Denshattack! Director Discusses Japanese Influences, Nintendo Support, and Game Pass Success
In a recent interview, Denshattack! game director David Jaumandreu discussed the indie title's success, its deep Japanese cultural influences, and third-party support.

In a recent comprehensive interview, David Jaumandreu, game director at Spain-based indie studio Undercoders, opened up about the successful launch and development of Denshattack!. Released in July for PC, Xbox, and Nintendo hardware, the game quickly captured player attention with its high-concept premise, which Jaumandreu humorously describes as "Tony Hawk but you're a train." Featuring a custom, gravity-defying train navigating dystopian settings inspired by real Japanese locations—ranging from the suburbs of Kyushu and Osaka to Tokyo and snow-covered Hokkaido—players execute skateboard-style tricks like kickflips, ollies, and grinds to defeat the evil megacorp Miraido.
Reflecting on the title's commercial performance, Jaumandreu shared that the game has sold over 150,000 units and reached more than 300,000 players globally just a month and a half after release. The core development team, consisting of 11 internal staff members at Undercoders' office, worked on the project for a little over three years. Despite initial nervous speculation from the team that the title might be dismissed as a mere gimmick prior to launch, the game secured a stellar 98% positive user rating on Steam. Buoyed by this warm reception, the studio has already rolled out two post-launch updates, including general patches and fresh content geared toward Platinum Medals, keeping players engaged based on ongoing feedback from social media and Steam forums.
The deep-rooted Japanese aesthetic of Denshattack! stems from the childhood experiences of the development team and Jaumandreu's personal travels. Growing up in Catalonia, Spain, during the late 1980s and early 1990s, the creators were heavily exposed to imported classic anime via France, including titles like Dragon Ball, Dr. Slump, Kinnikuman, and Macross. Meanwhile, younger members of the staff drew inspiration from more contemporary hits like Naruto, One Piece, Air Gear, and Initial D. Jaumandreu's fascination with Japanese railways deepened through multiple backpacking trips across the country using the Japan Rail Pass, transitioning from an initial awe of the Shinkansen in the late 1990s to a profound appreciation for regional local lines, local culture, and scenic landscapes. The foundational spark for the game itself came from a childhood memory of Japanese "Plarail" toy trains combined with Jaumandreu's personal background in skateboarding.
Throughout the interview, Jaumandreu also highlighted the invaluable third-party backing the indie studio received during development and rollout, singling out Microsoft and Nintendo for their strong support. By navigating the challenges of operating a small 11-person core team—while collaborating with over a dozen musicians, external UI consultants, sound designers, and a Madrid-based indie studio for 2D animations—Undercoders managed to turn a quirky childhood toy inspiration into a breakout indie hit. With ongoing community backing, a strong platform presence, and fresh updates keeping momentum high, the team remains energized to continue supporting Denshattack! and delivering new experiences to its growing player base.
Sources
- AUTOMATON WestEstablished publication · recorded Sep 9, 2026Denshattack! director talks about Japanese influences, “incredible” support from Nintendo, and how the studio benefitted from GamePass
