The Anatomy of a Corpse Run: From Dark Souls to KUTO
A good corpse run gives the player one more decision after death. KUTO makes that decision personal by letting your own loadout stand between you and the loot.
Recall, Dilation, Leap, Fracture, Stillness — design notes, not the current build. Steam's build ships one time mechanic: the Rewind Key.
Steam's current build of KUTO: The Lock of Time ships one time mechanic: the Rewind Key. Hold it, pull the last few seconds back. Further time abilities are planned on that same foundation and, per the store page, get named only once they are actually in development. This article is older design notes, not a checklist of what is in Early Access Q1 2027. For what the game is today, read the rundown.
The notes below still describe a kit of five keys. Treat them as design, not as a current-build feature list. The Scythe of Kronos does the cutting; rewind is what Steam will let you hold on day one.
In the older design, Jokoan would have carried two active Keys, chosen before a run. That loadout does not exist in the current Steam build.
Rewinds you a few seconds. Recall is the key everyone learns first, because it turns a mistake into a do-over. Mistimed a jump, walked into a trap, ate a hit you should have dodged? Rewind and try again. It takes the sting out of death and makes the platforming feel generous rather than punishing. That safety net is what lets you take risks everywhere else.
Drops the whole world into slow motion. Dilation is bullet-time: enemies crawl, projectiles hang in the air, and you get the breathing room to line up a precise jump or thread a dodge through a wall of attacks. It's the key that makes the fastest, deadliest rooms readable.
Dashes you forward through time and space. Leap is an extended, time-torn dash: an extra movement option that chains into combos and reaches ledges that look impossible. Pair it with a movement-hungry build and the whole map opens up.
Breaks gravity and direction. Fracture is the wild one: walk on the ceiling, flip the arena, and tear open routes the level was never meant to allow. It rewards players who like to read a room sideways and find the path nobody else takes.
Stops time dead, and you keep moving. Stillness freezes the world while you walk through it: cross falling debris, slip past triggered traps, stroll through enemies caught mid-strike. It's the most dramatic key and the most reckless, because the moment time restarts, everything you set up happens at once.
In that older design, carrying two Keys created these proposed pairings:
There's no single right answer in those notes. The keys were designed so the best pair would match your instincts. The current Steam build does not ship a pair.
The current game pairs Scythe of Kronos combat with the Rewind Key. If that sounds good, add KUTO: The Lock of Time to your wishlist on Steam. More on everything we know so far and why time-rewind mechanics feel so good.
A good corpse run gives the player one more decision after death. KUTO makes that decision personal by letting your own loadout stand between you and the loot.
Bullet time is easy to add and easy to ruin. The only interesting version is the one that still has to fight for its place in the loop.
A 2D action-platformer metroidvania built around rewinding time. Jokoan Kuto, the Scythe of Kronos, the Rewind Key.
We're looking for people to play an early build and tell us what's wrong with it. Requesting access is one button on the Steam page, and we let people in in waves.
The first playable slice — one level, the Minotaur, Athena, and time rewind — goes to testers in early September. Here's what you'd be playing, what isn't in yet, and how to sign up.