Gaming

Eternal Palace Sakura locks its heroine inside a dream palace that never runs out of floors

A five-person Japanese studio and Shochiku's games arm release a 3D action roguelite built on one idea: there is no way out, only further in
Cassian Vale
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Shochiku is a name most people meet in film history: one of the oldest houses in Japanese cinema, rooted in kabuki theatre since the nineteenth century. Its games division is now placing a bet somewhere much smaller. Denneko Yuugi is an indie team of roughly five people that builds anime-styled games around original characters who share a single, interconnected world, and its newest, Eternal Palace Sakura, is an action roguelite whose premise doubles as its structure. Retla walks into the palace, and the door closes behind her.

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The story is spare, and deliberately so. Retla Stlutin, a dark-skinned swordswoman in a cat-eared hood, hears rumours of a tower stretching endlessly into the sky and travels east to the land of Ouran to find it. She reaches the palace after a long, hard road and is trapped the moment she steps inside. Everything that follows, the cherry blossoms drifting through shifting halls, the hordes, the rare treasures, is the game asking a single question: how far can she get?

That question is answered with blades. In the announcement, Shochiku pitches combat that chains flashy combos from simple button presses, and the design leans into it: Retla can equip up to four special abilities called Arts, then turn a fight with an ultimate technique, Over Arts, against the bosses waiting on deeper floors. The publisher is explicit that players new to action games should be able to keep up, a notable promise in a genre that usually measures progress in failure.

Retla unleashes a blue blade technique against a horned armored boss in Eternal Palace Sakura
Image: Denneko Yuugi / Shochiku

The palace itself refuses to stay still. Its floors are procedurally generated, and each run is shaped by more than 50 power-up items, called Attributes, that combine into builds. Pressure comes from Mugen Depth, which piles on debuffs and stronger enemies the further Retla pushes; permanent upgrades carry over between attempts, and an Endless Mode waits for anyone chasing the palace’s true bottom, if it has one. Even the Japanese title, 夢幻桜楼閣, opens with the characters for dream and illusion, which fits how the official description frames the place: a dream labyrinth.

It is a long way from Shochiku’s film catalogue, and that is rather the point. The division has spent the year showing the game, with a free demo and stops at BitSummit PUNCH in Kyoto and the Tokyo Game Show, and the launch trailer released alongside it keeps the camera on Retla mid-combo, barely pausing for breath. For a studio this small, the shared world it keeps returning to is the long bet. This palace is one room of it.

Procedurally generated room map of the Sakura Pavilion with the Mugen Depth meter in Eternal Palace Sakura
Image: Denneko Yuugi / Shochiku

Eternal Palace Sakura launched on Steam on November 4 and arrived on Nintendo Switch on November 5. It is a single-player game with a regular price of $11.99, and a 20% launch discount runs until November 18. On Steam it supports English, Japanese with full voice acting, Simplified and Traditional Chinese, French, German, Brazilian Portuguese and Korean.

Roguelites usually ask why you keep dying. This one asks something more patient: why Retla keeps walking deeper into a place built to hold her, and whether a palace with no last floor can still have an ending.

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