Platform Games of the 2010s, Part 2 Codexery

Ronin (video game)

A turn-based stealth platformer about revenge and silent kills.

Ronin (video game)

Ronin is a turn-based action platformer created by solo Polish developer Tomasz Wacławek and released through Devolver Digital. It entered Steam Early Access for Windows on 27 May 2015, exited that status on 30 June 2015, and later received OS X and Linux builds via an update on 15 October 2015. A PlayStation 4 version followed on 1 November 2016. The game emphasizes stealth: its levels are set in corporate complexes, a design Wacławek openly called a rip-off of Tom Francis’s *Gunpoint*. Players avoid guard detection to perform silent kills, but if combat breaks out, they must dodge attacks and find the right angle to strike. They can also throw their sword. Hanging from ceilings lets players instantly kill non-elite guards positioned directly below. Wall climbing allows sliding, sticking, and launching toward enemies, creating further stealth opportunities.

The story follows a young woman hunting five people she holds responsible for her father’s death. A polaroid group photo—showing her father, the five targets, and her as a child—is marked and crossed out as each target falls. The game ends after killing the final target, the Boss. Whether the player was hit during the fight determines the outcome: a bad ending with death, or a good ending. A prequel comic confirms the protagonist is the blonde girl in the photo and reveals she finds the killing exhilarating.

Wacławek, a designer at Flying Wild Hog, originally built *Ronin* for the itch.io “Cyberpunk” Game Jam in March 2014 under the username teedoubleu. It did not rank highly—its best placement was #88 in “Relevance”—but it won the Developer’s Showcase and Jury Award at the 2014 World of Gamedev Knowledge Conference (WGK) in Gdańsk. After recruiting artist Łukasz Piskorz, the game’s visuals shifted from pixel art to high-quality 2D art, partly to differentiate it from *Gunpoint*. Piotr Iwanicki, creative director of *Superhot* and a WGK jury member, suggested Wacławek approach Devolver Digital. Their first public collaboration was the game’s reveal trailer. Following a quiet development period, Wacławek released an updated version of the original jam entry—with new graphics, soundtrack, and full-game features—to its itch.io page on 20 April 2015, renaming it “RONIN Demo.” The Steam Early Access launch on 24 May 2015 included Windows, OS X, and Linux, but the latter two were pulled for instability.

Quick Facts

Title
Ronin
Developer
Tomasz Wacławek
Publisher
Devolver Digital
Artist
Łukasz Piskorz
Composer
Patryk Karwat
Engine
GameMaker: Studio
Platforms
Microsoft Windows, OS X, Linux, PlayStation 4
Released
Microsoft Windows / 30 June 2015 / OS X, Linux / 15 October 2015 / PlayStation 4 / 1 November 2016
Genre
Action, platform
Modes
Single-player

Facts from the source article.

Lore & Background

Ronin was originally created for the itch.io 'Cyberpunk' Game Jam in March 2014 under the username teedoubleu. Although it did not receive high ratings, it won the Developer's Showcase and Jury Award at the World of Gamedev Knowledge Conference 2014 in Gdańsk, Poland. After gaining a new artist, Łukasz Piskorz, the game's graphics were polished from pixel art to high-quality 2D art to distinguish it from Gunpoint. Piotr Iwanicki, creative director of Superhot and part of the WGK award jury, suggested handing the game over to Devolver Digital, which led to the release of a reveal trailer. The game entered Steam Early Access on 24 May 2015 for Microsoft Windows, OS X, and Linux, though the OS X and Linux versions were initially taken down due to instability. It left Early Access on 30 June 2015 for Windows only. A 25-page digital comic book and original soundtrack were published within the Special Edition.

Reader's Guide

Ronin received 'mixed or average reviews' on both PC and PlayStation 4 according to Metacritic. Reviewers praised its overall design concept and similarity to Gunpoint, with Phil Savage of PC Gamer calling it 'the schlocky B-movie to Gunpoint's more cerebral stealth-puzzling.' However, criticism focused on repetitiveness; Matt Porter of Hooked Gamers noted that each of the five targets is in 'the same type of boring office building.' Steven Bogos of The Escapist gave the lowest review, stating, 'Ronin is a remarkably average game... there just isn't enough here to maintain interest.' The game's legacy is tied to its turn-based stealth mechanics, wall climbing, and ceiling-hanging abilities, as well as its origin as a game jam project that evolved into a commercial release with a polarizing reception.

Did You Know?

Industry Climate and Hardware Constraints

The 2026 video game landscape is shaped by the lingering aftermath of mass layoffs that swept through the industry in prior years, creating a workforce still adjusting to reduced headcounts and restructured teams. Compounding these personnel challenges, the year saw significant pressure on hardware and console development driven by limitations in computer memory availability. These supply-side constraints affected how developers approached system design and performance targets, forcing creative workarounds in an environment where both human capital and physical components were in short supply. The combination of a thinner talent pool and constrained hardware resources painted a picture of an industry operating under tighter margins than in previous cycles, with studios navigating a landscape where efficiency and resourcefulness became as critical as raw creative ambition.

Losses in Development and Engineering

The year 2026 brought a wave of losses among the technical architects who shaped gaming hardware and software. Shutaro Iida, known as Curry the Kid, passed at 52; he had been a principal programmer on multiple Castlevania entries and served as creative director for Bloodstained: Ritual of the Night and its prequel, Bloodstained: The Scarlet Engagement. Hideki Sato, 75, was recognized as a major contributor to the majority of Sega's console hardware. Yoshihisa Kishimoto, 64, left behind the Kunio-kun and Double Dragon franchises. Bobby Prince, 81, composed music for id Software titles including Doom, Wolfenstein 3D, and the Duke Nukem series. Yoran Heling, known as Yorhel, maintained the Visual Novel Database. These deaths collectively removed a generation of foundational technical and musical talent from an industry already feeling the strain of earlier workforce reductions.

Voices and Faces Gone

The 2026 roster of notable deaths included a remarkable concentration of voice actors and performers whose work defined beloved franchises. Jock Blaney, 76, gave voice to Wolf O'Donnell and Bill Grey in Star Fox 64. Bill Wise, 61, voiced Knuckles in the Sonic the Hedgehog OVA. Tom Kane, 64, was widely recognized as Yoda across multiple Star Wars titles. Daveigh Chase, 35, brought Kiwako Seto to life in Let It Die and voiced Lilo Pelekai in Lilo & Stitch and its tie-in games. Hayden Panettiere, 36, portrayed Sam Giddings in Until Dawn and its remake, and voiced Kairi and Xion in Kingdom Hearts entries. Tim Curry, 80, was Colonel Cherdenko in Red Alert 3 and the titular Gabriel Knight. Peter Cullen, 85, was Optimus Prime and Eeyore.

Business and Creative Leadership

Beyond the technical and performative losses, 2026 saw the passing of figures who shaped the business and creative direction of major studios. Claude Guillemot, 69, was a co-founder of Ubisoft, one of the most recognizable names in global game publishing. İpek Yavuz, 54, co-founded TaleWorlds Entertainment, a Turkish indie developer and publisher that brought a distinct regional perspective to the industry. Robert Duvall, 95, while primarily known as an actor, left a lasting mark on gaming through his portrayal of Tom Hagen in The Godfather and its video game adaptation. These departures represented the loss of institutional memory and entrepreneurial vision that had helped build the commercial and creative infrastructure of modern gaming, leaving gaps in leadership and creative direction that the industry would need to address going forward.

Frequently Asked Questions

Who made Ronin (video game)?

Ronin was built entirely by solo Polish developer Tomasz Wacławek and brought to market through publisher Devolver Digital. It debuted on Steam Early Access in May 2015 and left that program just over a month later.

What genre is Ronin (video game) and how does its core loop work?

It is a turn-based stealth action platformer in which you sneak through corporate complexes to carry out silent kills while keeping guards from spotting you. Should a confrontation erupt, the player switches to a dodge-and-attack turn system. Wacławek has openly described the level layout as a deliberate nod to Tom Francis's Gunpoint.

On which platforms can you play Ronin (video game)?

The game shipped for Windows first, then received OS X and Linux builds in October 2015, and a PlayStation 4 port followed in November 2016.

How did Ronin (video game) originate before its full release?

The project began as an entry in the itch.io 'Cyberpunk' Game Jam in March 2014. It went on to take home both a Developer's Showcase slot and a Jury Award at the WGK 2014 event before being expanded into a commercial title.

Why is Ronin (video game) remembered in the indie platformer scene?

It demonstrated that one person could turn a jam prototype into a tight, multi-platform stealth platformer with a distinctive turn-based combat twist in under a year. Its rapid arc from game-jam sketch to a Devolver-published release made it a frequently cited indie success story of the mid-2010s.

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