Katanaut is a new Lovecraftian Metroidvania roguelike that mixes brutal hack-and-slash combat with haunting sci-fi horror. Developed by Voidmaw and available now on PC, it blends the atmosphere of Dead Space with the exploration and style of Castlevania. The result is a bloody, pixelated action game that’s as stylish as it is unforgiving.
I’ve played countless games over my 36 years, but I’ve never experienced anything quite like this. I didn’t realise how badly I wanted a game like Katanaut until I picked up the controller. Now, every other indie action roguelike I play will be compared against this one.
Naut’s Story
Katanaut takes place on a highly populated Space Station, but our story begins initially in a Nightclub. You (Naut) are standing by with a friend named Carver discussing something serious to which we are not privy to at this time. It’s only when another of our friends, Nox runs in to let us know that it’s all happening again in this quadrant, from this moment on things get real dark real quick. The station is overwhelmed by some form of horrific cosmic monstrosities that twist and contort the bodies of those who dwell on the station.
A brief tutorial (which is done very well) teaches you the basic mechanics you need to know in order to begin your first run. You will journey through many of the various habitation decks, botanical gardens and reactor rooms on your journey to discover the cause of this outbreak. The only information we learn early on is that there is a Doctor on the station who was perhaps tampering with things he ought not have been.
As you progress through your run, you will begin to learn more about the origin of Naut, Carver and Nox. You will be able to play and take control of certain segments of flashbacks that key you in to what happened before all this. At this point in time I have not managed to complete a full run so my knowledge is limited in the outcome, however it is that same mystery that keeps me wanting to try again after a failed run!
Brutal Bloody Gameplay
The gameplay of Katanaut is nothing short of visceral, bloody, and sloppy (in a good way). Every swing of Naut’s blades feels meaty. Blood splatters the walls, limbs fly off, and the whole thing becomes a gory feast that’s incredibly satisfying.
Your general play will revolve around dodging attacks, parrying if you’ve chosen the blade that allows it, and using your gun when needed. Playstyle changes a lot depending on the abilities, perks, and buffs you pick up. On my best run I reached just past the third boss, where the difficulty spikes but never feels unfair. My build was stacked with katana crit damage, which shredded regular enemies and even bosses, but I lacked health and healing, so I couldn’t survive long enough to see the next floor.
Progression, Builds, and Replayability
There are many different types of enemies to encounter, with new ones introduced on each floor. Between floors you get a breather to heal, refill medi-syringes, and spend currency from kills and chests on buffs, weapons, or abilities. Each floor also gives you a free perk to sharpen your build. Bosses are all unique, and from the three I’ve fought, each has clever mechanics to dodge and exploit.
As you progress you’ll also pick up memories. Once a run ends, these can be unlocked with a secondary resource to expand your pool of weapons, perks, and abilities. Permanent upgrades can also be earned, like more health, stamina, or medi-syringe capacity. Implants add another twist, offering effects such as reviving on 1 HP once per run or reducing stamina costs on attacks.
Weapon variety keeps things fresh too. You start with two katana options: one adds a short dash to attacks and the other lets you parry and block. Six weapon slots hint at more blades hidden across levels, and I’ve already found one that scales with Aether, essentially space magic. NPCs show up on runs as well, ranging from old friends like Carver and Nox to strangers who may later return to your hub. Some events are stranger than others – petting the cat, for example, comes with a sound effect that suggests caution. On top of all this, an accessibility option lets you enable invincibility, which is a thoughtful addition for players who want to focus on story over challenge.
Bosses and Enemy Variety
Enemy design deserves a special mention. The further you go, the nastier and more inventive they get. Regular mobs might test your reactions, but the bosses demand patience and pattern recognition. Each one feels unique, with attacks that punish sloppy play but reward skillful dodging and timing. The best part? Even after a brutal loss, I always felt like I’d learned something to help on my next run.
Gore FM Music / Visuals
Katanaut looks damn good, it’s dark and eerie and reeks of that cool cyberpunk in space vibe. Naut himself looks swish as hell, his movements feel fluid and fast and given that he’s a mechanical space ninja you would hope this to be the case. Enemy design is awesome, the amount of variety here and how drastically different they are from one another is simply fantastic. There is a cool feature where if an enemy is not in your direct line of sight you instead see a silhouette of them, so with knowledge of previous runs you know what type they are and if they pose a threat at melee or range.
Sound effects are brilliant, enemies sound gross and believable. It’s a very immersive experience especially when you can hear the sound of your blade slicing through countless bodies and hear them slump to the ground. There are a few events that require sound effects in order for you to track them and locate an object or location, these are done extremely well.
Onto the music then and much like everything else I was an immediate fan. Being Synthwave it’s satisfying to listen to. Each level has its own theme, all of them are atmospheric and have that dark gritty feel. I couldn’t help myself but find a safe area to vibe out to the tunes on more than one occasion. Bosses also have their own music which is more intense in nature.






Bugs / Issues / Glitches
Katanaut is a really polished game, I didn’t encounter any bugs or glitches. The only issue I felt relevant to bring up is occasionally some enemies that are flagged as essentially mini bosses, once defeated will drop bucket loads of loot. If you happen to get weapons and buffs mixed together it can be tricky to pick up the item you want from a pile as there is no sorting feature.
I felt this was important to bring up as you can deconstruct your old weapons for currency so it’s never worth leaving them on the ground. It can also be a little frustrating if you’re backed into a corner and a weapon drops whilst you’re fighting, you can potentially destroy it when it could have been an upgrade.
Final Thoughts
Katanaut was a real pleasure to play through. It’s hard and unforgiving but that’s what I enjoyed about it. I wanted the challenge and it refused to hold my hand but rewarded me when I was playing smart. As I stated at the start of this review, this was a game I didn’t know I needed but I am so so happy to have had the chance to experience it.
From my times failing a run and being angry at myself for making stupid mistakes, to not fully understanding bosses’ attack patterns. I have had many runs end and my initial response is to say to myself “Just one more..” Katanaut is truly something special that I believe should be recognised and commended by everyone.
10/10
I can’t fault this game, but what I can do is another run!