Cities & Eras

Cities & Eras

Discover the five STRANGER THAN HEAVEN cities — 1915 Kokura, 1929 Kure, 1943 Minami Osaka, 1951 Atami and 1965 Shinjuku across five eras of Japan.

5
Cities
5
Eras
50 yrs
Decades

Introduction

STRANGER THAN HEAVEN is set across five real-life-inspired Japanese cities, one for each era of the fifty-year saga. Each city is a fully modeled, explorable district that captures the look, sound and mood of its historical period: the smoke-scorched foundry town of Kokura in 1915, the naval port of Kure in 1929, the wartime entertainment district of Minami Osaka in 1943, the postwar seaside resort of Atami in 1951, and the iconic pleasure district of Shinjuku in 1965. Every city has its own streets, NPCs, side content, collectible sounds for the Showman system, and story events. This category is your travel guide — where to go, what to do, how each city reflects its era, and how the world changes across fifty years of Japanese history.

The Five Cities at a Glance

CityEraRegionCharacter
Kokura1915FukuokaSmoke-scorched foundry town
Kure1929HiroshimaNaval port under yakuza control
Minami1943OsakaWartime entertainment district
Atami1951ShizuokaPostwar seaside resort
Shinjuku1965TokyoJapan's iconic pleasure district

City Profiles

B

Kokura

1915 — foundry town in Fukuoka

Era VibeA smoke-scorched industrial town where the saga begins — raw, working-class and full of hidden alleys.
What To DoLearn the core loops, fight street thugs, and start collecting the first ambient sounds for your future shows.
Watch ForThe prologue's tutorial fights and the first story beats that set the fifty-year saga in motion.
A

Kure

1929 — naval port in Hiroshima

Era VibeA port city dominated by yakuza organizations, with the navy and the underworld sharing the waterfront.
What To DoNavigate the power struggles between clans, fight in dockland brawls, and scout performers in the port's bars.
Watch ForThe Tojo Clan origin story and the first major faction conflict of the saga.
A

Minami

1943 — entertainment district in Osaka

Era VibeA wartime entertainment district in Osaka, where showbiz thrives against the backdrop of war. The neon and chaos of the era create a unique atmosphere for both combat and performances.
What To DoDeepen your Showman career, stage shows in wartime venues, and balance the chaos of the era.
Watch ForHow the war reshapes both the streets and the entertainment world is one of the most dramatic threads of the saga.
B

Atami

1951 — postwar seaside resort in Shizuoka

Era VibeA seaside resort town in the postwar era — relaxation, hot springs and a new, hopeful Japan.
What To DoEnjoy the lighter atmosphere, take on resort-side quests, and collect the sounds of leisure and the shore.
Watch ForThe tonal shift after the war years and the rebuilding of the showbiz world.
S

Shinjuku

1965 — iconic pleasure district in Tokyo

Era VibeJapan's most iconic pleasure district — neon, nightlife and the culmination of the fifty-year saga.
What To DoStage your biggest shows, face the hardest fights, and close out the saga in style.
Watch ForThe finale of the dual combat-and-showbiz journey, and the full circle of the homecoming theme.

Core Mechanics

Each city in STRANGER THAN HEAVEN functions as a full playable hub with its own rhythm. You explore the streets, talk to NPCs, pick up side quests, collect ambient sounds for the Showman system, and fight in the city's distinctive districts. The cities are not just backdrops — each one reflects its era's economy, culture and danger level, from the industrial foundries of Kokura to the neon-soaked entertainment quarter of Shinjuku. As the saga progresses, you return to a Japan that has visibly changed: the same national story, but each city carries its own local flavor. SEGA has emphasized that the recreations favor "persuasive lies over historical accuracy," so expect evocative, cinematic versions of these places rather than museum-perfect reproductions. Knowing each city's layout, vendors, hidden alleys and sound-collection spots is key to efficient play in both the combat and showbiz loops.

Advantages

The five-city structure is one of STRANGER THAN HEAVEN's most ambitious design choices. Each city is a distinct, era-authentic hub, so exploration never grows stale — you are constantly learning new streets, new NPCs and new systems across fifty years. The historical variety is a huge draw: from Taisho-era foundries to Showa-era nightlife, the game serves as a cinematic tour of modern Japanese history. Because each city has its own ambient sounds for the Showman system, exploration feeds directly into gameplay — there is always a reason to poke into every alley. The cities also anchor the story, so the narrative and the world-building reinforce each other in a way that makes the saga feel epic and grounded at the same time.

Challenges

The scale of five full cities brings honest trade-offs. Each city may feel smaller than the single-city hubs in previous RGG games, since the development effort is spread across five distinct locations. Because the game has not launched, the exact size, district breakdown and side content of each city are estimates based on trailers and the official website. The historical framing also means some players may find the era transitions abrupt — just as you grow attached to one city, the story moves forward decades. Finally, the alternative-history approach means real places are reimagined, so locals may notice creative liberties taken with their hometowns' geography and atmosphere.

Frequently Asked Questions

Which city is the largest?+
Official sizes are not confirmed before launch. Based on trailers and marketing, the five cities are all substantial explorable hubs, and Shinjuku (1965) is positioned as the most iconic and likely the most elaborate. Each city is tuned to its era, so the foundry town of Kokura feels different in scale and density from the neon-dense Shinjuku.
Can I return to earlier cities?+
This is not confirmed before launch. Some RGG games allow revisiting older areas in post-game or via fast travel, while others are linear. If you are a completionist, play each city thoroughly before moving the story forward, because era transitions may lock content permanently. We will update this guide as soon as verified information is available after release.
Do cities have unique content?+
Yes. Each city has its own NPCs, side quests, street atmosphere, vendors and — importantly — its own collection of ambient sounds for the Showman system. Era-exclusive sounds and activities may disappear when the story moves to the next era, so explore thoroughly before progressing to avoid missing out on content that will never be available again.
Are the cities based on real places?+
Yes, each city is inspired by a real Japanese location of its era — Kokura (Fukuoka), Kure (Hiroshima), Minami (Osaka), Atami (Shizuoka) and Shinjuku (Tokyo). However, SEGA has stated that "persuasive lies take priority over historical accuracy," so expect cinematic recreations with creative liberties rather than museum-perfect reproductions of each city.

Quick Tips

💡

Collect era-exclusive ambient sounds before moving the story forward. The Showman system needs those recordings, and sounds tied to a specific era vanish when the saga jumps to the next decade, so prioritize exploration before progressing the main plot. A full sound library makes composing original tracks much easier later.

💡

Check every district's side content early. Each city hides quests, vendors and secrets that are easy to miss if you rush the main story — and era transitions may lock them out permanently, costing you collectibles and rewards. Use the city guides to mark off what you have cleared before advancing the plot.

💡

Learn each city's layout before big fights. Knowing the alleyways, escape routes and choke points gives you a real edge in crowd battles and lets you navigate to shows, shops and sound sources faster and safer. A quick reconnaissance run of each district pays off immediately. Building this familiarity before an ambush can be the difference between escaping cleanly and getting cornered.

All Articles

STRANGER THAN HEAVEN City Secrets: Dens & Rewards

STRANGER THAN HEAVEN City Secrets: Dens & Rewards

Uncover STRANGER THAN HEAVEN city secrets across Kokura, Kure, Minami, Atami and Shinjuku, from gambling dens to rare sound pickups.

stranger than heaven city secretsstranger than heaven city exploration guidestranger than heaven kokura guidestranger than heaven kure guide
Read more
STRANGER THAN HEAVEN Naval Port Kure: 1929 Era Guide

STRANGER THAN HEAVEN Naval Port Kure: 1929 Era Guide

Step into STRANGER THAN HEAVEN naval port Kure in 1929 Hiroshima, where yakuza clans and imported foreign culture define Daito's second chapter.

stranger than heaven naval port kurestranger than heaven entertainment district osakastranger than heaven seaside resort atamistranger than heaven pleasure district shinjuku
Read more
STRANGER THAN HEAVEN 1951 Era: Showman Chapter Guide

STRANGER THAN HEAVEN 1951 Era: Showman Chapter Guide

Step into the STRANGER THAN HEAVEN 1951 era of Atami, Shizuoka, where recovering entertainment culture and seaside leisure shape the fourth chapter of the saga.

stranger than heaven 1951 erastranger than heaven 1965 erastranger than heaven taisho erastranger than heaven showa era
Read more
STRANGER THAN HEAVEN Atami 1951: Postwar Seaside Resort Era

STRANGER THAN HEAVEN Atami 1951: Postwar Seaside Resort Era

Explore STRANGER THAN HEAVEN Atami 1951, the postwar Shizuoka resort where entertainment rebounds and Daito builds his showman empire.

stranger than heaven atami 1951stranger than heaven shinjuku 1965stranger than heaven era guidestranger than heaven city guide
Read more
STRANGER THAN HEAVEN Cities: Locales Across the Timeline

STRANGER THAN HEAVEN Cities: Locales Across the Timeline

Tour every locale in this STRANGER THAN HEAVEN cities guide, from 1915 Kokura through Kure, Minami, Atami to 1965 Shinjuku, with district breakdowns.

stranger than heaven citiesstranger than heaven kokurastranger than heaven fukuokastranger than heaven kure
Read more

Explore More