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.

Friday, 5 June 2026

Yoshiro's Descent alongside Soh.

 Thanks to Japanese twitters, I have found a potential answer on how Yoshiro descends alongside Soh.

In the Japanese plaque, there is no subject given.



Soh is the messenger of the mountain goddess and governs the world alongside Yoshiro. Descending into the world, guidance is provided by Yoshiro and the power of the masks is bestowed by Soh.

In ancient Japan, there's something called a Miko's Divine Descent. It's when the kami descends into her body. The kanji for descent used is the same one in the plaque. It's not the descending from heaven kanji. When translated twice, it calls it either the miko's descent or the god's descent.

When the plaque mentions this descent, could it be to reference this type of descent?

So when it's 'the two descended into the human world' it could really be that Soh, through Yoshiro, descends into the human world. This fits because why include Yoshiro in Soh's bio unless she plays an active role in what Soh can do?

Something else to wonder about: Soh's bio mentions her 'taking up her own sword to protect the maiden'. Why phrase it this way unless it's meaningful that Soh has joined the battle? I'd figure it was a normal part of the pact.

Possibly implying the defilement gets worse over time and eventually, Yoshiro needs help from Soh.

Thursday, 4 June 2026

Curses, Batsu, Soh's name, Yoshiro's power and Cursed Soh.

A post that begun simple but ended up going in different directions!

The Batsu post from the Kunitsu-Gami twitter had me thinking about the interaction again.

The Seethe steal Yoshiro's power whenever they attack her. Their attacks are 'curses' that defile her.

I've seen mixed information. on Twitter, a Japanese person said Tatari is from kami but noroi is different. Noroi are done by humans or yokai or demons.   祟り (tatari) is from kamis: divine retribution.

A google result said:

Noroi (呪い) = something from one person to another

Tatari (祟り) = something from a god, demon, ogre, or dead person to a human.

When Batsu attacks Soh, Yoshiro's 'miko barrier' breaks, meaning she was affected by the attack. Some of Soh's power is then stolen. We can see power is being stolen from Yoshiro too:


Lore-wise, when Yoshiro is attacked and her power is stolen, Soh loses power in battle.

We can safely conclude that Yoshiro's power(of purification) is Soh. When Yoshiro is fully defiled, Soh loses her body.

Whatever Yoshiro is doing, Soh is doing. When she dances upon the Spirit Path to purify the village, Soh runs around purifying it.

Soh is her power/she's channeling Soh.

Batsu does not curse Soh. Humans and yokai cannot curse those higher in the hierarchy. Soh cannot be cursed then. But Yoshiro can be.

(However, Batsu's curse was strong enough to affect the mountain. The mountain is the Goddess, isn't it?)

We see the Curse symbol when Yoshiro's attacked as if we are also getting 'cursed'. Because she's our vessel.

But why does Soh's name-card become 'noroi' when she takes enough damage?

The kanji 祟 is slightly similar to Soh's kanji 宗. 

呪 is 'noroi' and means curse. The kanji 詛, meaning curse ad can be read as 'noroi' too, can also be read as Soh.

In combinations, it usually takes the on-yomi (Chinese reading) of so (そ) or sho (しょ).

詛呪 (soju): Curse

詛呪【そじゅsoju】curse

Soju, which is basically Cursed Soh's Japanese name: 宗呪そうじゅ (souju)

そじゅ (soju)

そうじゅ(soo-ju / sou-ju)

It can mean 'twin trees', something relevant to Buddhism.

Two trees...!



Let's talk about these twin trees in Buddsim. Shara-sōju. (shorea robusta/Sal tree)

I'm pulling from this article: https://gardenstory.jp/plants/103746

Most of the trees referred to as "Shara trees" in Japan are actually summer camellias (Stewartia pseudocamellia).

Because the Japanese sara tree (Stewartia pseudocamellia) dislikes cold, it cannot be grown in Japan's climate unless it is in a greenhouse. However, since it is considered a sacred tree in Buddhism, the Japanese stewartia (Stewartia pseudocamellia), which has similar-looking flowers, is planted as a substitute and called the Japanese sara tree. 

The reason why summer camellias are often planted at temples is said to be because they were planted as a substitute for the Japanese sara tree, which cannot withstand the Japanese cold, as the summer camellias have similar leaves and flowers. As a result, summer camellias have become widely recognized in Japan as the Japanese sara tree. 

"The summer camellia has been cultivated in temples and shrines as a substitute for the Japanese sara tree."

Yoshiro is a substitute for the Goddess. All the defilement that accumulates in the mountain is transferred to her.

More information:

The "Shara Twin Trees" appear at the beginning of "The Tale of the Heike" in the following form:

The sound of the bell of Gion Shoja echoes the impermanence of all things. The color of the flowers of the twin sala trees reveals the principle that the prosperous must inevitably decline. Those who are arrogant do not last long, they are merely like a dream on a spring night. Even the mighty eventually perish, just like dust before the wind.

- From "The Tale of the Heike," Volume 1, "Gion Shoja"

The opening phrase, "Shogyo Mujō" (諸行無常), refers to the fundamental Buddhist idea that the world is constantly changing. The following phrase, "Jōsha Hissui" (盛者必衰), means that even those who are powerful will eventually decline and perish.

"The sound of the bell of Gion Shoja echoes the impermanence of all things. The color of the flowers of the twin sala trees reveals the principle that the prosperous must inevitably decline." This expression finds in the fading sound of the bell and the changing colors of the flowers that everything in this world is constantly changing and that even the most powerful things will eventually perish."

Even the most powerful things. Is the death of Cursed Soh the death of the Goddess then?

The Japanese stewartia the camellia, grows in Japan and Korea.

Awhile back I had a thought: is Yoshiro actually Korean? Is her family foreign to Japan?

I asked myself this because Inari is said to be a foreign deity and it's believed to have been brought over by the Hata-clan, who were Korean.

Soh is a kunitsukami:

国津神(くにつかみ) not 祇(くにつがみ), which is the title of the game.

Batsu cannot be a kunitsukami. He's a man who became a demon.

But if it's meant to be Batsu, then the villagers are worshiping him as a kunitsukami?


御阿礼みあれ

"Miare" is an archaic word or Shinto term (御生・御阿礼) meaning the birth or descent of a deity into this world.

Yoshiro is said to descend into this world alongside Soh. 

Soh is likely the real Goddess and Yoshiro is the local deity that is enshrined on the mountain. She's a human to gods and a god to humans, so she's just a human who is enshrined as a kami. But she's enshrined as the Mountain Goddess, which appears to end up cursing the Goddess herself?

Soh and Yoshiro were confused for each other over time.

Yoshiro's family cultivated the land which means they came from somewhere else. But this is just speculation. They might've come from another area in Japan to cultivate the mountain.

So the worship of the Maiden did cause the big issue. They confused her for the Goddess. 
(I touched on this in the 'shrine maidens who worshiped the rice kami were also worshiped as the kami)

Soh is the Goddess having cursed Yoshiro's lineage and possesses the chosen Maiden.

Soh even wears 'noroi' on her outset armor. Maybe because...she's a curse? 

 and 呪 is the main kanji used for curse in the game, appearing when Yoshiro is attacked and Soh is depowered. But Soh wears that kanji on her outset armor. It's also somewhere in her normal armor but I can't figure out where...it's a texture. But where could it be placed...? I'm not good enough to at Blender to figure it out.

Nanamagari represented the curse as it means 'seven turns'. For seven generations, what humans created is destroyed and a Maiden must be offered as a katashiro.

In conclusion: Soh is the curse upon Yoshiro's lineage and is the source of her power.

We see Soh at the end to show the Maiden lineage is still cursed.

In true ending, Soh removes the curse from Yoshiro and in doing so, departs.

Defile Mountain>Become cursed for seven generations>make pact to offer human sacrifice>maiden serves a katashiro to purify the mountain/goddess>is enshrined as he Goddess>8 generations later and the Goddess is cursed>defeat and purify cursed Goddess>save 8th Maiden and break pact.

Did you know there's a mountain called Yoshino known for its cherry Blossom? Just thought it funny!

Wednesday, 20 May 2026

Kunitsu-Gami Game Design Commentary 15: Batsu(ばつ)

■第15回 色々混ざった乾きの大ボス!魃
最初期にボスとしてラフ絵は上げていたもので考えた通りの敵になりました。大ボスの設定、干ばつのイメージから、乾き→地面ひび割れ→蜘蛛の巣っぽい→蜘蛛…みたいな連想を繰り返し、顔は動物では無く人寄り、開くと獣感、牛鬼とくだんを混ぜた様な印象にしました。
当初は尻尾に当たる部分は考えておらず、前後の分かり易さ、後ろが隙みたいな印象が必要かな?との意見もあり、蜘蛛の糸を出すようなよく動く尻尾をつけ足しました。この部分の動きの柔らかさも相まって妙な迫力が出ましたね。
当時はデザイン、モデル、リグ制作、アニメーションまで全部作ったのも、良い情熱の思い出。
ひび割れのエフェクトが良い感じに蜘蛛の巣要素を演出してもらえたり、プログラムでの動きも良い感じに生き生きとした制御。
異界遷宮で通常ウェーブで出て来た時のインパクトは必見です。
■15th Round: The Great Boss of Mixed-Up Dryness! The Drought Spirit
This was one I had uploaded rough sketches of as a boss from the very earliest stages, and it turned out exactly as I had envisioned as an enemy. For the great boss's setup, drawing from the image of drought, I went through associations like dryness → cracked ground → spiderweb-like → spider..., and made the face more human-like rather than animalistic, with a beastly feel when it opens, giving an impression like a mix of a cow demon and a prophetic beast.
Originally, I hadn't thought about the part that serves as a tail, but there were opinions that it might be necessary for clarity between front and back, and to give the impression of a vulnerability in the rear, so I added a highly mobile tail that looks like it could shoot out spider threads. Combined with the softness of movement in this part, it ended up creating a strangely compelling intensity.
Back then, making everything from the design, modeling, rigging, to animation was a fond memory of passionate effort.
The crack effects nicely brought out the spiderweb elements, and the programming for its movements was controlled in a way that made it vividly lively.
The impact when it appears in a normal wave in the Otherworldly Migration is a must-see.

Plaque Lore:
人が増えれば増えるほど様々なけがれを呼びむ。人が人をきらい、ねたみなどを向けのろいをかける。その昔、自分の土地よりも豊かに土地を実らせた人々をねたむ村人がいた。その村人はついには家畜かちくの死体を使い、人々をのろってしまったという。のろいの力はすさまじく、山の一部をすべて干上がらせてしまった。ばつとはのろいをかけたその村人が変貌へんぼうした姿とも言われている。
Humans and defilement increase in equal parts, curses born from humanity's disdain and envy. Long ago, a man who was envious of those with more abundant fields used the carcasses of livestock to cast a curse upon the land. Legend states that the curse was so potent it dried out the entire side of the mountain and transformed the envious man into a frightening beast.

Monday, 18 May 2026

Kunitsu-Gami Game Design Commentary 14: Hidarugami(ヒダルがみ)

■第14回 両面フロントの憑き物、ヒダル神!
村人達の力と同じ様に、逆の力に作用するお面として考案。
お面だけだと、インパクトに欠けるので、お面から人の身体が生えているイメージへ。
頭をすっぽり覆って二人羽織状態になって操る!背中は無く両方前として作っています。
村人の手足を奪い、操り人形的に考えていたので手足自体は触手、軟体感が出るようにしました。
二人羽織はIK等、非常に大変になりそうな空気と取り憑かれている状態が視認し辛いかも?を察知したので、シンプルに顔だけに取り憑いて、上に上る印象になって分かり易くなり解決。
■14th Round: The Possession of the Double-Fronted Hidarugami!
Conceived as a mask that exerts an opposing force in the same way as the villagers' power.
Since a mask alone lacked impact, we shifted to an image where a human body sprouts from the mask.
It covers the head completely, creating a two-person costume state where it manipulates! The back is absent, designed with both sides as fronts.
Since we were thinking of it as seizing the villagers' limbs and treating them like puppets, the limbs themselves are made into tentacles to give a soft, invertebrate feel.
We sensed that the two-person costume would be extremely challenging with IK and such, and the state of possession might be hard to visualize, so we simplified it to just possessing the face, giving an impression of rising upward, which made it clearer and solved the issue.

Plaque Lore:
人間に憑依ひょういし極度の疲労感ひろうかんや空腹感をあたえてりつくとされる畏哭いこく。ヒダルがみの正体はかつて同じくヒダルがみりつかれた人間であるとされ、憑依ひょういされた者の周囲では徐々じょじょに生気をうばわれるといった現象が発生する。これは自身が味わった苦しみを他人にも味わわせたいという人間の悪性が顕現けんげんしたものとする説もある。
The Hidarugami will possess humans, inflicting them with severe hunger and fatigue. Legend states that they are born from humans whose life force was completely drained by another Hidarugami. But some believe that they are actually the manifestation of unfortunate humans who wished for others to experience the same suffering.
So the way it looks when possessing Yoshiro the first time was the original idea for it?

Friday, 15 May 2026

Kunitsu-Gami Game Design Commentary 13: Tsurube-otoshi(つるべとし)

■第13回 時間があると盛ってしまう!つるべ落とし
空から落ちて来て、人を食べるを解釈して、空で大きく丸っこい幽体が泳いでいて、落ちてくる。落ちて来たものは実は口で開くと、今まで食べられたであろう者たちの顔が見える、発光のテクスチャで泣いてるようにしました。開発初期にデザイン。最初はザコとして考えていたにも関わらず、内容を盛り込んだ物になってました。
元はひとうばんのポジションで扱う予定でしたが、仮モデルでもポリゴン数も骨も多くなってしまい、これは大量に数出せないかもと。
少し小さめでしたので口中の顔群も細かいので見え辛かったので、思い切って巨大にしてつるべ落としに相応しい大きさへ。
船のステージで乗り物になっているのが面白いです。
■13th Round: When I Have Time, I Overdo It! Tsurube Otoshi
It falls from the sky, interpreting "eats people"—a large, roundish ghostly form swims in the air and comes falling down. The thing that falls is actually a mouth that opens, revealing the faces of those it has presumably eaten before, made with a glowing texture as if they are crying. A design from the early development phase. Even though I initially thought of it as a small fry enemy, it ended up being something packed with content.
Originally, it was planned to be handled as a one-pattern enemy, but even the provisional model had too many polygons and bones, so I thought, "This might not be something I can produce in large numbers."
Since it was a bit small, the cluster of faces inside the mouth was detailed but hard to see, so I boldly made it huge to fit a size appropriate for a tsurube otoshi.
It's interesting how it becomes a vehicle in the ship stage.

Plaque Lore:

人間の頭上をねらって執拗しつように落ちてくる畏哭いこく。その姿はオタマジャクシ、あるいは人の口のようだとも伝えられる。 口を開けた中には人の顔のような集まり、苦悶くもんの表情が見られる。かつて水辺で仕事をしていた際に不慮ふりょの事故によって失われた村人たちのうったえなのかもしれないと言われている。
The Tsurube-otoshi aims to relentlessly crush humans from above. Some say it looks like a tadpole, while others say it is a human mouth. When it opens its great maw, many humans faces in great anguish are revealed within. Legend states that it was born from the humans who were lost to unforeseen water-related accidents.

Wednesday, 13 May 2026

Kunitsu-Gami Game Design Commentary 12: Enenra(煙々羅えんえんら)

■第12回 顔をリロード!!えんえんら
遠くから呪詛を唱えて、プレイヤーからNPCへの干渉を塞ぐ。という機能をまず考える。
ゲームとしては、接敵しにくくなるから分かり易くしないと。ミーティングの中でラフ画と共にお焚き上げと言うワードが出現。
それだ!頭から延々と煙が出ている。近所の神社で節分の時に神社で見るあの感じ。
罪人の顔を模したものを頭に装填して燃やす!顔自体は”受け皿や襟”に見立て高尚な雰囲気に見える様に造形。
リロードする素材は腰にぶら下げてて、大事そうに他の手で押さえている。顔が装填されると見た目的には完成。
独特な舞が非常にかっこ良い。
■Round 12: Reload the Face!! Enenra
Chant curses from afar to block interference from players to NPCs. First, let's think about that function.
As a game, it makes it harder to engage enemies, so it needs to be visually clear. During the meeting, the word "offering to the fire" came up along with rough sketches.
That's it! Smoke endlessly billowing from the head. Like the sight at the local shrine during Setsubun.
Load a likeness of the sinner's face onto the head and burn it! The face itself is shaped to resemble a "receptacle or collar," giving it a refined atmosphere.
The reload material is dangling from the waist, carefully held in place by the other hand. Once the face is loaded, it looks complete visually.
The unique dance is incredibly cool.

Plaque Lore:
大勢のお経の音と共に現れる。 身体の周りにはへびのように巻き付けた経典、こしには生前に仏門で悪事を働いた坊主ぼうずたちを模した呪面じゅめんをぶら下げており、その呪面じゅめんからは不気味な念仏が唱えられ続けるという。 呪面じゅめんから発せられるけむりそうと仮面の力をおさむ力を持ち、けむりが消えるとこしにぶらさげた呪面じゅめんと取りえることで再びけむりを発するようになる。
The Enenra have snakelike sutras coiling around their bodies, and the cursed heads of Buddhist monks who committed evil acts during their lifetime hanging from their waists. The heads chant ominous sutras, which can be heard as the Enenra approach, and produce a cursed smoke that suppresses both Soh's own powers and the powers granted through Soh's mask. If one head extinguishes, an Enenra can replace it with a fresh one hanging from its waist.
When we're in Defiled State, we can't guide the villagers or change occupations. The Command screen is unavailable. 

But it says it 'suppresses Soh's own power and the power granted through Soh's mask'.

We bestow power using the mask but suppressing Soh's own power...must be the inability to control the villagers. Which is said to be Yoshiro's power.


When I pasted Soh's plaque into Google Translate App, this came out:
A messenger of the Mountain Deity, an entity that, across the generations, has guided and watched over a world steeped in chaos. Descending into the realm of mortals, it has bestowed guidance upon each successive generation, and, through the lineage, granted power via the medium of a mask.
It's not translating Soh's or Yoshiro's names yet doesn't this make perfect sense in the context of the game?

Each Yoshiro is guided by Soh and through Soh's mask, she grants powers of the masks upon the villagers.

But what 'own power' of Soh's is being suppressed?

Monday, 11 May 2026

Kunitsu-Gami Game Design Commentary 11: Gotaimen(五体面ごたいめん)

■第11回 擬態で出落ちのはずが・・・の、ごたいめん
当初擬態が中心としてデザイン。穢れに擬態して、出てくるとデカい顔!デカい顔と言えば五体面。
手の平に逆さまの顔がついている、穢れに擬態しているので指には腐生植物的なアレンジを入れ、
その指が折りたたまれて顎になり、閉じると顔に見えるけど実は、そこから小さな畏哭が出てくる!だったんです。
ゲーム的にも敵の進軍が大切なので止まって待つは無いなとなり、ゲーム内での役割は固定砲台に変更。
派手に動きまる様になり、敵として擬態よりは強い砲台として脅威になる良い働きをしてくれました。
■11th Round: The Camouflage That Was Supposed to Be a Quick Exit... Turns Out to Be a Five-Faced Horror

Originally designed with camouflage as the central theme. It camouflages as filth, and when it emerges, it reveals a massive face! And when it comes to massive faces, it's a five-faced one.
An upside-down face is attached to the palm, and since it's camouflaged as filth, the fingers have a decay-plant-like arrangement added to them.
Those fingers fold up to form the jaw, and when closed, it looks like a face—but actually, from there, a small Fear-Weeper emerges! That's what it was supposed to be.
From a game perspective, the enemy's advance is crucial, so it couldn't just sit and wait; thus, its role in the game was changed to a fixed turret.
It became something that moves around dramatically, and rather than as a camouflaged enemy, it serves well as a powerful turret that becomes a real threat to the player.

Plaque Lore:
人の顔が逆さまに付いているような姿をした畏哭いこく胴体どうたいを引きずりながら動き、大口を開けてけがれのかたまりきつけてくる。普段は森の中で息をひそめてかくれているとされる。 とある村では親が子をしつける際に「不思議な光る玉を見つけても決してれてはいけない、五体面ごたいめんにのまれるぞ」と言い聞かせてしつける風習があると伝えられている。
The Gotaimen have the appearance of upturned human faces. They drag themselves across the ground as they vomit defilement from a gaping maw. They are typically found in forests, where they obscure themselves as they lie in wait for their next victim. Parents tell their children the cautionary tale of the Gotaimen when they venture out, warning their kin to never touch the mysterious glowing orb, lest they be swallowed whole.