Mujinto -Shin'uchi- Turns The No-Kill Vow Into A Puzzle System
The no-kill rule is usually a handicap in action games; here it supplies the level design, since unconscious enemies double as movable platforms and the same gauge that lengthens their downtime brings the player closer to a game over.
Reporting from 1 source: 4Gamer.net.
FlyteCatEmotion's side-scrolling action game Mujinto -Shin'uchi- was playable at DREAMSCAPE#5 on October 24, 2026. Protagonist Kantetsu wields a bladeless sword, so attacks only knock enemies out. Knocked-out bodies keep collision and can be pushed or stood on, and a madness gauge fills with each hit. At maximum, one more slash kills and ends the run. The game is in development for Switch, PlayStation, Xbox, and PC, with a 2026 release listed on its official site.
Kantetsu's problem is that his sword has no blade. Every hit knocks an enemy out rather than killing them, and a knocked-out body keeps its collision, so narrow corridors clog with sleeping opponents who wake up and swing again. The game's answer is to make those bodies useful: push one under a ledge and stand on it, or use a boss as a foothold to reach a bar mounted high on a gate.
The madness gauge complicates it. Attacking fills the gauge, and a slash at maximum kills the enemy, which ends the run. A high gauge also keeps enemies unconscious longer, which makes puzzles easier, so the player is asked to sit near the edge on purpose. Ojizosama statues and tea items lower the gauge, and the map places them near the terrain that needs trial and error.
Written with AI by Yomimono from the 1 cited source below, including Japanese-language reporting where cited. See our editorial policy.