July 2019. Players could carry over their saved story progress into the main game. While the demo was released too close to the full game's launch for any substantial changes, the team did make minor adjustments based on feedback from players. These included control fixes and toning down Kagachi's vocalizations during attacks. Reception During its first week on release in Japan, the two console versions of Oninaki reached second and third place in sales charts compiled by Japanese gaming magazine Famitsu. Its PS4 and Switch versions combined to sell nearly 27,000 copies, being the highest-selling new release that week. In its 2019-2020 fiscal report, Tokyo RPG Factory posted a significant loss compared to the previous period with the release of Lost Sphear. This loss, combined with other factors, contributed to Square Enix suffering a significant financial shortfall during that period. Reviewers for Famitsu were generally positive, with their main complaints being complex terminology, stiff character movement, and inventory limitations. Eurogamers Malindy Hetfeld found several concepts worth exploring, but said the game "comes across as loveless" due to other areas appearing lackluster in execution. Joe Juba, writing for Game Informer, enjoyed playing through Oninaki while citing several elements that undermined the experience for him. T.J. Hafer of IGN called Oninaki a "a gorgeous, distinctive, entertaining RPG", with his only negative views being on combat pace and the story delivery. Heidi Kemps of GameSpot was particularly negative, focusing on the slow pace and clunky mechanics in the gameplay and a lack of energy in the narrative. By contrast, Nintendo World Reports Jordan Rudek gave it a positive review, praising the developers for their efforts and lauding its themes and mechanics despite disliking the ending and noting pacing issues. Mitch Vogel, writing for Nintendo Life, shared several opinions with Hafer and citing Oninaki as a sign of Tokyo RPG Factory's maturation in game design and quality. RPGFans Alana Hagues was disappointed with the game overall due to its gameplay shortfalls and narrative, a feeling magnified by her wish to enjoy her time. Journalists generally agreed that the game's dark setting and theme of how people coped with death was intriguing, but faulted the writing as either long-winded or poor. The gameplay met with a mixed response; some praised it, others found it boring, but a common complaint was a lack of variety over the course of the game. The Daemon system and its