Key art for Katanaut

Game review

Katanaut

Action RogueliteWindows

7 / 10

Developer
Voidmaw
Publisher
Acclaim, Inc.
Released
10 September 2025
Platforms
Windows
Genre
Action Roguelite
Monetisation
One-off premium purchase, no DLC, no in-app purchases and no premium currency
Players
None. Single-player only, with no leaderboard, co-op or shared-progress feature

The short version

Katanaut puts players aboard a space station collapsing into cosmic horror, slashing through twisted, once-human enemies with a katana and a growing set of roguelite abilities — and for a meaningful share of its audience, that combination genuinely lands, with comparisons to Dead Space and Carrion alongside the more obvious Dead Cells influence. The atmosphere and presentation draw some of the most passionate praise in the review sample, including from a player who translated the game and still bought it at full price afterward. What holds a three-years-in-the-making solo project back from an easier recommendation is a consistent, detailed counter-narrative: combat that several reviewers call floaty rather than sharp, a two-skill-slot limit that leaves much of the ability roster feeling underused, a reported parry mechanic that doesn't reliably work against bosses, and enough direct comparison to Dead Cells that even sympathetic reviewers wonder if it's leaning on that resemblance too heavily.

Biggest strengths

  • Atmosphere and presentation draw genuinely passionate praise, with comparisons to Dead Space and Carrion for its cosmic-horror tone rather than just its more obvious Metroidvania roots
  • A remarkable achievement for a solo developer — over three years of work resulting in a complete, well-received 1.0 release rather than an abandoned or perpetual Early Access project
  • Sustained post-launch support with regular numbered patches continuing nearly a year after launch shows real ongoing investment from the developer

Biggest weaknesses

  • Combat is repeatedly described as floaty rather than sharp, a specific technical complaint that undercuts a genre where precise, responsive combat is usually the central selling point
  • A hard limit of two equippable skills at a time leaves much of the broader ability roster feeling underused, according to multiple reviewers
  • At least one reviewer reports the game's own advertised parry mechanic failing to register reliably against boss attacks specifically, turning a stated defensive option into a trap

Who it's for: Roguelite and Metroidvania fans drawn specifically to a cosmic-horror aesthetic who can tolerate combat that plays looser than the Dead Cells comparisons might suggest.

Our recommendation: A strong value pick at its current discount for genre fans willing to meet its combat on its own, somewhat floatier terms; go in aware of the specific balance and technical complaints rather than expecting a Dead Cells-tier polish level.

7 / 10

Solo development is a genuinely punishing way to make an action roguelite, a genre that lives or dies on combat feel refined through years of iteration. Voidmaw spent more than three of those years building Katanaut before releasing it in September 2025: a Metroidvania-inspired roguelite set aboard a space station collapsing into cosmic horror, where a katana and a growing arsenal of abilities are the only things standing between the player and once-human monstrosities. It's an ambitious solo project, and the reception it's earned is genuinely mixed in the most interesting way — not between people who like it and people who don't, but between reviewers who find real substance underneath its more obvious influences and reviewers who think it hasn't fully escaped their shadow.

Where the atmosphere lands

The presentation is the least contested part of Katanaut's reception. Reviewers reach for Dead Space and Carrion as reference points as often as they reach for the more obvious Metroidvania comparisons, praising a cosmic-horror tone that goes beyond a surface aesthetic into how the game actually feels to play. One particularly credible piece of praise comes from a reviewer who translated the game professionally and still chose to buy it at full price after release, explicitly noting they weren't compensated for the review — the kind of endorsement that carries real weight given the reviewer had every reason to be tired of the game by the time they'd finished localising it. Others describe it in genre-topping terms: "arguably one of the best roguelikes I've played," specifically citing the aesthetic and the Dead Cells-adjacent structure as the draw.

The comparison that won't quite go away

That Dead Cells comparison, though, cuts both ways through the review sample, and it's worth taking seriously rather than dismissing as lazy shorthand. Several reviewers — including ones who otherwise recommend the game — specifically flag that it "feels like it's trying to be Dead Cells a little too hard," and at least one long-time Dead Cells fan who plays soulslikes broadly reports simply not connecting with Katanaut's version of the formula despite loving the games it draws from. The specific mechanical complaints underneath that comparison are concrete rather than vague: combat is described by multiple reviewers as floaty, lacking the crisp, weighted responsiveness the genre's best entries are built around, and a hard limit of two equippable skills at once leaves a meaningful share of the broader ability roster feeling like it exists without ever getting real playtime.

One specific bug report deserves direct mention because of how concretely it's described: the game advertises a parry mechanic, but at least one detailed review states it doesn't reliably register against boss attacks specifically — turning a defensive option the game itself promises into something that can actively punish a player who trusts it. That's the kind of granular, credible complaint that reads as a real design or technical gap rather than a matter of taste.

Content and polish concerns

A smaller but real thread of criticism concerns overall scope and finish. Some reviewers specifically want more zones and bosses to round out the run variety, and at least one describes the whole experience as feeling like "unfinished early access" despite Katanaut shipping as a full 1.0 release rather than an ongoing Early Access project. A separate performance complaint — "remarkably poorly optimized" — sits alongside praise for the same game's visual presentation, suggesting the art direction and the technical execution underneath it aren't always in step with each other.

A developer still actively working

What tempers all of the above is the same signal that shows up in a lot of the stronger solo-dev stories this session: Voidmaw hasn't stopped. Numbered patches continued at a steady clip through at least July 2026, nearly a year after the initial 1.0 launch — Patch 1.140, 1.137, 1.136 and several before them, a cadence that suggests genuine, ongoing attention to exactly the kind of balance and technical issues reviewers keep raising, rather than a project abandoned after launch week.

Where this leaves a buyer

At NZ$8.08 during its current discount, Katanaut is a low-risk way to find out which side of its own reception a given player lands on. The atmosphere and cosmic-horror tone are close to universally praised, and for players who specifically want that aesthetic wrapped around a Dead Cells-adjacent structure, the game by most accounts genuinely delivers. Players who value razor-precise combat above all else, or who've burned out on games that measure themselves directly against Dead Cells without quite matching its polish, should read the specific balance and bug complaints above before buying in at full price — though at its current discount, the downside of trying it and disagreeing is small.

Pros and cons

Pros

  • Atmosphere and presentation draw genuinely passionate praise, with comparisons to Dead Space and Carrion for its cosmic-horror tone rather than just its more obvious Metroidvania roots
  • A remarkable achievement for a solo developer — over three years of work resulting in a complete, well-received 1.0 release rather than an abandoned or perpetual Early Access project
  • Sustained post-launch support with regular numbered patches continuing nearly a year after launch shows real ongoing investment from the developer
  • Genuinely enthusiastic reviews exist alongside the critical ones, including from players with no financial stake in the outcome, describing it among the best roguelites they've played
  • Cheap enough at its current discount that even a mixed reaction represents low financial risk

Cons

  • Combat is repeatedly described as floaty rather than sharp, a specific technical complaint that undercuts a genre where precise, responsive combat is usually the central selling point
  • A hard limit of two equippable skills at a time leaves much of the broader ability roster feeling underused, according to multiple reviewers
  • At least one reviewer reports the game's own advertised parry mechanic failing to register reliably against boss attacks specifically, turning a stated defensive option into a trap
  • The game draws frequent, sometimes pointed comparisons to Dead Cells specifically, with some reviewers — sympathetic ones included — questioning whether it leans on that resemblance too directly rather than establishing a fully distinct identity
  • Some reviewers report the game needing more zones and bosses to feel complete, and at least one specifically describes the experience as feeling like unfinished Early Access despite shipping as a full release

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6.5 / 10
  • Visuals 8 / 10
  • Progression 6 / 10
  • Performance 5.5 / 10
  • Value 7 / 10
  • Originality 5.5 / 10