Demon Slayer: Nichirin Battle Slash Brings Sword Combat to Arcades with Card Action Gameplay
Konami unveils Demon Slayer's first dedicated arcade game featuring a physical Nichirin sword controller and card-based combat. Mid-development showcase at Amusement Expo 2025.
Demon Slayer receives its first dedicated arcade game treatment through Konami's Nichirin Battle Slash, a card action title that combines collectible card gameplay with motion-controlled sword combat. Showcased at Amusement Expo 2025, the game features a custom-designed Japanese sword replica controller that players physically swing to execute attacks, merging the franchise's signature swordplay with arcade card battle mechanics. Currently in mid-development with location tests planned but not yet scheduled, the game represents Konami's approach to translating the anime's combat into an interactive arcade experience.


The dual-screen arcade cabinet accommodates two-player competitive battles, with each station equipped with the Nichirin sword controller featuring vibration feedback and light-up effects. Players construct three-card decks from available character and demon cards, engaging in turn-based command battles that combine strategic card selection with physical sword movements timed to on-screen directional prompts. The development team invested significant effort into creating an authentic Japanese sword experience while managing production costs for arcade deployment.
Physical Sword Controller Defines the Experience, following the tradition of innovative arcade controls seen in games like [Crimson Katana](https://ryuarcade.com/crimson-katana-exa-label-arcade)
The Nichirin sword controller represents Konami's primary innovation for Nichirin Battle Slash. Designed as a replica Japanese sword with extensive development work focused on authentic recreation, the controller features integrated vibration motors and illumination effects that respond to gameplay actions. Players grip the handle and swing the blade through motion-tracked patterns, with the hardware registering direction, speed, and timing for attack execution.
The physical controller transforms standard card game combat into active participation. Rather than simply selecting commands through buttons, players perform sword strikes that match on-screen indicators—horizontal slashes, vertical cuts, diagonal strikes, and thrust attacks. The motion detection system evaluates swing accuracy and timing, with successful executions delivering stronger attacks while mistimed or incorrect movements result in reduced damage or failed actions.

Defensive sequences require precise timing-based controller movements. When opponents attack, players must respond with blocking motions or evasive maneuvers within narrow timing windows. The combination of strategic card selection and physical sword control creates gameplay that demands both tactical planning and execution skill, distinguishing Nichirin Battle Slash from purely menu-driven card battlers.
Production challenges emerged from balancing authentic sword feel against arcade hardware constraints. The development team worked to create controllers that satisfied player expectations for weight, balance, and responsiveness while remaining durable enough for commercial arcade use and cost-effective for widespread deployment. The final design prioritizes functionality and longevity over pure authenticity, accepting compromises necessary for arcade implementation.
Card Battle System and Combat Flow
Players build decks containing three character cards selected from available roster options. Each battle follows turn-based command structure with a maximum duration of six turns, creating fast-paced matches that maintain arcade session length appropriate for coin-operated play. Character speed statistics determine turn order, with higher speed values acting first during each round.
When characters share identical speed ratings, the system triggers rapid-fire button challenges where players mash designated buttons to determine priority. This tiebreaker mechanic adds execution pressure beyond strategic deck construction, rewarding quick reflexes alongside planning. The speed-based initiative system encourages diverse deck composition rather than defaulting to identical character selections.
The action roulette determines attack types available during each turn. Options include weak attacks for consistent chip damage, medium strikes balancing power and accuracy, strong blows delivering maximum single-hit damage, break techniques targeting opponent defenses, combo sequences chaining multiple hits, and special attacks tied to character-specific abilities. Players select from available roulette options each turn, with the sword controller then used to execute the chosen action through physical movements.
Each character possesses unique skills usable once per battle, creating decisive moments where properly timed ability activation swings match outcomes. The single-use limitation prevents skill spam while ensuring every character contributes meaningful strategic options beyond basic attack patterns. Skill activation timing becomes crucial—using abilities too early wastes potential while waiting too long risks elimination before deployment.
Character Roster and Demon Mechanics
Confirmed playable characters include Tanjiro Kamado (speed rating 3), Nezuko Kamado (speed rating 2), and Inosuke Hashibira (speed rating 4). Each character features distinct stat distributions, unique skills, and visual representations of their signature breathing techniques. Tanjiro's Water Breathing manifests through aquatic visual effects during attack animations, maintaining series authenticity in arcade translation.
The game maintains Demon Slayer lore consistency through deck construction rules. Demon cards exist as separate roster options but cannot mix with hero characters in deck building. Players choose either full hero teams or solo demon fighters, preventing hybrid compositions that would contradict series narrative where demons operate independently. This restriction creates distinct playstyle divisions—hero decks emphasize synergy and cooperation, while demon cards offer powerful solo capabilities.
Enemy demon characters showcased include the Temu demon, with additional demon cards planned for release alongside hero options. The demon-versus-hero dynamic mirrors the source material's central conflict, with demon players controlling single powerful entities against coordinated hero teams. This asymmetric balance requires different strategic approaches, encouraging players to experience both faction types.
Arcade Cabinet Design and Presentation
The cabinet features dual large vertical displays, similar to other modern arcade releases like Cambria Sword showing character artwork and battle animations across two screens. The upper section houses the card dispenser and display area where players insert and retrieve physical collectible cards. Dual sword controller stations enable head-to-head competitive play, with decorative elements incorporating blue water effects representing Water Breathing and other technique visualizations.
The lower cabinet section employs traditional Japanese lattice patterns matching the series' Taisho-era aesthetic. Red and blue elemental theming runs throughout the cabinet design, with Konami branding clearly visible alongside Demon Slayer franchise identification. The physical card system follows established arcade card game conventions, letting players collect, trade, and customize their card pools across multiple play sessions.
Character artwork displays dynamic action poses with technique names rendered in Japanese calligraphy. Visual effects during battles showcase breathing techniques through particle effects, color filters, and animation flourishes that translate anime combat into arcade presentation. The dual-screen configuration provides adequate space for simultaneous display of both player fields, card information, and combat animations without cluttering individual display areas.
Development Status and Availability
Nichirin Battle Slash remains in mid-development as of the Amusement Expo 2025 showcase. Konami has announced plans for location testing but has not scheduled specific dates or venues. The location test phase will gather player feedback on controller responsiveness, battle pacing, card balance, and overall gameplay flow before wider deployment.
No official release date exists beyond "development ongoing" status. Typical arcade game production cycles suggest potential late 2025 or 2026 availability depending on location test results and any resulting adjustments. The physical controller component adds complexity compared to standard button-based arcade games, potentially extending development timelines for hardware refinement and durability testing.
The game targets Japanese arcade venues initially, following standard Konami arcade release patterns. International deployment depends on domestic performance and logistical considerations around shipping physical cabinets and maintaining sword controller hardware across different markets. The card collection element provides ongoing revenue potential beyond initial cabinet sales, following successful models established by other Japanese arcade card games.
For official information and updates, visit Konami's arcade games website.
Game Information
| English Title | Demon Slayer: Kimetsu no Yaiba - Nichirin Battle Slash |
| Japanese Title | 鬼滅の刃 ヒノ輪バトルスラッシュ |
| Developer | Konami Arcade Games |
| Publisher | Konami |
| Platform | Arcade |
| Genre | Card action game |
| Players | 1-2 (competitive) |
| Status | Mid-development, location tests planned |
| Key Feature | Physical Nichirin sword controller |
| Confirmed Characters | Tanjiro Kamado, Nezuko Kamado, Inosuke Hashibira |
| Battle System | Turn-based (6 turns max) |
| Deck Size | 3 cards |
| Origin | Japan |
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