Denshattack! Review: Maybe the Most Unique Indie of the Year

Denshattack
REVIEW SCORE 7 /10
GRADE C Tier
PASSION SCORE 65 /100
GENRE Adventure, Arcade
PLATFORMS PC, Ps5, Switch/Switch 2, Xbox (Series, One)
DEVELOPER Undercoders
RELEASE DATE July 15, 2026
INDIE GAME

Set the Scene

Imagine taking a train, giving it the movement system of a skateboarding game, throwing it into an anime-inspired Japanese dystopia, putting it on a collection of increasingly ridiculous rails and then handing the whole thing a soundtrack that sounds like it escaped from a stylish Japanese RPG. That is basically Denshattack!, and honestly, I’m still not entirely sure how to explain this game without sounding like I’m making it up.

The easiest way I can describe it is as a bizarre combination of Tony Hawk’s Pro Skater, Skate, Jet Set Radio and Crazy Taxi, except you’re not controlling a skateboarder, you’re controlling a train. You can drift around corners, grind on rails, perform tricks, switch tracks, wall ride, jump between platforms and eventually string together enough mechanics that you start wondering how the hell a train is capable of doing any of this.

And that is exactly why I wanted to play it. One of my favorite things about covering indie games is finding something that makes me stop and say, “I’ve never seen this before.” Denshattack! immediately gave me that feeling. I don’t necessarily need every game I play to reinvent the medium, but there is something incredibly appealing about seeing a developer take an idea that sounds completely ridiculous on paper and actually build an entire game around it.

There is one problem, though: I am absolutely terrible at skating games.I’ve always thought skating games looked cool as hell. I grew up seeing Tony Hawk’s Pro Skater, Skate and other games in that genre and thinking they had an undeniable cool factor. I would play them for about 50 minutes or an hour, convince myself that this was finally going to be the time I figured everything out, and then eventually give up because I couldn’t consistently balance my character, remember the tricks, land anything correctly or stop myself from eating shit every thirty seconds.

That has always been my relationship with skating games. I appreciate them. I think they’re cool. I just am not particularly good at them. So when I saw Denshattack! at Steam Next Fest and realized that it was essentially a skating game where I controlled a train, I knew I had to give it a shot. Not because I thought I was suddenly going to become some elite Denshattack player, but because I love weird and ambitious indie games, and this might be one of the strangest concepts I’ve played all year. Fortunately, you don’t have to be great at Denshattack! to have a good time with it.

Gameplay

The first thing you’ll notice is that Denshattack! throws a lot at you. You start your engine, accelerate, brake, lean into different directions to select tracks, drift around corners, perform tricks and learn how to manipulate your train while it is flying through the air. The game gradually introduces additional mechanics such as grinding, wall riding and track switches, but even the basic controls can take some time to wrap your head around.

I will freely admit that I was terrible during my first 15 minutes with the game. I kept crashing and derailing because I hadn’t yet developed the muscle memory required to understand what the game wanted from me. I’d see a jump, try to perform something I thought was correct, and then immediately hear my character say, “I’ll get it right this time.” I heard that sentence a lot.The game is demanding, but I appreciate that it does a good job teaching you how to play. The tutorials are thorough without being completely overwhelming, and the developers clearly understand that someone coming into this game may not have any prior experience with skating-game mechanics.

One of my favorite features is the Tricktionary, which is essentially a glossary of every trick you can perform. If you want to know how to perform a front 360 kick, a front 540 kick or one of the more complicated tricks, you can look it up and see exactly what inputs are required. Each trick also has a small video demonstration, which is incredibly useful because I don’t have an encyclopedic understanding of skating terminology.

The Tricktionary goes beyond tricks, too. You can use it to remind yourself how to perform basic actions, switch tracks, use different mechanics and generally refresh your memory if you’ve been away from the game for a while. You can access it from the pause menu, meaning you don’t have to replay a tutorial simply because you forgot how one particular mechanic works.

That is the kind of quality-of-life feature that I appreciate because Denshattack! has a lot of systems to remember. Drifting is particularly important. When you approach corners, you can hold the drift input and release it when the indicator reaches the sweet spot. Hit the timing correctly and you get a perfect drift; take a corner too quickly or mistime the maneuver and your train goes flying off the rails. The important thing is that when I derail, I usually feel like it was my fault.

That’s something I really appreciate about the level design. Denshattack! can be difficult, but I rarely feel like the game is screwing me over. When I crash, it’s usually because I mistimed something, failed to understand the upcoming obstacle or simply wasn’t good enough at the mechanic I was attempting. After a crash, the game also puts you back in a reasonable position rather than making you replay a huge section of the level.

That makes the difficulty much easier to tolerate. I am not good at this game. I am probably never going to be particularly good at this game. There is a ceiling to how skilled I am willing to become at something like this, and I don’t have any desire to dedicate my entire gaming life to mastering train-based Tony Hawk physics.

But Denshattack! doesn’t require that from me. The game is extremely forgiving when it comes to simply progressing through the campaign. You can die repeatedly and still move on as long as you accomplish the basic objective of the level. Your score might suck, your time might suck and you might complete only a fraction of the available dares, but if you finish the level, you’re moving forward.

That works extremely well for someone like me.After each level, you’re given a performance grade based on things such as your completion time, tricks performed and dares completed. My scores were frequently nothing to brag about. On one of my early attempts, I finished in 3 minutes and 4 seconds, earned a score of 7,430 and completed only one of the seven available dares.I was still happy.I didn’t care that I wasn’t topping the leaderboard. I was just happy I finished the damn level.

Level Design and Variety

This is where Denshattack! really started winning me over. The game could have easily become repetitive if every level were simply about reaching the end as quickly as possible while performing tricks along the way. Instead, Undercoders keeps changing what it expects from you.

Some levels focus heavily on tricks. Others ask you to explore an area and complete specific objectives. There are racing levels, grinding-focused sections and challenges that emphasize different combinations of the mechanics you’ve learned.

One of my favorite early levels was Trick Terminal, where I needed to score 15,000 points to unlock the next track. This was basically an excuse to run around performing as many tricks as possible within the time limit, and while I wasn’t particularly good at it, I enjoyed the freedom of figuring out how to maximize my score.

I ended up with 21,400 points, which felt like a pretty significant accomplishment considering how badly I had been performing up to that point. Another level gave me an open area with several objectives to complete instead of simply telling me to reach the end as quickly as possible. That ended up being one of my favorite types of level because it allowed me to practice the mechanics without feeling like I was constantly racing against the clock.

The level design is colorful, creative and, more importantly, structured around the mechanics the game has taught you. As the campaign progresses, new elements are introduced and then combined with things you’ve already learned.

Eventually, you’re grinding rails, jumping between walls, switching tracks and performing tricks while trying to figure out what the level wants from you.That sounds complicated, and it is, but it never feels completely random.

One of the things I came to appreciate after spending more time with the game is that Denshattack! is more mentally engaging than its trailers might suggest. You constantly have to think about what’s coming next. Do you need to drift around this corner? Do you need to switch tracks? Is there a rail you need to grind? Do you need to perform a trick to activate the switch? Are you trying to maximize your score or simply survive?

The game is constantly asking you to make decisions while you’re moving at high speed. That’s why I eventually started thinking of Denshattack! as a game that is “simplistically unsimple.” The individual mechanics aren’t particularly difficult to understand, but the number of ways the game combines them becomes increasingly complex.

You’re essentially playing a Tony Hawk-style skating game, except the skater is a train, the environment is built around rails and giant set pieces, and the game keeps adding new ways to interact with the world. It should not work as well as it does.

Boss Fights and Set Pieces

The first boss fight was where the game really clicked for me. The boss is called Fashion Overdrive, and it involves four glamorous, almost Sailor Moon-inspired characters who combine their trains into a giant mech.

Yes, you read that correctly. Their trains essentially become different parts of a giant robot, and you have to dodge attacks while continuing to move along the rails. Eventually, you have opportunities to grind on specific rails or jump into the air and perform attacks against the boss’s weak points.

I absolutely loved this fight. It is creative, visually ridiculous and mechanically tied to everything the game has already taught you. More importantly, it demonstrates just how much potential the basic concept has when the developers get to go completely nuts with it.

The level design is once again the star of the show. Another level, Raiders of the Dead Ball, gives you an Indiana Jones-inspired chase sequence where a giant baseball comes rolling after you while you’re trying to navigate rails, perform tricks, wall ride and jump between platforms.

It’s ridiculous in exactly the way I want an indie game like this to be ridiculous.

Later, the game introduces wall riding, allowing your train to jump from the rails onto walls and then back onto rails. Eventually you’re moving from wall to wall, back to the track, onto a grind rail and then into another trick sequence. There is a lot going on, but the game earns that complexity by introducing each mechanic gradually.

The variety also extends to racing. One level puts you in a race where you start in 35th place and have to work your way through the pack until you’re fighting for first. Interestingly, this was one of the few levels where I immediately performed extremely well.

Once the trick system was taken out of the equation, I could focus on drifting, boosting and navigating the track, and apparently I’m considerably better at train racing than train skating.

I actually got the maximum rank on that level. That experience also showed me why the developers made the right decision not to turn the entire game into a straightforward racing game. It works as one component of the overall package, but if I had spent 20 or 30 levels doing nothing but racing, I think the novelty would have worn off much faster. The variety keeps Denshattack! moving forward.

Customization and Progression

Between levels, you have a campaign map that reminded me of the world map from classic Super Mario World. You can select individual levels, and hovering over different areas gives you information about your best score, best completion time and the number of dares you’ve completed.

There is also a garage where you can customize your train. You can change its color, select different patterns and add stickers to personalize the vehicle.

The sticker system comes through Kaoru’s Sticker Shop, where you can use spray cans earned through the campaign to purchase new designs. There are general stickers, regional designs and character-specific stickers based on people you meet throughout the game.

None of this is revolutionary, but it gives you something to work toward beyond simply completing the campaign. And for a game this focused on style, having the ability to customize your train makes perfect sense.

 

Final Verdict

I’m still not entirely sure what the hell Denshattack! is.

And I mean that as a compliment. It’s a train game. It’s a skating game. It’s an arcade game. It’s an anime-inspired action game. It’s a rail-grinding game. It’s a racing game. It’s a trick game. Somehow, all of those descriptions are accurate, and yet none of them completely explain what playing it actually feels like.

The closest comparison I can make is that it takes the mentality of Tony Hawk’s Pro Skater, the style of something like Jet Set Radio, the energy of an arcade game and then throws a fucking train into the middle of it.

I’m not particularly good at Denshattack!, and I don’t think I ever will be. But I had fun playing it, and that’s ultimately what matters. The game continually introduces new mechanics, the levels are creative, the soundtrack is excellent and the developers clearly understood that the best way to make this concept work was to fully commit to how ridiculous it is.

It isn’t perfect. The learning curve can be steep, the limited voice acting leaves some personality on the table, and I did encounter a technical bug that ruined a run. But none of those issues erase the fact that this is one of the more unique single-player experiences I’ve played this year.

Sometimes you play a game because you think you’re going to be good at it. Sometimes you play a game because you want to win. And sometimes you play a game because the idea of controlling a fucking train like Tony Hawk is too damn interesting to pass up. Denshattack! is very much the third one.

Pros

Denshattack! has one of the most original concepts I’ve encountered this year, and the important thing is that the concept isn’t simply interesting on paper. The developers actually manage to build a coherent gameplay system around the idea of a train functioning like a skateboard.
The level design is another major strength. New mechanics are consistently introduced and then combined with existing ones, allowing the campaign to become increasingly complex without feeling completely arbitrary. The game’s variety of level types also prevents the core gameplay loop from becoming monotonous.
The soundtrack is fantastic, the visual presentation is colorful and memorable, and the forgiving progression system makes the game approachable even for someone like me who is terrible at skating games.
Most importantly, the game has personality. Denshattack! doesn’t feel like it was designed by committee to appeal to the largest possible audience. It feels like a group of developers had an absolutely insane idea and decided to see just how far they could take it.

Visually, Denshattack! is one of the more striking indie games I’ve played this year.
The game has a colorful anime-inspired aesthetic that immediately caught my attention. The bright yellow train looks fantastic against the environments, and the yellow tracks that guide you through each level are incredibly vibrant.
The art style is where comparisons to games like Jet Set Radio and Crazy Taxi make the most sense. There is a similar exaggerated sense of style and color, but Denshattack! adds an anime influence that gives the game its own identity.
The presentation also contributes to the feeling that you’re playing something completely unlike most other games on the market. I do wish there were more voice acting, though. Some of the game’s dialogue is presented through text boxes accompanied by small vocal reactions from the characters. Hearing characters make little “oh” and “ah” sounds every time a text bubble appears can be a little strange, and I think more fully voiced conversations would have helped give the cast more personality.
There are fully voiced cutscenes, and when those appear, the performances are considerably more convincing. I simply wish the game had more moments like that.
Soundtrack
The soundtrack absolutely f#cking bops. There isn’t really a more sophisticated way for me to say it.
The music was one of the biggest surprises for me because Denshattack! has an eclectic soundtrack that fits the game’s strange combination of styles incredibly well. You’ll hear high-energy electronic tracks, breakbeats, arcade-inspired music, funk, rock and smoother jazz-influenced songs. There were moments when the combination of anime visuals and jazzier music gave me some serious Persona 5 vibes, although that comparison is more about the overall feeling than the games actually sounding identical. The soundtrack features music from a large collection of artists, including Shoji Meguro, Lotus Juice, Tee Lopes and others, and it gives the game a tremendous amount of energy.
The music matters because this is a game about momentum. You’re constantly moving, jumping, grinding and drifting, and the soundtrack gives those moments the kind of energy they need. It’s one of those games where I actually found myself paying attention to the music while playing instead of treating it as background noise.

Cons

The biggest barrier is the game’s learning curve. There is only one difficulty setting, and while the game is forgiving about progression, it isn’t necessarily forgiving about learning its mechanics. If the controls don’t click with you, there isn’t an easier mode you can switch to.
That was particularly noticeable during my first several hours. I was constantly trying to remember which input controlled which mechanic while simultaneously trying to process everything happening on screen.
I also think the limited voice acting leaves some personality on the table. The fully voiced scenes work well enough, but many conversations rely on text accompanied by small vocalizations, and I think the game would have benefited from more complete performances.
I also encountered one notable bug where my character’s movement slowed to an almost glacial pace while the world continued moving at normal speed. I eventually died and everything returned to normal, but the bug destroyed an otherwise good run and inflated my completion time. It isn’t a game-breaking issue, especially since you can restart levels, but it was frustrating when it happened.

Is This a Good Single Player Experience?

Yes. I think Denshattack! is a good single-player experience specifically because it doesn’t require you to be amazing at it to appreciate what it is doing.
I am not good at this game. Three days into playing it, I still made plenty of mistakes. I’m probably never going to be the person who masters every trick and posts ridiculous scores online. There are people who are going to absolutely destroy me at this game, and I’m completely okay with that.
What matters is that the game continues to give me reasons to keep playing. Every time I started getting comfortable, it introduced something new. First I was learning how to move and drift. Then I was learning tricks. Then grinding came into the equation. Then wall riding. Then track switches. Then racing. Then the game started combining all of those mechanics together.
That constant evolution is what kept me engaged. Denshattack! is also forgiving enough that failure doesn’t feel like the end of the world. I can completely screw up a level, finish with a terrible score and still progress through the campaign. If I want to go back later and improve my performance, the game gives me plenty of reasons to do so through its scoring system, dares and customization.
That balance works particularly well for me because I’m interested in experiencing the game rather than becoming one of its best players.

Why This Passion Score?

My 65/100 Passion Score reflects the fact that I genuinely like Denshattack!, even though I’m not naturally good at the type of gameplay it is built around.
That’s an important distinction for me. I have spent my entire gaming life bouncing off skating games because I struggle with the mechanics. Normally, that would probably be enough to make me lose interest pretty quickly. Denshattack! kept me playing because I was fascinated by what it was doing.
I love the concept. I love the visual style. I love the soundtrack. I love the level design, particularly when the game starts throwing increasingly ridiculous set pieces at me. That first boss fight genuinely surprised me, and some of the later levels demonstrated just how much creativity the developers were willing to put into a game about a fucking train doing skateboard tricks.
The Passion Score isn’t higher because I don’t think this is one of my defining games of the year. I still struggled with the controls, and there were plenty of moments where I was frustrated because I simply wasn’t executing the mechanics correctly. The lack of a difficulty option means there isn’t really a way around that learning curve if the controls don’t immediately click for you.
But I kept getting better. Slowly, sometimes painfully, but I could feel myself improving. I went from repeatedly derailing during the opening portion to eventually understanding how to drift, grind and incorporate more complicated mechanics into my runs. That progression is satisfying, and it is ultimately what kept me coming back.

Sebastion
REVIEWED BY

Sebastion

Sebastion Mauldin is the creator and host of The Single Player Experience, a gaming podcast and website focused on single-player games, reviews, and the people and ideas behind the medium.
A lifelong gamer who started with the Game Boy Color and Game Boy Advance before falling in love with gaming on the PlayStation 1, Sebastion plays primarily on PC, PlayStation, and Xbox. His gaming tastes range from narrative-driven adventures and RPGs to strategy games and indie titles, with God of War (2018), Hades, Pokémon Gold and Silver, Batman: Arkham City, and The Last of Us among his all-time favorites.
When he's not playing games, Sebastion is usually reading, watching sci-fi or superhero movies, following the NFL and NBA, keeping up with combat sports and professional wrestling, or arguing that Civilization VI only needs one more turn.
He's a Texan, an Eagles fan, and a lifelong connoisseur of nerd culture.