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As part of Steam Next Fest, Fireshine Games just dropped four amazing demos, but one that really caught my eye is Denshattack!. From the very first moments, it hooked me with its amazing anime-inspired visuals where everything is so colorful, and just full of personality. But beyond that, what really draws me in is the fast-paced arcade action.
You’re constantly moving, chaining combos, reacting to obstacles, sometimes even jumping over them, while this train theme weaves throughout the whole design. Everything is built for tight controls, quick sessions, and that addictive score-chasing loop. After just 30 minutes with the demo, I could already feel how responsive and engaging it is. Once you get through that 20-minute tutorial, you unlock a free roam mode, so you can really dive into the different challenges.
I can already tell that Denshattack! is going to be a really difficult game, not in the sense that the mechanics are hard to grasp, but in terms of mastering them. If you’re picking this up, I really recommend using a controller, it just feels so much more natural. You have a few key actions: a jump, and a way to drift left and right. But the drifting is really special because it has a mini-game built into it, where a bar moves from green to red, and you have to perfectly align it to get that speed boost.

Each stage has challenges: first, you have to beat the stage within a set time to earn gold, silver, or bronze medals. Then, there’s the combo system as you stack moves, chain attacks, all while racking up points. The game is aggressive, everything moves fast, and you have to stay sharp, constantly aware of what’s coming next.
Just like in classic arcade games, you build muscle memory, starting with basic combos, then pushing into advanced moves, and eventually pulling off those high-level plays, like drifting across two tracks or swerving through tunnels or on walls. You’ll probably fail a bunch before you really get a handle on it, but that’s exactly why it’s so rewarding once you do.
The game also takes its basic mechanics and really expands them. For example, when you jump, you’re not just moving up, you can swerve left or right mid-air. You also get honk mechanic, where you can trigger it to open certain paths. And then there’s this slam move, where you hit the ground to avoid a wall or an obstacle, so even your jumps, drifts, and attacks have layers of depth.
Everything feels handcrafted; you always have tracks in front of you and you have to decide – left, right, or stay in the middle. And beyond that, the customization options for your trains are really impressive, they give you a lot of creative freedom.
As for the story, it’s still pretty simple in the demo. You play as this girl, and you’re facing off against other Denshattack riders. The demo only scratches the surface, but as you play, you unlock more of the world, and you get deeper into the challenges. So, it’s all about that tight control scheme, learning the patterns, and pushing yourself as you go.

While Denshattack! runs really smoothly performance-wise, I did run into some issues with the combo control scheme. Sometimes, even when I was moving the stick exactly how I thought I should, like left, then down, then right, the patterns just didn’t register. I kept feeling like I was spinning randomly, unsure if it was speed, timing, or just a issue.
After a while, I did find the guide in the options menu, which walks you through the patterns, and that helped a lot, but it wasn’t as intuitive or fun as I’d hoped. And then, on top of that, because the game is so fast-paced, there are moments where it’s just tough to react. The drifting especially needs a clearer cue. You get the hang of it eventually, but I really wish there was a visual indicator, some signal telling you exactly when to release and speed up.
In the end, I have to admit, Denshattack! was a really pleasant surprise. The vibe kind of reminds me of a Tony Hawk game, but with trains, where you just freely grind along the tracks, perform tricks, and collect spray cans in these fun side quests. I forgot to mention, but there’s this whole extra layer where, for example, you honk in a cave to scare bats and complete that side mission. So, it’s not just about speed and combos; there’s this playful, explorative layer, and visually, it’s just stunning. I honestly can’t wait to see the full release, because this one really has a lot of potential.