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Independent game guide

Night of a Hundred Demons

Survive a ten-minute demon parade by steering an auto-attacking swordsman, collecting ink, and building a new weapon loadout before dawn.

Loads the game from the creator's official host

Playable here on GameWren.The game is served by the creator’s official host inside this page; GameWren does not rehost its files.

Night of a Hundred Demons

Movement is the only direct attack command

The katana strikes automatically, so the opening problem is positioning rather than aim. Keep a lane open, guide the swordsman around the outside of a crowd, and turn back through dropped ink only when the gap is safe.

WASD and the arrow keys both work. Mouse and mobile players can click or touch and drag anywhere to move, while Escape pauses and M toggles sound.

Use each level-up to solve the current pressure

Ink from defeated demons fills the level bar. The first tested choice offered a level-two katana for damage, a magnet for a wider pickup radius, or Light Feet for movement speed. That is the core build decision: increase damage when enemies linger, reach when drops are dangerous to collect, or speed when the crowd closes too quickly.

Later combinations can include spinning brushes, shuriken, ink pools, thunder talismans, and the temple bell. A coherent loadout matters more than collecting every weapon name once.

A complete night lasts ten minutes

The clock runs from dusk to dawn and the creator identifies a giant monk and great oni as the major threats. Every defeated demon also paints the graveyard floor, leaving a record of the route at the end of the attempt.

Runs feed a longer loop through the dojo, where saved ink buys permanent improvements for the next night. Even a failed attempt therefore teaches a safer path and can strengthen the next build.

Guide

Keep moving
WASD or the arrow keys steer while the katana attacks automatically; circle open ground instead of stopping to aim
Collect the ink
Defeated demons leave ink that fills the level bar, so curve back through safe gaps before the drops are stranded inside a crowd
Shape the run
Level-ups can improve the katana or add tools such as a pickup magnet and movement speed; take the option that fixes the pressure you feel now
Last until dawn
A full night runs for ten minutes and escalates toward a giant monk and great oni, making survival more important than clearing every nearby demon
Spend between nights
Ink carried out of a run can be used at the dojo for permanent strength before the next attempt

Creator's description

The first night began at dusk with a level-one katana firing on its own. After moving through the graveyard for 24 seconds, seven demons had fallen and the first level-up offered a stronger katana, a wider ink-pickup magnet, or faster movement—three distinct answers to the same survival pressure.

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