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奴凧 · martinez.sh
Kite fighting with your friends. On the couch, or online with up to 16 players.
Every kite hangs from a single string, and so does every rival's. Cut theirs before they cut yours. Two to four players in the same room, or up to sixteen players online through Steam.
# 2 to 4 on the couch · up to 16 online through Steam · Steam Deck, Linux and Windows
This is the big one. Host a match on Steam, and up to sixteen kites fly into the same arena from up to sixteen machines. The board stretches to four screens of sky, the camera rides with your kite, and every string in the air belongs to somebody real.
Browse open games or keep it to your friends. Ready up in the lobby, the host presses START, and everybody drops into the same fight at the same moment. When it ends, one button starts the rematch and the whole lobby comes with you.
Kite fighting is a sport played across South Asia, East Asia and the Middle East, and the rule is the same everywhere. You do not shoot anybody down. You bring your line across their line, and you cut.
Yakko Tako Royale plays by that rule. Every kite hangs from a string that runs a long way straight down, and that string is the only thing anybody can take from you. Fly above a rival and their string is right there in front of you. So is yours, to them.
Hold to fly. Release, and your kite glides down. The floor is a bounce, not a death.
Steer with the shoulders, or tilt the pad if gyro is on. Your kite goes where the nose points.
Lunge to cut. The lunge is a short committed dart with a cooldown. Cross a rival's string while lunging and you land a pass. Cross without lunging and nothing happens at all.
Two passes cut the string. Damage stays on a string until somebody clears it, so a rival you cut once is a rival one pass from falling.
Now do it against fifteen other people. The rules never change. The sky just gets a lot more crowded.
The couch game is all here, exactly as it should be. Two to four players, one screen, one machine. Everybody picks a bay, picks a kite and presses START. No accounts, no waiting, because everybody is already sitting in the room.
No friends around? Add bots. Four skill levels, tuned to keep the fight interesting whether you are two on the couch or on your own.
The roster runs from the yakkodako of Edo Japan to the fighter kites of the Indian subcontinent. Patang, chand, addha and dabba fly alongside oni, kitsune, tanuki, hannya, kappa and a long line of yokai, each one painted rather than modelled. From Brazil come the pipa, the arraia, the papagaio and the square curica, in papel-de-seda colours. The tako itself flies too, tumbling end over end when it lunges.
Every kite flies the same. What you pick is who you are on the screen, not an advantage over the player next to you. In a sixteen-player sky, that matters twice.
Fight above the islands of Batsu, down in the deep water of Shinkai, under the great wave in Back to Edo, or inside Yume, a dream that puts on a different look every time you enter.
Pick a timed round where the most cuts wins, a first to 3, 7 or 12, a battle royale where a cut is final, or last survivor. Online with sixteen kites, battle royale means exactly what it says: the sky empties one string at a time until one kite is left flying.
Islands and cranes above an open sea. Room to run, and nowhere to hide.
The deep. Schools of fish cross the board and the anchor splits the arena in two.
The great wave, in woodblock. The busiest sky of the four.
The dream. Every entry picks a different filter, so the same arena arrives as gold leaf, as a woodblock print or as blue ink line art.
Daruma drift across the board. Fly into one and you catch the god inside. In a duel each god does what it always did, expressed in the only currency a fight has: damage on a string, and the passes a rival needs to take it. In a sixteen-player sky, a well-timed Bishamonten is an event people will talk about after the match.
One pass cuts instead of two.
Rivals need four passes to cut you instead of two.
Uncuttable for a few seconds, and every pass banked against you is wiped.
Invulnerable and armed. Ram a rival twice and the rival is gone.
Clears the damage sitting on your own string.
The cast. Your lunge reaches much further than a lunge should.
The mallet. Lunge again almost at once instead of waiting out the cooldown.
Grab controllers, pick kites, play. Anyone can learn it in one round: cut their string before they cut yours. Your friend cuts you, you spend the next round hunting them. Whoever is winning gets ganged up on. Rematch is one button, so "one quick game" turns into a whole evening.
A hands-on tutorial runs inside a real arena with real physics, not a slideshow. Twenty-three chapters take you from your first press to the last god, and the game checks that you did each thing before moving on. Controller prompts show the buttons on the pad in your hands, whether that pad is an Xbox controller, a DualSense, a Switch pad or the Steam Deck.
Steam lobbies, friend invites and an open game browser. The host picks the arena and format; everybody else just presses ready.
The same cross-platform 3D engine written in-house for Yakko Tako, shaped around the look and feel of the game rather than the other way round.
No licence, no franchise, no reskin. The world, the characters and the play grow out of real cultural research.
English, Spanish, Brazilian Portuguese, Japanese, Korean and Traditional Chinese.
Built and tested on the Deck, with gyro steering, per-event rumble and its own controller configuration.
上がれ. Rise up, and cut them down.