- Release Year: 2020
- Platforms: Android, iPad, iPhone, Macintosh, Windows
- Publisher: Gremory Games Inc., Infini-Brain Inc.
- Developer: Gremory Games Inc., LiLith
- Genre: Action
- Perspective: 3rd-person
- Game Mode: Single-player
- Gameplay: Base management, Hack and Slash, Visual novel
- Setting: Fantasy
- Average Score: 70/100
- Adult Content: Yes

Description
Action Taimanin is a free-to-play action role-playing game and all-ages spin-off of the Taimanin visual novel series. Set in a fantasy world where ninja warriors known as Taimanin fight against demonic threats, players engage in fast-paced hack-and-slash combat while managing a base and progressing through a narrative filled with visual novel-style interactions and anime-inspired aesthetics.
Gameplay Videos
Where to Buy Action Taimanin
PC
Action Taimanin Mods
Action Taimanin Guides & Walkthroughs
Action Taimanin Reviews & Reception
metacritic.com (50/100): Not terrible, but if you want some real hack and slash.
steamcommunity.com : Limiting how much I can play just makes me want to play less and therefore not buy anything.
imdb.com (90/100): Charming and fun for kids
Action Taimanin: The All-Ages Action Spin-Off That Defies Its Roots
Introduction: From the Shadows of Eroge to the Spotlight of Steam
In the crowded landscape of free-to-play mobile and PC games, few titles arrive with as complex and contradictory a heritage as Action Taimanin. This is a game born from the notorious Taimanin visual novel series by Lilith Soft—a franchise historically synonymous with extreme adult content, graphic violence, and dark fantasy themes. Yet, in 2019, developer Gremory Games and publisher Lilith embarked on a audacious pivot: to distill the core essence of ninja-versus-demon warfare into a polished, all-ages, 3D hack-and-slash action RPG. The result is a game that exists in a state of perpetual tension—simultaneously a accessible, visually charming tribute to its source material and aFreemium product grappling with the same predatory design patterns that define its genre. Action Taimanin is not merely a game; it is a cultural artifact representing a calculated, and at times uneasy, negotiation between niche eroge legacy and mainstream gaming accessibility. This review will dissect that negotiation, arguing that while the game succeeds brilliantly as a technical and tonal adaptation, its foundational commitment to the free-to-play gacha model fundamentally undermines its potential as a cohesive,Player-first experience.
Development History & Context: A Calculated Pivot in a Saturated Market
The genesis of Action Taimanin is a direct response to the evolving gaming landscape of the late 2010s. The Taimanin IP, whilecult within its niche, was financially and reputationally constrained by its adult orientation. The announcement at Tokyo Game Show 2019 signaled a strategic shift: leveraging the franchise’s established lore, character designs, and core conflict—elite ninjas (Taimanin) battling demonic incursions in a cyberpunk-tinged near-future Japan—for a broader audience. Gremory Games, the primary developer, chose the Unity engine (specifically build 2018.4.18f1) for its proven cross-platform capabilities, enabling a simultaneous launch on Android, iOS, and later, Windows via Steam. This technical decision was pivotal, allowing for a unified visual style and development pipeline across vastly different hardware.
The development vision centered on “actionizing” the franchise. Where the visual novels were static, narrative-driven, and sexually explicit, Action Taimanin would be dynamic, combat-focused, and toned down. This “Adaptational Modesty” (a term coined by its fanbase) manifested in redesigned costumes that eliminated the overtly sexual elements like visible nipple bulges and camel toe present in the source material, though the core aesthetic of form-fitting spy catsuits remained. The shift also meant recasting voice actresses for a more mainstream profile; most notably, Igawa Asagi’s voice was changed from Ami Koshimizu to Sayumi Watabe in June 2020, with similar recasts occurring later for characters like Sora Kannazuki.
The launch was not without hiccups. A post-launch copyright infringement apology was issued after it was discovered the game used an uncredited remix of Au5’s “Snowblind,” highlighting the rushed nature of its global rollout. The game’s lifecycle has been defined by persistent updates and a major server merger in May 2021, consolidating the Japanese and global servers to unify the player base—a common but often risky practice for live-service games that was executed smoothly here. Post-launch, a predictable cadence was established: a new playable character roughly every two months, regular story chapter expansions (reaching Chapter 24 by late 2025), and seasonal events. This live-service framework is the game’s true engine, dictating its design from the outset.
Narrative & Thematic Deep Dive: A Crapsack World, Softened
Action Taimanin constructs a narrative universe that is both an extension of and a departure from its eroge predecessors. Set in an alternate near-future Tokyo, the premise is a classic Taimanin staple: an ancient truce between humans and demons is broken, leading to a clandestine war where demonic forces infiltrate human crime syndicates and corrupt governments. The Japanese government responds with the Taimanin, an elite corps of supernaturally-powered ninjas. The player assumes the role of Fuuma Kotarou, newly appointed captain of a special task force—a significant departure, as Kotarou is traditionally a more morally ambiguous, sexually aggressive protagonist in the visual novels. Here, he is a supportive commander and mission controller, a “Nice Guy” whose narrative role is to guide the playable heroines.
The main plot, spanning over 24 chapters, follows the Task Force’s efforts to counter threats like the terrorist bio-weapon “Creeping Death” (a zombie apocalypse catalyst), the shadowy syndicate Nomad, and later, larger demonic players like the vampire lord Edwin Black and the manipulative queen Astaroth. The narrative structure is episodic, blending mission-based gameplay with visual novel-style dialogue sequences. A crucial trope identified by fan analysis is Gameplay and Story Segregation: a character’s playable status is unrelated to their story presence. Villains like Oboro and Ingrid are frequent bosses in-story but are also obtainable playable units, creating a dissonance where the “Task Force” can field its own enemies.
Thematically, the game retains the franchise’s core philosophical questions but filters them through a shonen-action lens. “Who are the real monsters?” remains central. Humans, through entities like the United Forces of the World (UFS) and the Chinese Union, are portrayed as colonialist, corrupt superpowers, while demons range from malevolent warlords to more nuanced beings like the Death Wraiths, who value virtuous human souls. Momochi Toyo, a rogue Taimanin, embodies the Well-Intentioned Extremist, planning to expose all demons to humanity to spark a purifying war, believing the ensuing bloodshed is worth the cost of a demon-free world. This creates a Black-and-Gray Morality where the heroes fight to maintain a flawed status quo against foes whose extremism is often born from legitimate grievances. The tone is Lighter and Softer than the visual novels—there is no sexual violence, and even succubi are largely portrayed as obnoxious pranksters rather than predators—but it remains a Crapsack World of covert wars, shadow dictatorships, and bioweapon terrorism.
The Adaptational Badass trope is pervasive. Playable Taimanin perform cinematic feats of power (Rinko summoning meteors, Asagi slowing time) that in the visual novels were often reserved for bad ends or super-powered states. Yet, the narrative sometimes undercuts this by having bosses like Astaroth explicitly Just Toying with Them, acknowledging that the Task Force survives only because the demon queen is bored, not because they are her equal. This careful calibration maintains tension while allowing the player to feel powerful in gameplay.
Gameplay Mechanics & Systems: The Grind Beneath the Gloss
At its core, Action Taimanin is a third-person, hack and slash action RPG. The combat loop is deceptively simple: control a single character, string together light and heavy attacks to build combos, dodge to avoid damage, and activate skills and ultimate abilities. Auto-targeting simplifies crowd control. The Aggressive Play Incentive is baked into character and weapon designs; many provide damage bonuses that scale with combo count but are lost upon taking a hit, encouraging risky, aggressive playstyles.
However, this surface-level simplicity is layered with a deep—and often overwhelming—systems architecture built for a gacha model.
Progression & Customization: Characters are obtained primarily through a gacha system using premium gems or dedicated coins. They are ranked SSR (Super Super Rare) and SR (Super Rare), with stats and abilities differing accordingly. Progression involves leveling (cap 75), upgrading weapons, and most critically, the Affinity (Bonding) System. By sending characters on missions and gifting items (limited to 10/day), players raise affection to unlock account-wide bonuses (increased AP recovery, drop rates) and, crucially, character-specific Intimacy Events—visual novel-style side stories that provide lore and fanservice. This system is the game’s primary retention hook, encouraging players to invest in multiple characters.
Resource Management & Monetization: The game’s most infamous mechanic is its Stamina (AP) System. AP regenerates slowly (1 every 3 minutes) with a cap that can be raised by placing characters in the “Secret Base” (Gosha Academy) facilities. This directly gates playtime, a classic freemium tactic. The Allegedly Free Game critique is apt: while all playable characters can be purchased directly with in-game currency (no gambling required), the cost is steep, and progress is heavily throttled by AP. Special Mode minigames (motorcycle races, shooting galleries) and Daily Quests offer resource farming but are also AP-intensive.
The gacha extends beyond characters to Supporters (non-playable allies who provide passive buffs and active skills) and Weapons. A mileage (pity) system exists, but rates are perceived as low. The most notorious monetization scandal occurred during the 2nd anniversary (2022), when the poll-winning character Annerose Vajra was released as a paid-exclusive unit ($50 package), unavailable via in-game gems. This deviated from the established pattern and sparked significant backlash, forcing later adjustments.
Game Modes: Beyond the Main Quest (Story Mode), the game offers:
* Time Attack: Speedrun chapters for leaderboards.
* Special Mode: Cooldown-gated minigames for resources.
* Arena (PvP): Asynchronous 3v3 battles with weekly rewards.
* VR Missions / Total War: High-difficulty boss challenges with random modifiers (Luck-Based Mission), plagued by Artificial Stupidity in AI allies.
* Private Room: A 3D sandbox for posing unlocked character models.
* Co-op Battle: Asynchronous events where players contribute to collective goals.
The design encourages Play Every Day through login bonuses and event cycles, but the stamina system and grind-heavy upgrades (weapon materials, magatama) create significant paywalls for competitive and endgame content, validating the “freemium” criticism.
World-Building, Art & Sound: A Polished, Accessible Facade
Visually, Action Taimanin embraces a vibrant cel-shaded anime aesthetic. Built in Unity, it achieves a clean, readable look with fluid animations at a steady 60 FPS on capable hardware. Character models are detailed and accurately capture the distinctive designs of the franchise’s artists. The Jiggle Physics and focus on Ms. Fanservice are undeniable—the standard Taimanin suit is a form-fitting Spy Catsuit, and many alternate costumes are even more revealing (e.g., “Mysterious Tomboy” for Sakura). This maintains the series’ fan-service core while adhering to a “T-rated” modesty compared to the source eroge.
The setting is a quintessential Cyberpunk/Post-Cyberpunk dystopia. Tokyo is a neon-drenched warzone where advanced robotics (UFS exoskeletons) clash with demonic sorcery and bio-augmentation. Architecture blends traditional Japanese elements with gritty, rain-slicked urban decay. The Sound Design features energetic, synth-heavy tracks during combat and more atmospheric tunes for story sequences. Full Japanese voice acting is a major selling point, with performances from notable seiyuu like Yui Kanbe (Yukikaze) and Sayumi Watabe (Asagi). However, the voice actress recasts for Asagi and Sora were notable disruptions for long-time fans.
The Private Room mode is a standout technical feature, allowing players to pose any unlocked 3D model in environmental dioramas—a “factory for making cursed images” that showcases the game’s solid modeling.
Reception & Legacy: A Cult Success with a Stain
Action Taimanin‘s reception is a study in dichotomy. Critics were cautiously positive but focused on flaws. MobyGames aggregates a 66% critic score. Christ Centered Gamer (82%) praised it as a “competent mobile to PC port” and “excellent proof” that the franchise could stand without porn. WombatTrap.com (50%) delivered a scathing takedown of its “freemium” systems, calling post-story content a “daunting” grind of “timers and monthly bills.” Common critiques across outlets targeted repetitive combat, limited enemy variety, and suffocating stamina/gacha mechanics.
Players, however, have been far more enthusiastic. On Steam, it enjoys a “Very Positive” rating (81%+ from over 19,000 reviews as of early 2026) with a concurrent player count averaging ~1,000 monthly years after release. On Google Play, it holds a 4.5/5 from over 54,000 reviews. This disconnect highlights a key truth: players judge it as a free action game with anime aesthetics, forgiving its monetization as long as it provides value. Many reviews cite the surprisingly good story (Iyane Agossah, DualShockers) and generous free rewards compared to other gacha titles as primary strengths.
The Annerose controversy remains its most significant legacy stain. By gatekeeping a popular character behind a real-money paywall after a fan poll, Gremory Games violated an implicit contract with its player base. The negative reception forced a policy change, but it permanently marred the game’s reputation regarding pay-to-win ethics. Community discussions on Reddit and Steam are rife with advice on gems management (save for characters/costumes, avoid gacha pulls), AP optimization (start on Ore half-AP day), and the sheer grind required for free-to-play viability.
Its legacy within the industry is nuanced. It did not revolutionize the hack-and-slash or gacha genres. Instead, it proved a viable path for niche IP adaptation, demonstrating that a franchise built on extreme content could be sanitized for global markets without completely losing its identity. It has sustained a dedicated community for over five years through consistent updates, a robust character roster (50+ playables), and engaging story events. However, it has not inspired a wave of similar “all-ages” eroge adaptations, suggesting the market for such hybrids remains small. Its true influence may be internal: it has arguably kept the Taimanin brand commercially relevant and expanding (with subsequent RPG titles) when it might have faded into obscurity.
Conclusion: A Flawed but Fascinating Bridge
Action Taimanin is a game of profound contradictions. It is a technically competent, visually appealing hack-and-slash that faithfully translates the kinetic fantasy of its source material into an interactive format. Its narrative, while simplistic by visual novel standards, builds a surprisingly rich lore with genuine stakes and morally complex politics. It successfully “all-ages-ified” a pornographic franchise without entirely neutering its edge.
Yet, these achievements are perpetually at war with its free-to-play DNA. The stamina system is an arbitrary, frustrating gatekeeper. The gacha, while less predatory than some peers (playables are direct purchases), still relies on a grind that feels designed to convert frustration into spending. The Annerose incident was a gross betrayal of player trust that exemplifies the worst impulses of live-service monetization.
Ultimately, Action Taimanin’s place in history is as a successful, if compromised, gateway. It introduces thousands of players to the Taimanin universe who would never touch an eroge. It provides a functional, enjoyable action experience for fans of anime aesthetics, even if that experience is punctuated by the jarring clang of a stamina refill timer. It is not a masterpiece, nor is it a cynical cash grab devoid of merit. It is a hybrid—a polished, accessible skin wrapped around a skeleton of genre-standard monetization. For the curious, it offers dozens of hours of mindless, stylish combat and surprisingly dense lore. For the historian, it is a perfect case study in the alchemy (and compromises) required to transform a niche, adult-oriented property into a sustainable mainstream product in the 2020s. Its legacy will be that of a sturdy, if flawed, bridge—one that many crossed, but few look back on with unalloyed admiration.