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Brazilian Studio Lobo Sagaz Releases Japanese-Style Action Game GUREI

A Brazilian studio releasing a game deliberately modeled on Japanese chambara film style, with a monochrome art direction and a boss rush structure, shows a cross-cultural production approach that sources note as distinctive.

Key Facts

  • GUREI was released on July 23, 2026, for PC (Steam), PS5, PS4, and Nintendo Switch.
  • The game is developed by Brazilian studio Lobo Sagaz and published by Astrolabe Games.
  • The price is 2,499 yen (tax included) and the game supports Japanese language.
  • Players control a samurai spirit named Rei in a boss rush format against nature gods.
  • The visual style is hand-drawn monochrome animation with color used only for the gods' powers.

Reporting from 2 sources: 4Gamer.net, Game Spark.

Brazilian Studio Lobo Sagaz Releases Japanese-Style Action Game GUREI

Astrolabe Games released the hand-drawn Japanese-style action game "GUREI" on July 23, 2026, for PC via Steam, PlayStation 5, PlayStation 4, and Nintendo Switch. Developed by Brazilian studio Lobo Sagaz, the game is modeled after chambara (samurai film) aesthetics. Players control a samurai spirit named Rei who wanders the spirit world and challenges nature gods in a boss rush format. Combat involves multi-directional sword attacks, steps, wall jumps, and enemy jumps, with players able to combine and upgrade basic skills. Defeating gods grants the player access to their powers, but subsequent battles become more difficult, creating a strategic choice in the order of encounters. The visual style uses monochrome hand-drawn animation, with color reserved for the gods' powers to highlight them. The game includes multiple endings and sub-missions. The price is 2,499 yen (tax included) and the game supports Japanese language.

The game's protagonist is named Rei, a samurai wandering the spirit world under a curse-like mission. Lobo Sagaz Studio, based in Brazil, developed the title as a hand-drawn boss rush action game. Combat requires combining basic actions like multi-directional sword slashes, steps, wall jumps, and enemy jumps, then upgrading them into advanced skills. Each god has unique skills, movement patterns, and arenas, and the difficulty of subsequent battles escalates after each victory, pushing players to plan their god-defeating order. The monochrome art style is described as delicate, with color inserted only when depicting the gods' powers to balance visibility and vividness. The game offers multiple endings and sub-missions beyond the main boss fights. Astrolabe Games handled publishing and the Japanese release.

Synthesized by Yomimono from the 2 cited sources below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

Sources