- Release Year: 2024
- Platforms: Windows
- Genre: Action
- Perspective: 1st-person
- Gameplay: Platform
- Average Score: 98/100

Description
Brutal Katana is a short, first-person parkour action game where players master fluid movement inspired by Mirror’s Edge to navigate levels as quickly as possible, slicing grotesque meat statues in half with a katana in intense, easy-to-learn but hard-to-master combat encounters.
Gameplay Videos
Where to Buy Brutal Katana
PC
Brutal Katana Guides & Walkthroughs
Brutal Katana Reviews & Reception
store.steampowered.com (98/100): “The best game ever :)”
steambase.io (98/100): Very Positive
Brutal Katana: Review
Introduction
Imagine hurtling through a minimalist world at breakneck speed, your katana gleaming as you bisect grotesque meat statues in a symphony of gore and momentum—that’s the visceral thrill of Brutal Katana, a solo developer’s love letter to fluid movement and primal satisfaction. Released on November 14, 2024, for PC via Steam at a humble $3.99, this first-person parkour action game marks the commercial debut of Swedish indie creator Jonathan Fasth. Drawing inspiration from the acrobatic highs of Mirror’s Edge and the bite-sized perfection of Refunct, Brutal Katana distills parkour and combat into a short, replayable rush. My thesis: In an era bloated with sprawling open-world epics, Brutal Katana emerges as a masterful counterpoint—a lean, exhilarating proof that less can be infinitely more, cementing its place as an essential pick for speedrunners and casual thrill-seekers alike.
Development History & Context
Brutal Katana is the brainchild of Jonathan Fasth, a solo developer from Sweden who embarked on his game dev journey just four years prior to the title’s launch. Previously tinkering with unreleased prototypes, Fasth pivoted to his first commercial project amid the indie scene’s post-pandemic boom, where accessible engines and platforms like Steam democratized publishing. The game began as a modest prototype aimed at faithfully recreating Mirror’s Edge‘s iconic parkour controller—a testament to Fasth’s admiration for DICE’s 2008 benchmark in first-person movement. Influenced by Refunct‘s compact, level-based design, he expanded the scope, iterating through months of refinement to blend traversal with combat.
Technologically, Fasth opted for the Godot engine, a savvy choice after Unity’s controversial 2023 Runtime Fee announcement soured his initial foray into that ecosystem. Godot’s open-source nature, robust 3D capabilities, and Vulkan support (essential for the game’s modest system requirements: Intel Core i5, 4GB RAM minimum) enabled buttery-smooth parkour without bloat. Development wasn’t without hurdles; Fasth candidly shared in dev diaries how poor initial scoping turned the first two months into a whirlwind of concept pivots—from a pure parkour sim to a hybrid with “basic combat” for deeper engagement. Motivation dips were real, but breakthroughs in mechanics reignited passion. Released into a 2024 landscape dominated by AAA behemoths like Black Myth: Wukong and indie darlings like Balatro, Brutal Katana carved a niche as a “boredom buster”—short, satisfying, and perfectly tuned for Steam Deck play (verified playable).
This context underscores Fasth’s growth: from prototype chaos to a polished 48-level (per Steam; some early descriptions cite 24) package, all self-published. It’s a microcosm of modern solo dev triumphs, leveraging free tools and community feedback via Twitter (@softbushware) and Discord.
Narrative & Thematic Deep Dive
Brutal Katana eschews traditional storytelling for pure kinetic poetry, a deliberate minimalist approach that amplifies its arcade roots. There’s no overwrought plot, voiced protagonists, or lore dumps—just you, an anonymous wielder slicing through “meat statues” (non-human abominations evoking fleshy idols) across abstract levels. This absence of narrative isn’t a flaw but a thematic cornerstone: the game embodies ephemeral violence and mastery through repetition, where progress is measured in seconds shaved off leaderboards rather than cutscenes.
Characters? None in the conventional sense. The meat statues serve as thematic foils—static, grotesque sentinels that burst into semi-realistic gore upon katana contact, symbolizing the cathartic demolition of obstacles. Dialogue is nonexistent, replaced by environmental cues like jump pads and ziplines that whisper “go faster.” Underlying themes draw from speedrunning culture and Fruit Ninja-esque destruction: precision as power, where a mistimed vault or slice resets your run, mirroring life’s unforgiving flow states. The playlist system injects personalization, letting players sync kills to their vibe—industrial beats for brutality, synthwave for flow—transforming runs into rhythmic rituals.
In depth, this narrative vacuum invites player projection: are you a vengeful ronin purging abominations, or a parkour god toying with prey? Fasth’s vision, per dev diaries, prioritizes “fun and satisfying” loops over exposition, echoing Refunct‘s zen-like abstraction. It’s a bold rejection of AAA bloat, theming brevity as beauty in a medium often guilty of excess.
Gameplay Mechanics & Systems
At its core, Brutal Katana is a symphony of momentum, deconstructing first-person parkour into an “easy to learn, hard to master” loop of traversal, combat, and optimization.
Core Gameplay Loops
Each of the 48 handcrafted levels tasks you with clearing all meat statues via katana slices while speedrunning to the exit. Runs clock mere minutes, encouraging endless replays via global/friend leaderboards and 20 Steam achievements (e.g., fastest times, no-damage clears). The loop? Traverse → Slice → Repeat, faster each time.
Parkour Mechanics
Fasth nails Mirror’s Edge-style fluidity:
– Wall Running/Climbing: Contextual activation for lateral dashes and ascents.
– Vaulting/Sliding: Mantle over gaps or skid under barriers, with momentum preservation.
– Advanced Tools: Jump pads for boosts, ziplines for swings, grappling hook for mid-air redirects—layered progressively to ramp difficulty.
Physics feel weighty yet responsive, with Vulkan ensuring 60+ FPS on mid-range hardware (AMD RX 480 min.).
Combat Systems
Katana swings are simple mouse-directed slices: left-click for horizontal, right for vertical, chaining into bisects that erupt blood. No combos or stamina; satisfaction stems from tactile feedback—statues crumple realistically, gore spraying in arcs. Flaws? Combat can feel binary post-unlock, but it meshes seamlessly with parkour (slice mid-slide for style points).
Progression & UI
No RPG trees; “progression” is skill-based via leaderboards and achievements. UI is spartan: clean timer, statue counter, playlist selector. Minor gripes from Steam discussions include pleas for mouse inversion and corner-sliding tweaks—Fasth’s responsive updates (e.g., iGPU fixes) show ongoing polish. Innovative: Playlist integration turns audio into a mechanical enhancer, syncing beats to jumps.
Flaws are few—occasional finicky grappling, per forums—but the loop’s addictiveness shines, blending Titanfall 2‘s wallrun with Doom‘s gore.
World-Building, Art & Sound
Brutal Katana‘s world is an abstract playground of stark geometry: pristine white platforms punctuated by crimson-splattered voids, evoking a surreal slaughterhouse dojo. Levels escalate from linear corridors to labyrinthine arenas, testing spatial awareness without overwhelming scale—perfect for its short runtime (1-2 hours core, dozens for mastery).
Visual Direction
Semi-realistic models (Godot’s 3D prowess) render meat statues as veiny horrors—humanoid but alien, bisecting into jiggling halves with particle-heavy gore. Art style is low-poly clean meets visceral splatter: bright primaries for platforms, desaturated reds for blood, fostering hypnotic flow. Performance-first design (500MB install) ensures fluidity, though some yearn for more variety (Steam Deck filters highlight its portability).
Atmosphere builds tension via emptiness—echoing vaults amplify isolation, making each slice pop.
Sound Design
No fixed OST; the genius playlist system imports user tracks, syncing thumps to impacts for emergent immersion (e.g., EDM drops on ziplines). SFX excel: katana shings, fleshy squelches, and momentum whooshes create ASMR satisfaction. Forums query official soundtracks, but this DIY approach democratizes vibe curation, elevating replayability.
Collectively, these forge a primal, meditative haze—art and sound as momentum multipliers.
Reception & Legacy
Launched to a “Very Positive” Steam verdict (98% from 57 reviews, 63 total), Brutal Katana exploded via word-of-mouth, with users hailing it “the best game ever” for its polish. No Metacritic/MobyGames critic scores yet—typical for $4 indies—but Backloggd averages 3.6/5 from 18 ratings, praising brevity. Forums buzz with tips (Level 7 strats, rush modes), minor requests (accessibility), signaling engaged community.
Commercially, modest sales suit its scope; as Fasth’s debut, it validates solo Godot viability amid Unity fallout. Legacy? Early influencer: echoes in “brutal” tagged titles (Brutal Rage), but its true mark is revitalizing short-form parkour post-Mirror’s Edge Catalyst flops. Influences future indies like potential VLADiK: Brutal sequels, proving playlist/leaderboard hybrids thrive. In history, it’s a 2024 footnote for now—but a blueprint for “snackable” action.
Conclusion
Brutal Katana is a triumph of focused design: Jonathan Fasth’s solo alchemy transmutes Mirror’s Edge homage into 48 levels of gore-soaked euphoria, where parkour precision meets katana catharsis. Lacking narrative depth or graphical flash, it excels in unadulterated joy—short, replayable, profoundly satisfying. In video game history, it claims a niche as the ultimate “one more run” indie, deserving a spot beside Refunct and Super Meat Boy for embodying mastery in brevity. Verdict: 9.5/10 – Buy it now; your inner speed demon demands it. An instant classic for bored gamers everywhere.