Shujinkou is an edutainment game that teaches Japanese through the medium of a jRPG, which is such a clever idea I’m surprised it hasn’t been tried before. I’m always a bit skeptical of edutainment, but it can be effective when done well, and given how much Japanese media I consume, I figured it would be worth trying out.
Educationally, the game is solid. A central mechanic is that your characters fight with kana characters, and striking an enemy with a kana from their name does more damage, which is a great game-mechanical incentive for understanding. Additionally, it’s possible to highlight most items and game terms to convert them between English and romaji (or kana, if you’re a more advanced learner), which is very helpful for learning those words. Unfortunately, the game itself is weak; it falls into many standard jRPG pitfalls while also making a number of questionable aesthetic choices that work against the educational goals.
The first issue is something I’m genuinely shocked no one on the development team noticed: font choice. The fonts used for the kana selection menu, kana in dialogue, and kana in enemy names are all different, sometimes creating significant differences in appearance.
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These show the same character (き). In the kana selection menu, it is clearly in two separate parts — the bottom stroke is disconnected from the top. But in the enemy name, the disconnect is removed and the bottom stroke is heavily stylized, making it look like a different symbol entirely. I shouldn’t have to explain why this is extremely bad for learning a new language, especially given that many kana differ in appearance only slightly (ぬ and め for instance). Memorizing not only all the kana but also their alternate font forms was a headache.
(This is compounded by the fancy distortion overlay effect used in battles, which forces me to strain my eyes to make out symbols on the edge of the screen. Sometimes you gotta hold back on the fancy visuals, guys.)
The second issue is that the game mechanics… don’t actually teach you very much, aside from kana. More complicated topics such as adjectives, verb conjugation, and participles are taught only through optional one-time infodumps, not through mechanics. I appreciated reading them, but I didn’t retain them well because they weren’t drilled into me like the kana were. I’m given to understand there are mechanics related to these later in the game, but I didn’t get there, because…
The pacing of the game is glacial. You need to complete the first dungeon (which takes multiple hours!) before you even get the ability to switch equipped kana in battle, which is the core gameplay mechanic. You don’t even collect all the hiragana until midway through the second dungeon (another several hours later), and you don’t unlock negotiation mechanics (one of the few ways in which more complicated language topics are taught) until most of the way through the third, and then the demo ends. This applies to gameplay mechanics too, as you don’t unlock magic abilities until after collecting all the hiragana in the second dungeon, which is really bizarre when the game throws help popups about magic and negotiation at you right from the outset. This is frankly ridiculous; everything should have been moved up by one dungeon at least.
This is exacerbated by the game being deliberately grindy and tedious, as most jRPGs are. Most sidequests consist entirely of “Kill X specific monsters from a dungeon you’ve already cleared,” or, worse, “Collect X monster drops,” both of which are luck-based because the game uses random encounters. Every monster has unique drops that are used for crafting, and I wasted enough of my life on that particular slot machine in Shin Megami Tensei: Strange Journey, thank you very much. To make matters worse, you have limited inventory space that fills up with monster drops very quickly, so you have to dump some of them with no knowledge of if you’ll be kicking yourself a few hours later when new equipment requires 5 of them or whatever. While I appreciate the monster drops as a way to learn additional words, they should have simply been vendor trash and the crafting mechanics dropped altogether.
My playtime clocked in at 30 hours for the demo, which promises it’s only about 5% the length of the full game, and, Jesus Christ! The full game is really expensive, so I get wanting to assure players they’re getting value for their money, but even the thought of playing a game that long is exhausting, especially if it continues to be so agonizingly slow. If your demo is as long as most full games on Steam, that’s a sign to maybe cut back a bit!
I suspect that part of this is that the game tries to have its cake and eat it too: It tries to appeal to a broad audience by promising that the language-learning components are entirely optional and it’s possible to play the game as a regular jRPG if you so desire (via an alternate mode that removes the educational elements). I assume this is to avoid the stigma of edutainment games, but I can’t help but wonder if this is why the game mechanics are so bare-bones — if, as per usual, attempting to please everyone required watering the product down to the point it could please no one. I think the game would have been much stronger if it had fully committed to the educational aspect, and the success of Cryptmaster implies something like that would have been viable.
The other half of this is that I had hoped the game would teach me about Japanese culture in addition to the language, as culture and language are intertwined. Unfortunately, even from my novice understanding as a white American with access to Wikipedia, I can very clearly tell the game does not do this.
Right from the outset: The protagonist dual-wields katanas. If you are not familiar with katanas, they are two-handed weapons and for good reason; they are fragile precision instruments, not things you can just swing around in a wild dual-wielding fighting style. Additionally, no other types of swords are mentioned, perpetuating the “all Japanese swords are katanas” stereotype.
This may sound pedantic, but it’s not. Technology is inextricably interwoven with culture. The material properties of katanas required the development of a particular fighting style that emphasized precision and sudden death, and that fighting style in turn influenced samurai culture. The fragility of katanas and the care required to maintain them is inextricably interwoven with the animism of Shinto; there are reasons why samurai considered their sword to be their soul and these are those reasons. A culture that produces swords durable enough to dual-wield simply would not produce samurai as we know them.
Speaking of Shinto, the game goes out of its way to tell us the setting is mostly agnostic, to the point of an entire scene where the characters make fun of monks for being reclusive weirdos, with the clear implication they’ve never so much as seen one in person. (And they never do, because the monks are conveniently all dead by the time we reach their temple.) We see one miko, but she does nothing but sell fortunes at the big city. There are shrines in houses and characters make reference to general “gods”, but they never perform any religious rituals nor even so much as name a specific god. Religion and spirituality are conspicuous in their absence.
The setting also treats samurai as a profession and not a social class, which is really bizarre given how fundamental samurai were to feudal Japanese culture. The main character is technically a ronin, as he renounced service to his daimyo, but he’s only ever referred to as a samurai. Despite samurai being nobility, his older brother is a blacksmith, and NPCs talk about training to become samurai like it’s a regular profession anyone can take up. Early on the characters bring up the shogunate only to tell us it was recently abolished and there somehow wasn’t catastrophic fallout from this. One NPC is a haughty noble, so nobility does still exist, but none of the main characters take him seriously and assume they can disrespect him without consequence. I have no idea how this society actually works.
And, just… look at this:


This screams, “I know Japan loves pink blossoms, but I don’t know why.” The reason blossoms are so valued in Japanese culture is because they are ephemeral. (And Japan values ephemeral beauty in large part because the samurai lived ephemeral lives, because of, again, the properties of katanas and the resulting fighting style!) An eternal peach blossom has the exact opposite meaning. It’s the symbol completely divorced from its significance.
This all gives the sense that the setting is just a generic medieval fantasy papered over with a Japanese aesthetic. And yes, most European fantasy settings are equally divorced from real culture and history, but I think I’m justified in holding an educational product to a higher standard, especially when it does teach players about some cultural aspects like tea ceremonies and holidays. Someone who takes this game as an authority is going to come away with a very warped understanding of Japanese culture.
And all this weirdness and ambiguity despite the fact that the characters talk. So. Much. I’m normally one to eat up all the dialogue and flavor text, but this game quickly exhausted me with just how much chatter there is. The main characters have to stop and discuss every tiny little thing throughout a dungeon, and towns have tons of NPCs with different dialogue at different times of day. I was willing to tolerate this if it was a vehicle to teach more Japanese, but it only does that very occasionally, and then only in one-time infodumps you won’t remember. Most of it is instead just tedious, vapid filler about the characters saying the same thing for the dozenth time. Yes, Shirouto is a nerd, Toushirou thinks with his stomach, and Shu is the voice of reason. I got that the first three times you said it, can they talk about something else for once, please? The game is also severely guilty of “everyone talks like they’re in therapy” syndrome, which makes conversations feel even more bland and samey because every interpersonal conflict is immediately resolved by everyone being perfect and reasonable.
There are also several hiccups where you’re clearly supposed to be viewing certain optional scenes in a certain order, which leads to characters referencing events or conversations you haven’t seen if you miss one. Town dialogue also references events from the conclusion of the third dungeon before it actually happens. (In my case this led to me doing a bunch of sidequests where Toushirou was buddy-buddy with Jin, which produced some whiplash when I went back to the dungeon and resumed the still-in-progress character arc of Toushirou hating Jin and slowly learning to trust him.) This is the sort of thing beta testing should have caught, and is inexcusably sloppy for a commercial product.
This all ends up leaving me with some very mixed feelings. I like the concept of the game and what it’s trying to do (and it was genuinely helpful for learning kana), but the execution just kept stumbling at every point. Maybe if I were less burnt-out on jRPGs, or if the writing was better, I’d be willing to power through the full game. But for the time and money it’s asking from me, I’d probably get better value from an actual Japanese learning course.

Finally an honest, good review! This was pretty much a more in-depth take of what I thought about the game. I could only play through an hour of the demo though. It was just…such a drag with mediocre-at-best writing. And for that price?! Absolutely not. Thank goodness there was a demo.
Thank you for taking the time to share your thoughts on the game. I’m Julian, the director and developer behind Shujinkou, and I wanted to provide some insight into a few of your points.
Regarding the note about き, the difference in font (digitally vs written) is actually covered in the き Kanban page, so if you had a chance to check that out, you’ll see it was something we considered and implemented before release. I would appreciate a revision in your review regarding this.
As for the game’s setting, while Shujinkou takes inspiration from Japanese language and culture, it is set in a fictional world. The starting nation, Genya, incorporates some familiar cultural elements, but it isn’t meant to strictly adhere to Japanese history or every single one of its traditions. There are five other nations in the game, each with its own unique culture, economy, and influences, including aspects inspired by other countries too. Part of the creative vision was to build something fresh and original while drawing from real-world inspirations. Isn’t that a great way to come up with something entirely new and original?
To clarify, the demo represents about 10-20% of the full experience. We’ve had many players and learners enjoying the game and learning a lot through it. Many of the pain points mentioned—both in your review and by others—have already been addressed in the full game through recent patches. These updates include:
– Fixes to quest progression
– A “sold stock inventory” system to ensure all sold items can still be used for quests and forging
– The ability to cycle through font displays using R3/CTRL
– Many other quality-of-life improvements
We may update the demo in the future to reflect these fixes, as we’ve already released five or so patches since launch in February.
Thanks again for your feedback. It helps us continue refining the game.
Thanks for your comment. I’m glad to hear you’re still incorporating feedback to improve the demo.
I thought I read all the kanban, but I must have missed that one. Regardless, it’s not the only one with that problem. り and こ, just off the top of my head, also look very different in the two fonts. Will the new font display enemy names more similarly to the kanakae orbs?
Eh… If this were a standard fantasy story, maybe, but again, I think educational products need to be held to a different standard. Some of the cultural details you include (sadou, Children’s Day, the aesthetics and architecture) are accurate, but others aren’t. Since your target audience is people who know little about Japan but want to know more, they can’t know which parts are accurate and which parts aren’t, which makes it ineffective as education.
Thanks for responding! Regarding the font, there are indeed potentially confusing differences between the two font faces. There’s a similar digital vs. written variation with the さ kanban as well (just like with き). We’re open to adding a font option for a written-style version in the enemy UI within the Kemono Kiroku (Bestiary) and the in-battle UI. That is a nice suggestion, and is something we’ll consider for future updates (maybe in a few weeks). Thanks!
As for the overall framing of Shujinkou, I think this is where some of the disconnect might come from. While the game draws from Japanese language and culture, it’s not intended to be purely “educational” or “textbook-like” — it never has been. The vision has always been to create a rich, original fantasy world — something in line with IPs like Final Fantasy, Dragon Quest, Fire Emblem, and Etrian Odyssey, where cultural elements enhance the world-building rather than serve as a textbook.
Just for example, it makes little sense to me that other well-known RPG IPs can feature things like dual-wielding katana, ninjas as a well-respected profession in a Japan-inspired land, and other creative fantasy elements without issue — but because Shujinkou incorporates some trivia and knowledge relating to language and cultural, suddenly we’re expected to fully adhere strictly to historical accuracy? That feels like an unnecessary limit on creativity. Part of the joy of building a new world is blending real-world inspirations with creative freedom, and that’s exactly what the team and I have aimed to do here. I hope I’m not misinterpreting part of the post, but I don’t know why the game having some didactic elements means it must always follow rigid historical or cultural rules/explanations. The goal was always to create an engaging fantasy experience first and foremost. Teaching a language and some culture is an added layer of the game. 100% JRPG, +20% learning, is how we like to explain it (not 70% / 30%)! If the game took place in Japan and was aiming to really lock down on Japanese history (see: Assassin’s Creed Shadows), then the historical accuracy and trivia on almost everything that is mentioned (peach blossoms, sadou, blade cleaning, etc) would be a given.
We’ve intentionally focused on making Shujinkou an engaging game with great art, music, lore, and gameplay. It’s not perfect, but we’re listening closely to fan & critic feedback and implementing changes (including reduced yapping/redundant dialogue in the labyrinths, haha) to perfect the product. The educational aspects are a natural layer that adds depth, but they aren’t meant to define the experience. If you’re curious about how this fits into the broader concept (since this is intended as part of a trilogy), I cover more about the creative direction in this interview:
https://www.ricegames.net/director-interview
Thanks again for the feedback. It’s clear you have spent time engaging with the game, and that means a lot to us. Planning and developing video games are tough to say the least!
Julian
It can be really hard to tell apart what non-fantasy elements are invented. A lot of people do come away with the impression that even stuff like the generic Western fantasy settings have a historical basis, leading to wailing when there’s a black guy in Europe because it’s ahistoric according to the many dragon-on-the-cover novels they’ve read. And certainly a lot of people believed katanas were super-strong swords based on Japanese media, even if the same media had people flying and talking animals.
I think it might be a good idea to do something like explicitly say their ancestors migrated from Japan a long time ago. Any elements of real Japanese culture you want to touch on could be the things they kept, like the tea ceremony. (You could even signpost that further if someone introduced those sequences as being about things from their original homeland.) Then it’s clearer that anything else isn’t Japan but their own culture because they’ve been doing their own thing for 1000 years or whatever in another world where there’s magic everywhere.