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!

Wednesday, 22 April 2026

Kunitsu-Gami Game Design Commentary: Episode 3

■第3回 始まりの、がき・餓鬼
緊急事態宣言の真っただ中。企画立案中に描いた第一号畏哭。
同時に畏哭の設定を考えつつ、デザインをしつつ、行ったり来たりと。
ゲーム中のカメラが離れているので、顔は大きくして。
空洞に空洞って何か得体の知れない怖さがありますよね…
気持ち悪さと可愛さを狙ったんですよ。えっ?ホントに?ホントです。
舌で穢れ土壌の味と耳頼りに確認しながら目的地に向かう、鳥居にとり憑きひたすらに穢す。
鳥居にとり憑いた後は蝉の抜け殻の様な痕跡が残る等、餓えの執着として餓鬼としました。
後に色違いだったり、大きくなりボスへと定番の進化で最初から最後まで活躍しましたね。
■Episode 3: The Beginning of the Gaki/Hungry Ghost
In the midst of the state of emergency. The first Ikoku I drew while planning the project.
At the same time, I was thinking about Ikoku's setting and designing it, going back and forth.
Since the camera in the game is far away, I made the face big.
There's something unsettling about hollows within hollows, isn't there...
I was aiming for both creepiness and cuteness. What? Really? Really.
It heads towards its destination, confirming the taste of the defiled soil with its tongue and relying on its ears, possessing the torii gate and relentlessly defiling it.
After possessing the torii gate, it leaves behind traces like a cicada's exoskeleton, representing the obsession of hunger, hence the hungry ghost design.
Later, it evolved into different colors, grew larger, and became a boss, a classic evolution that played an active role from beginning to end.


Tuesday, 21 April 2026

Kunitsu-Gami Game Design Commentary: Episode 2

■第2回 妖怪よりちょっと怖くしたい!!畏哭
国津罪のイメージから考え始め、そこから山で暮らす人々のローカルな民間信仰、伝承が生まれ…という形で作っていきました。

概念として、
罪穢れを気枯れと捉え
痩せている(渇きのイメージ)
人間の様子が残っている
きれいさときたなさ(色合いと醜い造形)
耳口はあるが目はない
人が罪を犯したことによって起こる具体化された現象。
これらを踏まえて、次回からは個々の畏哭について記していきます。
オリジナルで考えた物や、元ネタから拡張して考えたり様々。
畏哭の名称は一般的な妖怪名で落とし込めるように意識していったのが祇(くにつがみ)となります。
■Part 2: I Want to Make It a Little Scarier Than a Yokai!! Aikoku
I started by thinking about the image of Kunitsutsumi (a type of sin), and from there, I created it by drawing on the local folk beliefs and traditions of people living in the mountains.

Conceptually,
Sin and defilement are seen as a lack of vital energy
Skinny (image of thirst)
Remains of human form
Beauty and ugliness (color and ugly form)
Has ears and a mouth, but no eyes
A concrete phenomenon that occurs as a result of a person committing a sin.
Based on these, I will write about individual Aikoku in the next installment.
There are various types, including original creations and those expanded from existing sources.
The name of Aikoku was chosen with the intention of being easily recognizable as a common yokai name, resulting in Kunitsuga. 


Friday, 17 April 2026

Kunitsu-Gami Design Commentary: Episode 1


■第1回
祇(くにつがみ)・畏哭についてのデザインの解説を書き留めていたので、この場をお借りして紹介が出来ればと思います。(川田)
全30回お楽しみ下さい。

■畏哭と穢れについて
村や生活を脅かす穢れは天津罪から着想。
人の作り上げたものに暮らしの妨げになる様に寄生してゆく。
人の手が入った場所には少なからずとも影が落ち、畏哭達の道しるべにもなっている。
欲しい物を取る、奪う等の連想から、手をモチーフにデザインを上げていきました。
夜になると爪を立てて、動き出し進行している感じや、手の動きで同族を応援している。
露骨な気持ち悪さ(スプラッタ的な)では無く怪奇性、指や手は具体的にそれ以外は抽象化。そんなイメージです。
アニメータと背景の方々の頑張りにより、背景としても動きがあり。
とても怪しい夜の祭り感が出たかと思います。

■ Part 1
I had previously jotted down some design commentary regarding *Kunitsugami* and the *Ikoku*, so I would like to take this opportunity to share it with you here. (Kawada)
We hope you enjoy this 30-part series!

■ On the *Ikoku* and "Defilement"
The concept of "Defilement"—the force that threatens the village and its inhabitants—was inspired by the notion of *Amatsutsumi* (Heavenly Sins).
It acts by parasitizing objects created by human hands, gradually encroaching upon them in a way that disrupts daily life.
Wherever human hands have left their mark—no matter how slight—a shadow inevitably falls; these shadows serve as signposts guiding the *Ikoku* on their path.
Drawing associations from acts such as "taking" or "seizing" desired objects, I developed the designs using the human hand as a central motif.
At night, they extend their claws and begin to stir, conveying a sense of creeping progression; they also use hand gestures to rally and encourage their fellow *Ikoku*.
Rather than aiming for overt grotesqueness (in the splatter-horror sense), I sought to evoke a sense of the uncanny. The fingers and hands are rendered with concrete detail, while the rest of the form remains abstract—that was the general vision.
Thanks to the hard work of our animators and background artists, the backgrounds themselves are imbued with a sense of motion.
I believe we successfully captured that distinct atmosphere of a truly eerie, nocturnal festival.

Commentary on Kunitsu-Gami art! I'm excited for more.

Wasn't the final boss of Okami also a hand(its true form)? And it represented the damage done by human hands?

Monday, 13 April 2026

Miniature Kunitsu-Gami.

There was an event by the person who crafted all the Kunitsu-Gami sets!


From someone who visited: 

Thursday, 9 April 2026

Former Spirit Stone Maiden.

A look at the former Yoshiro in a video!

Monday, 6 April 2026

Spirit Stone 3.0





It's (a)Yoshiro.

This means Maidens all look the same and are likely named Yoshiro, after the term 'yorishiro'.

Yoshiro's Japanese biography says she comes from a lineage of Maidens with the same power. 

Is she praying to the Goddess within the stone or is she praying to her ancestor, the former Maiden?
Or both, and this directly contributed to the mixing of the Maiden and Goddess?

This spirit stone body is very different to our Yoshiro, who is covered in cherry blossom motifs(from pieces breaking off). In general, she looks like normal stone more than 'spirit stone'.

Forgotten God has both this bland stone and spirit stone, so perhaps this spirit stone is devoid of Goddess power? And the shiny appearance of spirit stone is what marks it as containing the power of the goddess.

If Nanamagari pulled the Goddess power out of the spirit stone, then it would just become plain stone?

For comparison, our Yoshiro:



Why's some of her foot not crystallized? 


More images of the spirit stone below the cut.

Saturday, 4 April 2026

Flowers for the Maiden!


A video just to provide flowers for Yoshiro. :)