According to Kotaku, legendary “Demon Designer” and Persona art director Kazuma Kaneko has revealed a new card game, Kazuma Kaneko’s Tsukuyomi, which uses AI-generated card art. The game is set to launch on Nintendo Switch and the upcoming Switch 2 on April 23, 2025, with a standard price of $24.99 and a special “Shinma Artist Box” edition costing roughly $640. This announcement coincided with the news that its free-to-play predecessor, Tsukuyomi: The Divine Hunter, will shut down on April 22. A Colopl representative clarified that the new Switch version will not generate new AI cards but will instead port over 3,600 curated AI-generated cards from the previous game. The game’s website confirms generative AI is used for images, videos, and music, with the developers stating they will try to prevent rights infringement.
The AI Pivot Is Awkward
Here’s the thing. This whole reveal feels a bit like a course correction, and not a particularly graceful one. The original mobile game, Tsukuyomi: The Divine Hunter, had a genuinely interesting hook: an “AI Kaneko” that analyzed your playstyle and gifted you unique, AI-generated cards based on his art library. That’s a novel, personalized use of the tech. The new paid Switch version? It’s basically a static museum of 3,600 “greatest hits” from that system. They’ve removed the generative element—the very thing that made the concept intriguing—and are selling it as a packaged product. It’s a weird move that turns a dynamic, AI-powered experience into a simple digital card collection. So what’s the real selling point now? Just the Kaneko name and aesthetic?
A Pricey Proposition
Now, let’s talk about that price. $24.99 for a curated bundle of AI art assets on Switch is one thing. But that $640 “Artist Box”? That’s a statement. It’s clearly targeting the super-collector, the die-hard Kaneko fan who wants a physical artifact tied to this experiment. But it also creates a stark contrast. You’re either getting a relatively budget digital game, or you’re diving into ultra-premium collector territory. There’s no middle ground. This pricing strategy feels like it’s hedging bets: make some money from curious gamers at the standard price point, and then see if the megafans will bankroll the project’s niche appeal. I think it’s a risky play in a market already saturated with digital card games.
The Broader AI Game Dev Question
The most telling part of the Kotaku report is that line from the official website: the game uses generative AI for “images, videos, and music.” That’s a blanket statement. It’s not just card art anymore; it’s woven into the entire production. The developers promise to prevent infringement, but that’s the big, unresolved tension here. When a legendary artist like Kaneko attaches his name to a project so heavily reliant on AI trained on *something*—possibly even his own past work—it sends a mixed message. Is this an artistic tool or a cost-cutting measure? For an industry already grappling with AI ethics and job displacement, this high-profile project basically puts a famous face on the controversy. It’s going to be a case study, for better or worse.
Winners and Probable Losers
So who benefits? Colopl and Kaneko get a new product with a potentially high-margin collector’s edition. Die-hard fans get a new, affordable way to experience Kaneko’s iconic style, even if it’s AI-mediated. But the loser seems to be the original vision of a living, responsive AI-art game. That concept is being sunset with the mobile title. The market impact is likely minimal—this isn’t going to dethrone Magic or Hearthstone. But its real impact is cultural. It normalizes AI as a core component in a premium game from a revered artist. Other studios will be watching. Will players accept a $25 game built this way? The answer will probably influence a lot of future budget spreadsheets.
