
Ereban: Shadow Legacy is a fast-paced stealth platformer game where you become Ayana, the last descendant of a forgotten race. Harness mystical shadow powers, high-tech gadgets and avoid or kill to uncover the truth about your past and the key to saving a dying, morally grey universe.
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Ereban: Shadow Legacy is a fast-paced stealth platformer game where you become Ayana, the last descendant of a forgotten race. Harness mystical shadow powers, high-tech gadgets and avoid or kill to uncover the truth about your past and the key to saving a dying, morally grey universe. What will your legacy be?


Experience an unprecedented combination of stealth and shadows with the Shadow Merge ability. Dive into shadows and move freely through them to climb walls, reach inaccessible places, attack from cover or advance unseen.
Absorb echoes to learn more lethal and non-lethal shadow powers, craft high-tech gadgets, and combine all this with your agility to infiltrate Helios lines and investigate what they are hiding.


Avoid or kill. Spare or consume. The decision is yours: how far are you willing to go to uncover the truth?
Approach each level with your own style of play. Use your powers to move like a ghost or strike as a deadly shadow in this sci-fi universe where actions go beyond good and evil.


Discover the ruins of lifeless cities, infiltrate sci-fi facilities carved into ancient temples and forge alliances to unravel the mystery of who you are and what happened to your people.

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Simplified Chinese, Korean, Japanese, Polish, Russian, Catalan*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I wish there was a middle thumb option on as this is a game that is one of those cases. The story is basic bland boring and after a few hours i lost interest entirely, I understand this a indie studio's first game but the writing is as vague and lacking of stakes or tension as you can get, and my god the voice acting is really bad, nobody conveys any emotion at all. And these conversations between characters are not how people talk, it was either written by AI or a person who has never watched a movie in their life. The gameplay is where this shines the most as the stealth game play is basic but well executed. The shadow ability is really fun to use and there are so many missed opportunities for fun platforming as its used so sparingly. However with how slow your character moves and how big the levels are its very time consuming to run off the beaten path to collect the materials to craft new abilities and upgrades and most of them are pointless as i completed the entire game without using them once. For a indie studio's first game its a good foundation, but the price is way too high even for 10$. It was a overall ok game with a boring narrative experience Hoping their next release will be better
I really wish there was a neutral review, because I like so much about this game... except the game. Allow me to explain as short as I can via bullet points. The Good -Graphics and art style are both solid. Wonderful aesthetic, just like a scifi game I would run at the table. -Character "voices" in the writing sense and voice acting are both solid too. Female-heavy cast without being anti-male, refreshing these days. -Story is science fiction to the core, very solid. A story about a lying, evil establishment with an attractive "face" countered by a troubled protag who is fighting oppression, assisting liberation, and facing real choices about balancing tribal loyalty, lofty morals, and personal conviction, all without being communist or antiwhite, again, refreshing these days. -The level design is solid. Good platforming, good exploration, fun side quests, cool enemies, and good challenges (in theory, see below). The Bad -Horrible input issues. I don't know if this game wasn't designed to be used with mouse & keyboard, but I had a miserable time with the VERY necessary split-second inputs for both platforming and stealth combat. For a game that's a spiritual successor to Aragami, the devs should've known that snappy, smooth input is MANDATORY for a game like Aragami. I don't know how many dozens of times in my two play-throughs I would fall into a pit, miss a jump, screw up a puzzle, or botch a stealth attack because of the horrid control/input issues. Which forced me to re-do sometimes 10-15 minutes of tedious stealth or platforming, which takes me to the other two critical problems. -The nail in the coffin for this game is the unpredictable nature of the shadow powers, especially the VERY necessary shadow movement. As mentioned above, sometimes the A key moves you left, but sometimes it doesn't. It seems that this is anchored to both camera view and whatever piece of terrain the shadow movement "focuses" when you activate it. Extremely frustrating and I could never get the hang of it, not in 2 full play-throughs of about 18 hours. It was just impossible for me to reliably use the mandatory shadow movement for precise platforming or doing cool stealth combat stuff. The other shadow powers also suffer from this, such as "shadow swallowed" or "shadow hidden" bodies of enemies still registering as visible, which completely botches runs. Every power I tried had oddities and inconsistencies which made me shy away from ever using any of them and just wanting to rush through the levels... which sucks because the levels are beautiful and I WANT to enjoy them. -Checkpoints. The game is full of numerous checkpoints, so it's not that you have to re-do 20+ minutes due to a single mistake, but the checkpoint system brings other bugs and complications that ruined my enjoyment of the game. Occasionally some enemies would be automatically alerted when I reload. Sometimes reloading to checkpoint would make enemies or non-coms I left behind many checkpoints ago discover bodies or go full aggro for unknown reasons (perhaps due to shadow-hidden bodies respawning on checkpoint reload). Another major issue with reloading is losing upgrades. Three times when I reloaded a checkpoint, my gadgets and shadow powers would be one step behind in the upgrade process, I have no idea why or how, but the only way to fix it is to fully close the game and relaunch. Finally, three or four times when one of the above problems forced me to reload to checkpoint, the game would actually put me AHEAD of where I was, sometimes to the next checkpoint, once it even spawned me on top of the mission objective in a room I hadn't even discovered yet. Summary I deeply wish this game was better polished in regards to gameplay, input, and checkpoints, because if those issues weren't such a major barrier to enjoyment, I would give this game an 8 or 9 out of 10. As it is, I can only give it a 5 out of 10. Again, I wish there was a neutral review option.
Ereban: Shadow Legacy, developed and published by Baby Robot Games, is a stealth-driven action adventure that builds its entire identity around a single, clever idea: the ability to move through shadows as both a means of traversal and survival. Set in a futuristic world shaped by corporate dominance and environmental collapse, the game follows Ayana, the last known descendant of a long-lost civilization with a unique connection to darkness. Her journey is framed as both a personal search for truth and a larger attempt to uncover what led to the disappearance of her people, placing narrative stakes alongside its mechanical innovation. The defining feature of the experience is its shadow-based movement system, which transforms stealth into something far more fluid than usual. Instead of relying solely on hiding behind objects or staying out of enemy sightlines, players can literally merge into shadows, gliding along surfaces, slipping through barriers, and navigating environments in ways that feel almost puzzle-like. This creates a rhythm where movement itself becomes the core challenge, with light acting as a constant threat and darkness serving as both refuge and pathway. The result is a gameplay loop that feels distinct, rewarding spatial awareness and timing rather than slow, methodical waiting. Level design plays a crucial role in supporting this system. Environments are built with verticality and multiple routes in mind, encouraging experimentation and alternative approaches. Players can choose to carefully weave through shadows to avoid detection or use abilities more aggressively to bypass obstacles altogether. While the game offers a variety of tools and upgrades over time, it often allows players to rely heavily on the core shadow mechanic, which can make some of the additional systems feel underutilized. The freedom is there, but the game doesn’t always push players to fully explore its possibilities. Combat and enemy encounters lean heavily toward accessibility rather than challenge. Enemy behavior is generally predictable, and their limited awareness reduces the tension that typically defines stealth games. While this makes the experience more approachable, it can also lessen the sense of danger, especially in later stages where players have already mastered the core mechanics. The lack of escalating difficulty means that the game’s most innovative features are not always tested in ways that fully highlight their potential. Narratively, Ereban: Shadow Legacy presents an intriguing premise but delivers it with uneven depth. The world itself is filled with hints of a larger story, conveyed through environmental details, scattered logs, and optional discoveries. These elements suggest a richer background than what is directly shown, giving players glimpses into the history of Ayana’s people and the forces that shaped the current state of the world. However, character development and emotional connections are relatively limited, and key story moments can feel rushed or predictable. While the overarching mystery remains engaging, it doesn’t always reach the level of impact its premise promises. Visually, the game stands out with a stylized approach that emphasizes contrast between light and shadow. The cel-shaded aesthetic, combined with futuristic environments, creates a distinctive look that complements the gameplay mechanics. Lighting is not just decorative but integral to the experience, shaping how players move and interact with the world. Although the environments are visually cohesive, they can begin to feel somewhat repetitive over time, lacking the variety needed to maintain a strong sense of progression. The audio design supports the atmosphere effectively, using subtle cues to reinforce stealth and movement without becoming intrusive. One of the game’s strengths lies in its pacing. The campaign is relatively concise, avoiding unnecessary padding and maintaining a steady flow from start to finish. Optional objectives and different playstyles provide some replay value, allowing players to experiment with more aggressive or non-lethal approaches. However, the limited depth of these variations means that repeat playthroughs may not feel dramatically different, reducing long-term engagement. In the end, Ereban: Shadow Legacy succeeds most in its originality. Its shadow-based movement system offers a fresh take on stealth gameplay, creating moments of fluid, almost elegant traversal that set it apart from more traditional entries in the genre. At the same time, its lack of challenge, uneven storytelling, and underdeveloped systems prevent it from fully capitalizing on its ideas. It stands as a strong debut that showcases creativity and potential, even if it stops short of delivering a fully refined experience. Rating: 8/10
hidden gem fr.
This stealth title has some interesting ideas but the execution is rather lacking. This feels and looks like a futuristic Aragami if you've ever played those titles. The game is rather short and you should finish it in about 5 hours spanning across 8 levels. The story is interesting enough to keep you going but nothing too special. The really interesting thing I find about this game is the shadow powers you can use. You can become the shadow and use it to climb walls. Levels will have platforming sections that require you to do so. The controls when climbing walls are really wonky and I kept moving in directions I didn't want to unless the camera is facing the wall directly. the problem is sometimes moving from the floor to a wall, around a corner, back to a higher floor, the camera and movement is too hard to move accurately. I also wish the sections where you use this for platforming wasn't so linear. The idea is great to stealth around enemies but you don't get to use to too often to creatively stealth around enemies. It's really just an extra tool to move behind enemies or to go through the scripted platforming sections. This game would really shine if the levels were designed better to allow creativity. It's still a decent stealth title all things considered. I don't think it's a must play but if you like stealth games, you'll probably like this one.
Ereban: Shadow Legacy was kind of all over the place. The plot is meant to be an epic story about the fate of the universe, but it doesn't really make sense? The pacing also feels very rushed for this scale of story - there are maybe 30 minutes of cumulative exposition, and it introduces three factions, a half-dozen major characters, and the universe stuff. The gameplay is absolutely the best aspect of the game - you're an (the last???) Ereban, a Space Dark Elf that can swim through shadows like a splatoon character swims through ink. The basic mechanics are standard stealth stuff: avoid guards, sneak up behind them and take them out, being seen triggers an alert. Each chapter is set in a big open area that you can traverse however you choose, and you have one main objective with multiple side quests discoverable along the way, as well as a variety of pickups for completionists. There are a lot of challenges related to your primary ability, like chasing moving shadows, adjusting to stay on the dark sides of objects, etc. My one complaint about the gameplay is that you can kind of only do the one thing. There's both a skill tree and a tech tree, but none of the upgrades [i]add[/i] anything, they just give you different ways to make the game easier (make less noise, disable a guard from a distance, …) At its best, it feels really good when you pull off something tricky, but there are a number of places where it's too easy to trip over stuff like camera or control jank, which is [i]more[/i] frustrating than just making a mistake. The level design is pretty good - you have to explore and figure out where to go and how to get there, but it's never [i]unclear[/i] what you're supposed to do or how things are supposed to work. It looks and sounds good - it exercises my steam deck a little harder than ideal (on medium settings), but it could certainly be worse. Overall, I would recommend Ereban for stealth fans who are up for a novel indie experience that maybe isn't 100% polished.
Игра отличная, проходил на другом аккаунте и получил массу удовольствия. Взял ещё раз, чтобы перепройти и возможно выбить все достижения
[quote] [h1]遁入阴影,快如魅影:这款“低配刺客信条”把光影潜行玩出了花[/h1] 最近买了一包HB的慈善包,本以为是普普通通的加一游戏,结果让我玩到真能玩的游戏了——《厄瑞班:暗影之族》,它主打光与影的快节奏潜行平台游戏,由Baby Robot Games小团队打造。说实话,玩之前我并没抱太高期待,毕竟小厂出道作嘛,但几关下来,真有点被它那股子纯粹劲儿给抓住了,给我的感觉像低配早期刺客信条的感觉(制作组也有致敬刺客信条,成就有一个叫“信仰之跃”的成就,不过我没找到怎么完成)。 你扮演的是暗影一族最后的族人阿雅娜,能随时遁入阴影当中——只要没光照的地方,整个人就会缩成一团黑色球体,在暗影里飞速移动、攀爬墙壁、甚至穿过栅栏门。这感觉有点像《Splatoon》里的墨水潜行,但本作更强调策略性,因为暗影状态要扣耐力值只能维持一小会儿,你得掐着时间规划路线,不能无脑莽。 游戏几乎没有强制战斗,敌人发现你也不会游戏失败,但是一旦敌人抓到你或者攻击你基本上就直接游戏结束。所以大部分时候你得老老实实潜行,利用场景里的各种阴影——落日下的建筑投影、室内光源的死角,甚至移动机械投下的影子——来绕开巡逻的守卫。 https://steamcommunity.com/sharedfiles/filedetails/?id=3704283028 系统也给了你不少辅助手段,比如扫描敌人位置、远程遮蔽视野、销毁敌人尸体、丢诱饵或者瘫痪手雷。但就算有了这些,想拿到高评价依然不容易。 https://steamcommunity.com/sharedfiles/filedetails/?id=3704283017 每关结束会根据通关时间、死亡次数、被发现次数打分,如果你全程不被发现且不杀任何人,评价会更好——当然,难度也直线上升。游戏已经发售两年了,所有章节评分获得“S”的成就完成率才2.7%,可想而知本作的完美难度。 关卡设计是这游戏的一大亮点。它不是一条路走到黑,而是给你多个目标,先做哪个随你便。有些地方需要你等移动机械的阴影刚好搭成一座桥,卡着耐力耗尽前的瞬间跳过去;另一关让你搬运电池,因为拿着东西就没法遁入暗影,只能老老实实绕开敌人。这种临时改变规则的小设计,让潜行变得一点都不枯燥。 https://steamcommunity.com/sharedfiles/filedetails/?id=3704283179 每个关卡内都有不少可探索点,有的是给你制作装备的废料、有的是能够让你升级技能的技能点、还有的是制作/升级装备的关键材料。 当然缺点也有。角色动作感觉有点僵硬,处决动画也不够多样,敌人侦测范围有时候显得过于敏感,稍微探出半个身位就被发现了。但考虑到这是一个小作坊作品,能把光影机制和关卡逻辑做得这么成熟,已经相当不容易。 如果你是潜行游戏爱好者,或者怀念那种不靠突突突、全凭脑子和耐心的老派玩法,《厄瑞班:暗影之族》值得你花上十来个小时,在暗影里好好逛一逛。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote] [/quote]
i'm kinda lukewarm about this game...and understand, for context, I haven't finished it. My biggest problems with this game are some of the mechanics. I really like how the game gets you to think in terms of using shadows and even moving shadows to navigate the levels. BUT to my unending disappointment, the game discourages exploration to a ridiculous degree. And I played this after playing aragami 2 so I was mentally prepared to be able to go pretty much anywhere in the level, but the character will verbally chastise you when you go off track and, for me, that was immersion breaking. The level itself, has so many things which make using your super shadow powers impossible. Light sources, which make sense because the character uses shadow magic. Ledges and light producing climbing ivy also stop you dead. Its such a buzz kill to have the ability to zip around with shadow magic and then have so few places you can actually use it. Fine we are on a desert world with non stop daylight, i get it. But the character can't climb at all. I get that the focus of the game is using the shadow powers, but I can't climb over a half wall? Let me live a little, devs. Maybe she gets that ability later in the game? I know this sounds nitpicky. I don't mind grindy games, for the most part. I don't mind starting a game with nothing and building my character into someone more powerful. I rather like how attentive the syms are and how it pushes you to focus on stealth. I'm not a big fan of being overly managed by games like i'm a toddler needing minding to stay on task. I want to explore, I want to make mistakes, I want to go the wrong way to see whats out there. I want a reason beyond, "we have information about your people" to work with a group. The character we play as is a loner and used to making her own choices, but suddenly she's fine taking orders from people she knows nothing about? because...she wants info? I mean wanting information is fine but, isn't a story stronger if the character NEEDS a thing rather than wants a thing? I probably wouldn't even mind the constraints of the story so much if I felt more like an independent person out in the world. But how can I function as an autonomous person when there are half walls I can't climb. Ledges I can't reach or even raise my arms at. I can use shadow powers to zip up a vertical wall and around literal ten foot tall robots hunting me down, but I can't haul my fat ass over a half wall? I zip up a wall but can't reach the top because I don't have the ability to grab it? Every obstacle stops me and that gets demoralizing. I found myself just doing the bare minimum to get to the next level. I stopped collecting, I stopped trying to find things. I didn't care anymore because it was the game reminding me to play the game correctly. And for me thats immersion breaking. I don't take fall damage from being a huge derp and mistiming my jump like a cross eyed fainting goat. I mean i guess thats fine. I'm not trying to be unreasonable and demand a game over each time. I just expected more consequences and for things to matter more than they do. I mean we're supposed to be fighting against a fascistic super corporate government and the whole things feels vacuous and hollow. The art design is interesting, the syms have some unique dialogue and are some of the more interesting aspects of the game. It is one of the more atmospheric games out there which I personally like. I like the game more than I dislike the game.
not worth the money
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