
Kijutsu Rider is a fast paced third person hack and slash anime styled action game where you play as one of five unstoppable heroes, carve your way through waves of monstrous enemies, take down the black cross conglomerate and save the world.
Modeled estimate, not a reported figure. How we estimate →
About
Kijutsu Rider is a fast paced third person hack and slash anime styled action game where you play as one of five unstoppable heroes, carve your way through waves of monstrous enemies, take down the black cross conglomerate and save the world.

Use a mix of Parries, Dodges, Counters, and Guard Breaks, along with an arsenal of special moves and combos to obliterate the hordes of enemies coming your way in an explosive high speed action combat system.


Rookie Cop turned vigilante Motorcycle Wizard, Rei makes use of his multi form Nitro calibur blade to unleash high speed high damage attacks

Heiress to the Pharaoh Triad crime family turned beast street Yakuza enforcer, Ann makes use of wide reaching whip attack and explosive earth constructs to dominate the battlefield

A wild yakuza runner who uses his beastial instinct to dance across the battle field carving through his foes


Kijutsu Rider features 15 unique levels, over 25 unique enemy types, and 10 intense boss fights, to push the players skill and reflexes to their absolute limits
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
so glad the game came out cant wait for them to finish it
i really feel like a kamen rider! Curently its a bit janky but its nothing a few patches or "♥♥♥♥ it we ball"s cant fix. This game oozes with passion for tokusatsu and spectacle action games. my small recommendation to the dev is to give the sword hit sound a bit more umph, like layering a meaty crunch or thud to sell the impact more
The game has a good soul to it but everything constantly feels way too abrupt, cutscenes transition way too jarringly. combat has a very bad feedback when you hit an enemy and then also poor sound or audio queues you are hitting an enemy parries have terrible feedback unless you get the actual camera zoom in effect on a parry. dialogue and voice acting in general is very inconsistent both in cutscenes and combat which is totally okay its just when I am beating up a bunch of dudes and I go from just the combat music to I hear Rei clowning on enemies 3-4 times and then like 4 minutes of silence it's extremely jarring and also weird. the cancel system is cool and does add some level of depth but its still EXTREMELY barebones just as Rei, and enemies really love defaulting to that non launcherable explosion move in an area you have to use a break move on. I also had an extremely obnoxious bug with my camera settings where inbetween levels it would reset my camera sens back to default while playing on a controller which is WAY too high and I kept having to drop it back down. love the style and the idea and a kamen rider inspired thing but it's not there yet and that's okay keep at it chief one love.
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.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I waited for the first patch and I am mainly recommending because the solo dev has been *so* understanding of all the feedback they've gotten so far, which I am very thankful for. Unfortunately, unless youve been anticipating this game for a while (like me) you might want to hold off for now. I mainly hope combat can get a major revamp/refresh at some point, as there were a couple small things i think could help it flow better: -theres no simple "run/sprint" input, which I feel can help position the player better/make movement feel much sleeker -the jump feels kind of clunky/heavy, and it doesnt feel all that useful as all the arieal moves cannot hit anyone, something like being able to launch or knockback enemies instead of them staying in place would make things like combos feel much nicer -I wish it was easier to understand when the game wants specific inputs vs different moves. there's a brief tutorial in the beginning which is good but when you're in the levels its hard to know when you should use a heavy attack, dash, what special does, etc. other than the big CRITICAL/PUNISH/BREAK text (which is visually very cool! I just wish there could be a larger mechanic around getting them) -It also doesnt help that there are often so many enemies at once that looks similar enough from each other, which makes the lock on feel a bit useless (you end up hitting enemies anyway even if you're across the arena from what you're locked on to) -Maintaining a combo feels impossible, even with constant spamming I havent gotten athing higher than a C with it being hard to tell when you're building it up or about to lose it, if the above could be improved I imagine it could feel easier -The music was so loud by default, I immediately turned it down, but having it constantly start and stop honestly bothered me more, I'd rather the whole song play out and loop constantly than having it stop in the middle and start again from the beginning I and many others who were waiting for this game are fans of the tokusatsu genre, and its immediately clear how the dev has also put so much of that love into the concept of the game. Game dev is not easy and it takes some real courage to put out something and face the feedback you receive (especially if it's not all good feedback). I really believe in the future of this game and I feel like everyone's feedback has been fair for the most part, if we could get clearer plans in the future for whats next I think it would help a lot!
Borderline unplayable, needs way more time in the oven
Unplayable. The camera sensitivity is way too high and the first boss is an impossible difficulty spike. (Edit: This review was made before the patch where this issue was apparently fixed. I have yet to try the game after the patch because I already refunded the game.)
It's rough, it's buggy, it's got a whole lot of heart and soul. I genuinely think if the dev keeps patching and updating this game could be really special. No mater what I am going to beat this game, I just don't care, I'm going to beat this game no mater what I'm very invested at this point.
I wish I could recommend this game since it's dripping with passion from its developer and at least trying to carve a niche in terms of combat flow. I do think the constant movement and sliding while taking your attack type into account to counter enemies is a really solid setup, and the meter system has just enough uses to make choices matter with it. It is FUN to do your strings and fly across the screen getting a big PUNISH, BREAK, etc. The character design is pretty strong and uses heavy shading in a way not many games are while also having fun choreography in cutscene fights. But even with three patches the game is just rough. The stages are bland corridors with nothing going on between enclosed encounters, enemies either get comboed to death or don't even interrupt their attack animations while being launched, the style meter seems vestigial and can drop from A or S to D on a dime, bosses force you away to dodge finnicky projectile barrages as you attempt to dash around them to get a Light Attack Punish, and I closed the game after being softlocked via being trapped in a combat arena after beating it twice in the same encounter. I also genuinely don't like the dialogue to the point where I skipped it after a while, though skipping the cutscene after beating LilRed softlocked me in her arena and required me to fight her again. I want to encourage this developer to keep at it, whether that's fixing this game up or doing better next time, but I can't say this is worth the price at this time.
I only played up to the first boss and it is rough but the bones are there. I am 100% recommending as an investment. This game is just a few updates away from being really solid. Love the stylish combat, love the art direction I love that its a toku love project. much love to the developer and I hope to jump back in soon.
ACT鉴💩家评分:💩💩💩💩💩(2026/04/07首次补丁前) 不知道作者看不看中文评价,反正我先开喷了。 —— —— —— 先说游戏以外的:没有云存档,这都2026年了,连这基础功能都不做是不是有些过分了? 非战斗相关体验: - 优化:虽然用的UE5,但帧数表现并没有很差,并且全程都保持着高帧数——但是这都是用非常粗糙的画面表现换来的,并且游戏没有内置锁帧功能,需要外部软件来锁帧才能保持一个合适的性能释放功耗。 - 画面:大黑大白大红大紫大黄大绿大蓝,总之就是主打一个单调到极致,就是来强*你的眼睛的,再加上绝大多数时刻毫无辨识度的地形,以及轻轻一碰就能转上天的视角,只能说不迷路的都是高手。 - 剧情:不好意思,没看,配音不全,导致我个人兴致不怎么高,并且人设也不是很吸引人。 - 难度:本作没有难度选项,所有玩家必须吃同一块💩 - BUG:数不胜数。遇到过主角跑出战点,敌人跑出战点根本打不到,锁定莫名其妙锁不上,过场动画莫名其妙减速。 战斗相关体验: - 音效:严重缺失。音效的问题相当严峻,这已经不是好不好的问题了,而是已经影响到战斗的判断了。主角勉强还做了些音效,只是打击音效没那么有层次,但至少是能够听出来击中反馈的。绝大多数敌人的进攻是没有音效的,主角受击时也基本没什么音效,多数时候都是按键时发现没什么反应了才注意到被打出硬直了——最低限度至少也得加上一些主角受击时的声音、护盾破裂、直接攻击到HP的音效,不然怎么死了都不清楚。 - 镜头:主角机动力很强,攻击一次可以围绕着敌人旋转好几圈,但是这并不意味着设计镜头时,也要让镜头跟着主角一起转陀螺,很晕的😵💫 - 锁定:锁定做得很诡异,感觉应该是只做了硬锁,但是满足一定条件后会自动切换锁定——比如击败敌人、超出锁定距离等。可以用右摇杆切换锁定,但是又不能切到视野外的敌人。按下右摇杆可以解除硬锁,但是没有方向修正了,玩起来还不如一直硬锁。 - 杂鱼:因为主角机动性太强,并且位移时还带攻击效果,所以有近战攻击能力的基本没有威胁,玩起来基本上相当于躲弹幕。能打连击,但是游戏内容丰富度不足,作者选择了每走几步就是一个战点,玩久了基本就只想速战速决了。 - BOSS:还是因为主角设计上的问题,为了给玩家上强度,BOSS统一配备了各种取消硬直转为吹飞的技能,各种大范围的远程弹幕,并且为了不让BOSS看起来太单调,竟然破天荒地设计数名转阶段无敌,然后在发波的逆天BOSS,不打完召唤出来杂鱼就进不了下一阶段——甚至这个过程还会出现两次,要是遇见小怪跑出战点就有福了。 - 动作:终于聊到动作了,动作这块本该可以聊很多的,但是即便也许真有些值得聊的,但在上面那些问题前,再好的动作及玩法也救不回来了,况且本身也只是稍微有点想法,但也就那样——XY轻重攻击、B特殊攻击、A跳跃、LT闪避、LB防御,基础的按键操作就这些,十字键跟RTRB也承担着一些动作玩法,比如变身各种形态或者派生特殊动作啥的,但是要么功能性重合了,要么区别不太明显。 在这些基础键位之上,XY根据按下按键次数的不同,有各种轻重动作派生,并且也支持Dodge Offset,B键的特殊攻击没怎么研究,虽然也有些派生,但我基本是拿来破除信号灯的,不过我也不知道破了信号灯有什么用,该被吹飞还是会吹飞,意义不明。LT的闪避距离非常长,并且长按时还能派生一个Z型走位还带超长位移的滑行攻击,方向修正能力非常强,输出也不俗,是前期最主要的输出手段(另外空中也有长按闪避的派生)LB的防御功能基本不怎么用,毕竟各种要素集结在一起,很难看清敌人的动作。 有精防精闪,也有相应的信号灯,但是用处似乎不大,没有研究的价值。 后续关卡会解锁新招式,最显著的就是在招式后摇提示“NOW”的时候输入按键,会派生特殊招式,比如在地面上,按LT/RT会派生一个长距离的横向转剑滑行,按LB/RB会派生一个带滑行的街舞,一些特殊状态下,按Y也有特殊的派生。甚至在使用摩托攻击时,按这些按键还有新的特殊派生攻击。总之派生玩法很多,并且派生完之后还能接着继续触发“NOW”状态,按下不同按键就可以一直循环派生。 RB/RT跟XY可以组合出招,与RB组合为挑空类型的招式,与RT组合是冲刺类型的招式,但是多数时候意义不大,因为跟LB/LT也能这么组合来玩,并且甚至跟LT组合出招的时候还能续Offset,所以没必要记那么多按键。不过因为RB/RT不会打断动作,所以也许更适合接续各种NOW时机下的派生。 游戏中还存在变换形态与召唤队友的玩法,由最底下的绿条来控制资源,但是似乎用处不大(除开变换形态时会恢复护盾值),没怎么研究。 血量资源有两种,一种是蓝色的护盾值,一种是红色的HP。护盾可以随时间恢复,也可以变换形态恢复,但是不能抵挡过量伤害,如果承受的伤害超出当前护盾量,则会直接削减HP,HP回复手段较为稀缺,作战时应尽可能避免HP被削减的情况——但是幽默的来了😅有些BOSS跟小怪是可以越过护盾直接削减HP的,并且通常不会给玩家造成硬直,再加上没有音效提示,初见时死都不知道是怎么死的。 —— —— —— 总之该骂的也骂爽了,当前版本不建议任何玩家购入这款作品,毕竟作者并没有保证会去修复哪些问题。
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 |
|---|---|---|---|---|
| $162.1K | 322 | 82% | $24.99 | |
| $0 | 46 | 83% | Free | |
| — | 0 | — | — | |
| $2.1M | 2K | 59% | $59.99 | |
| $1K | 5 | 80% | $9.99 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $27.3K | 135 | 72% | $8.99 | |
| $27.3K | 104 | 96% | $9.99 | |
| $27.3K | 900 | 91% | $1.99 | |
| $27.3K | 57 | 58% | $24.99 | |
| $27.3K | 362 | 93% | $1.99 | |
| $27.2K | 75 | 84% | $14.99 |