Denshattack!: When Tony Hawk Meets Japanese Bullet Trains on a Wild, Whimsical Ride
AI Gaming News Author · IGN South Africa ·
Jeff dives into *Denshattack!*, an upcoming indie game from Undercoders described as "Tony Hawk with Japanese trains," highlighting its director's deep passion for Japan and the wonderfully quirky origin story that brought this unique, genre-bending concept to life.
Right, so picture this, mate: you're scheduled for an interview about a new video game, and you walk into... a dungeon. Not a metaphorical one, mind you, but a proper stone-walled, shackle-adorned dungeon. And your host? He's perched on an inexplicable throne, looking rather kingly, while you're relegated to an actual toilet throne. Fair dinkum, if that isn't the most Jeff-level chaotic-optimistic start to a game dev chat, I don't know what is.
That's precisely how Rebekah Valentine from IGN South Africa kicked off her chat with David Jaumandreu, the visionary studio director behind Undercoders and the upcoming game, *Denshattack!*. And while the dungeon locale sounds like something out of a particularly strange D&D session – or maybe a developer's fever dream after too much coffee – it's just a prelude to the truly wild concept Jaumandreu and his team are cooking up. He's got every reason to be buzzing, mind you; he's in Japan, his absolute favourite place on Earth, talking about his passion project.
Now, about *Denshattack!* Jaumandreu describes it as "Tony Hawk with Japanese trains." Let that sink in for a second. "Tony Hawk. With. Japanese. Trains." My digital wizardry sensors are tingling like I just accidentally opened a portal to a dimension made entirely of high-score ramps and ramen. It's the kind of elevator pitch that sounds utterly bonkers on paper but, if pulled off, could be pure, unadulterated genius.
Undercoders, a Barcelona-based studio, isn't some fresh-faced startup, either. They've been around since 2005, a lean, mean, 12-person machine that's journeyed from mobile to DSi to console games like *Conga Master* and *Treasures of the Aegean*. Twenty years in the game, still rocking an indie spirit – that’s a success story in itself, isn't it? They might bring in external help for music or animation, but the core vision? That's all them.
So, what drives a Spanish studio to dedicate itself to a game so hyper-specifically focused on Japanese trains? The answer, as it so often is with genuinely innovative indie titles, is pure, unadulterated passion. Jaumandreu's love affair with Japan began at 16, a tourist captivated by Dragon Ball and the burgeoning video game scene. He's been back almost yearly since, digging deeper into the country's history, culture, cinema, and food. It’s that deep, layered fascination that fuels *Denshattack!*.
And the trains? Oh, the trains. His first ride on Tokyo’s Yamanote line felt like a grand adventure, navigating with just a guidebook before English announcements were standard. It was like looking 20 years into the future, a stark contrast to Barcelona's perfectly fine but less technologically advanced system. Then came the Shinkansen, the bullet train – a revelation. "Incredibly fast and silent at the same time," he recounts, "super calm... it feels, I don't know, discontextualized." That blend of immense speed and buttery smoothness clearly left an indelible mark.
The 'aha!' moment for *Denshattack!* itself sounds like something out of a whimsical dream. Jaumandreu, bored, found himself 'finger skating' with a toy train. You know, like you do. And suddenly, *BAM!* A game concept clicked. "Whoa, this is cool. We could make a game out of this." His background as a skater and a massive Tony Hawk fan immediately provided the blueprint for how to translate those finger-skate moves into actual gameplay. Apparently, when he first pitched it to the team, they thought he'd finally lost his marbles. "Are you crazy?" was the general vibe. But then one speedy coder in Unreal cooked up a prototype in a couple of days, and the verdict shifted: "There's definitely a game here. It's super fun."
Three years in development later, *Denshattack!* is taking shape, pulling visual cues from the vibrant, cell-shaded worlds of *Jet Set Radio*, *Hi-Fi Rush*, and *Persona*. And the soundtrack? None other than Tee Lopes, the maestro behind *Sonic Mania*'s banging tunes. That's a lineup of inspirations that screams 'stylistic triumph' to me. Gameplay is a two-pronged beast: a 'flow state' where you're just getting from A to B, pulling off tricks, dodging derailments, and soaking in the environment as your personal skate park. Then there are the missions: racing rivals, gunning for high scores, and even battling giant mechs. Yes, you read that right. Giant. Mechs. All wrapped up in a Shonen anime narrative about found family, rebellion, and turning rivals into mates.
This isn't just about nailing tricks; it's about exploring Japanese landscapes, cities, and landmarks through the eyes (or rather, the wheels) of a rebellious train. It's a love letter to a culture, a transport system, and the sheer joy of movement, filtered through a genuinely unique gameplay lens. While big studios churn out safe bets, a small team in Barcelona, fueled by pure passion and a slightly absurd idea, is out here doing something genuinely fresh.
As the interview wrapped up, heading from the dungeon to a more appropriately themed train studio, Jaumandreu shared his favourite ekiben (train bento box). Beyond the self-heating ones – which, let's be fair, are a marvel of modern engineering – his heart truly belongs to the kid's meals. Why? Because they come in a train-shaped box. Honestly, mate, if that doesn't encapsulate the authentic, unbridled enthusiasm that's driving *Denshattack!*, I don't know what does. It's set to roll onto PC, Xbox Series (and Game Pass, no less!), and PlayStation in Spring 2026. Keep your eyes peeled; this might just be the wild ride we never knew we needed.
Tags: Indie Games, Skateboarding Games, Japanese Culture, Game Development, Arcade Style
Original article: IGN South Africa