KEMURI TGS 2026 Trailer Details Possession Apparel and 2027 Release Window

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Developer UNSEEN has provided details for its upcoming supernatural action title, KEMURI. The project offers a look at the game’s urban exploration and combat.

Led by Ikumi Nakamura, the former creative director of Ghostwire: Tokyo, KEMURI is set in a vertical metropolis known as Kemuri City. The setting exists on the boundary between the mundane world and the afterlife, serving as a playground for “yokai hunters” who navigate the environment using high-speed traversal and supernatural abilities.

A conceptual depiction of the Fox Window mechanic revealing a hidden spirit.
The 'Fox Window' mechanic allows players to see yokai hidden within the environment.

The Fox Window and Possession Apparel

KEMURI features the “Fox Window” (mado) mechanic, a central gameplay feature where characters use a specific hand gesture to peer through the veil of reality. This allows players to identify hidden yokai and environmental secrets that are otherwise invisible to the naked eye.

Once these spirits are defeated or tracked down, players can utilize “Possession Apparel.” This system integrates the game’s streetwear aesthetic with its combat mechanics, allowing players to “wear” the powers of defeated yokai. Changing apparel not only alters the character’s visual style but also fundamentally shifts their combat capabilities and move sets. This fusion of fashion and function is designed to let players customize their approach to the various threats found within the city’s dense, vertical layers.

Three-Player Co-op and City Traversal

UNSEEN has clarified that KEMURI features online co-op for up to three players. Movement and combat suggest that players will need to coordinate their “Possession Apparel” builds to effectively clear the city’s more dangerous districts.

The game focuses heavily on the verticality of Kemuri City. Players are shown utilizing grapples and supernatural leaps to move between neon-lit rooftops and narrow alleyways. This emphasis on vertical movement is intended to make the city feel like a seamless hunting ground rather than a series of flat corridors.

As UNSEEN moves forward with the project, the studio continues to define its “urban jungle” aesthetic. Development remains focused on the core pillars of style-based combat and cooperative supernatural hunting.

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