
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
DLC when?
Что-то про афганский синдром.
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。
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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
If you see this. please just buy the game and enjoy it.
아니 ㅆㅃ DLC 도대체 언제 내는데 개새끼들아 개발진 죽었음?
在那个没有DLC的日子里待了二十八年。看官方的宣传片倒没有什么感觉,其实我都快忘光了。可是看到评论区,看着那些等不到DLC的玩家们哭嚎惨叫......那些场面我每天都会见到。不是戒断反应,就是玩不到DLC导致的。虽然才用了一星期,但感觉像是过了一年。我听见的每一个字都在变得更长,蚊子的嗡嗡声也变得越来越响。药物用完的时候,时间就彻底停止了。你就会像是永远停在了那个没有DLC的雨林里。就像是......在一个不断在变小的沙漏中的沙粒。
剧情表现不错,流程太短了。价格有点贵了,打个差评平衡一下总体评价
Não tenho palavras para descrever oque foi jogar esse jogo sem saber nada dele, dito isso, recomendo (estou ansioso para dlc)
在那个被诅咒的城市里待了数不清多少天。 杀任务目标倒是没什么心理阴影,其实我都快忘光了。 可是那个女孩,第三区不该有小孩子的,我知道的..... 那些场景我每天都会见到。不是PTSD,就是药物导致的。 虽然才过了几天,但感觉就像过了六年。 我听见的每一一个字都在变成DLC,柯罗诺斯的截断反应越来越强。 药物用完的时候,时间就彻底停止了。你就会像是永远困在了那个城市里。 就像是....一个不断变小的沙漏中的沙粒。 我需要知道DLC什么时候发售,我需要请你帮个忙。
This game is goated Fifteen is more goated And dlc comes out in 5 limbilion years
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $18.9K | 84 | 92% | $14.99 | |
| $16K | 162 | 90% | $5.99 | |
| — | 402 | 92% | $8.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $13M | 45.1K | 97% | $9.74 |
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|---|---|---|---|---|
| $19.1M | 58.7K | 93% | $29.99 | |
| $19.1M | 76.3K | 95% | $19.99 | |
| $19M | 18.1K | 91% | $59.99 | |
| $19M | 28.4K | 82% | $29.99 | |
| $18.9M | 19.6K | 84% | $49.99 | |
| $18.9M | 58.4K | 93% | $14.99 |