

Our goal was to make fighting games accessible to anyone. An intuitive set of basic abilities allowed us to remove the need for memorizing inputs and move-lists, while retaining the complexity. Moves can be canceled to feint an attack, hits can be parried or dodged, and they can clash with one another. This creates a mind-game heavy gameplay, one that mimics real samurai showdowns
| Edition | Platform | Release Date | Region |
|---|---|---|---|
| Standard Edition | PlayStation 4 | Apr 27, 2017 | Worldwide |
| Standard Edition | PC | Apr 27, 2017 | Worldwide |
| Standard Edition | Nintendo Switch | Apr 27, 2017 | Worldwide |


Our goal was to make fighting games accessible to anyone. An intuitive set of basic abilities allowed us to remove the need for memorizing inputs and move-lists, while retaining the complexity. Moves can be canceled to feint an attack, hits can be parried or dodged, and they can clash with one another. This creates a mind-game heavy gameplay, one that mimics real samurai showdowns
| Edition | Platform | Release Date | Region |
|---|---|---|---|
| Standard Edition | PlayStation 4 | Apr 27, 2017 | Worldwide |
| Standard Edition | PC | Apr 27, 2017 | Worldwide |
| Standard Edition | Nintendo Switch | Apr 27, 2017 | Worldwide |