噩梦[/h2] Zero 是一个失忆的杀手。他在一个心理医生的诊疗室里醒来,接受催眠,然后出发去杀人。每次任务前,医生会给他注射一种叫"柯罗诺斯"的药物——它让 Zero 能够"预知"和"操控"时间。但副作用是,他越来越分不清哪些记忆是真的,哪些是药物植入的。 游戏的叙事是彻底的碎片化。你在关卡间隙走过场对话,在梦境片段里看到战争的闪回,在电视新闻里听到世界的另一面。所有的信息都是打碎的、不完整的,你必须自己去拼。这种叙事手法和战斗系统是同一套逻辑:[b]你死于无知,然后带着新知重来。[/b] 而当你拼到足够多碎片的时候,会发现一个黑暗的真相——Zero 不是一个天生的杀手。他是一个[b]战争孤儿[/b]。他被军方选中,被训练成超级士兵,被喂食柯罗诺斯——然后战争结束了,他失去了利用价值。军方的解决方案不是让他退役,而是[b]清洗他的记忆[/b],把他变成一个可控的、没有过去的杀人工具。那个看似关心他的心理医生,其实是军方的代理人,每次"治疗"都是一次重新编程。 想到这里的时候我脊背发凉:[i]游戏里的 Zero 在寻找自己的过去,而玩家在"现在"操控他去杀人——这不就是他被设计出来的目的吗?我们在玩游戏这件事情本身,就是对他命运的复刻。[/i] [h2]三、赛博朋克的外壳,战争创伤的内核[/h2] 很多评论把《武士零》归类为赛博朋克——霓虹灯管、合成器配乐、雨夜的都市。但它跟《银翼杀手》那种经典赛博朋克不太一样。它的底色不是科技异化,而是[b]战争创伤[/b]。 游戏的闪回片段里反复出现一个场景:战场、火光、倒下的战友、一个满脸是血的小女孩。制作人明显是在借这个框架讨论"士兵在战后如何被社会抛弃"、"暴力如何异化一个人"这些命题。只是把它包装在了像素武士刀砍子弹这个外衣底下。 有一关你潜入一个夜店,背景音乐是一首名为 [i]You Will Never Know[/i] 的歌,女声缓缓唱着 "I will never say what I want to say / I will never do what I want to do"。你控制的 Zero 在舞池的人群中穿行,霓虹灯打在他脸上——一个没有过去、没有未来、被操控着杀人的工具。那个画面配上那首歌,是我这几年打过所有游戏里最难忘的一刻。
Ese tal dlc de Katana Zero se encuentra con nosotros en esta habitacion?
Что-то про афганский синдром.
[b]"Anime is a path I walk alone."[/b] [i]And damn! A neo-noir samurai addicted to a time-slowing drug who can predict the future, deflect bullets, and rewind every mistake!? So sugoi... 🤤[/i]
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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| $18.9K | 84 | 92% | $14.99 | |
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| — | 0 | — | — | |
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| $18.9M | 19.6K | 84% | $49.99 | |
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