Game review
Denshattack!
8.5 / 10
- Developer
- Undercoders
- Publisher
- Fireshine Games, Boltray Games
- Released
- 15 July 2026
- Platforms
- Windows
- Genre
- Arcade Action
- Monetisation
- One-time purchase, no in-app purchases
- Players
- Single-player
The short version
Denshattack! takes an idea that sounds like a joke on paper — Tony Hawk's Pro Skater tricks, performed by a train, scored by a Jet Set Radio-inspired soundtrack featuring genuinely notable composers — and executes it with enough craft that the premise stops being a punchline almost immediately. Ninety-eight percent of the English-language review sample recommends it, and the praise is remarkably consistent: stage design that channels 3D Sonic's best rail sections, a soundtrack repeatedly called one of the best of the year, and a control scheme that clicks into a genuine flow state once mastered. The small handful of holdouts all point to the same friction point — trigger-based drift and trick inputs that some players never get comfortable with, turning what's meant to feel like skateboarding into what one reviewer describes as an endless string of quick-time events. For anyone whose hands get along with the controls, this is one of the most purely joyful arcade games of the year.
Biggest strengths
- Stage design and momentum are repeatedly compared to the best rail-grinding sections of 3D Sonic games, combined with Tony Hawk-style trick chaining and a Crazy Taxi-esque sense of reckless speed, and reviewers consistently describe the mashup as feeling coherent rather than derivative
- The soundtrack draws outsized praise across nearly every review in the sample, with credited composers recognized from other well-regarded game and anime soundtracks, and is repeatedly called one of the best original scores of the year on its own merits
- Visual style and art direction land the intended Jet Set Radio-via-Dreamcast aesthetic convincingly, with several reviewers specifically praising how well it holds up as a fresh take on a two-decade-old visual language rather than pure nostalgia-bait
Biggest weaknesses
- A small but consistent minority of reviewers report real friction with the trigger-based drift meter and analog-stick trick inputs, describing the controls as unintuitive and, in the most critical reviews, closer to a string of quick-time events than a skill-based trick system
- Players who bounce off the control scheme describe the game losing its appeal quickly, with no real fail state to create tension once the trick timing stops feeling readable, turning sessions frustrating rather than flowing
- Remapping options exist but are reported by at least one reviewer as incomplete, since certain tricks still require the analog stick even after moving other inputs to face buttons
Who it's for: Fans of Tony Hawk's Pro Skater, Jet Set Radio, Bomb Rush Cyberfunk, or 3D Sonic's rail and grind stages looking for a stylish, music-driven trick-chaining arcade game
Our recommendation: A must-play for style-and-speed arcade fans, but try the demo first if you're unsure about trigger-based drift and trick controls before committing to the full price
8.5 / 10
Skateboarding, if the skateboard were a runaway train
The pitch for Denshattack! is delivered almost entirely by its premise: pilot a hijacked commuter train through a colourful, graffiti-drenched Japanese dystopia, chaining grinds, flips, and tricks across impossible rail networks while outrunning rival gangs and a shady megacorporation. It sounds like a joke, and reviewers consistently note that it looks like one in early trailers — but the near-unanimous consensus across the review corpus is that the execution earns the concept completely. The comparisons reviewers reach for are telling and consistent: Tony Hawk's Pro Skater and SSX Tricky for the trick-chaining core, Jet Set Radio and Bomb Rush Cyberfunk for the aesthetic and soundtrack, Crazy Taxi for the sense of reckless momentum, and 3D Sonic's best rail-grinding stages — Rail Canyon and Bullet Station come up by name more than once — for how the levels actually flow. That's a lot of influences to juggle, and the fact that reviewers describe the result as feeling like its own thing rather than a patchwork of references is the single most repeated compliment in the corpus.
The soundtrack draws an unusually high concentration of praise even within an already glowing reception. Reviewers call out recognizable composer names from other well-regarded game and anime scores, and more than one review states outright that the music alone would be worth experiencing independent of the gameplay wrapped around it. Visual presentation gets similarly strong marks: the Dreamcast-via-Jet-Set-Radio art style is described as feeling genuinely fresh rather than simple nostalgia-bait, helped by a colour palette and stage variety that keep each new chapter visually distinct. Several reviewers specifically mention going in worried that the demo's central loop would grow repetitive across a full game, and describe that worry as unfounded once new mechanics, boss encounters, and set-piece spectacle keep arriving chapter after chapter.
Where the controls make or break it
The corpus's small handful of negative reviews all converge on the same specific complaint, which makes it worth taking seriously despite being a clear minority view: a trigger-based drift meter and analog-stick-dependent trick inputs that some players simply never get comfortable with. One detailed critical review describes attempting to remap controls to face buttons, only to find certain tricks still require the analog stick regardless, forcing a control scheme that never quite fit their hands. Without that muscle-memory click, the same game that flow-state fans describe as skateboarding-as-a-train starts to read, in this telling, as a loosely-connected string of quick-time events with no real fail state to create stakes — a strikingly different experience of the same mechanics. It's worth noting that all of the critical reviews in the sample come from very short play sessions, suggesting this is a real and immediate compatibility issue with certain control preferences rather than a problem that emerges with more time in the game. Reviewers considering the NZ$29.99 asking price who are uncertain about trigger-based inputs are well served by trying the freely available demo first, since the split in reception tracks closely with whether the controls click early.
A story that leans into its own absurdity
Beyond the trick-chaining core, Denshattack! commits to a genuinely strange narrative — a colourful cast squaring off against a shady megacorporation for control of the rails — and reviewers describe the writing as playing that absurdity for full comedic effect rather than treating it as filler between levels. More than one review specifically calls the story "insane" as a compliment, crediting it with making the overall package feel more memorable than a pure arcade score-attack game would otherwise be, and the character designs get folded into the same praise reviewers give the game's broader Jet Set Radio-inspired art direction. It's a smaller part of the package than the trick system or soundtrack, but it's consistently mentioned as a pleasant surprise rather than a weak link, and it gives Denshattack! a personality distinct from the more po-faced trick-sport games it otherwise resembles mechanically.
On the accessibility side, the Steam listing includes camera comfort options, adjustable text size, and a keyboard-only control scheme alongside full controller support — a meaningful set of options for a genre that leans heavily on precise timing and can otherwise be a rough fit for players sensitive to fast camera movement or unable to use a gamepad's triggers and analog sticks. None of the reviews in the corpus specifically test or praise these options in detail, but their presence is worth noting given how central the earlier discussion of trigger-based drift and trick inputs is to the game's one real point of friction; players who struggle with that specific input method may find the keyboard-only option a workable alternative worth trying before writing the game off entirely.
What the achievement data shows
Global achievement completion shows a smooth, chapter-by-chapter decline rather than a sudden cliff: the earliest content sits at 80-85% completion, falling gradually through the 40s and 50s for what appear to be mid-game milestones, and down into the single digits for the game's final content. That gradual shape is consistent with the reviews describing steady, sustained engagement through a multi-chapter structure — several reviewers mention being partway through by chapter four and already convinced enough to leave a positive review — rather than players dropping off sharply at one specific difficulty wall.
Final verdict
Denshattack! commits fully to an outlandish premise and backs it up with genuinely excellent stage design, one of the best original soundtracks of the year by wide reviewer consensus, and a visual identity that makes a well-worn aesthetic feel new again. The near-unanimous "Overwhelmingly Positive" reception is earned, not inflated, and it deserves its place among the year's standout arcade releases for anyone whose hands get along with its trigger-driven trick system. The one real risk is that control scheme: a small minority of players report a hard, immediate mismatch that turns the same mechanics into frustration rather than flow, so trying the demo before buying in at full price is a reasonable precaution rather than an overreaction.
Pros and cons
Pros
- Stage design and momentum are repeatedly compared to the best rail-grinding sections of 3D Sonic games, combined with Tony Hawk-style trick chaining and a Crazy Taxi-esque sense of reckless speed, and reviewers consistently describe the mashup as feeling coherent rather than derivative
- The soundtrack draws outsized praise across nearly every review in the sample, with credited composers recognized from other well-regarded game and anime soundtracks, and is repeatedly called one of the best original scores of the year on its own merits
- Visual style and art direction land the intended Jet Set Radio-via-Dreamcast aesthetic convincingly, with several reviewers specifically praising how well it holds up as a fresh take on a two-decade-old visual language rather than pure nostalgia-bait
- The game keeps introducing new mechanics, boss fights, and spectacle across its chapters rather than settling into repetition, which multiple reviewers call out as a specific worry from the demo that the full release proves unfounded
- Runs well on Linux without extra configuration according to at least one reviewer, a detail worth noting for players on that platform
Cons
- A small but consistent minority of reviewers report real friction with the trigger-based drift meter and analog-stick trick inputs, describing the controls as unintuitive and, in the most critical reviews, closer to a string of quick-time events than a skill-based trick system
- Players who bounce off the control scheme describe the game losing its appeal quickly, with no real fail state to create tension once the trick timing stops feeling readable, turning sessions frustrating rather than flowing
- Remapping options exist but are reported by at least one reviewer as incomplete, since certain tricks still require the analog stick even after moving other inputs to face buttons
- At NZ$29.99, this sits above typical arcade-length indie pricing, and the reviewers who didn't connect with the controls specifically flag the price as a bigger risk if the demo doesn't click first
- Steam's global achievement data shows a steady decline in completion from the low chapters through the high 30s and single digits by the final content, indicating a real dropoff in players seeing the game through to its later, presumably harder chapters