A dark fantasy isometric action RPG where a ronin explores deadly dungeons, masters precise katana combat, and hunts through a yokai-cursed late Edo world.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I want to do Early Access because I think the game will benefit a lot from having players in there while the core foundation is already working, but before everything is fully expanded. A big part of Ashikai is combat feel, enemy team behavior, build variety, exploration pacing, that kind of thing, and those are all areas where community feedback can really help shape what gets pushed further and what maybe needs to be reworked a bit. I don’t want to throw out something unfinished just to call it Early Access, that’s not really the point, it’s more that I want to open the door once the base is solid and then keep building with actual player input instead of developing in a vacuum for too long.”

Approximately how long will this game be in Early Access?

“Right now the plan is around 1 to 2 years in Early Access. That could shift a little depending on how development goes and how much feedback ends up changing priorities, because that always happens to some extent, but that’s the general window I’m aiming for. Long enough to meaningfully expand the game and improve systems, not just patch obvious bugs for a few months and call it done.”

How is the full version planned to differ from the Early Access version?

“The full version is planned to have more content across the board, more areas, more enemies, more gear, more bosses, more quests, and generally more depth in the systems that are already there in Early Access. I also expect the current mechanics to be more fleshed out by then, especially progression, combat interactions, enemy team synergies, and the overall structure of exploration and side content. So the full version should feel more complete, more developed, maybe more confident is the better word. The price is also planned to increase once the game leaves Early Access.”

What is the current state of the Early Access version?

“At the start of Early Access, the game is planned to include 2 dungeons, 1 main region, 15+ weapons, 5+ equipment sets, 20+ enemies, and 3 bosses. There will also be side quests, exploration, and combat built around enemy group synergies and different strategies rather than just fighting isolated targets over and over. That’s the current target for the playable foundation. Obviously there will still be balancing work and iteration during Early Access, but the goal is to have a real game there from the beginning, not just a prototype with a menu screen and promises.”

Will the game be priced differently during and after Early Access?

“Yes, the game is planned to be priced lower during Early Access and then increase in price for the full release. That feels fair to me since the full version should have more content and more developed systems than the Early Access version. I’m not planning to jump the price around randomly or anything, just to reflect the game growing over time and becoming more complete.”

How are you planning on involving the Community in your development process?

“Probably a mix of direct player feedback and just watching how people actually play, because those two things tell you different stuff. I want to pay attention to bug reports and balance feedback of course, but also things like where people get stuck, what builds they ignore, which enemies feel cheap in a bad way, which systems they actually want expanded more. Sometimes players don’t explain it perfectly but you can still tell something is off. I also want to use the Steam community hub and other social spaces to gather feedback during Early Access, share updates, and talk a bit more openly about what is changing and why. The idea is to keep improving the game with the community while the foundation is already there, so feedback can help shape future content, system tuning, quality of life stuff, and general direction.”
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This game is not yet available on Steam

Planned Release Date: Q1 2027

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About This Game

Ashikai is a dark fantasy isometric action RPG set in a yōkai-cursed late Edo world. As Shinro, a wandering ronin, you push through cursed roads, caves, and ruined strongholds where precise katana combat, shifting loyalties, and hard choices shape the journey.

Combat is built around precise, weighty katana play: committed swings, step movement, parries, and punishing mistakes. Read enemy tells, manage your spacing, and turn a clean deflect into a decisive counter before the fight slips away.

As Shinro grows, he learns combat skills and sharpens them through mastery, refining how he attacks, defends, and recovers under pressure. Clear real-time feedback makes every exchange readable in the moment, while the people you meet along the way may become allies depending on the choices you make.

Ashikai’s world is shaped by rival factions, from ronin and citizens to the Shinsengumi, yakuza, bandits, and yōkai. Shinro is not bound to one side forever, and your actions can change how different groups see you.

Alignment and reputation do not stay fixed. Factions can become neutral, hostile, or favorable over time, changing who treats you as a threat and what consequences follow later.

Ashikai pits you against both human fighters and oni horrors. Encounters are built around tactics rather than simple back-and-forth trading, with enemies taking on different roles and supporting each other under pressure.

You are not just reacting to single attacks. You are reading formations, breaking synergies, and disrupting the enemy plan before it closes around you.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some placeholder visual elements in the current version of the game were created with the help of generative AI during development. These are temporary assets used to support production while final content is still being created. We plan to replace this placeholder AI-generated content with final handmade assets by the time the game reaches version 1.0.

Mature Content Description

The developers describe the content like this:

The game contains moderate amounts of blood and bodies showing visible signs of bruise with clear blood definitions.

System Requirements

Windows
macOS
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 6GB / AMD Radeon RX 580
    • DirectX: Version 12
    • Storage: 10 GB available space
    • Sound Card: DirectX compatible
    • Additional Notes: Target: 1080p, Low-Medium settings, 30-60 FPS depending on dungeon density and effects. SSD recommended.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i5-10400 / AMD Ryzen 5 3600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 1660 Super / AMD Radeon RX 5600 XT
    • DirectX: Version 12
    • Storage: 10 GB available space
    • Sound Card: DirectX compatible
    • Additional Notes: Target: 1080p, High settings, 60 FPS. SSD recommended.
    Minimum:
    • Requires an Apple processor
    • OS: macOS 13 Ventura
    • Processor: Apple M1 or better
    • Memory: 8 GB RAM
    • Graphics: Metal-capable GPU (Apple Silicon)
    • Storage: 10 GB available space
    • Sound Card: CoreAudio compatible
    • Additional Notes: Apple Silicon only. Target: 1080p, Low-Medium settings, 30-60 FPS. Intel Mac is not supported.
    Recommended:
    • Requires an Apple processor
    • OS: macOS 13 Ventura or newer
    • Processor: Apple M2 or better
    • Memory: 16 GB RAM
    • Graphics: Metal-capable GPU (Apple Silicon)
    • Storage: 10 GB available space
    • Sound Card: CoreAudio compatible
    • Additional Notes: Apple Silicon only. Apple M2 or better recommended for smoother performance and higher settings.
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