Skip to content
INDEPENDENT GAME REVIEWS
NOVEMBER 2026
Sign in
Menu +

THE MOVE & MYTH REVIEW

Sifu

8.6/10Recommended

A martial-arts campaign that makes the room itself part of the fight, rewarding control of space and a cleaner route through familiar encounters.

Game facts

Developer
Sloclap
Publisher
Sloclap, Kepler Interactive
Released
28 March 2023
Platforms
Windows (Steam edition)
Model
Paid game
PEGI
16 · Bad Language, Violence — Steam UK listing
Players
Single-player
Length
Short
Difficulty
5 / 5 · Demanding
Edition
Base game (Steam)

PEGI source ↗

Play now ↗Buy on Steam

Edition: Base game (Steam)

The score, explained

Gameplay & control 30%9.1

The interest and responsiveness of the core decisions and actions.

Structure & discovery 20%8.1

How progression, exploration and goals fit together.

Art & sound 20%9.1

The coherence of the visual, musical and narrative presentation.

Clarity & assistance 15%7.1

How clearly the game explains its rules and offers useful ways to engage.

Depth & return 15%9.1

The depth of optional goals, alternative approaches and reasons to return.

How the five weighted criteria create this score →

The room is an opponent

Sifu's martial-arts action takes place in rooms where several people, obstacles and objects can influence the next exchange. That makes the environment more than scenery for a sequence of attack combinations. A doorway can limit pressure, a weapon can change reach and an awkward position can allow several threats to become active at once. The ageing system connects defeat to the condition in which the protagonist reaches later stages, giving repeated routes a practical purpose. Move & Myth values how those ideas make the character's journey feel physical. Success is not only surviving the current group. It is learning to move through the location with more control, so that the next confrontation begins from a better position and the campaign gradually reflects a more deliberate performance of the same martial language.

Choreography grows from decisions

The strongest action sequences emerge when positioning, defence and environmental use support one another. A useful response can create space for a counter, and that counter can change which opponent becomes the next immediate problem. The animation makes these transitions forceful, but the player still has to choose the relationships that allow them to happen. We value that balance between cinematic presentation and practical responsibility. Sifu does not need every encounter to introduce a new move to feel different; a changed room or group can alter the value of familiar actions. The ageing structure then gives refinement a wider consequence. A cleaner stage is not merely a private aesthetic achievement. It changes the resources and opportunities carried forward, making improved choreography part of the campaign's actual progression rather than a separate performance pursued only after the story is finished.

Rehearsal can slow the journey

Revisiting stages is central to Sifu's design. A player who chiefly wants to move continuously through new locations may find the need to improve earlier outcomes frustrating. The defensive vocabulary also asks for attention before crowded fights become reliably readable. An intuitive response is not always the appropriate one, and repeating the same mistake without understanding that distinction can make a room feel more chaotic than it needs to be. Difficulty options help adjust the demands, but the underlying interest in practice remains. The Short band describes a concentrated campaign, not a guarantee that its route will be completed in one smooth pass. Choose it when familiarity itself can become rewarding, and when returning to a scene with better control sounds like an appealing way to spend time rather than a delay before the real adventure continues.

Enter with a spatial plan

Choose Sifu if you like action that becomes more convincing as it becomes more controlled. Before attacking a group, notice which direction offers space and which objects or narrow routes can change how the opponents approach. Learning one useful defensive response may improve the entire room more than adding another elaborate combination. Sekiro offers a similarly focused identity through swordplay and stealth, while Sifu gives crowd management and environmental choreography greater prominence. It suits players who enjoy seeing a familiar scene acquire a different rhythm as their decisions improve. The aim need not be a flawless performance. A route with fewer panicked movements, a better opening position or a clearer understanding of one dangerous opponent can already show that the room has become a place you know how to inhabit more deliberately.

The verdict

A martial-arts campaign that makes the room itself part of the fight, rewarding control of space and a cleaner route through familiar encounters.

Reasons to play

  • Environmental opportunities give combat a physical setting
  • Ageing makes improved stage outcomes useful
  • Crowd encounters reward deliberate positioning

Reasons to think twice

  • Repeated stages are a substantial part of the structure
  • Defensive distinctions require careful learning

See the game

Sifu
Official Sifu screenshot.
Sifu
Official Sifu screenshot.

Assist & accessibility

Explore the available settings and control options on the official game page before choosing your setup.

Parents’ guide

Players: Single-player. No in-game purchase marker in the checked Steam listing. Separate downloadable content may be sold.

Age classification: 16. Bad Language · Violence Steam UK listing

Understanding age labels, online play and purchases →

Official sources

Reviewed: November 2026

Your comparison

Official trailer

No analytics or advertising service is installed.