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Katanaut – Cosmic Horror Gets a Samurai Makeover

Writer: Niels Gys
Niels Gys
Sep 10, 2025
3 min read

TL;DR

You’re Naut, on a spiraling space station gone grotesque. Bodies, tentacles, ambient screams – and you’ve got a katana. Combat’s tight, fights are vicious, gunfire is secondary, and dying is just another loop. Evil wins when the battlefield is drenched in neon gore and the hero learns just enough to survive… but not too much to make it easy.



Villainy We Secretly Salute

  • The station itself. Decay + mutation + demonic force taking over once-human inhabitants. Infrastructure has betrayed its purpose. Walls ooze. Darkness lurks in vents. That’s the kind of menace I root for.

  • The grotesque enemy designs: tendrils, twitchy flesh, maws that open like greedy mouths. They may be cannon fodder, but look at how stylishly they gnaw on corridors.

  • Cosmic horror whispers in level design: random chases, moans in the static, hidden rooms. Evil lurks beyond knowing, and the unknown always feels satisfying.



What Evil Does Right Here

  • Combos + abilities: mixing katana slashes + ranged weapons or magic-like powers makes each run feel like crafting a custom torture device… er, combat style. Each death teaches you a new trick. (Katanaut is more than just “hack-and-slash space gore.”)

  • The limited ammo + stamina + timing: forces you to be efficient. Greed kills. This design makes villainous enemies feel more than obstacles—they feel like threats you owe respect.

  • Visual + audio atmosphere: space station aesthetic gone bad, neon glow-meets flesh, gory pixel art, sound design that makes you dread each corridor. Evil should be pretty, and this is pretty sinister.



What Feels Like Evil Overreach / Areas Where Evil Has to Wait for a Patch

  • Some bosses / large enemies are annoyingly tanky: they eat hits without enough feedback. Evil is more satisfiable when its power is visceral and understandable, not just long HP bars.

  • Rogue-lite repetition: the reset after each run can feel frustrating when you want to stay in the horror, the ambience, the mystery—but evil wants you to survive and explore. Sometimes the loop cuts you off too soon.

  • Reading large fights in pixel art + cluttered rooms can get messy. When everything’s soaking in blood and glitch effects, sometimes it’s tough to tell “where’s the tentacle, where’s the hostile, where’s just wall-decay?” Evil wants clarity when it strikes.



Game Highlights / Showdown Moments

  • Early runs where everything is new: first megamorph-enemy, first corruption chamber, first time you realize that hallway was watching you.

  • When you unlock a build that lets ranged chaos + sword dance combo: feels mighty. Evil feels powerful when you earn the build that can swallow hordes.

  • Chases / random horror events: they’re unpredictable, tension-loaded, and when you narrowly dodge them, that’s pure delight.



CRIMENET Verdict

If evil had a personal trainer, it’d be Katanaut. It forces you to learn, to respect threat, to feel fear and then turn it on its head. Evil triumphs best when it’s cunning, stylish, and unapologetically bloody.


So yes: if the demonic forces on this station had a fan club, I’d be in it. Naut may be the hero, but the real stars are those horrors hiding in vents, the corrupted flesh, the grotesque. Katanaut gives them space to shine.



FAQ – For Players Who Like Trouble

What kind of game is Katanaut?

A roguelite action-game (also seen described as roguelike or hack-and-slash) set aboard a slowly derelict space station. You play as "Naut," wielding a katana, a gun (secondary), and unlocking abilities, fighting mutated horror enemies.


What makes it difficult / punishing?

Tough enemy mobs, bosses with big reach + high damage, limited resources (ammo, stamina), and resets after death. The “loop” makes you revisit but forces improvement.


Is the game’s horror more style or substance?

Style heavy, substance enough. The horror is cosmic, grotesque, atmospheric—not always loud, not always jumpy, but constantly unsettling. The game leans on visuals, sound, environment more than cheap shocks.


Is there replay value?

Yes. Unlockables, new abilities, varied builds, randomized aspects of levels, plus the cosmetic and environmental changes make each run feel different.


Is it worth your time if you like dark games?

Definitely. But you’ll suffer. If you want power fantasies, prepare to fight for every slash. If you like creeping dread, disgusting creature designs, and satisfying combat—that mix is rare, and Katanaut delivers.

 
 
 

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About the Editor
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I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

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​Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

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I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

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Not here.

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CRIMENET covers crime, heist, villain and horror games, with GTA Online as one of our main ongoing beats. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.​

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I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

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Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

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Think less "trusted reviewer."

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More "your inside man in the digital underworld."

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I'm not here to save the world.

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I'm here to tell you which crimes are worth committing. 🤘

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