What you fight, and how to read it
Yakuza shoot on sight, kamikaze enemies close the distance fast, and the iron-mask type covers its head, so aim for the body. Count doorways, not enemies.

The game's enemy design is narrow on purpose. You fight yakuza in corridors, and the developers have only ever named two special types in public: a kamikaze attacker and an enemy in an iron mask. Everything else is a gangster with a gun who shoots the moment he sees you.
What is officially on the roster
| Enemy | What is known | How to handle it |
|---|---|---|
| Yakuza gunmen | They shoot on sight; the game's own description says so | Clear the farthest one first, keep moving |
| Kamikaze | Added to the demo in the September 2026 update; closes distance to hurt you | Do not let it reach you: shoot it in the open, not in a doorway |
| Iron-mask enemy | Added in the same update; the mask is the identifying feature | Aim for the body when the head is covered |
| Anything already dead | A target for Extreme Prejudice | Extra rounds raise your score |
That is the whole published list. There is no boss page on this site because the developers have not named bosses, and inventing names would be worse than saying nothing.
Reading a room
Three rules cover almost every fight:
- Count the doorways, not the enemies. Enemies arrive through openings. If you are standing in one, you are the one being flanked.
- Distance is armour. The Beretta kills at 25 metres and the shotgun does not. Backing up is a defensive move in this game, as long as you are backing into cleared space.
- Noise means a body. Gunfire pulls the room. Firing once to bait a corridor is a legitimate tactic; firing into a crowd from a fixed position is how you get surrounded.
The kamikaze problem
A kamikaze enemy inverts everything else in the game. Every other fight rewards keeping your distance; this one punishes it, because it closes the gap whatever you do. The answer is to kill it early, in an open space, before the regular gunmen pin you down. If a kamikaze reaches you while you are reloading, you have already lost the exchange.
The iron mask
The mask tells you where not to shoot. Against an enemy whose head is covered, the 25-metre headshot habit works against you: body shots land, and the magnum's single heavy round is worth more here than a Beretta headshot that pings off steel. Treat the mask as a signal to spend the big gun.
Why the roster is small
The game has no upgrade tree and no enemy levels. Variety comes from placement — a kamikaze in a tight corridor is a different problem from a kamikaze in a warehouse floor. That is also why the level design page matters more than an enemy compendium: the room is the enemy.
Checked 2026-10-31 against the official September 2026 demo update notes and the Steam store description.