ᴄᴀʀʀʏɪɴɢ ᴀ sᴡᴏʀᴅ ʙᴜᴛ ɴᴏᴛ ᴀ ɴᴀᴍᴇ, ᴀ Fɪɢᴜʀᴇ ʀᴜɴs ᴀᴄʀᴏss ᴛʜᴇ ʙʀɪᴅɢᴇ ʙᴇᴛᴡᴇᴇɴ ᴛʜᴇ ʜᴇᴀᴠᴇɴs ᴀɴᴅ ᴇᴀʀᴛʜ.

Oh, ᴀ ᴍᴇssᴇɴɢᴇʀ ᴏғ ᴛʜᴇ ᴅᴇɪᴛʏ ʜᴀs ᴄᴏᴍᴇ!

❀ Previous Theory(until I write about my new, current one)❀

Kunitsu-Gami lore as its own entity: looking at myth of the mountain god and new ideas on Cursed Soh's identity.

Wednesday, 15 July 2026

Kunitsu-Gami Game Design Commentary 27: Kagokaburi(かごかぶり)

■第27回 何だこいつは!?ラッキーボーナスだよ、かごかぶり
籠、箱から手足が生えている、ネタキャラ。実は仏法僧を運ぶ畏哭としてデザインしていました。
この箱の中に巨人の仏法僧が入っている的な。色々あって目先の金に釣られて現場を疎かにする状況を作りたいという、
意地悪な発想から、お宝放出畏哭となりました。本当に箱から手足が生えている位に考えていた所、
モデリングの際に構造が具体化され、それを見てなるほどな…と感心しました。
異界遷宮ではプレイヤーにとっては強力な助っ人でもあります!
■27th Round: What the Heck Is This!? Lucky Bonus, It's the Basket-Headed One  
A comedic character with arms and legs sprouting from a basket or box. Actually, it was designed as a fearsome entity for transporting the Buddha, Dharma, and Sangha.  
The idea was something like a giant Buddha, Dharma, and Sangha crammed inside this box. From a mischievous concept of creating a situation where, due to various circumstances, one gets tempted by immediate gains and neglects the site at hand,  
it became the Treasure-Releasing Fearsome Entity. I had envisioned it to the extent of arms and legs literally growing out of the box,  
but during modeling, the structure became more concrete, and seeing that, I was genuinely impressed, like, "Ah, I see..."  
In the Otherworldly Migration Palace, it's also a powerful ally for the player!

Plaque Lore:
ある村に、たいそう金持ちな屋敷やしきがあった。屋敷やしきで働くも精が出ない男がたまたま、屋敷やしきの主のかくし財産の話を聞いてしまう。ついが差した男はかごぬすんでしまうが、屋敷やしきの用人に見つかり討伐とうばつされてしまったという。その亡骸なきがらかごから手と足が生えた不思議で不気味な姿をしていたと記されている。
There once was a village with a mansion full of riches. One day, a boy of lowly birth employed there heard rumors of the lord owner's secret stash of treasures. Struck with greed, the boy attempted to run off with a basket of riches, but was quickly caught by the other servants and executed. It is written that the basket clutched by the corpse of the young boy became shrouded in an ominous aura as it sprouted arms and legs.
Such an adorable thing! He carried me in the DLC. 

The commentary on greed is accurate. I died many times in the DLC because I rush to grab this box-boy and then get one-shot smacked by a gaki as I'm charging up.

The google translation says 'A man who worked at the mansion but lacked motivation happened to overhear the owner of the mansion talking about his hidden fortune.'
So I wonder if he heard rumors or overheard some things...

Monday, 13 July 2026

Kunitsu-Gami Game Design Commentary 26: Yatsukahagi(やつかはぎ)

■第26回 最高峰に厄介な畏哭はやつかはぎ
機能としては、自らはあまり戦わず、ザコを召喚してくるボス。
悪徳でズルい感じの奴が偉そうにして居座り、高つ鳥の災のイメージで何処か鳥っぽさを感じさせつつ、纏まっていきました。
聞き取れそうで何言っているのか分からないけど、SEもハマったのではないでしょうか。
この畏哭もフットロックによって8本脚という複雑な移動を解決して貰う事が出来ました。今作のデザインが活きているのも技術のおかげと感じます。
■26th Round: The Most Troublesome Peak - The Fearful Cry of Yatsukahagi
In terms of function, it's a boss that doesn't fight much on its own, but summons minions.
It has a wicked, sly vibe, lording it over everyone with an air of arrogance, and we wrapped it up with an image of the calamity of the high-flying bird, giving it a subtle bird-like feel somewhere.
It sounds almost intelligible but you can't quite make out what it's saying—don't you think the sound effects fit perfectly?
This Fearful Cry also benefited from Footlock to resolve the complexity of its eight legs for movement. I feel like the design of this game really comes alive thanks to the technology.

Plaque Lore:
その昔、山裾宿やますそじゅくに住む怪僧かいそうがいた。このそう、生き物を共食いさせ生き残った方を呪術じゅじゅつに用いていた。のろいの言葉と共に己が居るべき真の居場所を求め、夜な夜な路地を出歩き、異界の門を探し回ったという。そんなそうを人々は不気味に思いつつも、相手にしなかった。それからしばらくして、その町ではおそろしい笑い声が度々聞こえると共に、路地には異界の門が開き、神隠かみかくしなども頻繁ひんぱんに起こったとされる。蜘蛛くものように見えることもあれば、時には猛禽もうきん類のように上空を飛行し、その笑い声の雨を降らしては村人たちに恐怖きょうふあたえたという。
There once was a monk that lived in Yamasuso Lodging. He would pit living creatures against each other, using the last survivor for his dark magic. Night after night, he went outside with his cursed words to find the gate to the other world and return to his true home. The villagers kept their distance from the unsettling man, but their neglect soon led to disaster. Crazed laughter rang throughout the streets and the villagers began to mysteriously vanish as gates to the other world opened. The monster may appear as a terrifying spider or like a raptor that surveys its prey from above, cackling as it rains terror upon the village.

Friday, 10 July 2026

Kunitsu-Gami Game Design Commentary 25: Noderabo(野寺坊のでらぼう)

■第25回 畏哭は出落ち、いやいや個性です。野寺坊
プランナーから大餓鬼の上位版が欲しいと話があり、前面が無敵が良いです!と。という事は後ろは弱点になる。
古のギャグマンガを連想してしまうも、これは大真面目に作るぞと。
出て来た時に姿は見えなくても音で存在が分かる様にプレイヤーにはプレッシャーをかけないといけません。
ああ、あいつが来たな、と。という事で、防御も兼ねて鐘を被らせれば万事解決だ!となりました。
■The 25th: The Fearful Cry is a letdown, no, it's a personality trait. Yatera-bo  
The planner mentioned wanting an upgraded version of the Great Hungry Ghost, and they said it'd be great if the front was invincible! Which means the back would be the weak point.  
It reminds me of old gag manga, but no, we're making this dead seriously.  
When it appears, even if its form isn't visible, the players need to sense its presence through sound so it doesn't pressure them too much.  
Ah, that guy's coming, you know. So, to handle that, we decided to have it wear a bell for defense too, and that solves everything!

Plaque Lore:
寺のかねくと決まって大量のかえるが寄ってくる。その様子を見て楽しんでいた坊主ぼうずがいた。ある時、傷を負った落ち武者が寺に迷いんだ。 追手が来るも咄嗟とっさ坊主ぼうずうそをつき落ち武者をかくまったがそのうそがばれてしまい、切り殺されてしまう。坊主ぼうず亡骸なきがらの周りにはかえるたちが寄りい、助かった落ち武者は自らのよろい坊主ぼうずに着せ供養したという。
There once was a priest who enjoyed ringing the temple bell to lure in a colony of frogs. One day, a wounded warrior came to the temple with his pursuers in tow. The priest tried to hide the defeated warrior, but his lies were seen through and he was cut down. Frogs gathered around the fallen priest's form, and the rescued warrior shrouded him in his own armor.
Frogs are on him in the artwork! Too bad none come when he rings his bell.

This story is quite touching...

Wednesday, 8 July 2026

Kunitsu-Gami Game Design Commentary 24: Raikobo(雷公坊らいこうぼう)

■第24回 真の人気者は雷光坊!?
初期に描いたラフ画を元に急成長。蠱物、蠱道をつかう術者。落雷は高つ神の災。自身は主に攻撃方法、武器、動き等の仕様を監修しました。
鳥居に張り付いた畏哭の真の姿!衣装は布では無く、肉の様な、皮の様な、人体を感じさせる抽象化造形をしてと言って困らせていたかもしれません。最高にカッコいい長刀もデザインされ、開発内でも人気の畏哭として君臨。
■Round 24: The True Heartthrob is Raikōbō!?
Rapid growth based on rough sketches drawn early on. A sorcerer who uses gu creatures and gu arts. Lightning strikes are calamities from the high gods. I mainly supervised the specs for attack methods, weapons, movements, and such.
The true form of Ikoku, clinging to the torii gate! The outfit isn't cloth, but something like flesh, like skin, an abstracted form that evokes the human body—might've been stumping them with that request. The supremely cool long sword was also designed, reigning as the beloved Ikoku even within the development team.

Plaque Lore:
寺の中にもり、熱心に日和を調べていた白きそうがいた。 その評判は山をえて伝わるほどだったという。ある時、そうは主に呼ばれ「この土地の日和を言い当て、農耕に役立てよ」との命を受ける。しかし、土地がちがうことで上手く成すことができず、主からいかりを買い処罰しょばつされてしまったという。それからというもの、その土地の路地ではおそろしい笑い声が頻繁ひんぱんに聞こえるようになり、落雷らくらいなどの天災が多く起こったとされている。
There once was a monk hidden away in a temple who fervently studied the patterns in the weather. Word of his forecasts reached far and wide throughout the mountain, and one day, a lord summoned him to demand that the monk forecast the weather of his domain to ensure his crops would grow strong. But the monk, who was unfamiliar with the area, was unable to complete the task. The lord became enraged and punished the monk for foolishly disobeying his orders. And ever since that day, the alleyways echo with incessant laughter as the land crumbles at the hands of unforgiving lightning storms.

Monday, 6 July 2026

Kunitsu-Gami Game Design Commentary 23: Yatsurao(八面王やつらおう)

■第23回 課題多すぎ?皆やつれる、やつらおう
ステージ丸々ボス戦という変化球のためにトンデモない労力が…
見た目のデザインするにも先に決めなきゃ行けないことが多いです。
この敵は、ステージの進行コンテを描いたり、レベルデザインも考えつつ、細かな造形デザインも自身でさせて貰いました。途中経過で面白い発想と感じたモノを結構取り込んでいます。
八面王(やつらおう)ヤマタノオロチ的な見た目の山の神というイメージから、自然物に取り憑くので、腕、手、指を軸に考え、指で印を結びを8つ作って顔に見せたりして、その形で攻撃方法が分かると面白いかなと考えました。
全てのセクションで取り組んだ最大級畏哭は、皆の情熱により完成しました。BGMも素晴らしい!
■Round 23: Too Many Challenges? Everyone's Worn Out, the Eight-Faced King
For that curveball of an entire stage being a boss battle, it took an absurd amount of effort...
Even when it comes to designing the visuals, there are so many things that have to be decided in advance.
For this enemy, I handled the stage progression key visuals, thought about level design, and even did the detailed modeling design myself. I've incorporated quite a few ideas that felt intriguing during the process.
The Eight-Faced King (Yatsura-Oh)—starting from the image of a mountain god with a Yamata no Orochi-like appearance, since it possesses natural objects, I built it around arms, hands, and fingers as the core, creating eight mudras with the fingers to make them look like faces, and I thought it would be cool if the attack patterns became clear from that form.
The maximum dread I tackled across all sections was completed thanks to everyone's passion. The BGM is fantastic too!

Plaque Lore:
太古より生きる御神木ごしんぼく。山の伐採ばっさいにより木々がけがれるのをあわれむかのように、自らにけがれを集め続けていると言われている。その御神木ごしんぼく先端せんたんは「顔」と呼ばれ、時折表情を変えるという。その情景を見た村人は八つの面を持つへびのような木としておそれた。
Yatsurao is a sacred tree that has existed since ancient times. It is said that the tree absorbs all of the defilement that has afflicted felled trees into itself out of pity. The tip of the tree is known as its face and has features that change on occasion. Villagers who witnessed this change feared the tree for its likeness to an eight-headed snake.
Yatsurao! 

8 mudras. The number 8 again...

Friday, 3 July 2026

Kunitsu-Gami Game Design Commentary 22: Notsugo(のつご)

■第22回 良く見ても気持ち悪いのか?かわいいのか? のつご
これもゲーム的な機能から考えました、部位破壊後に弱点露出の分かり易いやつ。
沼地でのボスである為、ノツゴが頭に浮かび、そのイメージを元にカエルっぽさを混ぜてオブラートに包みました。
えっ包めていない?モデル担当のスタッフから、設定から弱点箇所を親的な存在が守っているニュアンス入れても良いですか?
と来たので、良いですねとなり、現在の形に落ち着きました。駄々をこねる動きも相まって何とも言えない良さが出た気がするんです。
■Episode 22: Does It Still Look Creepy Even If You Look Closely? Or Is It Cute? The Notsugo

I came up with this one thinking about game-like functions too—it's the straightforward type where weak points are exposed after part destruction.

Since it's a boss in the swamp, Notsugo came to mind, and based on that image, I wrapped it in a layer of frog-like qualities to soften it.

Huh? You say it didn't get softened? From the model staff in charge, I got a message like, "In the setting, can we add a nuance where a parental figure is protecting the weak point areas?"

So we went with "Yeah, that sounds good," and it settled into its current form. Combined with the tantrum-throwing movements, I feel like it ended up with this indescribably appealing charm.

Plaque Lore:
その昔、山で大きな飢饉ききんがあった。村人は子孫を助けるため、その身を傷つけ神にいのりをささげるも、願いは届かず多くの命がぬましずんだとされている。蓮華沼れんげぬまでは夜にぬまの方から赤子の泣き声がすることがあるという。赤子だと勘違かんちがいした人が不意にぬまへ近づくと、ぬまの底へと引きずりまれるという言い伝えがある。
Long ago, a great famine seized the mountain. The villagers prayed to the goddess, begging her to spare their kin, but their pleas went unanswered as lives continued to be lost to the marsh. Legend states that at nightfall, an infant's cry can be heard from Renge Marsh. If anyone attempts to approach the marsh to offer aid, they too will be dragged down into the depths.
This boss was where I discovered a wailing sound in the background of certain Seethe boss arenas.

It's not really very cute...

Wednesday, 1 July 2026

Kunitsu-Gami Game Design Commentary 21: Cursed Torii Gate

■第21回 腕が4本あった時と無くなった時、呪縛鳥居
異界への入口であり出口の門番。体内から出てくるイメージでデザインしました。
鳥居に取り憑いて道を奪っている、大きな干からびた人型です。あれ、デザイン的には書くことがあまりない。
祓われる時にリアクション等が分かり易くなる様に大きくしました。(一番大事なので)
鳥居前で敵を狩る事を阻止するために、鳥居自体も動いて攻撃してくる時代もありましたが、その役目は他に奪われ今に至ります。
■21st Round: The Cursed Torii When I Had Four Arms and When I Didn't, Binding Bird Gate
The gatekeeper of the entrance and exit to the other world. I designed it with an image emerging from within the body.
A large, withered humanoid figure possessing the torii and stealing the path. Huh, design-wise, there's not much to write about.
I made it large so that reactions and such are easier to understand when it's exorcised. (This is the most important part.)
There was an era when the torii itself would move and attack to prevent enemies from hunting in front of it, but that role has been taken over by others, and here we are now.

I wanted more lore on the design itself, like the marking on its forehead.
And its resemblance to Nanamagari?

It would've been cool to see these ideas incorporated into the DLC.