What matters most is diligent observation and flexible thinking. Open-world survival craft "Yamasoto" hands-on report [TGS2025]
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/936/G093673/20250926010/
Editorial Department: Hayashi Yosuke | 2025/09/26 01:43 (UTC)
At Tokyo Game Show 2025, CyancookGames is showcasing their upcoming title [Yamasoto] (Mountain Beyond Mountains) as a playable exhibit.
This game is an open-world survival crafting game set in the Stone Age and Bronze Age, drawing inspiration from Eastern mythology. While this genre typically features somewhat simplified graphics and object behavior—similar to Minecraft—Yamasoto stands out by showcasing beautiful visuals and realistic physics simulations, powered by Unreal Engine 5.
During my hands-on session, I got a glimpse of the game’s meticulous design philosophy, so here’s my report.
Thumbnail image No.011 / The key is diligent observation and flexible thinking. Hands-on report on open-world survival crafting game “Yamasoto” (TGS2025) Thumbnail image No.010 / The key is diligent observation and flexible thinking. Hands-on report on open-world survival crafting game “Yamasoto” (TGS2025)
In Yamasoto, construction is a major component of gameplay. However, the version available for playtesting this time did not feature building mechanics—instead, crafting and combat were the main focus.
The starting point was inside a cave-like area. After moving around with the character for a while, I noticed an ascending climbing action in addition to basic movements like walking, dashing, and jumping. Particularly impressive was being able to cling to and move across featureless rock walls—suggesting a very wide range of possible movement.
Inside the cave, various materials were scattered about and mysterious stone statues stood in place. Here, the “Observe” action becomes crucial. Using it reveals information about items and provides hints on what to do next.
Using knowledge gained from observation, I used flint to create fire and burned away the dried brambles blocking the cave exit. Stepping outside revealed a stunning landscape—especially the massive tree rising across the sea, which created quite an atmosphere.
But outside, I encountered the demon chieftain, said to have guarded this land for generations. Since my character was nearly naked, I wisely decided not to attack rashly—but with no other enemies around, it felt like a clear signal: “Defeat this guy!” Determined, I charged in—only to be easily defeated.
I began searching the area, wondering if there was a powerful material I could use to craft stronger weapons. That’s when I discovered a mysterious rock that emitted bubbles. Upon observing it, I realized the bubbles were coming from gaps in the stone—and breaking the surrounding rock might trigger something.
Following the observation, I broke the rock—and instead of bubbles, a large sphere of water emerged. Unsure what to do, I touched it and was instantly sucked inside, floating weightlessly for a while.
Thinking this could be used to slow down the demon, I lured him toward the rock. He was perfectly caught in the sphere—creating an opening for attack. But when I rushed in to strike, the sphere shattered—and I got beaten again. Though another failure, I now had a better grasp of how to approach combat.
Due to time limits, I couldn’t defeat the demon this time—but I spotted a “Burst Fruit”, an intriguing plant nearby. This suggests another possible way to fight it. When I asked the staff at the booth, they confirmed that multiple methods exist: feeding poison, dragging enemies into the sea, and more.
This game clearly emphasizes diligent observation and flexible thinking based on that observation. The graphics are indeed beautiful, especially the water effects—notice how the ground gets wet when the water sphere breaks, demonstrating attention to fine details. With construction features still unexperienced in this demo, I’m very much looking forward to seeing what’s next.