S-GAME has not published the complete Steam difficulty menu, exact modifiers, accessibility settings, or whether difficulty can be changed at any time. The useful choice is therefore not a guessed list of mode names. It is a method: select the setting where attacks remain readable, mistakes teach a specific lesson, and enemies survive long enough for you to use the combat system.
Choose by learning outcome
Difficulty is serving you when a failed exchange has a readable cause: late defense, wrong direction, false opening, range error, group position, or resource decision.
Input simplicity is not difficulty
The PlayStation introduction explains that S-GAME wanted complex martial-arts actions to be performed without unusually complicated commands. This is an input-design statement, not a promise of low enemy challenge. Depth can come from reading, timing, range, weapon roles, and encounter structure even when a move is easy to execute mechanically.
Do not choose a difficulty to prove mastery of button complexity. Choose it to engage with the decisions you enjoy and can learn.
What a difficulty guide must test
After launch, record more than enemy health. Compare incoming damage, enemy aggression, attack sequences, tracking, resource drops, checkpoint behavior, timing windows, boss phase changes, and whether achievements depend on a setting. State which differences are directly observed and which are interface descriptions.
Use the same enemy and player state for comparisons. A higher upgrade level or different weapon can make one setting appear less aggressive simply because the enemy has fewer opportunities to act.
Can you change difficulty later?
No cited official page establishes the menu rule. At launch, inspect the new-game screen, pause menu, and checkpoint options. Before selecting, read any warning about achievements, rewards, irreversible choices, or save separation.
If changes are allowed, record when the new setting takes effect and whether it resets the encounter. If changes are locked, players need that warning before beginning rather than after investing in a save.
Difficulty and bosses
Use a boss phase as a learning test. On the current setting, can you survive long enough to see the major moves? Can you identify the final hit and use a short punish? Can you repeat the route without consuming a resource that cannot be recovered?
Lowering the setting can be appropriate when it reveals the sequence and lets you practice correct decisions. Raising it can be appropriate when a build skips every mechanic. A strategy page should state the tested setting because damage, phase length, and safe openings can differ.
Accessibility settings
Accessibility and difficulty are related but not identical. Camera shake, motion blur, subtitles, audio cues, contrast, remapping, hold/toggle behavior, and timing assists can improve information without changing enemy stats. The final Steam options have not been cataloged, so use the actual menus and official support material at launch.
Choose settings that make the cue visible or audible to you. A guide should describe multiple cues where possible rather than requiring color perception or one sound channel.
Three-session evaluation
Session one: comprehension
Can you see complete strings and name why you were hit? Favor information over clear speed.
Session two: consistency
Can you repeat one defensive response and short punish without relying on luck?
Session three: expression
Can you use both main weapons and Phantom Edges for distinct roles while staying in control?
Adjustment point
Change the setting when the current one consistently blocks information or removes meaningful interaction.
Do not judge from the tutorial alone. Early enemies may be designed to teach one mechanic and may not represent group pressure, phase changes, or late-game resource demands.
Record settings with advice
Every future tactic should include difficulty, game build, loadout, upgrades, and any accessibility option that changes timing or cues. This context lets another player decide whether the route applies to their save.
Use Combat Basics for a practice loop and Builds for low-risk loadout testing before concluding that difficulty alone is the problem.