Kunitsu-Gami: Path of the Goddess on Steam - User reviews, Price & Information

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A new tale of the Kami awaits... Kunitsu-Gami: Path of the Goddess is a unique Japanese-inspired, single player Kagura Action Strategy game.

Kunitsu-Gami: Path of the Goddess is a action, strategy and tower defense game developed and published by CAPCOM Co. and Ltd..
Released on July 18th 2024 is available only on Windows in 13 languages: English, French, Italian, German, Spanish - Spain, Arabic, Spanish - Latin America, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Japanese and Korean.

It has received 2,052 reviews of which 1,902 were positive and 150 were negative resulting in a rating of 8.8 out of 10. 😎

The game is currently priced at 39.99€ on Steam, but you can find it for less on Instant Gaming.


The Steam community has classified Kunitsu-Gami: Path of the Goddess into these genres:

Media & Screenshots

Get an in-depth look at Kunitsu-Gami: Path of the Goddess 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
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 (64 bit) / Windows 11 (64 bit)
  • Processor: Intel Core i5-7500 / AMD Ryzen 3 1200
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 1050 Ti / AMD Radeon RX 560
  • DirectX: Version 12
  • Network: Broadband Internet connection
  • Storage: 16 GB available space
  • Additional Notes: Estimated performance when set to the "Performance" preset in the Options menu: 1080p/30 fps. - Frame rate might drop in graphics-intensive scenes. RX 6700 or RTX 2070 required to support ray tracing.

User reviews & Ratings

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

June 2025
First of all: definitely play the demo . It's a pretty good representation of the game. This game is the epitome of browsing your local video game shop, finding an interesting-looking game just from the title art but having no real clue what it's about, giving it a spin and it turns out very good. Surprise! If you're at all interested in new experiences and open just for something different, then I wholeheartedly recommend this game. It's a very unique blend of atmosphere, gameplay and storytelling. What even is this game? What genre is this? For those who are curious what genre this even is: I'd describe it as an action game with heavy RTS/Tower Defense elements. I say action game first because unless you're doing specific challenges you will spend most of your time fighting, and not directing your characters. You will spend a lot of time thinking about placement and reinforcements of each level though, so there's definitely RTS elements in here, and adjusting the placement of the villagers is the secondary gameplay loop where a surprising amount of depth can be found. Combat As for combat, it's good. Not the best you'll ever play, and certain parts of it can feel a bit clunky, but without trying to sound too elitist, there's a bit of jank but a lot of it is also just skill issue. I was actually getting quite frustrated with some aspects of it during my first playthrough, but while grinding for 100% I realized it was also partly my fault. But yeah, it's not perfect. Story As for the story, it's very simple, but I adore the way it's told, with very few words, basically none, and with heavy reliance on show not tell as well as atmosphere. Especially in this day and age where you can't escape the same quips and jokes, same boring narratives and characters that all feel like they escaped from the same comic book, it felt refreshing to just enjoy a different kind of narrative for once. Atmosphere Gameplay and story are completed by the overall vibe and atmosphere. Now, this is hard to describe in a review, but it's my favourite aspect of the game and at the core of it all so I'll try. The way the visual and audio design works its way while you're trying to set up the stage to prepare for the coming onslaught in the night is genuinely great and very unique. This atmosphere also carries over during cutscenes and it really ties a neat bow on the entire experience. That's really what this game is. It's a refreshing experience that's greater than the sum of its parts. If you're at all nostalgic for these weird, kinda forgotten PS2 era games then this is a great game to play. I think the price point everyone needs to decide for themselves. I bought the game for 50€ and I got more than my money's worth out of it, but I definitely think most people will play it once and be done with it. Depending how much you're aching for a game like this I'd say the 40€ is a really fair price point, or just wait for a sale. Issues I do want to offer some criticism, because as much as I want to praise the game there's a couple issues that, while they can be said to be perfect for the true PS2 quirky game experience, aren't truly necessary. For example, there's a distinct lack of QoL. It's time-consuming to visit each village to gather crystals if you're low on them. The village rebuild mechanic in general is fun but imo could've been done a bit better and made less annoying, as well as when there's a lot of villagers at the start of the level it can be a bit of a pain to select each of them to assign a role. The bow auto targets the closest enemy near to you, which might not necessarily be the one you're looking to actually shoot, but this was one of those combat things I figured out how to play around during the 100% grind. If that's jank or skill issue I'll let you decide for yourself. For me they were mostly small annoyances overall but they do add up and can cause frustration so I wanted to mention them. Verdict It’s not for everyone, but if it is for you, you’ll know pretty quickly and I think you’ll have a great time. It’s a little rough around the edges, but that’s part of its charm. 9/10
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April 2025
Kunitsu-Gami: Path of the Goddess is a tower defence game set in ancient Japan. Demons are invading villages located on the slopes of a mountain, and the player must protect the priestess Yoshiro while she cleanses torii gates with a dance ritual. Gameplay (high quality) • There are a few interesting changes to the usual tower defence format. Firstly, each map has a day/night cycle. During the day, Yoshiro will move slowly towards the torii gate, while the player collects resources and sets up defences. During the night, demons will emerge from portals to attack Yoshiro, and the player must defend her until sunrise. Most maps should take 3-4 days to complete. • Instead of defending a base which is always in the same place on the map, you’ll need to regularly change your defensive layout to adapt to Yoshiro’s new location. Fortunately, instead of placing towers in specific locations, you’ll recruit villagers who can be repositioned at any time to defend different paths. And you can control how far Yoshiro moves, which allows you to try to set up in a safer tactical position. • Villagers can be assigned to different roles. Woodcutters, spearmen, and sumo wrestlers use melee attacks, while archers and marksmen have ranged attacks. The shaman can heal allies, while the thief can unlock chests but won’t fight demons. Each role costs crystals to purchase, but you also need to spend crystals to advance Yoshiro’s path, so you need to balance your tactics between cheap/weak units and expensive/strong units, while deciding how far to move across the map each day. • The player also controls a samurai called Soh, and can run around the map fighting demons yourself. This provides another tactical option. Do you want to split villagers between multiple paths, while you try to support the group which most needs your help? Or do you want to put all villagers on one path to completely lock it down, and then try to solo another path? • Soh’s combat style combines basic attacks (left click) with more powerful dance attacks (right click), which can be chained together like you’re performing moves in a fighting game. For example, left/right will perform an uppercut which is useful to hit flying enemies, while left/left/left/right will perform a long chain of attacks to hit multiple enemies in a line. • Some maps have objects which can be built in predetermined locations, such as barriers and traps which can slow down or damage demons, and towers where ranged units can stand to extend the distance of their attacks. • Some maps also have special conditions which provide gameplay variety, such as Soh having to fight alone without the assistance of villagers, defending with villagers only because Soh is unable to fight, defending boats as you sail across a lake, or moving through dark caves while activating lanterns so that you can see nearby enemies. • After completing most maps, there’ll be a boss fight in a small arena against a large demon which has unique movement and attack patterns. • Between missions, you’ll need to assign workers to repair buildings within each village. This can be quite tedious and repetitive because, due to the limited number of available workers, if you want to repair everything, you’ll need to return to each village several times. However, its worth doing because you’ll gain resources which can be spent to level up the different combat roles with more health, attack power, and special abilities, and to acquire new abilities for Soh. • Difficulty level isn’t too challenging. I lost some maps during the second half of the campaign, but it was usually obvious what I’d done wrong, and I was able to win on the second or third attempt, mostly just using a simple 50/50 split between medium cost melee and ranged units. Story (no rating) • There’s no story other than a few silent cutscenes, and no dialogue. I don’t mention this as a negative, but rather a missed opportunity to elevate a good game to a great game. Tell me how Yoshiro and Soh got their powers, tell me where the demons come from, make me care about the villagers I’m protecting. Later in the game I noticed something happening to Yoshiro that definitely would have been interesting to discuss. Technical (high quality) • It took me 16 hours to complete the campaign. • Performance is flawless. No crashes, no framerate drops, and absolutely no stutters (RTX 3080, i7-12700K, 32GB DDR4, 1440p). I wish every modern game would perform like this. • Visual design of enemies is interesting and unique. Recommendation Kunitsu-Gami: Path of the Goddess is a good game, which fans of tower defence or other tactical games should enjoy. I definitely recommend checking it out on a small sale.
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Feb. 2025
There is little that can bring more joy into me than a game that vibrates with creativity, originality and soul. Kunitsu-Gami wins in each front. I cannot overstate how charming, beautiful and pleasing this game is to the senses. The presentation, which seeks to bring to life a traditional Bunraku, is such a feast to the eyes and ears. Don't be fooled by the camera perspective, the models and environments are ridiculously detailed and well made. The general art direction is gorgeous and supremely colorful, just top notch craftmanship. There is no dialogue in game, relying on pure visual storytelling and the movements of the "actors" to transmit the emotions and goings on, and it's such a refreshing thing to see. Despite nearly everyone being a masked individual or a monster, the expressive animations and designs have so much character and personality to make up for it greatly. The music compliments the presentation, with a general focus on chants and traditional instruments, which means that the few times a guitar creeps in, it has that much impact to hype you up. Now, this is a game you play and do stuff, so how's that? Well, incredibly solid and rounded. This is a curious mix of Pikmin and Character Action, where you rescue and recruit villagers to defend a Goddess as you clear a path to cleanse Torii gates to beat stages. The day and night cycle give you a reasonable amount of time to explore, prepare and prioritize playstyles, with some classes being better to defend positions, others to roam, or to stay in chokepoints. Mages, ranged attacks and special novelty classes compliment the melee grunts, and different traps or structures can be fixed by a carpenter to slow down enemies or give your minions advantages, such as a totem buffer. The game starts with a very linear design, but eventually new branches, extra spawners, new move-sets to the sword, different special skills and potential mixtures of perks can greatly expand the potential scenarios, strategies and challenges. Every chapter has unique layouts, new enemies and at times, unique set pieces that spice things up. The set up phase gives you just enough time to prepare, giving you a choice of halting progress in the stage to ensure maximizing the odds in your favor, or going head on offensively dancing on the knife edge. You are given great agency to plan as you see fit, and with the ability to respec skills in the camps, experimentation is greatly rewarded. Nighttime and Boss battles are the best stuff in the game, with your plan of defense succeeding in great fashion or giving you a thrill of a lifetime waiting for the sun to rise. It's hard enough to require you to actually invest and proactively engage with the mechanics and learn the combat, but not difficult enough to be frustrating or tedious. I can only think of two nitpicks, which are base repairs and the final boss. I find the procedure a bit annoying due to the need to walk to the structures, and the final boss will catch you off guard without anti-air moves equipped. Other than that, nothing really. I also find a select few of the stage challenges to be harder than others and a bit cumbersome to fulfill. All in all, I loved this game, it was such a godly breath of fresh air and I will come back to fully complete it as soon as I'm done with this review.
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Jan. 2025
You know how people love to go "I wish they still made PS2 games" or that thing about "shorter games with worse graphics"? Well, here's one, so if you like how that sounds, don't sleep on it. Kunitsu-Gami is, if you want to put it very simply, a tower defense game. You go into the level, and you can place your units to certain points as they kill enemies and defend your base. A lot of its DNA can be traced back to Flash games, with optional objectives reminiscent of games where you could beat level with 1-3 stars, and a lot of units being familiar. However, Kunitsu-Gami is just as well a lite character action game with some strategy. There's a singular hero you can control who does most of the work, a lot like Musou games, but you need to control your units a bit like Pikmin. Your hero - Soh - can dodge, attack, and you can unlock shooting, parrying, special attacks, and even stuff like Ukemi. There aren't actually towers in this game - they are villagers you hire and assign roles to, and you can command them, individually or in bulk. It's not as threatening as it sounds, since most of the time they will stand still, but there are stages where you'll need to switch their positions or roles around. For example, when things get hairy you can always pay some to modify your warrior into a healer or into a shooter. This game doesn't have gold to buy more units or upgrade them - what you start the stage with is all you'll get. Your main currency, Crystals, is used for assigning roles, and other action rarely done in TD games - moving your "base" Throughout the game you travel with a Priestess who has to rid the land of the Curse, and in levels, your goal isn't to survive, but to move her to enemy Torii gates, effectively moving your base closer and closer to the main enemy spawn point, and to do that you pay Crystals. Didn't kill enough in the alloted time, don't have much money. The enemy attacks are timed, so if your troops are bad at killing one miniboss, you can just run around and waste time, but next wave will be harder, and you'll earn no money by just trying to survive, rather than aggressively attack. The game being a third-person battler also means you never have an easy access to the cursor or an overview. Sure, there's a map, but it's not THAT clear, so you have to be all eyes and move around, killing enemies you perceive as threats to your squad. Before the battle starts you have a few minutes to run around. The game is very Okami in that every location you visit is a cursed shithole, so it's up to you to rescue all the villagers, assign them roles, clean some trash for additional crystals, maybe rebuild some bridges and platforms for archers. Downtime is as, if not more, exhilirating as the battle, as you try to do the most within the time limit. While you can't upgrade villagers with the currency enemies drop, the game has a ton of unlockables, including, indeed, exp you can spend on yourself and your units, and your status carries on through the levels. You can find relics to wear, new powers to try, upgrade villagers, return to stages for optional objectives, and more. I've always loved the "making the world better" goal of Okami, and this one is no different - purging the curse feels fantastic, and every stage turns into a little hub where you can rebuild various structures to get lore, art, models, and more exp. Most levels are very unique, featuring some sort of gimmick of which I don't want to spoil a single one. Said gimmicks appear, at most, twice, so you can get used to them and then go through the stage with similar mechanics as the game can be sure you understood it. There's only a single stretch of two levels that feel a bit too similar to each other, and otherwise the game does a fantastic job of differentiating its enviroments. There are also bosses, and a lot of them, which mostly feature you trying to clear the enemy's stamina gauge and then attack with all your units for maximum damage, and survive in the meantime. Those are probably the low point of the game for me, since you still have all your troops, and actually commanding them is tricky. Leading them out of aoes is more frustrating than anything even when you know they're coming, unless you want to spread them out one by one in the menu. The game looks absolutely gorgeous. Various Japanese demons and strange effects are great, even if the rest of the artstyle can be plain. I suppose it might be the intent, a sort of a clash of worlds, but likely just a budget thing. However, it's only noticeable if you actively stare at rocks and trees, and not the game in general. If you're bad at strategies, don't worry, as the game holds your hand for a while, and early stages are effectively free. As things ramp up, you might die, but the first try of any stage is the hardest, and the knowledge you got usually means you'll get through it on the second go. You can always go back, get more materials on easier levels to power up, and you can undo all the exp on everything for free, too! If you're good at this type of game, however, there are also optional challenges and boss speedruns that will reward you with more toys to play with. Also, the game presents a lot of opportunities for a lot of unstated challenges, such as clearing it without certain units or stuff like that. It annoys me that achievement systems on various platforms pretty much moved away from actually achieving anything and giving you ideas in favor of popping up when you beat a level, but if you are into doing something just for yourself, there's a lot you can do. Kunitsu-Gami is easily the best surprise of the year for me. The trailers made it look incomprehensible, and, granted, it has a lot of mechanics, but the actual game is fantastic. It's constantly changing, it's addictive, and most importantly, it's just fun.
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Nov. 2024
I haven't finished it yet but I noticed the game doesn't have all that many reviews. This game really is something special. it feels like Capcom opened up their vaults and put out an unreleased PS2 game. It's great to see a big company try out new things and take risks on smaller projects. It's made all the more better by the fact that the finished product is also a lot of fun. If any part of this game interests you then please at least try the demo. We need more Kunitsu-Gami's in the world/
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Frequently Asked Questions

Kunitsu-Gami: Path of the Goddess is currently priced at 39.99€ on Steam.

Kunitsu-Gami: Path of the Goddess is currently not on sale. You can purchase it for 39.99€ on Steam.

Kunitsu-Gami: Path of the Goddess received 1,902 positive votes out of a total of 2,052 achieving a rating of 8.84.
😎

Kunitsu-Gami: Path of the Goddess was developed and published by CAPCOM Co. and Ltd..

Kunitsu-Gami: Path of the Goddess is playable and fully supported on Windows.

Kunitsu-Gami: Path of the Goddess is not playable on MacOS.

Kunitsu-Gami: Path of the Goddess is not playable on Linux.

Kunitsu-Gami: Path of the Goddess is a single-player game.

There is a DLC available for Kunitsu-Gami: Path of the Goddess. Explore additional content available for Kunitsu-Gami: Path of the Goddess on Steam.

Kunitsu-Gami: Path of the Goddess does not support mods via Steam Workshop.

Kunitsu-Gami: Path of the Goddess does not support Steam Remote Play.

Kunitsu-Gami: Path of the Goddess 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 Kunitsu-Gami: Path of the Goddess.

Data sources

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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 23 October 2025 11:21
SteamSpy data 23 October 2025 05:09
Steam price 30 October 2025 04:48
Steam reviews 28 October 2025 08:04

If you'd like to dive deeper into the details about Kunitsu-Gami: Path of the Goddess, 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 Kunitsu-Gami: Path of the Goddess
  • SteamCharts - Analysis of Kunitsu-Gami: Path of the Goddess concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Kunitsu-Gami: Path of the Goddess compatibility
Kunitsu-Gami: Path of the Goddess PEGI 16
Rating
8.8
1,902
150
Game modes
Features
Online players
4
Developer
CAPCOM Co., Ltd.
Publisher
CAPCOM Co., Ltd.
Release 18 Jul 2024
Platforms
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