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.

Saturday, 8 August 2026

Self-Referencing: Yoshiro & Soh are the Goddess.


An otherworldly being that governs the people of the mountain from the heavens.

Soh is a messenger of the Mountain Goddess who guides and governs the world of chaos alongside Yoshiro. The two descended into the human world
The Japanese kanji doesn't use the word meaning to descend from heaven( 降臨:kourin) but it's obvious that it means heaven because this plaque matches Cursed Soh's plaque.
(old post on this: The statue of the Goddess + a Divine Heir)

The two are the descended Goddess.

Korin(光輪) is what Cursed Soh's wheel is called in the official merchandise. It's a homonym.

Kouhai(光背) is what it's called in the files. A Buddha/Bodhisattva halo, specifically.

It's likely Shingon Buddism. 

Yoshiro is a Buddha and is synonymous with the Goddess hence why she walks the Path of the Goddess.

To further elaborate on this descent, the halo is the Goddess emblem which we see when Yoshiro and Soh purify the gate:


Yoshiro's vocals('ooooooo') during the kagura could be the sound a priest makes during a ritual to signal the God is descending. We see this symbol during the ritual. The 'korin'. The Goddess descending: Yoshiro and Soh purifying.

As Yoshiro crystallizes, her vocals disappear from the purification music. Because she becomes the Goddess, there's no need for her to declare the Goddess is descending. She is already here now, almost ready to be enshrined.
(will update with the youtube video showing the music differences)


This phase is where she is likely already the Goddess because she's able to affect Cursed Soh. We also receive 'Birth of a Goddess' when she reaches this stage of petrification.

We see Birth of a Goddess at the true ending, too.

Birth of a Goddess

When she begins her petrification, it's at the place where the Goddess is said to have descended: Kamukura Shrine(神座神社かむくらじんじゃ). 

Kagura (神楽かぐら, "god-entertainment") is a type of Shinto ritual ceremonial dance. The term is a contraction of the phrase kami no kura ("seat of god"), indicating the presence of gods (kami) in the practice.
Yoshiro is a Kagura maiden. A literal vessel for the Goddess. The divine body of the Goddess must be replaced periodically.

The pact: a Maiden needs to become a vessel for the Goddess, her body used as a katashiro to cleanse the mountain.

But why say Yoshiro descends from heaven? Possibly because 'Yoshiro' is the nigitama of the Goddess.

The Maiden and 'Yoshiro' are different. Otherwise why not simply use her name each time she is referenced? Once she becomes the chosen Maiden and embodies the benevolent side of the Goddess, she is called Yoshiro.

Her plaque is strange though. Why would she worship the ancestral deities? It would fit to call her 'The Maiden' so I don't quite understand. Unless we're meant to acknowledge she is the final Yoshiro and now has that name?

Soh is a wakemitama/bunrei/divided spirit of the Goddess.(So she is the Goddess) Likely the Aramitama, but that is also Cursed Soh. 

Soh's plaque contains information about Yoshiro and bind the two together.

Cursed Soh's commentary never addresses the resemblance to Yoshiro. Instead, it only speaks of capturing Soh's likeness in reverse because Cursed Soh is a mirror. Her clothes are meant to be 'white ritual robes where light is trapped within, reflecting forever in the mirror'

Shintais are often mirrors. The mirror that the Goddess is trapped in is the body of a Maiden which also houses the impurity?

Yoshiro has a bronze mirror on her with 24 circles. A shrine maiden's garb is white and red. And of course, there's this anomaly:


May I add that in old posts(A perspective on artwork of the Maiden and MessengerThe Maiden in the artwork and Soh's face), I suggested that when we look upon Yoshiro's face, we're meant to be looking at Soh's face as well.


why are her eyes so much darker?

The artbook proves I was right but it wasn't implemented. Or it's better to say Yoshiro's face was changed.

In the normal ending. Yoshiro ascends to Godhood, becoming the Goddess, and meets Soh, her messenger/divided spirit/self who then disappears.

In the true ending, Yoshiro is spared from this fate and remains on earth. The pact is broken and we have eternal sunlight.

Question is...how was it broken? Soh reabsorbed all her trapped power but why did she break the pact? To prevent the same outcome? But what about the impurity?
Human sin never wanes no matter how many nights pass, but to walk among the endless shadows is to be human.
人の世の罪は、幾夜いくよを経てきせぬものなれど断ち切れぬかげと共に歩むもまた人の世か……
Normal ending dialogue. Hinting at the acceptance of impurity in life? 

畏哭いこくis Seethe in Japanese. Ikoku. Wailing and lamenting.  Very different to the word 'Seethe'. To face sorrow is part of life. Could that also be the meaning here?

 The true ending: 
And so concludes the battle fought across generations.The tale lives on for the telling, to be celebrated as a ceremony for ages to come.
 幾度いくどもの世代せだいり返した戦いはこれにてお仕舞しまい物語は風習となり語りがれ祭祀さいしとして後世へと続いて行く.
Yoshiro's name is read as 'generations' here. Many Yoshiros have passed. 7 in total. 

Cursed for 7 generations. 

Is the Goddess inspired by Inari? Or perhaps a mixture of Inari and Konohanasakuya-hime?

Is it a Dakiniten /Inari situation? The Dakini, after being purified by the Buddhist counterpart of Amaterasu(Dainichi Nyorai), became the deity Dakiniten.

Dakiniten is said to be a manifestation of Amaterasu, likely the result of this purification.

Inari is a Kunitsukami. Amatersu is an Amatsukami. The lines between these two categories eventually disappeared through worship, according to Kunio Yanagita in his 'Mountain Lives':

The Jingiryō of the legal codes preserves the names heavenly gods and earthly gods; down to the time of Wamyōshō, the earthly gods were read as kunitsu-kami or kunitsu-yashiro. But these two alike were to be worshiped by the Jingikan according to the regular rites, and by the Nara period the spiritual lives of the old and new peoples may be recognized as having fused without remaining trace. The register of deity names in the Engishiki, while including many gods clearly known from their names—such as kunitama and kōritama—to belong to the gods of the land, no longer even preserved the distinction between heavenly gods and earthly gods.
Kunitsuyashiro (国津社 or 国つ社).

A little on 'kunitsu-kami' from the book:
It is transmitted that when the ancestors of our great sovereign first arrived on these islands, there were already many earlier inhabitants in the land. In the ancient records, these are named kunitsu-kami, “gods of the land.” 
This is about actual people however so it's not helpful. But it did remind me of the Maiden's ancestors cultivating the land and making a promise to the Goddess. 

Could the Goddess actually have once been a local woman? ...
(I guess not since there's magic and Seethe.) 

But...

"...people and gods, gods and Seethe, and misfortune and fortune are two sides of the same coin." according to Capcom.

There is another Goddess that appears very important: Seoritsuhime, the mysterious Goddess of purification. Said to be the aramitama of Amaterasu and her consort when Amaterasu is male.


Chozuya that feature dragon ornaments such as this are  referencing Seoritsuhime. Dragons and purifying spring water from mountains are her symbols.

Perhaps I have it wrong on the 'mitama'.

Soh & Yoshiro are the nigitama of Amaterasu.
Cursed Soh is the aramitama of Amaterasu, the Goddess of Purification Seoritsuhime.

There are a few Goddesses that could have served as inspiration. I'll touch on them in the next post.

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.

Monday, 29 June 2026

Kunitsu-Gami Game Design Commentary 20: Bupposo(仏法僧ぶっぽうそう)

■第20回 冷静に見て!ふんどし姿なのに何故か人気(開発内)!仏法僧
これはノリノリに作ってしまいました。日本に来ちゃった異国印象の畏哭の剣士的なイメージです。
鞍馬天狗的なイメージで顔のお面を作り、お面に乗っ取られてしまったら!?として、この姿にまとめています。
当初はウェーブ中に出てくる事を考えて居たので、村人を乗っ取って姿が変わる等も考えたりもしましたが、
大ボスとして改めて考え、ちっこいオブジェから出て来たら面白いだろうと思って演出しました。
アニメーションもノリノリで仕上げてくれたのでカッコよくなりました!でも、ふんどしにお面姿です!!
■Round 20: Look at it calmly! Somehow popular despite the loincloth look (internal development)! Buddha, Dharma, Sangha

I went all out making this one. It's got that foreign, intimidating swordsman vibe that's come to Japan.

I went with a Tengu-from-Mount-Kurama kind of image and made a face mask for it—what if it gets taken over by the mask!? And that's how I settled on this design.

Originally, I was thinking of having it appear during the wave events, so I even considered ideas like it possessing a villager and changing their appearance,

But then I rethought it as a major boss, and figured it'd be fun to have it emerge from a small object, so I added that as a performance element.

The animation team delivered it with full enthusiasm too, so it turned out super cool! But hey, it's a loincloth-and-mask getup!!

Plaque Lore:
その昔、全身にあざやこぶのようなものがあり、異様に大きく手足の長い者がいた。刀をれば岩をも易々とり、人とは思えないほどだったという。戦場にて主を失い行く当てもなく、落人おちうどとして村に流れ着くがその異様さ故におそれられた。しばらくして墓場で消息を断つも後にはとても小さな達磨だるまのような物が置かれていたという。墓場のある森ではブッポウソウがよく鳴くことから村人はその達磨だるまを「仏法僧ぶっぽうそう」と名づけ、御神木ごしんぼくまつった。
Long ago, there lived a man with elongated limbs and a body swathed in bruises and boils. He wielded his sword effortlessly, slicing through even stone with an inhuman strength. The man lost his master on the battlefield, and with no home to return to, found his way to a village. But his strangeness frightened the villagers, and he disappeared one night from the graveyard, leaving behind nothing but a small Daruma-shaped doll. The villagers named it after the birds known as Bupposo, whose frequent cries could be heard from the forest, and enshrined it within a sacred tree.
The knees are inward again but the body is obviously male. 
(maybe they're using female and male references to create androgyny in the Seethe? Or maybe I'm mistaken about the knees?)

Saturday, 27 June 2026

Kunitsu-Gami Game Design Commentary 19: Shiniku Zamurai(屍肉侍しにくざむらい)

■第19回 見た目の衝撃と機能と屍肉侍
刀を使う敵って魅力ありますよね。ゲーム視点は引き気味なので、鞘から抜いても多分、分からないな、如何しようかな。
開発初期にミーティングで体に刺さった刀を抜いて戦う案があった事を思い出し、それを人体でいう所の頭集約。
身体は全体的に抽象化した印象にして、色々な角度や切り取り方で顔に見える様にデザインしています。
複数体での連携した動きは割と厄介。SEに関しても色々とお願いして困らせた気もしなくは無いですが、
総合的にインパクトが出たので気に入ってます。皆さんの協力ありがとう!
■19th Round: The Shock of Appearance, Functionality, and the Corpse Meat Samurai

Enemies who use swords have a certain charm, don't they? From a game perspective, it's a bit reserved, so even when drawn from the scabbard, it's probably hard to tell—hmm, what to do.

I recalled that during an early development meeting, there was an idea about pulling out a sword stabbed into the body and fighting with it, so I consolidated that into what would be the head area in human terms.

I've designed the body to give an overall abstracted impression, so that it looks like a face from various angles or cropping methods.

Coordinated movements by multiple units are fairly troublesome. As for the sound effects, I feel like I made a bunch of requests and might have caused some trouble,

But overall, it turned out impactful, so I'm quite fond of it. Thank you all for your cooperation!

Plaque Lore:
合戦の中、敵味方関係なく人をおそい刀をるったさむらいがいた。ある夜、寝込ねこみをおそわれたことで命を落とす。 その亡骸なきがらは無数の顔が集まった見た目をしており、どこが本当の顔か分からなかったと言われている。いつのころからか、夜な夜な戦いを求めるさむらいが山中に現れ、頭部にさった刀を引きき、りかかってくると伝えられる。
There once was a samurai who swung his sword at all those in his path, regardless of friend or foe. His life came to an end one night when he was taken down in his sleep. Legend says the corpse left behind was merely a collection of faces, with no way to tell which one was the true face of the samurai. Even in death the samurai's lust for blood is unyielding, and it can be found roaming the mountains at night, a sword pulled from its own head in hand.

Thursday, 25 June 2026

Kunitsu-Gami Game Design Commentary 18: Nurikabe(塗壁ぬりかべ)

■第18回 驚異で最高の出落ち、塗り壁!?
塗り壁…難しい、とても難しい。動き遅くなるだろうし、大きさにも限界あるしどうにかならんもんかと。
ミーティングの最中に「像が真っ二つに割れて広がって壁になる」というアイデアが出て来た瞬間完成。
道の広さは引き具合で制御対応可、速度は一定で近づく恐ろしさ、大事なのは何よりも見た目とギミックのインパクトですね。
像は具体的な見た目にするのは心苦しいので、それっぽい偶像をデザイン。中の畏哭はデカい顔で平べったい身体が入っていて、
広がるとそれを坂に敵が昇ってくると伝え、後は担当者の情熱で仕上げて貰いました。色んな解釈の塗り壁が居ても良いんじゃなのかな…
唯の像がまっすぐ動くだけという事でアニメーターの方もビックリしていました。
■18th Round: The Ultimate Drop Comedy with Amazement, Plaster Wall!?
Plaster Wall... it's tough, really tough. It'll slow down the movement, and there's a limit to its size too—wondering if there's any way around it.
Right in the middle of the meeting, the moment the idea "the statue splits clean in half and spreads out to become a wall" came up, it was done.
The width of the path can be controlled by adjusting the pull, the speed is constant for that creeping dread as it approaches—most importantly, it's all about the visuals and the gimmick's impact.
It felt wrong to give the statue a specific look, so I designed something like a vague idol. Inside, there's the Wail of Dread with a huge face and a flat body crammed in,
and when it spreads, it conveys enemies climbing up it like a ramp—after that, the person in charge wrapped it up with their passion. Maybe it's okay to have all sorts of interpretations of "plaster wall" out there...
The animator was shocked too, since it was just a straight-moving statue and nothing more.

Plaque Lore:
巨大きょだいな仏像の姿をした畏哭いこくそうたちの目の前でかべとなり妨害ぼうがいしてくる。とある村の男の話では夜道を歩いていると、 地響じひびきと共に暗闇くらやみの中から巨大きょだいな仏像が現れたという。男が先に進もうとすると突如とつじょ仏像は二つに割れ、かべとなって道をふさがれてしまったという記録が残されている。
The Nurikabe appear as large Buddha statues, but can turn into walls to block Soh's path. Legend says that there was once a man who was walking in the pitch of the night when all of a sudden the ground beneath his feet shook, and a tremendous Buddha statue appeared as if from the shadows themselves. The man tried to continue past, but the statue split into two, forming a large, impassable wall.
A dangerous enemy in the DLC. It can flatten Yoshiro, defiling her instantly.
 

Tuesday, 23 June 2026

Kunitsu-Gami Game Design Commentary 17: Shokera(しょうけら)

■第17回 畏哭一のスタイリッシュ!しょうけら
題名通りです、今までもこの先も割と敵のクセが強いと言われてまして。一体ぐらい所謂カッコいい枠があっても良いのでは?
そう言われる日が来ると思って、考えてました、本当です。
素直にしょうけらをイメージしつつ、今作に合うようにディティールと攻撃性を詰めました。
動きは創作ダンス等で活躍する渡辺さん。とても魅惑的な動きを吹き込んで頂けたので想像以上のカッコ良さ!!
■17th Round: Ikkyu's Stylish Style! Shoukera  
As the title says, it's been said up until now and probably will be in the future that the enemies have pretty strong quirks. Wouldn't it be nice to have at least one in the so-called "cool" category?  
I was thinking that a day like this would come, I really was.  
I imagined Shoukera straightforwardly while packing in details and aggression to fit this work.  
The movements are by Mr. Watanabe, who shines in creative dance and such. He infused it with such bewitching motions that it's cooler than I could have imagined!!


Plaque Lore:
高所から飛びかって人をおそ畏哭いこく。そのするどつめ頑丈がんじょうよろいさえも、いともたやすく切りくという。二カ月に一度の庚申かのえさるの日の夜、罪を犯した人間が寝静ねしずまるのを見計らってばつあたえるという神がけがされて畏哭いこくになったとする説がある。そのことから、しょうけらが現れる夜は大勢で集まってずに過ごすという風習がある。
The Shokera leap from great heights to attack their prey. Even the strongest armor is no match for their sharp claws. Legend states that on the night of Koshin, occurring once every 60 days, a god transformed into a Seethe after passing punishment upon the slumbering humans for the sins they had committed. It has now become a custom for people to gather together and stay awake throughout the long nights the Shokera are said to appear.
The head wears a veil like Yoshiro and the horns remind me of Cursed Soh.

Don't you think the lower body looks quite feminine in its proportions? The knees are inward, which is a female trait. The smaller waist in comparison to the hips.

The Seethe are said to be the Goddess's 'kin'. Was this considered when designing them?
These twitter posts don't always give too much information...

Wednesday, 17 June 2026

Why do these villagers not have masks?


Another discovery.

These characters never have masks in this cut-scene. It's not pre-rendered as you can see Yoshiro's clothes can be changed.

Even though any villager can equip any mask(except for shaman and sumo wrestler) during game-play, lore-wise only the descendants of an ancestral deity can use its mask.

So..is that what this scene is establishing? That only the descendants may use the mask?
Even though I've put archer on everyone here, only those shown in archer clothes would be allowed to actually use the mask? (but cannoneer and woodcutter will show up on the masked villagers...)

Or are these villagers outsiders who moved here and so would not be able to use the mask?

Saturday, 13 June 2026

If the boat capsizes, their cocooned bodies float away (RIP)


Extremely amusing.

A new discovery after 400+  hours. The third clip is me realizing it.

Thursday, 11 June 2026

Human Sacrifice.

 Some information dump about this. I'm collecting information.

Source: ja.wikipedia.org/wiki/人身御供

In times of disaster, it was believed that nature, in its hunger, was unleashing its fury by demanding sacrifices. Therefore, before a large-scale disaster occurred, a suitable human sacrifice was offered to pray for its prevention.

Regarding Yamata no Orochi, the eight-headed serpent in the Kojiki , Masayuki Tsugita (1909-1983), a scholar of ancient Japanese literature , pointed out that the "wo" in "orochi" means "peak" and "chi" is a word that represents something supernatural, and that it is a water god in the form of a serpent with many heads and tails, and the spirit of the Hinokawa River (present-day Hii River) which flows through a confluence of large and small tributaries. Kushinadahime is written as Kushinadahime in the Kojiki. This name means the goddess of the miraculous rice fields, and the character for "comb" suggests that Hime was a miko (shrine maiden) who wore a comb. [ 17 ] [ Note 1 ] Takeo Matsumura believes that the eight victims in the myth of the slaying of the eight-headed serpent , including Kushinadahime, were spirit masters—that is, "human sacrifices of shrine maidens."

In his book "A History of Japanese Shrine Maidens," Taro Nakayama cites examples of shrine maidens and travelers who are thought to have been sacrificed as human offerings. [ 19 ] Nakamura states that the reason shrine maidens were sacrificed as human offerings is "it goes without saying that it was because they were in a sacred position that could appease the gods." He also mentions that there were Shinto rituals in various regions in which travelers were sacrificed as human offerings, and Nakayama cites the Naorai Festival of Owari Kokunomiya as an example.

Yatsuro has orochi vibes and has a maiden 'face'. Orochi ate seven daughters. Just a reference.

So perhaps it's not an Inari curse.

Monday, 8 June 2026

Kunitsu-Gami Game Design Commentary 16: Hirafugai(ひらふがい)

■第16回 畏哭の船だよ、ひらふがい。
船のステージなので水辺の敵が必要です!他の畏哭は船に乗ってる?流石に船に乗ると雰囲気が…という事でどうせなら、その船が敵で良いのでないかと思いまして。
ここに至るまでにも水辺の敵のデザイン案は色々生み出されてはいましたが、今一しっくりこず。
蓮、水草、浮草等の類をみてて、根っこが人の身体だと面白いかもと…。
何体か乗れるサイズなので大きい、明らかに変な乗り物、実は顔、実は海坊主感を感じさせる大きさ、ついでに船沈める。
と頭に浮かんだのでこれらを纏めて現在に至ります。行動、やる事はひらふがいに近いので、そのまま名前を付けました。
■16th Round: It's a Fear-Weeping Ship, Hirafugai.

Since it's a ship stage, we need enemies near the water! Are the other Fear-Weepers on the ship? Honestly, putting them on a ship changes the vibe too much... So I figured, why not make the ship itself the enemy?

Up to this point, we'd come up with various design ideas for water-edge enemies, but none of them quite clicked.

Looking at things like lotuses, water plants, floating weeds, and such, I thought it might be interesting if the roots were human bodies...

It's a size that can carry a few, so it's big, an obviously weird vehicle, actually a face, gives off a big sea monk vibe, and by the way, it sinks ships.

That popped into my head, so we've bundled all that together to arrive at the current version. Its actions and behaviors are close to Hirafugai's, so I just named it that way.

Plaque Lore:
海や湖といった水場に現れ、舟を破壊はかいするとされる畏哭いこく巨大きょだいな頭部に他の畏哭いこくせて船上にいる人間をおそうため、漁師たちの間では非常におそれられている。ひらふがいは舟を転覆てんぷくさせる際、体内にあるきもを舟にり付けるため、転覆てんぷくさせられる前にきもを対処したことによって助かったという村人の話もある。
The Hirafugai appear in bodies of water to capsize the boatsfloating there. Fishermen often fall victim to their attacks as the Hirafugai will attach their own innards to the boats, shaking them and unleashing the hordes of Seethe they carry atop their heads. One tale states that a fisherman once kept his life by destroying the Hirafugai's innards before it could sink the boat.

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?