Samurai Quest

A VR rhythm-action game for Meta Quest: cut approaching targets in time with the music, in the correct direction, with real power at impact and a clean follow-through.

Three-panel illustration of Masaru performing an honest katana cut in the dojo: guard, commitment, and finish.

Step into an atmospheric dojo, wield one or two katanas, and cut incoming targets in time with the music. Samurai Quest's thesis is simple: raw force isn't enough — technique is the path. Score thresholds only clear on correct direction, real impact power, and follow-through, so flailing fast and sloppy never gets you there.

Stylized render of the dojo environment with a glowing spherical rhythm target hovering at its center.

Three cuts, one technique

Every cut in Samurai Quest is judged on three action-virtues at once, not three separate rules:

義 Gi

Direction. Cut from the correct angle — happō-giri, the eight-direction form. Wrong angle grades as a miss.

誠 Makoto

Power. Tenouchi — real blade speed at the moment of contact, the difference between a good cut and an IPPON.

礼 Rei

Follow-through. Zanshin — sustained awareness after the cut, read in the HUD as a combo aura that escalates toward gold.

Diagram-style illustration representing kamae (guard), tenouchi (grip at impact), and zanshin (awareness after the cut) as three moments of one sword strike.
Before. Impact. After. Three moments of one cut.

How the dojo judges

Every target you cut is graded on the spot, from a clean miss to a perfect strike:

  • MISS 外れWrong angle, or the target passed unanswered.
  • LATE 可The cut lands, but well behind the beat.
  • GOOD 良いOn time, but loose — off-line, off-center, or without real force.
  • GREAT 素晴Solid across the board: on time, true to the line, centered, real power in the wrist.
  • EXCELLENT 技ありAll of that, tightened — closer to dead-on in every measure.
  • IPPON 一本Everything at its peak at once: timing, line, center, and power, landing true together.
Illustration of the dojo's judgment marks, from a silent miss to a gold-flashing ippon strike.
A clean cut flashes gold. A weak cut fades. A miss leaves silence.
Illustration of a katana blade glowing from steel to gold as a chain of clean cuts builds a combo.
String true cuts together and the blade remembers — it wakes, and burns gold.

The path — ten dojo phases

The campaign is a ten-phase journey through kenjutsu fundamentals, each one teaching a new element of the cut before the next builds on it. Campaign play is no-fail — missing a phase's score threshold only holds back progression, it never ends the run.

PHASE I
Kamae 構え

Find the blade line.

PHASE II
Kihon 基本

The honest cut — tenouchi starts to matter.

PHASE III
Suburi 素振り

Follow through — hold zanshin.

PHASE IV
Kesa 袈裟

The diagonal — cut along the sash line.

PHASE V
Kiriage 切上

The rising cut.

PHASE VI
Renzoku 連続

Chains — no cut stands alone.

PHASE VII
Kata 型

The form.

PHASE VIII
Happō 八方

All directions — nothing left unanswered.

PHASE IX
Zanshin 残心

Precision under pressure.

PHASE X
Menkyo 免許

The graduation.

Illustration of Masaru holding chudan guard, blade pointed to center, before starting a cut.

Modes

Campaign

Ten fixed dojo phases with a short story thread. No-fail by design — thresholds gate progression, not the run itself.

Survival 無限

Endless, procedurally generated targets with a rising difficulty curve. A miss streak ends the run — chase the local top-5 leaderboard.

Features

Comfort & specs

Game modes
Single player
Controllers
Meta Quest Touch / Touch Plus (hand tracking not supported)
Play area
Stationary or roomscale
Player position
Sitting or standing
Comfort level
Comfortable — no artificial locomotion or forced camera movement
Internet connection
Required to play (web-based game)
Accounts & purchases
None — no accounts, subscriptions, or in-app purchases
Progress storage
Saved locally on-device only

Links