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Denshattack Makes a Kickflipping Bullet Train the Best Idea of the Year

Our Denshattack! review: Undercoders turns a joke premise into a fast, funky trick-action gem with an enormous skill ceiling and a killer soundtrack.

Aymen Sakouhi·Writer · Games Hobbyist//5 min read

Denshattack! · official screenshot 1

© Fireshine Games. Official media via Steam.

The pitch

Overview

Denshattack! sounds like a punchline. You drive a train, and the train does tricks. It grinds along rails, flips end over end, runs sideways up walls, and swings around loops of track as if gravity is a suggestion the rolling stock has decided to ignore. Read that description cold and you brace for a novelty, the kind of one-joke game that runs out of road inside an hour.

What Undercoders has actually built underneath the gag is far more serious than the pitch lets on. This is a fast, dense, endlessly evolving action game about flow and score, closer in spirit to the extreme-sports classics of two console generations ago than to anything you would normally file under trains. The joke is the door. The room behind it is deep.

Set in a post-catastrophe Japan sealed under protective domes, the game casts you as Emi Araki, a nineteen-year-old driver who falls into the underground world of Denshattack, a circuit of gravity-defying train battles fought against rival crews and, eventually, a menacing megacorp called Miraido. The framing is pure anime bombast, and the game commits to it completely, from giant robot bosses to a cast that carries far more warmth than a trick-scoring game strictly needs.

It arrived in July 2026 to a reception that reads like disbelief hardening into respect: an 88 on Metacritic, an Overwhelmingly Positive verdict on Steam, and a small chorus of critics reaching for words like masterpiece. That enthusiasm is earned, even if the game is not quite as flawless as its loudest fans insist. Denshattack is one of the genuine surprises of the year, and it is a joy to move through.

Denshattack! · official trailervia YouTube

How it plays

Play

The core of Denshattack is a trick system that hides real depth behind an approachable surface. You build speed, launch off ramps and rail ends, and flick the right stick to spin, flip, and rotate your train mid-air. Small inputs earn small points; stringing together longer, more elaborate rotations pushes your score into the thousands, and landing cleanly into a manual lets you carry a combo forward and keep the multiplier alive. The result is a scoring loop with the same addictive push-your-luck rhythm as the great skateboarding games, where the tension between cashing out a combo and holding it one trick longer is the whole point.

Crucially, the movement expands steadily rather than dumping everything on you at once. New verbs, wall-grinding, monorail riding, and a growing vocabulary of aerial options, are introduced one at a time and woven in so smoothly that you are competent before you realize the toolkit has doubled. That pacing is one of the game's quiet strengths. It keeps the learning curve from ever feeling like a wall, and it means the moment-to-moment feel keeps changing across a campaign that stretches well past the point most novelty games would have collapsed.

The stage design does a lot of the heavy lifting. Across its long list of levels, the game refuses to settle into a single template. Some tracks are straightforward point-to-point sprints, others are races against rival crews, others are pure high-score arenas, and others open out into loose sandbox spaces with a handful of objectives to tackle in any order. Boss encounters break the rhythm entirely, throwing you at giant anime-robot spectacles and mechanical monstrosities that demand you read a pattern while still keeping your train moving. The variety is the game's insurance policy against monotony, and it mostly pays off.

Accessibility is handled with real care. Story progression stays reachable even if you never fully master the trick system, so players who want to ride the spectacle and follow the plot are not locked out. For everyone else, an escalating set of optional challenges called Dares hangs bronze, silver, and gold targets over each stage, giving the score-chasers a reason to run a level ten more times and inch toward a cleaner, faster, higher line. The skill ceiling here is enormous, and the game is smart about letting you engage with as much or as little of it as you like.

It is also longer than it has any right to be. Reaching the credits takes somewhere in the region of a dozen hours, and the campaign sustains that length by constantly reinventing what a given stage is asking of you. The flip side of all that variety is that not every idea lands with equal force. A few of the alternative trains you unlock feel more like garnish than genuine options, rarely earning a permanent place in your rotation, and the game's flirtations with real-world creator cameos sit awkwardly against everything around them. There is also a fair critical case, voiced by some outlets, that the spectacle can outrun its own systems, and that the game does not always make the fullest use of its themes and setting. If you never catch the specific itch of chasing a perfect run, some of the deeper trick vocabulary may stay politely unexplored.

None of that dulls the central pleasure much. When a stage clicks and you thread a long, unbroken chain of grinds, flips, and wall-runs into a clean landing, Denshattack delivers a rush that very few games of any budget manage. The fundamentals are that good.

Art & atmosphere

Craft

Visually, Denshattack runs on pure exuberance. The domed cities of its ruined Japan are drenched in color and motion, all neon signage, tangled elevated track, and backdrops that seem designed first and foremost to blur beautifully as you tear past them. It is a game that understands speed as an aesthetic, not just a mechanic, and it stages its stages accordingly, with sightlines and set-pieces built to make a fast, tricky line look as good as it feels.

The cast and the bosses lean hard into anime maximalism and are all the better for it. Emi and her growing crew, including a punk named Yamagata and a driver piloting an outsized train mech, are drawn with enough personality and sharp enough dialogue that the story stretches between levels land with more weight than the premise promises. The boss designs, from towering robot figures to writhing mechanical worms, are gleeful, oversized spectacle, and they give the game its biggest visual exclamation points.

The soundtrack deserves its own paragraph, because it is doing an extraordinary amount of work. This is high-energy, propulsive music built to match the controlled chaos of a train mid-kickflip, and it does more than accompany the action; it pulls you into the flow state the game is chasing. Several reviewers singled the score out as a standout, and it is easy to hear why. Turn it up, and the whole thing tips from impressive into genuinely intoxicating.

A deep, joyful, endlessly inventive trick-action game whose enormous skill ceiling and killer soundtrack easily outweigh a few superfluous systems and misfiring cameos.

Pros & cons

The ledger

In its favour

  • A trick and scoring system with an enormous, rewarding skill ceiling
  • Movement options expand steadily and blend in seamlessly
  • Constantly varied stage design keeps a long campaign fresh
  • Generous accessibility: story stays reachable, Dares reward experts
  • Exuberant, colorful art direction built around speed
  • A propulsive, standout soundtrack that fuels the flow

Against it

  • Some unlockable alternate trains feel superfluous
  • Real-world creator cameos clash with the game's own world
  • Spectacle can outrun the systems underneath it at times
  • Players who never chase perfect runs may leave the deep trick vocabulary untouched
Official media

© Fireshine Games. Official media via Steam.

The player verdict

Real reviews · Steam
Overwhelmingly Positive98% of 1,023 reviews
  • Recommended

    Normally I review a game to say "how much is this worth your time and money." Not today. (tldr: it's fun and silly and a rocket ride of an on-rails adrenaline rush.) Today. Today I give this game a positive review for the most EXCLUSIVE…

    210 found helpfulvia Steam
  • Recommended

    The best way i could review this game is like this: Imagine you are making a Sonic game, the speed, the hidden objects in a stage, etc, and then you suddendly have the idea of combining it with Subway Surfers, you mix it up with the style…

    196 found helpfulvia Steam
  • Recommended

    Works on Linux out of the box with no configs required under Fedora. This game is like SSX+Tony hawk all wrapped up in a arcade style that would fit soo well on the Dreamcast. It's the most Sega game I've played in years, without being…

    173 found helpfulvia Steam
  • Recommended

    This is without a shadow of a doubt one of the best games to come out this year. It's essentially Tony Hawk's Pro Skater/SSX Tricky-inspired gameplay and Jet Set Radio/Bomb Rush Cyberfunk aesthetics/music combined with the stage designs…

    85 found helpfulvia Steam

Verdict

The call
Playcritik score
8.6/10
Great

Denshattack! is the rare game that takes an absurd, easily dismissed premise and treats it with total conviction, then backs that conviction up with mechanics deep enough to reward hundreds of attempts. Undercoders has made something fast, funny, generous, and genuinely skillful, a trick-action game whose closest relatives are the beloved extreme-sports titles of years past, dressed up in the loudest anime clothes imaginable.

It is not spotless. A few systems feel like filler, the creator cameos misfire, and the sheer spectacle occasionally papers over spots where the design could push its ideas further. But those are small taxes on a big, confident, joyful package, and none of them touch the thing that matters most: the pure, escalating satisfaction of learning to fly a train.

If you have any affection for score-chasing, flow-state action games, or you just want to see a ridiculous idea executed with real craft, this is an easy recommendation. Denshattack earns its enthusiasm the hard way, one clean, impossible line at a time.

Sources

Original review by Aymen Sakouhi from the licensed facts above. Score: 8.6/10.