My archers are in place, holy priestess Yoshiro is safely surrounded by woodcutters, and with a bit of luck the local carpenter will finish repairing the magical barrier nearby before sunset. An unsettling drumbeat intensifies as the shadows lengthen across dilapidated buildings and demonic growths. The sun finally sets below the horizon. This is it. I've done everything I can: now I just need to make sure everyone survives until dawn.
What is it? A brilliant mix of deadly demons, divine dancing, and deft defence
Expect to pay £39.99/$49.99
Developer CAPCOM Co., Ltd.
Publisher CAPCOM Co., Ltd.
Reviewed on Intel Core i7-7700HQ, GTX 1070, 16GB RAM
Multiplayer? No
Steam Deck Verified
Link Official website
Steeped in traditional Japanese stylings, Capcom's twist on tower defence combines unholy abominations, purifying ritual dances, and bloody survival to mesmeric effect. I am expected to play the part of an action hero, strategic mastermind, and divine protector all at once. Every stage is a graceful ballet stretching from gentle dawn to deadly night and back again, a land of contrasts where lumbering monsters are defeated by elegant movements, and planned defences might need to be abandoned in favour of spontaneous attacks.
Kunitsu-Gami's levels run on a short day/night cycle, the light hours spent searching for people to rescue, bolstering my defences, and repairing key local structures, the night passed fighting back the hordes of monsters making a beeline for Yoshiro. Much of my success depends on my daylight strategizing. Is it better to spend the crystals I've gathered cutting a path for Yoshiro, allowing her to get closer to the end of the stage, or should I spend them to equip villagers with combat roles that suit our latest hold-out point? Have I positioned them in the right places, blocking off all the routes to the priestess and setting us up to snipe incoming enemies from afar? Is it worth running off on a life-restoring ration hunt, or should I turn a
Read more on pcgamer.com