BANKA begins on August 31. The day summer ends, when a familiar town starts to look a little different.
A village at dusk.
Kureishi is a village surrounded by mountains and colored by the setting sun. Its shrines, mountain paths and old places of worship each lead into the village's memories.
Familiar.
And all the more frightening for it.
The girl in the fox mask.
The girl in the fox mask is one of BANKA's defining images. What does meeting her mean for the memories Yuta Yabuki follows? Discover the answer in the story.
A shop in the otherworld.
Kian is a shop run by the otherworldly merchant Saburou. Buy supplies, read the ledger and listen. This place you visit between explorations has its own place in the village's story.
Time to read. Time to walk.
BANKA combines story-driven conversations with third-person 3D exploration. Collect local records to discover the folklore and beliefs beneath the landscape.
The gallery on the game page features background art used in BANKA. Begin with a glimpse of Kureishi at dusk.
Even a frightening otherworld has an everyday life.
Kian is a place to return to for mononoke without a home and people who have lost their memories. The Faceless once lived in Kureishi. Losing their faces did not mean losing their hearts.
Two bowls. An unfinished spring. A bridge never crossed. A flute with no one coming. A letter addressed to no one. Trace their lives through objects and words left behind. Not everything can be restored, but returning what mattered to them changes Yuta himself.
Finding it is only the beginning.
Hear requests at Kian, investigate clues in the otherworld, gather seven lights and bring what you find home. Then meet that person again. Reading the story and walking through the otherworld become one journey.
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