Once Upon A KATAMARI
In Once Upon A KATAMARI you start each stage as a tiny ball with a size goal and a ticking clock, which matters because everything you can pick up depends on how big you already are. The King of All Cosmos has crushed the Earth, the Moon, and a pile of planets, and The Prince has to roll them back into existence one era at a time.
| Genre | Action puzzle adventure |
| Platforms | PC, PlayStation 5, Xbox Series, Nintendo Switch |
| Playable characters | The Prince and 68 cousins |
| Multiplayer | 4-player KatamariBall |
| Eras | Jurassic Era, Ice Age, historic Japan, and more |
Rolling Through the Ages in Once Upon A KATAMARI
The core mechanic has not changed in spirit: you push a sticky ball called a katamari around a stage, and anything smaller than the ball sticks to it. As the ball grows, bigger objects become fair game, so a stage that begins with crumbs and pebbles ends with you scooping up things that towered over you a minute earlier. That snowball feeling is the reason the series has such a loyal following.
The story hook is the King’s blunder. While fiddling with a peculiar scroll he crushed the Earth, the Moon, and numerous planets, and now The Prince rolls through the Jurassic Era, the Ice Age, historic Japan, and more eras to rebuild the sky’s field of stars. Each era swaps the junk you collect, so the Stone Age feels nothing like Edo Japan.
Early in the game the stages are gentle, and the rolling feels as playful as in older entries. Fans of the Katamari Damacy series will recognize the humor from the first scene with the King, while newcomers can treat each stage as a short routing puzzle: which path grows the ball fastest, and which objects are worth the detour?
Magnet, Rocket, Radar, and Clock-Stopper in Practice
Magnet is the headline addition. It draws in nearby objects that can fit, so a well-timed swing can swallow a whole cluster instead of a long, careful push. It rewards players who plan a route through dense areas rather than rolling in straight lines.
Rocket gives a temporary burst of speed, which is handy when the clock is close to beating you. Used badly it sends you straight past the good stuff, so speedrunners and show-offs will enjoy learning where a burst helps and where it hurts.
Radar and the clock-stopper round out the toolkit. The radar helps you read a stage before you commit to a route, and the clock-stopper buys a few precious seconds when the goal size is still out of reach. Reviewers single these tools out as some of the most satisfying new additions to the series.
Cousins, Crowns, and Presents Worth Hunting
Stages hide a long list of collectibles, including cousins, presents, and the new crowns. You can play as The Prince or choose one of 68 cousins, and the customization lets you change their colors and faces, so your roster ends up looking like your own family tree. Collecting cousins in a stage is a quiet side goal that changes how you route through it.
Crowns are the hardest collectible by a wide margin, and players describe them as a real test of stage knowledge. They are optional, but crowns and cousins are also how you unlock more stages in other eras, which gives completionists a reason to chase them.
That makes the progression feel layered. Casual rollers can clear the main path and move on, while perfectionists will replay stages aiming for higher ranks and the hidden items they missed. Both groups get something out of the same levels.
KatamariBall and Replaying Stages in Once Upon A KATAMARI
KatamariBall is the galactic sport that anchors the multiplayer side. Up to four players compete, either against people around the world or against CPU opponents if you prefer to practice on your own first. Reviewers describe it as a small fighting-style mode, a rowdy change of pace from the quiet routing of the main stages.
Replay value also comes from the stages themselves. Each level carries extra challenges, some stages are unlocked only through collecting, and there is an eternal stage designed for gathering absolutely everything without a clock pushing you.
Players who love chasing ranks will find the eternal stage a relaxing contrast, because the pressure drops and the pleasure of the roll takes over. It is a good place to practice magnet timing before you return to a strict stage.
Where the Roll Gets Clunky
Not everyone is charmed. Many players report clunky controls and physics, and the ball can feel awkward when it catches on scenery or when you try a sharp turn at speed. For a game built around smooth rolling, that is the complaint that stings most.
The soundtrack divides opinion as well, even though the page tags it as a great soundtrack. Some players find the music repetitive, and the gameplay loop can feel samey after long sessions. Others struggle with unlock conditions that vary in confusing ways from stage to stage, and achievement hunters note that the 38 achievements are not especially hidden or demanding.
The numbers still lean positive: roughly 90 percent of about 1,360 Steam reviews are favorable overall. The most recent batch is mixed, but it is a tiny sample of 13 reviews, so treat it as a mood rather than a verdict. Difficulty also reads differently depending on who you ask, with some calling it easy and others finding certain stages demand quick planning.
Questions About Rolling Through the Ages
Who can you play as in Once Upon A KATAMARI?
You can play as The Prince or choose from 68 cousins and kin. Each cousin can be customized with new colors and faces, so you can build as many original designs as you like. Cousins you meet in stages become part of your growing roster.
How do you unlock more stages?
Collecting cousins and crowns is how you open up stages in other eras, so those optional goals matter more than they look. Players also note that the unlock values vary, which can make the requirements confusing. If a stage seems locked, check how many cousins and crowns you have found so far.
Can you play KatamariBall with other people?
Yes, KatamariBall supports four players, and you can fill the empty spots with CPU opponents if you want to practice alone. The mode is a separate sport from the main stages, so you will use the same rolling skills in a very different setting. It is a good place to test magnet and rocket timing against real competition.
Once Upon A KATAMARI works best as a series of short, silly puzzles about growing a ball, with The Prince, the King of All Cosmos, and the magnet doing most of the heavy lifting. The clunky physics and the unclear unlocks are real, but the pleasure of watching a tiny katamari swallow a whole era keeps pulling players back for one more stage.
Comments
There are no reviews yet. Be the first one to write one.















