Compare Shin Samurai Jazz prices across 50+ stores and find the best deal. Developed by Blaze Epic. Published by Blaze Epic. Released on 3/16/2015. Available on PC. Genres: Action, Adventure, Indie.

Noir mood, samurai steel, and an electro-jazz pulse packed into a micro 8-bit platformer that costs less than a coffee and clears in a couple of hours. Worth a curious evening if the aesthetic clicks.

I have a soft spot for the kind of game that one person assembled alone, then quietly put on Steam while the algorithm looked the other way. Shin Samurai Jazz is exactly that thing: a compact, hand-built 8-bit platformer that crosses the cigarette-smoke silhouettes of film noir with the clipped, ceremonial violence of samurai cinema, then pours an electro-jazz soundtrack over the whole thing like it is the most natural combination in the world. It should not work as well as it does. It mostly does. The structure is simple almost to the point of being skeletal. You move through a pixelated city overworld, enter buildings that gate-keep on story progress, talk to NPCs for direction, and then run platforming gauntlets inside each location. Combat is a hack-and-slash affair with two sword attacks: a standard swipe that knocks enemies back, and an upward slash that launches them into the air where you can jump up and juggle them. The chuunori-inspired movement, pulling from the kabuki theatre technique that mimics flight, gives the character a pleasantly floaty feeling once you chain double-jumps, wall-jumps, and aerial dashes together. The five stages each have trophies tied to completion and low-death runs, which gives players who want a small personal challenge something to chase. The atmosphere is where Blaze Epic's solo effort quietly earns its keep. The electro-jazz soundtrack is genuinely good: unhurried, a little smoky, with a groove that matches the pacing of the city exploration segments better than the frantic combat probably deserves. The comic-panel story presentation, using wide black bars around the screen to display dialogue in a manga-adjacent format, has real personality even when the text overlaps in ways that make it hard to parse who is talking. The enemy designs lean into the strangeness nicely, with long-necked ghost types and fireball-throwing spectral women that feel plucked from a cabinet at the back of an old arcade. The frustrations are honest ones. Keyboard controls feel awkward without remapping support, and a controller is quietly the assumed input. Environment variety thins out across the stages as shared assets repeat, and the story's opening throws you in without much orientation. Bugs that cause the player character to vanish have been reported, though the game is short enough that replaying a stage stings more on principle than in practice. This is a game that runs around two to three hours, has no saves mid-run in some versions, and picks from a small pool of puzzle patterns throughout: find the switch, reach the exit. Nobody is going to mistake it for a deep system. But here is the thing: it knows what it is. Shin Samurai Jazz does not overextend. The length fits the ambition, the soundtrack earns the mood, and there is something quietly admirable about a one-person project that commits this fully to a specific aesthetic corner almost nobody else is occupying. It is not a game that will rewrite your year. It is a game that might soundtrack a slow afternoon in exactly the right way. Kai, Scout Team

Shin Samurai Jazz
ActionAdventureIndie

Shin Samurai Jazz

Mar 16, 2015Blaze Epic
GamerScout Says

Noir mood, samurai steel, and an electro-jazz pulse packed into a micro 8-bit platformer that costs less than a coffee and clears in a couple of hours. Worth a curious evening if the aesthetic clicks.

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About Shin Samurai Jazz

I have a soft spot for the kind of game that one person assembled alone, then quietly put on Steam while the algorithm looked the other way. Shin Samurai Jazz is exactly that thing: a compact, hand-built 8-bit platformer that crosses the cigarette-smoke silhouettes of film noir with the clipped, ceremonial violence of samurai cinema, then pours an electro-jazz soundtrack over the whole thing like it is the most natural combination in the world. It should not work as well as it does. It mostly does. The structure is simple almost to the point of being skeletal. You move through a pixelated city overworld, enter buildings that gate-keep on story progress, talk to NPCs for direction, and then run platforming gauntlets inside each location. Combat is a hack-and-slash affair with two sword attacks: a standard swipe that knocks enemies back, and an upward slash that launches them into the air where you can jump up and juggle them. The chuunori-inspired movement, pulling from the kabuki theatre technique that mimics flight, gives the character a pleasantly floaty feeling once you chain double-jumps, wall-jumps, and aerial dashes together. The five stages each have trophies tied to completion and low-death runs, which gives players who want a small personal challenge something to chase. The atmosphere is where Blaze Epic's solo effort quietly earns its keep. The electro-jazz soundtrack is genuinely good: unhurried, a little smoky, with a groove that matches the pacing of the city exploration segments better than the frantic combat probably deserves. The comic-panel story presentation, using wide black bars around the screen to display dialogue in a manga-adjacent format, has real personality even when the text overlaps in ways that make it hard to parse who is talking. The enemy designs lean into the strangeness nicely, with long-necked ghost types and fireball-throwing spectral women that feel plucked from a cabinet at the back of an old arcade. The frustrations are honest ones. Keyboard controls feel awkward without remapping support, and a controller is quietly the assumed input. Environment variety thins out across the stages as shared assets repeat, and the story's opening throws you in without much orientation. Bugs that cause the player character to vanish have been reported, though the game is short enough that replaying a stage stings more on principle than in practice. This is a game that runs around two to three hours, has no saves mid-run in some versions, and picks from a small pool of puzzle patterns throughout: find the switch, reach the exit. Nobody is going to mistake it for a deep system. But here is the thing: it knows what it is. Shin Samurai Jazz does not overextend. The length fits the ambition, the soundtrack earns the mood, and there is something quietly admirable about a one-person project that commits this fully to a specific aesthetic corner almost nobody else is occupying. It is not a game that will rewrite your year. It is a game that might soundtrack a slow afternoon in exactly the right way. Kai, Scout Team

Tags

singleplayerachievementstier:sub-5Chuunori PlatformingNoir AtmosphereElectro-Jazz SoundtrackMicro-IndieStage-Select StructureDeath-Count TrophiesController RecommendedKabuki-Inspired CombatManga Presentation

System Requirements

Minimum

OS
Windows XP / Vista / 7 / 8 / 10
Memory
512 MB RAM
Storage
12 MB available space
Graphics
512 MB VRAM
Additional Notes
Recommended for use with Xbox One and Xbox 360 Controllers

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Game Info

Developer
Blaze Epic
Publisher
Blaze Epic
Release Date
Mar 16, 2015

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What platforms is Shin Samurai Jazz available on?

Shin Samurai Jazz is available on PC.

When was Shin Samurai Jazz released?

Shin Samurai Jazz was released on 16 March 2015.

Who developed Shin Samurai Jazz?

Shin Samurai Jazz was developed by Blaze Epic.