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Katana Zero

Katana Zero is a 2019 platform game developed by American indie studio Askiisoft and published by Devolver Digital. Set in a dystopian metropolis, the neo-noir storyline follows Subject Zero, a katana-wielding assassin with amnesia who can slow down time and predict the future. Zero unravels his past while completing assassination contracts. Katana Zero features side-scrolling hack-and-slash gameplay in which the player attempts to kill all enemies in a level without being hit, using Zero's abilities to manipulate time, dodge attacks, and take advantage of environmental hazards. In between levels, the story is told in sequences where the player converses with non-player characters through dialogue trees.

Gameplay
illustrating many of the core game mechanics of Katana Zero, including its use of bullet time and one-hit-kill gameplay Katana Zero is a 2D platform and hack and slash game presented from a side-scrolling perspective. the player completes assassination contracts for a psychiatrist. Zero can run, jump, wall kick, pick up and throw items, attack using his katana, and dodge. a motorcycle chase, Outside of the main game, there are two additional game modes: hard mode features more difficult levels with new enemy varieties, reworked bosses, and additional challenges; and speedrun mode challenges the player to complete every level in the fastest time possible, with the options to modify enemy behavior and skip cutscenes. Story and dialogue Katana Zero follows a neo-noir-style storyline, with psychological horror and black comedy elements, set in a dystopian metropolis after a war. He assassinates drug dealers and other targets (including a political prisoner) for his psychiatrist, He discusses his nightmares with the psychiatrist, who supplies him with a drug as treatment. Zero also befriends a young girl living next door to his apartment, Their decisions determine how much exposition is presented and how Zero is characterized; Although they do not change the overall plot, players' dialogue choices can affect certain events, and one boss fight can only be activated by making specific decisions. Later, another clairvoyant swordsman, identifying himself as the actual "Dragon", dismembers and abducts V. Zero learns about his own past as a supersoldier known as a "NULL" and that the drug he had been taking, known as Chronos, gave him his abilities. However, it causes users to become trapped within their minds as a withdrawal symptom. presumably kidnapped by the masked men and the story ends on a cliffhanger. A flashback reveals Zero's nightmare is a memory from the war, and that he was the soldier who shot the scientist, and also worked with the Dragon, who was identified as Fifteen. ==Development==
Development
Conception Katana Zero was developed over six years by the indie game creator Justin Stander under the studio name Askiisoft. It was Stander's first commercial game; his previous projects, such as Tower of Heaven (2009), had been smaller freeware games. After seeing the success of Terry Cavanagh's VVVVVV (2010), Stander concluded audiences only pay attention to indie games if they are being sold. Cavanagh, like Stander, had started off making freeware games, but none were as successful as VVVVVV. Katana Zero originated from Stander's desires to create a larger project that could be sold commercially and tell a story. He used the GameMaker Studio 2 game engine and spent the first two years building simple prototypes. The game was a means of expression for Stander outside schoolwork and he spent most of his time at college developing it. The total budget was 60,000, which Stander noted was quite small for a game of Katana Zero scope. Stander decided to develop a Nintendo Switch version immediately after the system was unveiled because he saw it as a good console for indie games. The one-hit-kill gameplay was frequently compared to another Devolver Digital-published game, Hotline Miami. Stander said he only played Hotline Miami once and did not remember its gameplay, but acknowledged it may have subconsciously influenced him. When developing small freeware games, he could scrutinize minute details, which would result in him spending a year to make a short, 20–30 minute game. The script is credited to Stander and Eric Shumaker, with additional writing by Sterling Nathaniel Brown and Ian Goldsmith Rooney. As Stander developed Katana Zero focusing on one element at a time, he only had a basic plot summary by the time he finished outlining all the levels. Elements Stander conceived early on included a protagonist who was "sort of trapped in their situation, because those always make for good main characters in action games," and a disagreeable psychiatrist whom players would dislike. The story structure was inspired by Hotline Miami, in which the player character is directed to kill by mysterious phone calls, and its themes include drug addiction and mental health. Stander hesitated to deal with such topics as they had never affected him, but after some research, felt he could treat them respectfully. Additionally, Stander felt an assassin like Zero would not wait to listen to a villain justify their schemes. He was conscious speedrunners would skip all the dialogue and included in-game consequences for interrupting constantly to create a sense of realism. Kiley and Lodewijk attempted to reflect Zero's changing psyche and moods in their music, such as when Zero experiences Chronos withdrawal and snorts cocaine in a limousine. Stander sent Kiley and Lodewijk screenshots, concept art, and notes describing the atmosphere he was aiming for, occasionally alongside an existing piece of music for reference. while Lodewijk used vintage synthesizers and drum machines such as the Akai MPC. While he did edit some tracks using his computer, Lodewijk described his process as "old-fashioned" and estimated 95% of his music was composed using vintage synths. Stander attempted to synchronize the music with the gameplay by having Zero turn on a Walkman at the beginning of each level, changing the music when Zero takes his earbuds out to talk to an NPC, and slowing down the music when the player uses Chronos. ==Release==
Release
Katana Zero made its first public appearance at PAX West in Seattle in September 2015. Adult Swim Games obtained the publication rights, and a teaser trailer was released in December. The game was scheduled for a late 2016 release, but it was delayed to 2017 and eventually to March 2019. Stander announced he had "amicably parted ways" with Adult Swim in December 2018, Devolver helped Stander localize the game, translating it to ten languages. Stander was impressed by Devolver's software testing process for catching bugs he did not notice. as a downloadable game on GOG.com, Humble Bundle, Nintendo eShop, and Steam. The Switch version was temporarily banned in Australia after it was refused classification by the International Age Rating Coalition, due to its depiction of graphic violence and drug use. Devolver Digital resubmitted the game to the Australian Classification Board, which cleared it for a May release with an R18+ rating. A physical release for Katana Zero on Nintendo Switch was announced to be distributed by Limited Run Games in July 2020, with pre-orders then scheduled to open that November. As of January 2026, it has not been released. Sales Katana Zero was Devolver's most-preordered Switch game, sold over 100,000 copies within a week of release, and became Devolver's second-fastest-selling Switch game behind Enter the Gungeon (2017). It was the second-bestselling eShop game during the month following its release behind the Switch version of Cuphead (2017), which was released on the same day. Stander said Katana Zero was most successful on Switch and Steam; sales were originally strongest on Switch, but the Steam version gradually sold more since it went on sale often. ==Reception==
Reception
Katana Zero received "generally favorable reviews" according to the review aggregate website Metacritic, and a "Mighty" approval rating from OpenCritic. The soundtrack was acclaimed. and was named one of the best games of 2019 by USgamer (#1), Thrillist (#21), and Red Bull. IGN nominated it for "Best Action Game" and "Best Video Game Music/Soundtrack" during its Best of 2019 Awards. For his work on the game, Stander was included in Forbes 2020 30 Under 30 list. ==Post-release==
Post-release
Ports Devolver released an Xbox One version of Katana Zero on October 15, 2020, offered to Xbox Game Pass subscribers, and an Amazon Luna version on December 9, 2021. A PlayStation 4 version was rated by the Entertainment Software Rating Board in March 2021, but has not been released . Android and iOS ports were released on May 21, 2024. The ports were published by Netflix as part of its expansion into video games; while free to download, they require an active Netflix subscription to play. The ports received positive reviews from Pocket Gamer and TouchArcade, who felt the game remained high quality on mobile platforms. However, Pocket Gamer said the controls did not transition well to a touchscreen due to the precision and reflexes Katana Zero requires. He wanted the DLC's quality to be on par with the main game's, and its size expanded considerably during development. The DLC was three times its originally-planned size by February 2020, and six times by March 2021, == References ==
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