What if Hotline Miami had a katana, a flow-state combat loop, and a soundtrack that dropped harder than most AAA trailers? What if your assassin was a woman haunted by mythology, cutting through techno-fascists with time-bending grace? What if the devs were also the ones rapping on the mic?
You’d get SONOKUNI. And it absolutely slaps.

🎮 Strike Fast, Die Faster
SONOKUNI drops you into the cyberpunk-blasted shoes of Takeru—a lone assassin fighting to preserve her dying culture. Her people, the Sonokuni, are being assimilated into grotesque, genetically-modified immortals by a foreign power. These “saviors,” the Wanukuni, sell pills that offer eternal life… at the cost of your humanity.
Your answer? A blade. A parry. And a no-mercy approach to revolution.
The game wastes no time teaching you how to die. One hit and you’re done. But SONOKUNI isn’t about dying—it’s about learning. Every failed run is another verse in a speed-kill rap, and every perfected level feels like a concert finale. You’re not just reacting—you’re performing.
🔪 Flow, Not Fury
Combat is clean. You have a sword, a guard button, a directional dash, and the ability to slow time. That’s it. No health bars, no endless upgrades, no bloated skill trees.
Just precision. Just instinct. Just rhythm.
What makes it click is how tight it all feels. Movement is responsive. Kills are instant. Parrying projectiles (especially the blue ones) feels like high-stakes billiards at 60 frames per second. It’s a minimalist setup with maximal tension.
On Normal, the bullet-time mechanic is limited-use, encouraging discipline. On Easy, it’s infinite, making the game more about pacing and less about punishment. Both modes work—they just ask different things of the player.
🎧 This Soundtrack Will Ruin Other Soundtracks
Let’s talk about the music. You’ve never played a game where the dev team also produced the beats and vocals, but that’s SONOKUNI. Japanese hip hop group DON YASA CREW composed the entire OST—and it’s fire. Not metaphorically. Literal flames.
Every room is synced to rhythm-heavy, bass-thumping, mythology-laced verses. The rap isn’t background—it’s foreground. You fight inside the music. When a killline hits just as you pull off a perfect parry combo, it’s a serotonin overload.
It’s like playing Katana Zero in a Shinto temple designed by FLCL.

🕶️ Brutalist Psychedelia
The pixel art leans lo-fi but not lazy. Think: PS1 glitch-core meets ukiyo-e via CRT haze. Rooms bleed neon. Characters pop with just enough detail to sell the kill. And it’s all soaked in reds, blacks, greens—colors that scream urgency.
Enemy design is creepy but readable: cyber-masked monks, twisted biotech soldiers, otherworldly guardians. The whole aesthetic sells one truth—you’re not saving the world. You’re slicing your way through a nightmare wrapped in history and hoodies.
🧠 Myth, Death, and Identity
SONOKUNI could’ve been a vibe piece—and that would’ve been enough. But it’s not. There’s something heavier under the surface. The story doesn’t beat you over the head, but it breathes through every line of dialogue, every mask worn by your enemies, every desperate line in the lyrics.
Takeru isn’t just a killer. She’s a cultural weapon. Her kills aren’t just personal—they’re preservation. The pills the Wanukuni offer might be immortality, but they erase memory, history, soul.
You’re not just cutting bodies. You’re cutting ideology. It’s punk rock wrapped in scripture.

✅ What Works
🔹 Combat is surgical and satisfying. You feel in control even when you’re out of breath.
🔹 Soundtrack is unmatched. A living, breathing part of gameplay.
🔹 Style meets substance. Everything looks and feels deliberate.
🔹 Smart difficulty options. Newcomers can slow time infinitely; pros can go raw.
🔹 Deep lore with light touch. It respects your time but offers more if you dig.
🔹 Replayable. Multiple paths, unlockable challenge rooms, speedrun potential.
❌ What Doesn’t
🔻 Short runtime. Most players will finish in 4–6 hours unless diving deep into extras.
🔻 Story could use more delivery. The lore’s there, but it feels too buried at times.
🔻 No mid-level saves. Die near the end of a long room and it’s back to square one.
🔻 Occasional visual overload. Enemies can blend into the psychedelic chaos.
🔻 Light progression systems. There’s not much to unlock—just mastery to earn.
🧠 Should You Play It?
Play it if:
- You loved Hotline Miami, Katana ZERO, or Furi.
- You want a challenge that respects your time and skill.
- You’re here for style, rhythm, and cultural resonance.
Skip it if:
- You need long campaigns or RPG depth.
- You hate repetition or fast restarts.
- You don’t vibe with arcade-style precision.
💸 Should You Buy It?
At full price: Yes, if you value artful, replayable action games.
On sale: Absolutely—it’s a steal even at half runtime.
Demo first? There’s one. Play it. You’ll know by the first beat if it’s for you.
SONOKUNI: SONOKUNI isn’t a mainstream crowd-pleaser. It’s not supposed to be. It’s an underground hit—loud, unfiltered, and unapologetically raw. It carves its own lane with a katana in one hand and a mic in the other. You won’t walk away unmoved. Whether it frustrates you or fills you with god-tier timing swagger, it’s unforgettable. – ColdMoon
