Trek to Yomi

A Gorgeous Film That Keeps Asking You to Play It

by Leonard Menchiari, Flying Wild Hog

Action gameSteamSwitch$19.99

Reviewed by the Rankeno Action DeskUpdated Oct 2026

Trek to Yomi is an Action game for Steam and Nintendo Switch. It's a five-hour Kurosawa tribute wearing a combat system it never earned — hard to recommend for most people, and easiest to justify at a discount. It scores 5.9 out of 10 — Mixed.

5.9Mixed#744 of 758 Action games

How it scored How we score

  • Design6.5
  • Innovation5.5
  • Value4.5
  • Utility5.0

In one line

Trek to Yomi is one of the most beautiful things ever built in a game engine and one of the least interesting things to actually play.

Released May 5, 2022

The verdict

It’s a five-hour Kurosawa tribute wearing a combat system it never earned — hard to recommend for most people, and easiest to justify at a discount.

What we liked

  • Exceptional art direction — monochrome, grain, and lighting executed with real cinematic literacy
  • Fixed-camera composition used as a genuine design tool, not a technical shortcut
  • Tight five-to-six-hour runtime with multiple endings and a real emotional payoff
  • Restrained, low-clutter UI that never breaks the frame
  • Excellent, understated score

What could be better

  • Combat is shallow and stiff, with one dominant strategy that carries the entire run
  • Thin enemy variety — most of the roster is introduced in the first two chapters
  • Checkpoint placement and late-game difficulty spikes turn atmosphere into attrition
  • Exploration is a corridor with alcoves, not a space worth investigating
  • Value is price-dependent — hard to justify at full price for the length and depth

Is it for you?

Best for

  • Players who want a complete, self-contained weekend experience — no live service, no 60-hour map, credits by Sunday night.
  • Game design and art direction students, seriously. The camera work alone is worth studying.
  • Sale buyers. At a steep discount this is an easy recommendation. At full price it's a conversation.

More reviewed in Action

Overview

There’s a specific kind of ambition that shows up maybe twice a console generation: a team decides the look is the product. Not a filter. Not a mode. The entire artistic thesis. Trek to Yomi is that game — a side-scrolling samurai action-adventure rendered exclusively in black and white, drowned in film grain, boxed in by vignetting, and shot through fixed camera angles that treat every alley and bamboo grove like a set piece from 1954.

The credits are an odd pairing, and that oddness explains a lot. Director Leonard Menchiari is an art-first auteur — his previous work, The Eternal Castle [REMASTERED], was similarly obsessed with resurrecting a dead visual language. His co-developer, Flying Wild Hog, is the Polish studio behind the Shadow Warrior trilogy: loud, fast, mechanically maximalist first-person shooters. Publishing is Devolver Digital, a company whose entire brand is betting on the strange thing that a bigger publisher would have sanded down. That combination produced exactly what you’d predict — a film-school vision executed by a team whose combat muscle memory was built for a completely different tempo, then shipped by someone happy to let the weird version out the door.

You play Hiroki, a young swordsman who makes a deathbed promise to his master and then fails to keep it. Catastrophe arrives on schedule, vengeance follows, and the pursuit drags him across the boundary into Yomi, the Japanese underworld, where the dead are more articulate about his failures than he is. It’s a revenge story with a moral question stapled to the end, and it comes with multiple endings determined by what kind of man you decide Hiroki becomes.

The reception has been split down a clean, predictable line, and the split is easy to summarize. The presentation is extraordinary. The playing is not.

Key features

  • Full monochrome cinematic presentation: Black and white, film grain, heavy vignette, and letterboxed compositions built to imitate mid-century Japanese cinema and silent film. This isn’t a post-process toggle — camera placement, lighting, and level geometry are all designed around the shot.
  • Fixed-camera, 2D-plane katana combat: Light and heavy strikes, blocking, parrying, and dodges, with unlockable combo strings. Ranged tools arrive on a drip: bow, kunai, and eventually the ozutsu, a hand cannon that reframes late encounters.
  • Semi-3D exploration between fights: Village streets, bamboo forests, and battlefields hide health and stamina upgrades, artifacts, and lore notes down short optional branches — a light collectible layer that also functions as the only character progression in the game.
  • Five to six hours, multiple endings, tiered difficulty: A deliberately compact runtime with replay hooks and difficulty options ranging from “watch the movie” to “learn the parry timing or die repeatedly.”

Analysis

The camera is the best character in the game

Start with what works, because it works devastatingly well. Trek to Yomi’s fixed camera isn’t a limitation the developers accepted — it’s the mechanism they built everything around. Round a corner in a burning village and the camera doesn’t follow; it cuts, holding wide while Hiroki becomes a small dark shape against a wall of smoke. Descend into a ravine and the frame pulls back until the geometry composes itself into deep-focus staging, foreground bamboo slicing the shot into vertical bands.

This is real craft. Most games with fixed cameras use them because dynamic cameras are hard. This one uses them because a director wanted specific frames. The opening town, before everything goes wrong, is built for atmosphere in a way very few games manage — the grain crawls, the light blooms and dies, and the score sits low and patient underneath. For its opening stretch, the game is transporting.

Then it asks you to fight, over and over

The combat is where the whole thing thins out, and it thins out early.

On paper the kit is fine: light attack, heavy attack, block, parry, dodge, a stamina bar that governs aggression, and combo strings you unlock as you advance. In practice, the encounter design and the animation weight fight each other constantly. Hiroki moves with a deliberate, heavy commitment — appropriate for the cinematic register, punishing when three enemies converge on a 2D plane and the only real answer is to back up, parry, and repeat the same two-hit counter from chapter one.

The core loop is: enter arena, kill three to five enemies, watch a beautiful transition, repeat. Enemy variety is thin — most of the roster appears within the first two chapters, and the underworld’s monstrous additions are visual reskins more often than they are new tactical problems. The unlockable combos are the tell. In a combat system with actual depth, new strings change how you approach a fight. Here they’re mostly longer versions of things that already worked, and the path of least resistance is one reliable answer ridden all the way to the credits.

Then there are the difficulty spikes. The back half of the game escalates enemy density and aggression significantly, and it does so on top of a movement system that was never built for crowd control. Combine that with checkpoint placement that’s frequently indifferent to how much the player has just endured, and the late chapters turn an atmospheric piece into a grind of repeated three-minute reruns. The failure isn’t difficulty — it’s the mismatch between a punishing encounter design and a forgiving design philosophy everywhere else.

Exploration is a hallway with alcoves

The semi-3D exploration segments promise more than they deliver. The path is mostly linear, and at intervals a side branch opens perpendicular to the camera, holding a health or stamina upgrade, an artifact, or a lore note. The upgrades matter — they’re the only meaningful progression — so every branch is worth taking. But there’s no navigation puzzle here, no environmental logic to solve. It’s optional-loot vending along a corridor, and because the fixed camera sometimes obscures which branches exist, “exploration” occasionally degrades into rubbing Hiroki against scenery to see what opens.

The story does its job and not much more

The narrative is a competent vengeance arc with a genuinely good structural idea — the trip into Yomi turns the second act into a confrontation with Hiroki’s own failure rather than another enemy roster. The multiple endings hinge on that, and the good one earns its emotional beat. But the writing is functional, the supporting cast is sketched rather than drawn, and the dialogue leans on archetype instead of specificity. It’s serviceable scaffolding for the visual experience, which is clearly all it was ever asked to be.

That’s the honest summary of the whole design: everything except the camera and the art direction is scaffolding.

Visuals & performance

The art direction is the reason this game exists and the reason to buy it. The monochrome grade is properly tuned — real black points, controlled highlight rolloff, and grain that moves like emulsion rather than the static noise overlay most games settle for. Lighting does enormous work: silhouettes against paper screens, torchlight cutting through fog, the underworld’s compositions going full expressionist with hard shadows and impossible architecture. The score matches it, low and restrained, using percussion and space rather than melody.

Technically, this is a modest game asking modest things of hardware — a 2D game of this scope is light on hardware, and the fixed camera means the engine never fights an unpredictable view frustum. What janks isn’t raw performance; it’s the animation and hit registration. Attacks can land with unclear feedback, enemies can reposition in ways the fixed camera renders illegible, and there are moments where a hit can’t be reconstructed from what was actually on screen. That’s a design cost of the camera, not a bug, but it’s a cost the player pays.

The UI deserves a specific nod: it stays out of the frame. Minimal HUD, diegetic-feeling menus, no waypoint clutter. Someone understood that a health bar in the corner would break the shot, and they treated that as a constraint worth solving rather than an exception worth granting.

Platform nuances

Steam is the definitive version, and not for the usual reasons. This game’s entire visual identity is grain, contrast, and fine gradient detail in the shadows — exactly the material that survives best at high resolution with generous bandwidth. On a decent PC display at 1440p or above, the grain reads as film. Mouse and keyboard is not the play here; this is a controller game, and the Steam version gives full pad support alongside the resolution headroom.

Nintendo Switch is the more interesting and more compromised proposition. There’s a real argument for it — a five-hour cinematic piece is well-suited to handheld play, and the game’s modest technical demands make it a sane port target rather than a miracle one. But the aesthetic doesn’t scale down gracefully. At handheld resolution, fine film grain is the first thing to break: it either crushes into visible dithering or gets smoothed into mush by the internal render scale, and the deep-shadow gradient work that makes the underworld chapters land loses its subtlety. Docked on a large TV should fare better than handheld, but “better” here still means noticeably softer than PC.

The control story is a wash — this is a fixed-camera, 2D-plane game with a small input vocabulary, which is about the friendliest possible shape for Joy-Con. Parry timing is the only mechanic that punishes input latency, and on the difficulty tiers where parries decide fights, that’s a reason to prefer a wired setup or the Pro Controller.

Buy on Steam if you have the choice. Buy on Switch if portability is what gets the game finished — for a game this short, that’s a legitimate trade.

Final verdict

Trek to Yomi is a case study in what happens when a team nails one thing completely and treats everything else as delivery mechanism. The presentation isn’t good “for an indie” — it’s better-directed than most AAA cinematics, made by people who clearly watched the films rather than the games that imitated them. That achievement is real and it deserves the praise it gets.

But a game is not a film, and the moment-to-moment act of playing this one never reaches the standard its own camera sets. The combat is a competent framework that stops developing early, propped up by difficulty spikes and checkpoint decisions that mistake friction for stakes. The exploration is decorative. The story is functional. Strip the black and white away and you’re left with a modest side-scroller that would have gotten a shrug.

The thing is — you don’t have to strip it away. The presentation is the product, and it’s good enough that five hours inside it can be time worth spending. But that’s a narrow recommendation. For most people, this is a gorgeous film attached to a game that doesn’t hold up its end: wait for a sale, play it on PC, and let the frames do the work.

Reviewed by the Rankeno Action Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Quick facts

Developer
Leonard Menchiari, Flying Wild Hog
Publisher
Devolver Digital
Released
May 5, 2022
Price
$19.99
Genres
Action, Adventure

Questions about Trek to Yomi

Is Trek to Yomi worth it?

Trek to Yomi is a case study in what happens when a team nails one thing completely and treats everything else as delivery mechanism. Our editors scored Trek to Yomi 5.9 out of 10, which puts it in our Mixed band.

Why does Trek to Yomi score 5.9 out of 10?

With a score of 5.9 out of 10, Trek to Yomi lands in our Mixed band. Design is its strongest category at 6.5 out of 10. Value is the weakest at 4.5.

What do our editors like most about Trek to Yomi?

Exceptional art direction — monochrome, grain, and lighting executed with real cinematic literacy. Fixed-camera composition used as a genuine design tool, not a technical shortcut.

What do our editors say is Trek to Yomi's biggest weakness?

Combat is shallow and stiff, with one dominant strategy that carries the entire run. Thin enemy variety — most of the roster is introduced in the first two chapters.

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