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Buy on SteamWhat Is KAZ?
KAZ is a minimalist grid-based action roguelike arcade game built around speed, reaction time, and psychedelic visuals. Developed by Kalinarm and published by HAKURO, it launched July 13, 2026 on Steam at $5.94 (15% launch discount from $6.99). Windows only.
You move on a grid. Enemies spawn in patterns. You dodge, attack, collect items, and survive as long as possible. Each run changes the visual theme, the enemy types, and the items available. The goal is the leaderboard — there's no final boss, no ending screen. The run ends when you make a mistake.
What sets KAZ apart from other arcade roguelikes:
- Visuals are mechanical, not cosmetic. Every item you pick changes the color palette, screen effects, and enemy visuals. Your build determines what the game looks like.
- Grid-based movement with arcade pacing. You're confined to a grid, but enemies move in real-time. It's turn-adjacent thinking at arcade speeds.
- Item system with trade-offs. Every buff comes with a malus. More damage means less visibility. Faster speed means narrower dodge window. You build constraints, not just power.
- 77 achievements on launch. The achievement list covers score thresholds, combo milestones, item collection, and visual unlocks. There's a lot to chase.
Getting Started (First 30 Minutes)
KAZ doesn't explain much. Here's what you need to know immediately:
1. Movement is grid-based. You occupy one cell. Arrow keys or WASD move you one cell at a time. Enemies also move on the grid. Every action — moving, attacking, using an item — takes one "tick." Plan your moves between ticks.
2. Attack by moving into enemies. There's no separate attack button in the basic mode. Move onto an enemy's cell to damage them. Different enemies take different amounts of hits.
3. Dodge or die. Enemy attacks are telegraphed by color flashes and screen effects. A red flash means an enemy is about to strike your row. Move out of the way. Getting hit costs HP, and HP doesn't regenerate between floors.
4. Pick up everything at first. In your first few runs, grab every item you see. Learn what each one does. The visual changes from items are dramatic — some invert colors, others add screen shake, some change enemy silhouettes. Understanding these effects is more important than winning early runs.
5. Accept death. Your first 10 runs probably won't pass floor 5. That's normal. KAZ is about incremental improvement — learning enemy patterns, understanding item synergies, and building muscle memory for dodge timing.
Beginner Mistakes
| Mistake | Why It Kills You | Fix |
|---|---|---|
| Standing still | Enemies close in fast. Static positioning guarantees damage. | Keep moving. Never spend two ticks in the same spot unless you're deliberately baiting an enemy. |
| Ignoring the malus | Items with huge buffs often have hidden downsides. Reduced dodge window kills more runs than low damage. | Read the full tooltip before picking. If the malus affects movement or vision, skip it. |
| Chasing score over survival | Going for combo multipliers while low on HP. One mistake ends the run. | Play safe when HP is below 50%. Score comes from surviving longer, not taking bigger risks. |
| Not adapting to visual changes | A color inversion or screen effect can disorient you mid-combat. | Pause for one tick when a visual shift happens. Reorient before moving. |
| Tunnel vision on one enemy | The grid fills with enemies fast. Killing one while three approach from behind ends the run. | Scan the full grid every 2-3 moves. Prioritize threats by proximity, not by remaining HP. |
Core Mechanics
The Grid and Movement
The game area is a fixed grid, typically 8x8 cells. You and enemies occupy exactly one cell each. Movement is discrete — one cell per action.
Movement types:
- Standard step — One cell in any cardinal direction. Costs 1 tick.
- Dash — Two cells in one direction. Unlocked via item. Costs 2 ticks but clears the space between.
- Teleport — Random reposition on the grid. Rare item. Useful for escaping corners.
Enemy Types
| Enemy | Behavior | Threat Level | Counter |
|---|---|---|---|
| Drifter | Moves randomly, attacks adjacent cells | Low | Easy to dodge, prioritize last |
| Stalker | Follows your position, moves every 2 ticks | Medium | Lead it away from center, then dash past |
| Blaster | Fires projectiles in a straight line | High | Watch the telegraph line, step perpendicular |
| Swarm | Multiple small enemies that move in formation | Medium | Area attacks clear them fast |
| Waller | Creates temporary walls on the grid | High | Can trap you in corners. Kill early. |
| Echo | Copies your last movement pattern | Medium | Move unpredictably, use items to break the pattern |
Item System
Items appear after clearing rooms or from special chests. Each item has a primary effect and a malus.
Buff categories:
- Damage — Increased attack power, area attacks, piercing hits
- Speed — Faster movement, reduced tick cooldown, dash charges
- Vision — Wider field of view, enemy HP bars, telegraph preview
- Defense — Extra HP, damage reduction, auto-dodge chance
Malus categories:
- Reduced visibility — Darkened grid, color desaturation, screen shake
- Movement restrictions — No diagonal movement, random teleport on dash
- Enemy buffs — Faster enemies, more spawns, bigger health pools
The balance between buffs and maluses determines your run. A damage-heavy build with "reduced dodge window" malus plays completely differently from a speed build with "lower damage" malus.
Visual Unlocks
Every item pick changes the game's appearance. These aren't cosmetic layers over the same game — they change how you perceive threats:
- Heat vision — Enemies glow based on threat level. Helps prioritize but reduces peripheral awareness.
- Inversion — Colors reverse. Disorienting but reveals hidden enemy indicators.
- Scanline overlay — CRT monitor effect. Reduces visual noise but masks subtle telegraphs.
- Neon mode — Everything becomes high-contrast neon. Easy to see enemies but harder to judge distances.
Progression and Builds
Score System
Your score is based on:
- Enemies killed — Base score per enemy type
- Combo multiplier — Killing enemies without taking damage builds a multiplier (up to 10x)
- Floor bonus — Each cleared floor adds a flat bonus
- Item bonus — Some items add score modifiers
The leaderboard resets periodically. There are no persistent upgrades between runs — every run is a fresh start.
Build Archetypes
After 10-15 runs, you'll start recognizing item synergies. Here are three viable builds:
1. Glass Cannon (Damage Focus)
- Prioritize: Damage items, area attacks, piercing
- Accept: Vision malus, speed reduction
- Playstyle: Kill enemies before they reach you. Clear rooms fast. Low margin for error.
- Best for: High-score attempts when you're feeling sharp.
2. Shadow Runner (Speed Focus)
- Prioritize: Movement speed, dash charges, teleport
- Accept: Lower damage, smaller grid view
- Playstyle: Never stop moving. Bait enemies into each other. Let the grid work for you.
- Best for: Long survival runs. Less exciting but more consistent.
3. Watcher (Vision Focus)
- Prioritize: Enemy indicators, grid awareness, telegraph preview
- Accept: Lower damage, slower speed
- Playstyle: See everything. React perfectly. Survive through information advantage.
- Best for: Learning enemy patterns and practicing dodge timing.
Floor Structure
KAZ has an endless floor structure. Each floor is a room with a set number of enemies. Clear the room, advance to the next floor.
- Floors 1-5: Easy enemies, few spawns. Learn the basics.
- Floors 6-10: Mixed enemy types, tighter grid. Start specializing your build.
- Floors 11-20: High enemy density, elite variants. Your build must be coherent by now.
- Floors 21+: Everything spawns, fast. Pure endurance test.
There's no floor cap. The game continues until you die.
Achievement Hunting
KAZ has 77 achievements at launch. Key categories:
Score achievements:
- Score thresholds at 10k, 25k, 50k, 100k, 250k
- Combo milestones (5x, 10x, 25x, 50x)
- Survival time benchmarks
Collection achievements:
- Pick up X unique items
- Complete a run with only one item type
- Beat a floor with each visual mode active
Challenge achievements:
- Clear 10 floors without picking any item
- Win with 1 HP remaining
- Kill 3 enemies in one action
The achievement list is designed to encourage different playstyles. You can't grind them all with one build.
FAQ
Q: Is there an ending or final boss?
A: No. KAZ is score-based with no final boss. The run ends when you die.
Q: Controller or keyboard?
A: Both work. Keyboard (arrow keys + space) gives tighter control. Controller is comfortable for longer sessions.
Q: How long is a typical run?
A: New players: 3-5 minutes. Experienced players: 15-30 minutes. Top leaderboard runs exceed 60 minutes.
Q: Is there a pause function?
A: Yes. Escape pauses the game. The grid stops completely.
Q: Does the game save mid-run?
A: No. Runs are single-session. Closing the game ends the run.
Q: Can I rebind controls?
A: Yes. Settings include full keybinding options.
Q: Is there a practice mode?
A: Not at launch. The developer has mentioned considering a sandbox mode for future updates.
System Requirements
Minimum:
- OS: Windows 10
- CPU: 2.3 GHz processor
- RAM: 4 GB
- Storage: 500 MB
- GPU: DirectX 11 compatible
No high-end hardware needed. KAZ runs on integrated graphics and older laptops. The minimalist visual style keeps performance requirements low regardless of the psychedelic effects.
Verdict
KAZ is a distilled arcade experience. No story, no progression between runs, no handholding. The item-malus system creates interesting build tension, and the leaderboard gives you a reason to keep pushing. At $5.94 with 77 achievements and an endless floor structure, there's a lot of game for the price.
It won't appeal to everyone. If you need narrative, persistent upgrades, or a clear endpoint, KAZ will feel thin. But if you respond to "one more run" loops, grid-based tactics, and the satisfaction of climbing a leaderboard through pure skill improvement, this is a strong pick.








