Kitsune Tails on Steam - User reviews, Price & Information

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Run, jump, and dash across a land inspired by Japanese mythology and untangle the love triangle between three young women on a journey of self discovery. Explore the complicated relationships between kitsune and humans through classic platforming action.

Kitsune Tails is a precision platformer, lgbtq+ and pixel graphics game developed by Kitsune Games and published by Kitsune Games, MidBoss and LLC..
Released on August 01st 2024 is available on Windows and Linux in 3 languages: English, Japanese and Portuguese - Brazil.

It has received 794 reviews of which 764 were positive and 30 were negative resulting in an impressive rating of 9 out of 10. 😍

The game is currently priced at 19.50€ on Steam.


The Steam community has classified Kitsune Tails into these genres:

Media & Screenshots

Get an in-depth look at Kitsune Tails through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7
  • Processor: Dual Core 2.0 GHz
  • Memory: 1024 MB RAM
  • Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
  • Storage: 350 MB available space
  • Additional Notes: SDL_GameController devices fully supported
Linux
  • OS: glibc 2.28+, 64-bit only
  • Processor: Dual Core 2.0 GHz
  • Memory: 1024 MB RAM
  • Graphics: OpenGL 3.0+ support (2.1 with ARB extensions acceptable)
  • Storage: 350 MB available space
  • Additional Notes: SDL_GameController devices fully supported

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2025
This review is positive because I really love the game, I love the level design, I love the movement, hell, I even love the difficulty curve, something many people have complained about in several reviews. Going into it, I was excited to try something new and fresh, hoping that I would enjoy the difficulty, and I really did for the most part. However this game greatly struggles. Where the levels excel at making me feel arrogant and like any time anything goes wrong it's my fault, I can not say the same about the boss fights. As much as I absolutely love everything about this game, it pains me to say that the boss fights are *genuinely* horrible. During Act 1 they are for the most part fine, if a bit annoying at times with how poorly it feels they are telegraphed. It wasn't a hindrance, but it certainly felt a bit annoying at times. The problem really ramps up in Act 2. While Kiri's moveset is complicated and interesting all in ways I think make it appealing, fighting against it is contrived in ways I can't even begin to describe. The lack of telegraphing shines here the most, making it an absolute nightmare to attempt to predict the movement patterns that will be used. The boss fights at this point feel so poorly designed that it almost feels like an attempt at violating every possible rule of game design. It feels like they would be perfectly fine if the game decided to place an emphasis on any possible point of the boss fight. A boss can have bad frame data, so long as it's learnable and predictable, or a boss can have unpredictability so long as the player can always intuit what they're going to do in enough time. It feels like the moves are perfectly set up to be counter-attacked, and counter-attacking leaves you vulnerable because the move set can be complicated to control and reward fast thinking, which is great on paper, when it's possible to actually predict what move is going to be used. I cannot stress this enough, it is the only part of this game that made me think twice about it, I would have rather had boring and bland boss fights than boss fights that made me actively resent playing them and soured my otherwise great experience with the levels of this game. I personally think this game was designed amazingly, and I loved every other aspect of it, which is why I'm especially hard on this aspect of the game. Trying to make every aspect of the boss fight hard means that it's practically impossible to counter the boss, use any strategy or try to learn them. Bosses are meant to be a song and dance, a call and response, where the player should learn their patterns and adapt to them whether on the fly or through trial and error, but the boss fights of this game never felt like they gave the player an opportunity to learn, just that they had to be done enough times until the player was lucky. What makes counter attacking feel particularly frustrating is that when there's an almost clear counter to a move, the player can still immediately die to an attack not telegraphed properly. Preforming a move is a high risk action in that sense, but voiding the process of learning makes it feel completely unsatisfactory. The telegraphing could easily be fixed by making the earlier frames of some attacks not have a hit box, adding an animation for the bosses when they're about to end their stun time, and otherwise being a lot more forgiving with the player being near the bosses while the boss is hurt. It doesn't make sense to attack the boss and immediately die as a reward for being able to strike properly considering how much of a rarity that is. Additionally, since Kiri is meant to be a more risk-reward character, starting with 1 HP, it should be made abundantly clear to the player when they are able to get hurt. There should never be doubt in a player's mind about whether or not something is going to kill them if they go for it. In my experience, I would attempt to counter the bosses in some way, by uppercutting or jumping at the right moments to attempt to evade them, only to have them immediately shift gears and do the same to me. It was frustrating to have started an attack first, and have been hit regardless of who struck first. I understand that a lot of the challenge in these kinds of things comes from the player having a disadvantage to overcome, but paired with the fact the moves can sometimes lock you into doing them until they're finished, it felt unfair to die over and over just because the moment I initiated a move the boss was vulnerable and there wasn't much in the way of letting me know that they weren't going to be. There's a delicate balance to proper difficulty, not every aspect can or should be cranked up to its max, and it really feels like the bosses were, once again, designed to be as "hard as possible," with no consideration of whether or not they were fun. Overcoming difficulty is not fun or satisfying when it's due to pure luck, it leaves you feeling hollow and empty, and like you cheated just because you did it enough times to get lucky. What emphasizes that sense of satisfaction is progress and learning. Each fight should have had an emphasis on a new move as opposed to the old moveset, with the final fight combining them. Each fight giving the player the opportunity to learn that specific move, then testing them at the end with all that they learned. My pretentious thoughts on game design aside, I really loved this game. I loved the characters, I loved the story, I loved the gameplay and I loved the level design (even if it was sometimes rough around the edges). I love the replayability, I love that this is a game that was clearly made by a programmer given the amount of love put into the scripting system and the fact it was made in its own engine using FNA as a framework (to my understanding). Many games like these fall into the trap of being perfectly extensible and fun, but not being very well designed. I don't think Kitsune Tails is that, I think it's a great base, invokes a great sense of inspiration and has its own ruleset, which I greatly appreciate because those limitations breed creativity. It's clear that there was love put into those elements and I want to appreciate them greatly because it's rare for a game to be a "programmer game" and a well designed game at the same time, but I really wish more thought went into the boss fights.
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Aug. 2025
A lot of people have compared this game to Super Mario 3, and yes it's true. That said, it uses Mario 3 as a jumping off point and gets weirder. It doesn't go into full romhack territory, but it flirts with some of those ideas. Mainly, what I appreciate about this game is that it forces you to engage with it. This is an indie game that feels great and has a lot of polish. That slickness often comes with the sanding down of rough edges. A lot of games allow you to cruise through and turn your brain off. It feels good in the moment, but you don't think too much about it after. This game isn't *hard* per se, but it is designed in a way that you can't really just blast through the levels without thinking about them. You're required to engage with the level design. I really appreciate that. It makes for a very rich experience. I think it's something special. There's also a cool twist halfway through, that only underlines the whole thing. Also, worth a mention: this is an insanely ambitious game! I'd never have expected to take 7ish hours to beat the game! I didn't expect to actually like the story! It's pretty barebones, but I came away with a real love for the characters. They're all fleshed out and charming. I say this as a guy who doesn't really like a lot of indie platformer quirk. The writing is cute, succinct, breezy, and not overly twee or saccharin. Sometimes it reminds me of touhou writing, if touhou writing made sense. Anyway, it's very good! I can't wait to see what this studio does next
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July 2025
Gay cute foxgirl platformer with amazing voice acting.
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March 2025
Swing your arms, from side to side come on it's time to go do the <name redacted due to copyright threats> Kitsune Tails is an 8 bit-style classical run and jump platformer, leaning heavily on <name redacted due to copyright threats> III, Alex Kidd, The Great Giana Sisters, and more. It's cute, colorful, has good music, and is just a fun old time. Unlike many of the classics, there's a story even! Cut scenes follow many levels and presage boss fights, with voice acting for the protagonist and supporting cast. You also have a JRPG-esque town to purchase items from, with a host of powerups each having unique abilities to choose from. Difficulty does ramp up quickly, it's old school, with the first world being more of a tutorial/intro while the game truly begins in earnest in world 2. It never feels unfair though, at least as far as I've gotten. If you like old style platform games, you'll probably like this one.
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March 2025
First up, the game is visually gorgeous. The pixel art is executed flawlessly, especially with regards to animation. The characters all look lively! The writing is also great. The game's not a visual novel or anything - it's definitely mostly gameplay rather than than cutscene. But what writing there is ends up being very enjoyable. Fully voice-acted, too, which was great. My one gripe is that you have to play the game two entire times through in order to get any sort of closure on the story. Act 2 really should have "ended" after that second time playing World 1, with the rest of the levels being a bonus. Maybe require the world bosses to be beaten. Frankly, that's a minor gripe. Where this game genuinely stumbles, unfortunately, is the gameplay. For context, the game is clearly going for a sort of Mario 3 / Super Mario World style. P-Speed and everything. Neither of those games ever had controls as tight as a Ninja Gaiden or Mega Man, of course, but this winds up way off in the other direction. Simply put, the controls are slippery. Extremely slippery. Worse than many platformers' ice physics on the normal levels, slippery. And then there are ice levels. Some of that goes away if you don't hold the run button, but after the first world or two an increasing number of jumps simply won't be possible to make without running. And then the P-Speed implementation. It's... well, 'janky' doesn't really quite fit, since it didn't ever seem to present any bugs. But the way it works is that you get a significant and instantaneous boost of speed once you fill the meter. And when I say 'significant' I mean it - hard to put numbers on the difference, but it feels much larger than I remember from playing the Mario games this is drawing from. At a minimum, the transition is much more jarring. Many a fall during my playthrough was down to P-Speed kicking in at an inopportune moment, which never feels great. And then the water levels. Oh boy, the water levels. They're genuinely some of the worst-controlling water levels I've encountered in a long time. You've got all the maneuverability of a cruise ship. The only mercy is that they tend to ease up on the obstacles a bit, which saves them from comparisons to the DKC levels. DK did have more precision than these characters, though, which is a bit funny given he's a giant ape... Either way, another mitigating factor is that there really just aren't a whole lot of them. After saying all this, my recommendation here might be a bit surprising. But the early levels were decent enough, and the writing/visuals really do pull their weight and then some. And, at the end of the day, there's a cheat menu that one can easily access in order to just cheat their way through to the next cutscene. All told, I really did enjoy my time with this game, hence the recommendation. Just... know what you're getting in to, and when your patience with the gameplay runs out don't feel bad about cheating through the levels.
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Frequently Asked Questions

Kitsune Tails is currently priced at 19.50€ on Steam.

Kitsune Tails is currently not on sale. You can purchase it for 19.50€ on Steam.

Kitsune Tails received 764 positive votes out of a total of 794 achieving an impressive rating of 9.00.
😍

Kitsune Tails was developed by Kitsune Games and published by Kitsune Games, MidBoss and LLC..

Kitsune Tails is playable and fully supported on Windows.

Kitsune Tails is not playable on MacOS.

Kitsune Tails is playable and fully supported on Linux.

Kitsune Tails is a single-player game.

There is a DLC available for Kitsune Tails. Explore additional content available for Kitsune Tails on Steam.

Kitsune Tails does not support mods via Steam Workshop.

Kitsune Tails does not support Steam Remote Play.

Kitsune Tails is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Kitsune Tails.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 26 January 2026 06:11
SteamSpy data 25 January 2026 12:47
Steam price 28 January 2026 20:50
Steam reviews 28 January 2026 10:08

If you'd like to dive deeper into the details about Kitsune Tails, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Kitsune Tails
  • SteamCharts - Analysis of Kitsune Tails concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Kitsune Tails compatibility
Kitsune Tails
Rating
9
764
30
Game modes
Features
Online players
1
Developer
Kitsune Games
Publisher
Kitsune Games, MidBoss, LLC.
Release 01 Aug 2024
Platforms