A dark fantasy isometric action RPG where a samurai fights through deadly dungeons to find his lord and make his way back to his family in a yokai-cursed feudal Japan.

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Kommer snart i tidlig tilgang

Utvikleren av dette spillet har planer om å gi det ut som et pågående arbeid, og utvikle det med tilbakemeldinger fra spillere.

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Hva utviklerne har å si:

Hvorfor tidlig tilgang?

«We 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 we 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.»

Hvor lenge antas det at dette spillet vil være i tidlig tilgang?

«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.»

Hvordan er det planlagt at fullversjonen skal være forskjellig fra versjonen i tidlig tilgang?

«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.»

Hva er nåværende tilstand for versjonen i tidlig tilgang?

«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.»

Vil spillet være priset annerledes under og etter tidlig tilgang?

«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.»

Hvordan planlegger dere å involvere samfunnet i utviklingsprosessen?

«A mix of direct player feedback and just watching how people actually play, because those two things tell you different stuff. We 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. We 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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Om spillet

Ashikai is a dark fantasy isometric action RPG set in a yokai-cursed feudal Japan.

Inspired by Japanese tales of yokai, we follow Shinro, a samurai cut off after an ambush. You will fight through cursed roads, caves, and ruined strongholds to find Lord Kuroda and make your way back to your family, while precise katana combat and hard choices shape every step of the journey.

The more you refine your timing, the deadlier combat becomes. Perfect reads create brutal punish windows, clean deflects steal momentum by burning through enemy stamina, and every strike starts to feel decisive.

As Shinro grows, he learns combat skills and sharpens them through mastery, refining how he attacks, defends, and recovers under pressure. Shinro evolves faster with perfect timings and calculated battles. Clear real-time feedback makes every exchange readable during the fights.

Ashikai pits you against both human fighters and oni horrors, each with their own roles, strengths, and combat stats. Enemies do not simply trade blows. They react, parry your attacks, dodge your advances, cover for one another, punish overextension, and press their advantage when they sense weakness.

Every encounter is a tactical problem. You are reading formations, disrupting enemy synergy, and preventing the fight from turning against you. Push too far while underleveled, and stronger foes will punish hesitation, collapse on mistakes, and make every bad decision hurt.

Fight your way, craft your adventure and become the ultimate warrior

Opplysning om AI-generert innhold

Utviklerne beskriver hvordan spillet bruker AI-generert innhold slik:

Ai has been used to support the programming of the game and current translations, by the 1.0 version, the game should be localized fully using proper translations.

Beskrivelse av voksent innhold

Utviklerne beskriver innholdet slik:

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

Systemkrav

Windows
macOS
    Minimum:
    • Krever en 64-biters prosessor og operativsystem
    • OS: Windows 10 64-bit
    • Prosessor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Minne: 8 GB RAM
    • Grafikk: NVIDIA GeForce GTX 1060 6GB / AMD Radeon RX 580
    • DirectX: Versjon 12
    • Lagring: 10 GB tilgjengelig plass
    • Lydkort: DirectX compatible
    • Tilleggsmerknader: Target: 1080p, Low-Medium settings, 30-60 FPS depending on dungeon density and effects. SSD recommended.
    Anbefalt:
    • Krever en 64-biters prosessor og operativsystem
    • OS: Windows 10/11 64-bit
    • Prosessor: Intel Core i5-10400 / AMD Ryzen 5 3600
    • Minne: 16 GB RAM
    • Grafikk: NVIDIA GeForce GTX 1660 Super / AMD Radeon RX 5600 XT
    • DirectX: Versjon 12
    • Lagring: 10 GB tilgjengelig plass
    • Lydkort: DirectX compatible
    • Tilleggsmerknader: Target: 1080p, High settings, 60 FPS. SSD recommended.
    Minimum:
    • Krever en Apple-prosessor
    • OS: macOS 13 Ventura
    • Prosessor: Apple M1 or better
    • Minne: 8 GB RAM
    • Grafikk: Metal-capable GPU (Apple Silicon)
    • Lagring: 10 GB tilgjengelig plass
    • Lydkort: CoreAudio compatible
    • Tilleggsmerknader: Apple Silicon only. Target: 1080p, Low-Medium settings, 30-60 FPS. Intel Mac is not supported.
    Anbefalt:
    • Krever en Apple-prosessor
    • OS: macOS 13 Ventura or newer
    • Prosessor: Apple M2 or better
    • Minne: 16 GB RAM
    • Grafikk: Metal-capable GPU (Apple Silicon)
    • Lagring: 10 GB tilgjengelig plass
    • Lydkort: CoreAudio compatible
    • Tilleggsmerknader: Apple Silicon only. Apple M2 or better recommended for smoother performance and higher settings.
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