Katana Zero
A dystopian neo-noir platformer about a precognitive assassin.
Katana Zero is a side-scrolling platform and hack-and-slash game released in 2019. It was created by the American indie studio Askiisoft and published by Devolver Digital. The story takes place in a dystopian city and follows a neo-noir plot about Subject Zero, a katana-wielding assassin who has amnesia and can slow down time and see the future. Critics gave the game positive reviews, praising the gameplay, art, writing, and music, and it earned several year-end award nominations.
The game was designed by Justin Stander, who started working on it in 2013. He had previously made freeware games like *Tower of Heaven* (2009) under Askiisoft, and *Katana Zero* was his first commercial title. Using GameMaker Studio, Stander wanted to create a difficult, story-driven game that didn’t make players wait through dialogue or cutscenes. He paid close attention to detail and took inspiration from films such as *Sin City* (2005) and *John Wick* (2014). Development took a long time, and Stander worked mostly alone, though he brought in artists for the visuals and musicians Bill Kiley and Thijs "LudoWic" Lodewijk for the synthwave soundtrack.
*Katana Zero* launched for macOS, Nintendo Switch, and Windows on April 18, 2019. It sold 500,000 copies in under a year. Reviewers compared its gameplay favorably to Devolver’s *Hotline Miami* (2012), but the story received mixed reactions, with the unresolved ending drawing criticism. Many critics named it one of the best indie games of 2019. Ports arrived for Xbox One in 2020, and for Android and iOS via Netflix Games in 2024. Downloadable content is in development, and Stander plans to expand the fictional universe in future games.
**Gameplay**
*Katana Zero* is a 2D platform and hack-and-slash game shown from a side view. The player controls Subject Zero, a katana-wielding assassin who completes assassination contracts for a psychiatrist. Zero can run, jump, wall kick, pick up and throw items, attack with his sword, and dodge. His ability to slow down time and predict the future lets the player activate slow motion to anticipate enemy movements, though this is limited by a meter that gradually refills. The game has eleven levels, framed as scenarios Zero has foreseen.
Quick Facts
- Title
- Katana Zero
- Developer
- Askiisoft
- Publisher
- Devolver Digital
- Engine
- GameMaker Studio 2
- Platforms
- macOS · Nintendo Switch · Windows · Xbox One · Android · iOS
- Released
- macOS, Switch, Windows · April 18, 2019 · Xbox One · October 15, 2020 · Android, iOS · May 21, 2024
- Genre
- Platform, hack and slash
- Modes
- Single-player
- Programmer
- Justin Stander
- Writer
- Eric Shumaker · Justin Stander
- Composer
- Thijs Lodewijk · Bill Kiley
Facts from the source article.
Lore & Background
Katana Zero was conceptualized by video game designer Justin Stander, who began development in 2013. Stander had previously developed freeware games under Askiisoft, such as Tower of Heaven (2009), and conceived Katana Zero as his first commercial game. Using GameMaker Studio, he 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.
Reader's Guide
Katana Zero is significant as a critically acclaimed indie title that sold 500,000 copies in less than a year, demonstrating the viability of story-driven, difficult platformers in the indie market. Its gameplay, frequently compared to Devolver's Hotline Miami (2012), features one-hit kills, time-slowing mechanics, and strategic level navigation. The real-time dialogue system was noted for allowing players to interrupt NPCs, influencing characterization without altering the main plot. The game's neo-noir aesthetic, synthwave soundtrack, and unresolved ending divided critics but contributed to its cult status. Ports to Xbox One and mobile platforms via Netflix Games expanded its reach. The ongoing development of downloadable content and Stander's plans for the universe indicate lasting interest in the property.
Did You Know?
- Katana Zero was developed over six years by Justin Stander, mostly alone, with a total budget of US$60,000.
- The game's synthwave soundtrack was composed by Bill Kiley and Thijs 'LudoWic' Lodewijk.
- The player can interrupt NPC dialogue at any time, and repeatedly doing so makes Zero come across as rude.
- One boss fight can only be activated by making specific dialogue choices.
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