Demo Coverage Roundup
What Critics Are Saying
Denshattack!'s demo has been shown at Tokyo Game Show, Steam Next Fest, and Nintendo's Indie World — and the reaction across outlets has been unusually consistent. Here's what's actually being said, summarized from each source.
97%
Positive Steam
demo reviews
Press Coverage
Outlet by Outlet
TheGamer — Tokyo Game Show Preview
One of the earliest hands-on previews came away highly confident in the game, with the writer stating outright they expected Denshattack! to become a genuine indie hit. The review praised the fast pace, the depth of the trick system, and the addictive "one-more-run" feeling that high-score chasing games rely on — while noting it has none of the heavier tonal baggage some other stylish, vibe-driven games carry.
Shacknews — Steam Next Fest Demo Preview
Described the demo as feeling like a long-lost Dreamcast-era game, drawing direct comparisons to Crazy Taxi and Jet Set Radio for its visual and audio energy. The reviewer found it closer in actual feel to Roll7's OlliOlli World than straight Tony Hawk, due to its finite, obstacle-course-style level structure with branching paths rather than open skate-park environments.
Niche Gamer — Hands-On Preview
Praised the game's visual identity strongly, but was the most candid about rough edges — noting inconsistent input recognition during some tricks in the demo build, and that the difficulty of individual tricks shown in the in-game Tricktionary reference wasn't always visually clear to tell apart. Still concluded the demo was worth wishlisting, citing its high skill ceiling and replayable scoring depth.
Checkpoint Gaming — Hands-On Preview
Called the game's central pitch one of the most original in recent memory, and was impressed by the game's customization options and side-content hinted at outside the main story path. The preview noted several still-unknown elements going into full release — particularly how rival boss battles will actually play out mechanically.
Nintendo Life — Developer Interview
Spoke directly with Studio Director David Jaumandreu and Lead Producer Àngel Beltran about the game's three-to-four-year development history, the team's nerves ahead of revealing such an unconventional concept publicly, and the decision to lean into Unreal Engine 5's stylized shader and particle systems rather than realism.