Nintendo Switch 2 is the best-selling console across units and dollar sales for April 2026 and 2026 year-to-date in the United States, according to Circana senior director Mat Piscatella. Just like in March, PlayStation 5 is ranking second for April and 2026 year-to-date.
Nintendo Switch 2 helped drive $261 million in hardware spending for April 2026, which is a 34% increase compared to April 2025. According to Piscatella, spending on Nintendo Switch 2 hardware offset declines seen across Switch (-69% versus April 2025), Xbox Series (-43%) and PlayStation 5 (-30%).
Despite a decline in PlayStation 5 sales, the console’s lifetime installed base finished April tracking 2% ahead of PlayStation 4 on a time aligned basis for 66 months in market. Nintendo Switch 2 is surpassed the sales pace of the original Nintendo Switch by 11% within its initial 11-month period in market.
The good news doesn’t stop for Nintendo, however. Nintendo’s hardware spending for the month of April 2026 finished at its highest point since July 2025. This can be partly attributed to the release of Tomodachi Life: Living the Dream, which was the best-selling game of April with over $41 million in physical and projected digital spending.
As the 9th best-selling game of the year, Tomodachi Life: Living the Dream also aided in a 44% increase in consumer spending on physical software to $96 million. Year-to-date spending on new physical software increased by 9% as well. Further, PRAGMATA aided sales across all platforms as the 2nd best-selling game of April.
— TVアニメ「お前、タヌキにならねーか?」公式 (@omatanu_anime) May 20, 2026
Jun Kamiya is directing the anime at Nippon Animation, and Masaki Wachi is supervising and writing the series scripts. Cocoro Takemoto is designing the characters. Minako Seki is composing the music.
The Would you like to be a tanuki? manga follows a mythical tanuki creature called Koganemaru, who seeks out humans with a troubled by life. Koganemaru asks them if they want to try becoming a tanuki in order to help them rediscover what is important in their own lives.
Nagawa first released the manga in Ichijinsha’s Comic Pool digital manga magazine in April 2021. Ichijinsha then published the manga’s ninth compiled book volume in October 2025 and will publish the 10th volume on May 25.
Square Enix has announced that the Final Fantasy XIV Growing Light Original Soundtrack is now available on various music streaming services, including Spotify, Apple Music and Amazon Music. The Final Fantasy XIV Growing Light Original Soundtrack includes a total of 93 music tracks from the Patch 6.x series.
Here’s the track list for the original soundtrack:
Final Fantasy XIV Growing Light Original Soundtrack Track List
One among Wonders
Pilgrimage
Radiance
In the Balance
Ink Long Dry (Journeys)
The Map Unfolds
Hippo Ridin’
Troian Beauty (Endwalker)
FINAL FANTASY IV: Battle 2 (Endwalker)
Somewhere in the World (Ambitions Writhe)
Battle with the Four Fiends (Buried Memory)
To the Sun (From Astral to Umbral)
On Blade’s Edge
Finality
Heroes Forge Ahead
Desert Sun
A Quiet Moment
Island Paradise
Subterranean Sanctuary
Cradle of Hope
Silent Scream
Scream
Embers
White Stone Black
Warming Up
Festival of the Hunt (Endwalker)
Run! (Endwalker)
The Heavens’ Ward
Heroes
Freefall
Contention
Hallowed Halls
Heavensward
Dragonsong
Primogenitor
Revenge Twofold (Orchestral Version)
Favor
Rhythm of the Realm
Dedicated to Moonlight
Dreamwalker
Inexorable
Deep Blue
Forged in Crimson
Forbidden Land (Endwalker)
Equilibrium (Pulse)
Oblivion (Pulse)
A Long Fall (Pulse)
Neath Dark Waters (Pulse)
Deltascape
Heartless
From the Heavens (Orchestral Version)
eScape
Torn from the Heavens (Concert Version)
Prelude Demastered
The Land Reborn
Pom from the Heavens
A Victory Fanfare Demastered
Battle 2 from FINAL FANTASY III
Imperium
One Amongst the Weary
Fleeting Moment
Athena, the Tireless One
Ultima’s Perfection (Endwalker)
Crimson Sunset (Journeys)
Looping in the Deepest Fringes
Storm of Blood
Triumph
Crimson Rise
Starsbreath
Another Moon (Endwalker)
Voidcast Savior
Sorrow and Loss (Endwalker)
Kingdom of Baron (Endwalker)
FINAL FANTASY IV: The Final Battle (Endwalker)
The Red Wings (Endwalker)
Tonitrua ex Machina
Idylls of the Empire
Forevermore – The Grand Duchy of Rosaria
The State of the Realm
Before the Storm – Caer Norvent
Away (Refrain)
To Sail Forbidden Seas
Find the Flame
Who I Really Am
Land of Eikons
O Speaker, Slumber
O Hunter, Rejoice
Thus Spoke Master PuPu
Polygons of Inquiry
A Gentleman to Walk with Me
Fair Winds to Guide
Course Uncharted
Myths of the Realm
Final Fantasy XIV Patch 7.5 Trail to the Heavens launched on April 28 to set up the path to Final Fantasy XIV: Evercold. Final Fantasy XIV Patch 7.5 brings a series of updates featuring the Beastmaster job, new main scenario quests, a new dungeon, the final instalment of the Echoes of Vana’diel alliance raid series, and so much more. The new Final Fantasy XIV: Evercold expansion will launch in January 2027.
Final Fantasy XIV is coming to Nintendo Switch 2 in August 2026. Early access for the Nintendo Switch 2 version is expected to last one month before the game’s launch, and access will be free to all players. A Nintendo Switch Online membership is not required, but players must purchase a dedicated Final Fantasy XIV subscription for the game’s Switch 2 version. This subscription will be 50% off to all active subscribers of Final Fantasy XIV on other platforms.
Square Enix has opened pre-orders for new Final Fantasy X 25th anniversary merchandise, including the Zanarkand Compilation Album, the Yuna Wedding Dress Playmat, and various display stands. Fans can pre-order their desired Final Fantasy X merchandise at the Square Enix Store.
What’s more, character designer Tetsuya Nomura recently revealed a new commemorative illustration for Final Fantasy X, and the game’s official 25th anniversary website is also live with more updates to come. Square Enix is also planning to open a Final Fantasy X 25th anniversary pop-up store in Japan. Further details about the timing for the pop-up store and the location will be revealed at a later date.
Final Fantasy X first launched on July 19, 2001, for the PlayStation 2 in Japan, followed by North America on December 18, 2001. The iconic turn-based RPG is available on modern platforms, including PlayStation 4, PC (Steam), and Nintendo Switch, in the Final Fantasy X/X-2 HD Remaster collection.
The new game is based off of the updated Digital Pinball: Last Gladiators Ver. 9.7, which received a Japanese release in 1997. BeXide previously worked on Digital Pinball: Last Gladiators Ver. 2010, an iOS port.
Digital Pinball: Last Gladiators is described on its Steam page as such:
1995. The legendary digital pinball game “LAST GLADIATORS,” originally released for a home console to worldwide acclaim, makes its triumphant return to PC — 30 years in the making!
Realistic ball and flipper physics! Polished, stunning graphics!
Every timeless element faithfully and completely ported to PC, based on Ver9.7 — the ultimate version!
Controls optimized for PC — play comfortably with intuitive controls.
A high-quality entertainment experience crafted for mature players.
What do the last warriors — the “Last Gladiators” — fight for?
“Last Gladiators” features four pinball tables, each inspired by the story of four warriors reincarnated across 2,000 years of time and space, beginning in ancient Rome.
“Gladiators” — ancient Roman gladiators fighting for their freedom.
“Knight of the Roses” — a legendary knight’s battle to save the world.
“Dragon Showdown” — a feudal lord of the East fighting for supreme dominance.
And “Warlock” — the final holy war to seal away humanity’s endless history of conflict.
Each of the four uniquely themed pinball tables is structured with 9 rounds plus a Final Round.
Players advance through the game following each table’s story.
All four pinball tables will put your skills to the ultimate test.
Welcome to the Bloody Arena.
Put an end to two thousand years of war, Last Gladiators.
SEGA has released the Persona5: The Phantom X Version 4.1 update featuring a new Persona 3 Reload special event “Met by Moonlight Part 1” and 5-star character Makoto Yuki, the protagonist of the remake. In the new event, the Phantom Thieves from Persona5: The Phantom X wander into a place resembling Tartarus and fight alongside S.E.E.S members from Persona 3 Reload, including Makoto Yuki himself. Familiar locations like Paulownia Mall also appear.
P5X players can summon Makoto Yuki from Most Wanted Phantom Thief Contract: When Moon Reaches Stars, which runs through June 25 at 1:59 a.m. UTC. Makoto Yuki is a 5-star Fire-attribute Assassin who gains Moon Phase stacks through skills and ally support, making him a great offensive and buff-based party member. He also has access to Assist Actins and Theurgy in place of ranged attacks and Highlight.
Makoto’s exclusive 5-star weapon is also available from the Arms Deals: Silent Pistol, and the Butler Makoto Yuki set will be available from the Shop with a discount at 2,880 Meta Jewels. The set includes the Butler Makoto Avatar, the Tea Time profile design, and the Blue Moon Glory profile frame. After June 25 at 1:59 a.m. UTC, the set will cost 3,200 Meta Jewels.
A new special 1st anniversary countdown campaign is underway through June 4 at 1:59 a.m. UTC. Players who log in for 7 days during the event period will receive 5 Platinum Tickets and 5 Platinum Milicoins. Players can also earn a total of 1,600 Meta Jewels and 2,400 Wingbeat Coins by logging in for 28 days during the Daily Hoot-n-Loot event, which runs from June 1 at 5:00 a.m. to August 1 at 4:59 a.m. UTC. Further, a total of 1,000 Meta Jewels will be sent to players to celebrate the update and the Version 4.1 broadcast.
Persona5: The Phantom X is available now for Android, iOS, and PC via Steam.
Astrolabe Games and Lobo Sagaz Studio have announced that hand-drawn samurai action game GUREI launches on July 23 for Nintendo Switch and PlayStation 5. The Nintendo Switch and PS5 version of GUREI will be available alongside the previously announced PC (Steam) version.
Here’s an overview of GUREI, courtesy of Astrolabe Games:
About GUREI
Setting
Rei, the main character, is a human spirit bound with the challenging duty of defeating mystical entities of nature, the Kami, to obtain their power. The game won’t hold the player’s hand, leaving it up to them to discover and conquer this fantastic hand-drawn world that is gray, both metaphorically and literally.
Dynamic Difficulty
You are free to pick your fights against the Kami in any order. The game features a dynamic difficulty system where each enemy strength is defined by the player’s chosen path. This means that the very same Kami fought at the very beginning could also be the final boss in a different route. Hope to never leave the one you struggle most to fight last!
Combat Features
Besides sword attacks, dodges, head stomps and other basic abilities, Rei will learn a completely new skill for each defeated Kami. Those will provide further depth to your combat arsenal, be it a stronger dash, a weapon that can execute enemies, the ability to heal and many more!
Player choice is the ultimate power. Taking into account the vastly distinct enemies’ patterns and unique skills granted upon each victory, you will be able to decide how to approach every challenge. It won’t be easy either way, but you can always go back and try something different.
Beyond the Brawl
Gurei is a game about fighting strong enemies, but that’s not all. The Kami inhabit a surreal castle located between the human and spirit worlds. After each victory, Rei comes closer to the realm of spirits, starting to encounter peculiar characters from Japanese mythology. These creatures will add novelty and strangeness to your journey, providing commentary, unique animations, side objectives and obscure secrets.
Unlikely “Friends”
You will get to know the different Kami quite well. When Rei defeats them, she absorbs their power – and their personality. The defeated Kami will be carried around wherever Rei goes, and they’ll surely have stuff to talk about. Sometimes their remarks will be useful information that builds the player’s understanding of the lore and the game mechanics, but sometimes they will be… not so helpful, to put it briefly. Good luck!
Following the release of Kyūri Yamada’s The Gene of AI manga on emaqi, Final Weapon had the opportunity to interview Ichiro Miyazaki, an editor from the Monthly Shōnen Champion Editorial Department at Akita Shoten, to get more insights into the manga’s first-ever official English translation. Final Weapon also received an exclusive message from Kyuri Yamada regarding the inspiration and creation of The Gene of AI.
Originally launched in November 2015, The Gene of AI was ahead of its time, giving readers much to ponder about the nature of AI. Set in a futuristic world where advanced AI entities with human-like traits make up considerable portion of the population, The Gene of AI shows readers what protagonist Dr. Hikaru Sudo, a physician specialized in treating humanoids, discovers and realizes as he treats his unique patients. Sudo leads a double life of sorts with his pseudonym “Moggadeet,” but those lives mesh together in gray zones of ethical, legal, and societal complexities.
“Ever since I was a child, I have loved science fiction centered on robots and artificial intelligence,” Yamada said. “Japan has a long tradition of exploring these questions through manga and anime — from Osamu Tezuka to Hayao Miyazaki — and I have been deeply shaped by that legacy. At the same time, works like RoboCop and 2001: A Space Odyssey had a profound influence on me and helped shape the way I think about AI. Before becoming a manga artist, I worked as an IT journalist, and it was around 2013 that I first encountered deep learning. When I witnessed AI surpass human performance on a particular test, I became convinced that the world was about to change in a fundamental way — and I knew I wanted to explore that through my work.”
Yamada continued, “With The Gene of AI, I wanted to depict not just the technology itself, but the kind of society it gives rise to. Where is the line between AI as a tool and AI as an intelligent being? And when that line begins to blur, what happens to the way we live? More than a decade has passed since I published the first chapter, and these themes feel more real than ever. The development of AI will not stop. That is why the question we now face is how we choose to coexist with it. For anyone picking up this story in English for the first time, I hope it feels not like a distant future, but like something already beginning — right now. And I hope it becomes an invitation to think together about what it truly means to live alongside an intelligence that may one day surpass our own.”
Get the full interview Ichiro Miyazaki from Monthly Shōnen Champion below:
What are your thoughts on The Gene of AI receiving its first-ever official English localization?
Ichiro Miyazaki: Honestly, I’m incredibly excited. In North America, there is already such active discussion around AI ethics and the possibility of AI developing human-like emotions. That is exactly why I believe the inner lives of the troubled humanoids portrayed in The Gene of AI – and the doctors who care for them – will feel fresh, timely, and deeply moving to readers.
I hope North American audiences will embrace the series both as a work of thoughtful science fiction and as an exploration of diverse identities.
Because it is structured as an anthology-style series, I also think it is very accessible for busy readers who want something easy to pick up.
Why is now the right time to release The Gene of AI in English, nearly 11 years after its original serialization in Japan?
Miyazaki: Among the many manga published in Japan, only a small fraction ever receive official English translations. The Gene of AI was one of the many titles that, until now, had not yet had the opportunity to reach readers overseas.
When the series first launched, AI may still have felt like a fairly futuristic theme. But this time, the team at emaqi – many of whom are passionate manga fans themselves – took notice and said, “There is already a manga that has been exploring AI for more than a decade.” That interest became a major catalyst for this English release.
In addition, the fact that Yamada-sensei, the creator of The Gene of AI, was invited to speak at an event in San Francisco centered on AI and manga gave us another strong reason to move forward.
Today, themes such as AI technology and ethics, as well as the relationship between AI and humanity, feel far more immediate and real than they did when the series first began. I believe this is a work that carries even greater meaning when read now, in the context of a world that has changed so much over the past 11 years.
Regarding the translation of The Gene of AI and other titles you work on — what has stood out to you, what challenges have you encountered, and what do you keep in mind when bringing these works to overseas fans?
Miyazaki: At Akita Shoten, we do not handle translation in-house. Instead, we entrust it to local publishers, because we want expressions that are unique to Japanese to be localized in a way that feels natural, accurate, and familiar to native speakers.
Orange, which is handling the official English edition of The Gene of AI, has been communicating with us very closely and thoughtfully. Both the original author and I, as the editor, have full trust and confidence in them.
I recently had the opportunity to travel to San Francisco with Yamada-sensei, the creator of The Gene of AI. During that visit, I remember Orange asking many detailed questions in an effort to deepen their understanding of the world of the series. I was also surprised to learn that one of the Orange team members has extensive knowledge of robotics. So, honestly, I do not have many concerns at all.
As for other titles, I remember the localization of SHY, a superhero manga, being particularly challenging. Some of the characters have names taken directly from Japanese onomatopoeia, such as “Shikushiku” and “Doki,” which made them very difficult for the local publisher to adapt.
I remember being asked questions such as, “What is the meaning or origin of this organization’s name?” and “Was it inspired by anything specific?” The amount of thought they put into those details left a very strong impression on me.
Of course, Akita Shoten – both the author and the editorial team – did everything we could to answer those questions. Seeing the local team devote so much care and effort to such a difficult translation challenge made me very happy.
Do you hope to see The Gene of AI published in print in English?
Miyazaki: Of course! That would make me very happy. It would mean that even more fans in North America are reading The Gene of AI.
That said, personally, whether readers experience the series digitally or in print, what matters most to me is simply that they read it. The format is not the most important thing. I hope people enjoy it in whatever way feels most comfortable for them.
What do you find most compelling about The Gene of AI?
Miyazaki: The Gene of AI is a near-future medical science fiction series, but what I find most compelling is the way it asks, “What does it mean to be human?” through intimate medical stories that feel close to our own lives.
In the series, AI characters struggle and suffer just as humans do. Is it acceptable to alter an AI’s emotions? Is there any fundamental difference between a romantic relationship or family bond involving AI and one between humans?
These questions are explored carefully and thoughtfully through a different patient’s case in each episode. That, to me, is the greatest appeal of the series.
What themes or messages do you hope readers will take away from The Gene of AI?
Miyazaki: I hope readers come away feeling that no matter how much technology advances, what matters most in the end is the desire to understand others, and the love we show one another. I would be very happy if readers experienced the series as a story about identity and took something warm from it.
As readers will discover, the climaxes of the stories are deliberately written not to push a single answer, such as “this is what you should do” or “this is the right choice.” Instead, the series is designed to invite readers to think for themselves.
Personally, precisely because AI is advancing so rapidly today, I hope readers will not forget the importance of thinking for themselves.
Thinking is what has always driven humanity forward. It is also a free space that no one can take away from you. It is one of the greatest strengths we have.
In a world where AI can instantly give us answers to almost anything, I hope readers will continue to value the process of arriving at an answer – not just the answer itself.
Finally, is there anything you would like to say to readers and fans?
Miyazaki: To everyone who became interested after reading this interview, to fans of The Gene of AI, and to manga fans everywhere – thank you so much for reading this far.
Unlike anime, manga has no sound, no color, and no movement. But I believe that is exactly what makes it a medium that sparks the reader’s imagination and allows each person to bring their own interpretation to the story.
Human imagination is powerful and filled with infinite possibility.
I am confident that The Gene of AI is a work that will spark your imagination.
Dark grey walls encase the arena, and glowing orbs dart out of the hostile entities. With quick movement and spatial awareness, the player dodges projectiles as though it were a precise dance. This is the basic combat loop of Luna Abyss, a new first-person action game from Kwalee Labs.
Entering the Abyss
Luna Abyss seemingly takes inspiration from Tsutomu Nihei’s cult-classic manga Blame!, the general game feel of Metroid Prime, and perhaps most obviously, bullet hell shooters. The player takes on the role of Fawkes, a prisoner held captive on a moon called Luna. They are sent to the Abyss, a daunting megastructure underneath Luna, to retrieve a lost technology for a chance at freedom.
This is not a game where the player is powerless or even weak. Fawkes is no less powerful than an unstoppable train with their capable tool set. Despite this, Luna Abyss communicates a sense of hopelessness with its environments, storytelling, and generally dreary atmosphere.
It’s tonally comparable to Control, albeit with a much bleaker edge. It’s a game with tons of fast, slick action and unsettling surrealism. One moment, the player will be weaving through bullets, and the next, they will be conversing with a cryptic NPC. Something horrible has occurred on Luna, and it’s up to the player to piece the puzzle together.
A Red and Grey Nightmare
What’s notable from the moment the player boots into the main menu is the game’s distinct visual identity. Like Blame!, the seemingly endless megastructure surrounds Fawkes with a brutalist flair. Below the player’s feet lie pits with no visible bottom, and countless tunnels run through the walls like veins.
There are a few distinct locations, such as the gorgeous Weeping Meadows, although don’t expect too much variation. Much of the game’s time will be spent traversing small corridors and falling down steep pipes. As such, most environments lack color outside of the sharp red accents that bathe the grey walls.
While possibly intentional, this does lead to one of Luna Abyss‘s few major faults. There is simply not enough variety in locales throughout Fawkes’ journey in the Abyss. While some locations are packed with exquisite detail, many others share identical assets and are barely distinguishable as a result.
This traversal through basic environments also leads to uneven pacing. Luna Abyss is not a long game, but a chunk of its playtime seems padded with moments lacking in anything noteworthy. Fawkes can only run through so many small, linear corridors before I ask when the next big combat encounter or platforming section is.
Two Halves, One Whole
Fortunately, Luna Abyss is strong in both its combat and platforming offerings. Neither may seem like much at first, but as the player’s toolkit expands, the game presents more inputs to keep them engaged.
Fawkes’ double jump contains a surprising amount of momentum, enabling the player to satisfyingly close long distances. This only becomes more powerful when the player gains access to a dash. In fact, many of the later platforming challenges test the player’s ability to gauge how far to jump.
These platforming sections are a nice way to break up combat sections that would otherwise be too repetitive on their own. These two aspects can’t be described as two different games in one, as they complement each other. It’s hard to imagine the game being as enjoyable with either aspect absent.
While this may be disappointing to those who may prefer a focus on one or the other, it makes Luna Abyss stand out as a first-person experience. While Returnal might come to mind for many, there aren’t many other games that are as directly comparable.
Luna Abyss‘s Bullet Hell
The combat mechanics are the star of the show. While Fawkes’ arsenal of only four weapons may seem small compared to other shooters, none of them are useless. Part of this is achieved with a clever cooldown system in place of a reload mechanic.
When a weapon in Luna Abyss sees too much consecutive use, it will overheat. This is visualized via a meter that fills up with every shot. As one might imagine, this incentivizes rapid switching between weapons for maximum efficiency.
Luna Abyss‘s traversal mechanics are also put to good use during combat encounters. The dash is incredibly helpful in getting out of disadvantageous positions. Additionally, the double jump and grappling mechanics add plenty of verticality to dodging all the bright orbs that fill up the screen.
While players can opt to aim manually, a lock-on button mechanic reduces the stress of aiming properly while darting around the environment. With this, it’s easy to focus on movement, which is the strongest gameplay aspect of Luna Abyss.
A Crisp Presentation
Luna Abyss is a buttery smooth experience out of the box on PC. I played through the entire game using Proton on Linux without any noticeable issues. The only technical gripe I have with the game is the sparse but jarring loading screens that may suddenly interrupt during traversal.
The soundtrack is fantastic, knowing when to take center stage or blend in with the action. The music ramps up the intensity for boss fights as the pulsating beat almost synchronizes with Fawkes’ actions. Other times, the soundtrack communicates deep emotion, even if the events don’t immediately make sense to the player.
Luna Abyss also delivers strong voice performances with its various characters. No performance sticks out as lacking or strange. Every character sounds and talks the way one would expect.
Overall, the game is very polished in its presentation. While it obviously doesn’t compare with a big-budget game, Luna Abyss makes the most with what it has. It’s been as fine-tuned as one could reasonably ask for.
Luna Abyss Is Almost a Lunar Legend
Luna Abyss manages to achieve a lot within its short campaign. The world it presents is simultaneously bleak and deeply intriguing. Additionally, the characters and themes beg for deeper analysis. It might not all make sense on an initial playthrough, but players will likely start to piece together the puzzle by the end.
While it can prioritize style over substance at times, there is still enough meat on its bones. The engaging mechanics may not realize their true potential, but they sustain the brief campaign. Luna Abyss is an easy recommendation for fans of bullet hell shooters and bleak, surreal settings.
Luna Abyss will be available on PlayStation 5, Xbox Series X|S, and PC via Steam and the Epic Games Store.
Disclaimer: Kwalee provided Final Weapon with a Steam copy of Luna Abyss for review purposes.
Developer Get Wrapped Up has announced that their new roguelite deckbuilder, Sangokushi BOND, will release in summer 2026. It will launch on PC via Steam with Japanese, English, and Traditional and Simplified Chinese support for $7.99 (800 yen).
Sangokushi BOND is the latest game from former SEGA producer Yasuhiro Nishiyama (Nishi-P), who worked on Sangokushi Taisen and maimai. Get Wrapped Up are emphasizing the game’s multiplayer elements in its PvP modes and the strategy that the mechanics enable. Before release, BitSummit PUNCH (taking place in Kyoto, Japan) will see the game playable from May 22 to May 24. The developers are also running a Steam playtest from May 22 to May 26.
Nishi-P released a trailer for Sangokushi BOND on his YouTube channel:
Roguelite Recruitment: Every match in SANGOKUSHI BOND begins with a fresh set of possibilities. Navigate a boardgame-style map to recruit your generals and build a unique army from the hand you are dealt.
Dynamic Teambuilding: Players must adapt to randomized pools while managing costs, the only guaranteed path to victory is your strategy. No two battles play out the same, discover powerful formations and outsmart your opponent with a plan that only works in that moment!
Strategic Cost Management: Carry over resources for future rounds.
Risk for Reward: Pick weaker units early to build late-game power.
Unique Tactical Synergies: Build “miracle formations” that only work in the moment.
No fixed strategies, no “Meta” sites.
Every match sparks a completely new strategy.
Build Your Dream Team: The “Ultimate BOND” Experience
Over 100 all-new, originally illustrated generals.
Combine your deck’s strategy with powerful Tactical Decrees to unleash unpredictable combos and experience the pure exhilaration of overturning the entire board.
10-Minute Deep Strategy: Intense Battles, Two Ways to Play
Synchronous Battles: The high-stakes tension of real-time mind games.
Asynchronous Battles: Challenge elite formations from across the nation at your own pace.
Skip the grind and hours of endless gameplay. Make your strategic decisions based on the hand you are dealt, and command your army in intense 10-minute “think first” tactical battles. Designed for a busy lifestyle.
Fair and Logical Balance: Every Loss is a Lesson
Zero “RNG” Frustration: There are no unfair, luck-based elements. Every win or loss has a clear reason behind it.
Intellectual Growth: The more you play, the more your tactics evolve—delivering a deep sense of strategic evolution.
Outsmart rivals across the globe with nothing but your wits!
Global Matching: Compete with players across Japan, Asia, and the West.