In development

Kage-Metsuke

Illustrated combat RPG · Supernatural Sengoku Japan

An illustrated supernatural Sengoku RPG focused on combat, equipment collection, yokai hunting, and authored quests.

Store page

Not open yet. There is nothing to wishlist for Kage-Metsuke today, and we are not announcing a date. A free prologue is planned alongside the one-time purchase for the complete game.

Premise

Sent where soldiers cannot go

You control a single Kage-Metsuke: a covert agent dispatched to resolve threats that normal soldiers, magistrates and shrine officials cannot handle.

On the human side: bandits, samurai, ronin, shinobi, deserters, corrupt guards, mercenaries and cultists. On the supernatural side: yokai, spirits, possessed humans, corrupted animals, cursed constructs, shrine guardians and undead warriors.

You should feel like a capable but vulnerable supernatural agent. Capable enough to be sent alone. Vulnerable enough that being sent alone is the problem.

Design pillars

Three commitments

  1. Illustrated combat

    Combat is presented through character illustrations, effects, combat logs and UI animation: not 3D environments or real-time movement.

  2. Frequent progression

    Equipment, set pieces, Ryo, dojo rank and permanent character changes arrive regularly, not at the end of a long drought.

  3. Supernatural Sengoku fantasy

    Historical Japanese visual inspiration combined with yokai, spirits, curses, corrupted provinces and occult threats.

Combat paths

Specialise, or hybridise

Three paths. You can commit to one or mix them, and the equipment sets are built to reward either choice.

Bushido

Direct martial ability. The straight answer to a straight fight.

Emphasises
Weapon damage, accuracy, health

Kage

Speed, concealment and indirect combat. Win before the enemy lands anything.

Emphasises
Critical strikes, evasion, multi-hit attacks

Ki

Spiritual control and supernatural combat. The path that answers yokai in kind.

Emphasises
Spirit damage, spirit resistance

Core combat properties

  • Health
  • Physical Damage
  • Defence
  • Spirit Damage
  • Spirit Resistance
  • Accuracy
  • Evasion
  • Critical Chance
  • Critical Damage

How illustrated combat works

Round-based and automatic

The swings resolve themselves. Your decisions are preparation, supplies, stance and knowing when to walk away.

  1. Initiative

    Determine who acts first this round.

  2. Action resolves

    An automatic action plays out.

  3. Effects apply

    Damage, defence and status effects are applied.

  4. Triggers check

    Automatic ability triggers are checked.

  5. Outcome check

    Victory, defeat or retreat is checked.

You still manually use supplies, change stance, and decide when to retreat. That is where the fight is actually won.

Target encounter durations.
EncounterTarget duration
Standard enemy10–15 seconds
Elite15–30 seconds
Boss30–180 seconds
Dojo PvP30–180 seconds

Primarily one character against one enemy. Multiple enemies are represented through sequential encounters and waves, which keeps the presentation readable and the production cost controlled.

Activities

What there is to do

Kaidan
The authored main quests. Briefing, narrative scenes, dialogue choices, combat encounters, elite enemies, a final confrontation, boss combat, rewards and persistent consequences, on the standard combat rules.
Bounties
Short combat against human enemies. Ryo, experience, equipment.
Yokai Hunts
Short combat against supernatural enemies. Adds entries to the yokai journal.
Province Events
Temporary activities caused by corruption: a village under attack, a shrine becoming corrupted, a bandit group exploiting supernatural unrest, a yokai migration, a possessed patrol, a regional boss appearing.
Regional Bosses
Appear as corruption rises. High difficulty, unique abilities, rare equipment, set pieces, titles, marks, and major corruption reduction.
Dojo
Training, build testing, equipment-restricted and survival challenges, boss rematches, plus asynchronous PvP against saved versions of other players' characters, ranked duels, daily opponents, seasonal rankings.

Kaidan choices can affect narrative outcomes, survival, rewards, province state, and the wounds, curses, marks and titles the agent carries out with them.

Kaidan ranks

The danger is stated before you commit

Ranks are not strict level gates. You may attempt a higher rank, and the game clearly displays the danger and the recommended preparation.

Six ranks, from errands to operations that are not officially happening.
Rank Name What it means Typical structure
E Errand Safe introductory work and minor duties One short objective, little or no combat
D Disturbance A small local problem with limited risk One or two standard encounters
C Incident A confirmed threat with moderate danger Several encounters, a possible elite
B Threat Serious danger with meaningful consequences Multiple encounters, stronger enemies, an elite or boss
A Crisis A province-level problem needing real preparation Longer Kaidan, difficult encounters, a boss, major rewards or consequences
S Forbidden A secret, lethal or politically dangerous operation Campaign-defining, unique enemies, a major boss, highest risk and reward

Equipment

Six slots, and one of them can be cursed

Slots

  • Weapon
  • Armour
  • Cloak
  • Mask
  • Charm
  • Talisman

Quality

  • Common
  • Uncommon
  • Rare
  • Exceptional
  • Legendary
  • Cursed

Cursed is not a worse tier. It is strong benefits with meaningful costs, and it is a decision rather than a drop you are disappointed by.

Set bonuses arrive in three steps

  1. Two pieces

    A basic bonus.

  2. Four pieces

    A specialised combat bonus.

  3. Complete set

    A build-defining effect.

Set themes

  • Samurai
  • Shinobi
  • Onmyoji
  • Shrine Guardian
  • Yokai Hunter
  • Executioner
  • Wandering Ronin
  • Cursed Spirit

Supplies

Limited carrying capacity, so what you bring is a plan.

Medicine
Healing
Smoke Bomb
Escape, evasion
Ofuda
Cleansing, spirit damage
Offering
Protection, status removal

Currency and trade

Everything is priced in Ryo. The Market buys and sells equipment and supplies from rotating stock.

The Safehouse handles rest, wound treatment, cleansing and training. It is not a base-builder; it is where you repair the damage before going out again.

Persistence

Every condition is visible on the character

A scar across the face. A curse-sigil creeping up an arm. Eyes changing colour as Taint rises. A missing finger. A cracked mask.

By hour ten no two players' agents look alike, and every screenshot is a status update on what happened to this character.

Wounds
Negative physical conditions from combat. They reduce stats, need treatment, and can develop into scars.
Scars
Permanent changes, positive or negative. Also character history.
Curses
Supernatural conditions. They raise Taint, need cleansing, and cut both ways.
Marks
Persistent supernatural or narrative effects: yokai influence, spiritual protection, important Kaidan outcomes, rare combat bonuses.

Pressure systems

Three meters you cannot ignore for long

  • Body

    Physical condition and accumulated injury. The reason you eventually have to go home instead of taking one more contract.

  • Exposure

    How visible the agent has become to authorities and criminals. Affects bounty availability, enemy activity, prices and province events.

  • Taint

    Supernatural corruption. Raises curse risk, lowers supernatural resistance, improves selected cursed and Ki abilities, and unlocks dangerous equipment.

Taint is the clearest example of the design: the thing damaging you is also the thing making a Ki build work.

Death and Succession

The agent dies. The save does not.

Permanent death does not end the campaign. It triggers Succession: a new agent, framed as the next Kage-Metsuke sent by the order, takes over.

What the successor inherits

  1. The Journal

    Everything recorded so far carries over.

  2. Yokai knowledge

    Discovered yokai and enemy information stay known.

  3. Province progress

    The state of the map is not reset.

  4. A clean body

    They do not inherit the predecessor's scars.

Recovering what was lost

The successor can recover the previous agent's equipment and level, and that recovery is itself a dangerous mission. The new agent must travel to the fallen agent's body, collect the equipment, and absorb the departed spirit.

The fallen agent gets a permanent memorial entry in the Journal. Portrait preserved, cause of death recorded.

Which means the graveyard in your Journal is also a map of your worst decisions.

Province corruption

The map answers back

Each province carries a corruption level. It is not a difficulty slider you set; it is a consequence you accumulate.

Corruption rises from

Unresolved supernatural threats, failed Kaidan, ignored hunts, province events, and regional boss activity.

Corruption falls from

Completing Kaidan and hunts, resolving events, and defeating regional bosses.

Higher corruption means

  • Stronger enemies
  • More frequent hunts
  • Elite yokai
  • Better rewards
  • Dangerous events
  • Regional bosses
  • Visible change to the province

Neglect is playable. It is just expensive, and you can see it in the landscape.

Art and audio direction

Ink, parchment, and things that should not be there

2D illustrated characters and environments. Sengoku-inspired clothing, armour, weapons, architecture and objects. Japanese ink, parchment, painted textures and calligraphic elements, with dark supernatural imagery layered over them.

Layered illustrations with limited animation and strong silhouettes, a presentation chosen because it holds up at the scale we can actually produce.

Audio combines traditional Japanese instruments, dark ambient, and percussive combat music, with distinct yokai vocalisations, strong impact effects, clear reward feedback, and unique boss themes.

The emotions we are aiming for, in order: tension, danger, mystery, power, and relief after victory.

Explicitly not in this game

  • Mobile-style energy or monetisation interfaces
  • Freely controlled 3D camera
  • Open-world traversal
  • Real-time action combat
  • Party management
  • Real-time multiplayer

Listed because scope decisions are easier to trust when the exclusions are written down too.

Content targets

What we are planning to build

These are planning targets, not shipped content and not promises. They are here because a scope this specific is the most useful thing we can tell you.

  • 4Province regions
  • 12Major Kaidan
  • 20Bounties
  • 20Yokai hunts
  • 40Standard enemies
  • 12Major bosses
  • 60Equipment items
  • 10Equipment sets
  • 10Dojo challenges
  • 1Free prologue

Status and audience

StatusIn development. Design locked in GDD v2. Combat prototype and vertical slice are the near-term milestones.
PlatformWindows PC via Steam. Other platforms may be evaluated after the PC release.
EngineUnity 6, C#
InputMouse primary, controller where practical
Business modelFree prologue, plus a one-time purchase for the complete game
Release dateNot announced

For players who like RPG progression and equipment collection, dark fantasy, Sengoku Japan and Japanese folklore, and short combat sessions.

Positioned as a premium alternative to browser-style combat RPGs: the accessibility and reward cadence of that lineage, with authored quests, persistent consequences and no monetisation hooks. The preparation-and-consequence sensibility is in the vein of Darkest Dungeon.