
Assemble your crew and set sail on an infamous ghost ship to sneak, stab, and spellcast your way through the Inquisition in this non-linear stealth strategy game. Chart a course, develop uncanny abilities, and use unconventional tactics to find a powerful pirate artifact!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.29/day in the week to Aug 26 → 3/day in the week after.
About
Shadow Gambit: The Cursed Crew is a real-time stealth strategy game set in a fantastical version of the Caribbean during the Golden Age of Piracy. A place of mystery and wonder, these islands are home to pirates, vagrants, and all manner of strange folk – but the forces of the Inquisition have set their sights on these isles you call home, and will stop at nothing to eradicate your people as they seek a powerful pirate artifact buried in the region. Recruit and lead an undead pirate crew from aboard your ghost ship to outwit your enemy, striking from the shadows with both blade and sorcery to save your people.

Take charge of an infamous pirate ship and reunite its cursed crew as you fight back against the Inquisition across the multiple islands that dot the region. With eight undead crew members waiting to be revived, you can choose who to recruit to your cause, and when – there are no wrong choices, but your crew’s composition will determine how you traverse the islands, your unique experience through the narrative campaign, and what abilities you have at your disposal at any given time.
Each of your eight shipmates is an individual armed with their own unique supernatural powers and mildly unhinged personalities – use these to your advantage in clever and creative ways to overcome obstacles and enemies. Will you bring Gaëlle and her magical cannon to launch friends over walls and chasms, or will you rely on Mr. Mercury’s ability to bypass obstacles from below? Or perhaps von Presswald can simply possess an enemy guard, use him to unlock the gates, and stand idly by as the rest of your motley crew walks in? Use these and other abilities individually and in tandem, timing their executions to orchestrate intricate maneuvers and attacks against overwhelming odds.
Mix and match your crew's abilities to find your preferred playstyle among the countless synergies that you can deploy against the Inquisition. Each person’s skills are tailored to specific archetypes built around manipulating movement, operating behind enemy lines, hiding the bodies of dispatched enemies, or being particularly capable killers. Missions will limit how many crew members you can take with you, so choose your comrades wisely based on their abilities and limitations.

The forces of the Inquisition are numerous and well-armed, easily able to overwhelm your crew in a fair fight – make use of cover, darkness, and magic to neutralize your opponents without being seen as you traverse the many islands to accomplish your objectives.
Missions span across entire islands in the Lost Caribbean, and not only can you choose the order in which you tackle those missions, but you’ll also have the choice of where to arrive ashore and depart once the deed is done. Will you prioritize safety, targeting less patrolled areas that may be more distant from your objectives? Or will you seek to make haste, arriving at and leaving from more heavily guarded parts of the island to be closer to your objective from start to finish?
The various types of enemies have different strengths and weaknesses, each warranting varied strategies – what may easily distract or defeat one foe may have no effect on another adversary. From the lowly footman to the snipers hiding on high all the way to the magically linked pairs of enemies who must be killed in tandem, your foe will always seek new ways to thwart you, pushing you towards inventive new solutions.
Keep an eye on your enemies’ movements and lines of sight as you navigate the light and shadow, and make sure no-one is watching when you make that killing blow. Your crew’s abilities can complement your surroundings, as well as open up new strategies not otherwise available. Nowhere to hide? Suledie’s magic can create cover anywhere, allowing you to get even closer for the kill, or sneak past any watchful eyes undetected. Particularly attentive guards watching a path from above? Gaëlle’s cannon can launch friends (and foes) to land onto them, knocking them out at the same time.

Your ship will be your home between missions – a place where you can engage in your crew mates’ personal stories and side-quests, and perhaps more importantly, where you can make your plans to stay a step ahead of the Inquisition.
Shadow Gambit: The Cursed Crew takes a non-linear approach to storytelling – you can unlock new crew members in whatever order you please, and more islands get revealed as you make progress, each harboring multiple missions featuring different rewards beyond simple victory over your enemy.
There is no one designated path forward – missions always have multiple approaches available based on the team you’ve brought with you, but with such freedom of choice, there are many factors to consider. Will you temporarily avoid a more challenging mission to chase after a simpler one and gain more experience first? This may allow you to upgrade your crew’s abilities to more powerful versions that open up new paths. Or perhaps an entirely different, not-yet-unlocked crew member would be useful instead?
The Inquisition must be stopped at all costs – assemble your crew, learn their powers, and take the fight to the enemy, one island at a time. The fate of your world, and the lives of your comrades, is at stake.
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 6.6Kreviews | 91% | — | $5.3M |
| $39.99 | 915ratings | 93% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 894 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]一次晚来三年的游玩,一次时隔许久的哀悼[/h1] 毫无疑问,mimimi games 在笔者的游戏生涯中占据着极高的地位,其旗下的《影子战术:将军之刃》是笔者游玩的第一部RTT游戏,也是第二部游玩时长突破100小时的单机作品,而三年前那个很少玩游戏的小伙子也正是因为这部游戏开始逐渐走进游戏世界。所以当在3年前,在游玩过《影子战术:将军之刃》后由于对这部游戏的喜爱搜索得知公司在留下遗作倒闭后,心中难免有些许遗憾。而在三年后的今天,当我真正游玩过他们所有的三部曲,当我的游戏阅历和写作能力均有所提升的时候,我想,是时候正式且真诚的留下些什么,怀念这个我及其喜爱的游戏工作室。 本作相比于《影子战术》和《赏金奇兵3》,尽管RTT玩法的核心不曾改变,但在叙事和小的细节上做了不少的调整。 面对高昂的地图开发成本,《影子诡局》采取了大地图,高复用率的设计思路。游戏并未采用前作中线性推进的庞大独立关卡结构(例如《赏金奇兵3》中动辄需要耗时数小时才能全清的超大线性地图),而是设计了若干个巨大的岛屿地图,并将一系列中小型任务分布在这些岛屿的不同区域 。玩家在推进不同任务时,需要多次重返同一个岛屿 。当然,这是一种节省美术素材的妥协,但在战术潜行游戏的逻辑下,这种设计却的确能够让你在重复的敌人布置下体验到不同的解题思路。在RTT游戏中,地图的挑战性不仅取决于地形结构,更取决于敌军的视野覆盖区域。即便是同一张物理地图,只要玩家的初始登陆地点和任务推进方向发生改变,关卡的解题思路、敌人的视野威胁以及整体的潜行难度就会发生天翻地覆的扭转 。玩家完全可以将其视为一个全新的挑战关卡。这种设计不仅极大地提高了地图素材的复用率,有效压降了开发成本,还赋予了玩家自行决定切入点的自由度 。然而,大地图与庞大的敌军同屏数量也为引擎底层的优化提出了极高要求 。同类竞品(如《盟军敢死队:起源》)在向大地图方向演进时,常常为了抬高帧率而降低底层逻辑更新频率,导致各种Bug频发 (详情可以参考笔者之前的评测,如今或许在持续的优化下状况好了不少)。《影子诡局》在此方面的表现则相对平稳,这也得益于其视觉风格的转变。在2.5D俯视角下,除了核心角色外,远景桌椅、建筑等场景物件无需过度精细化建模,玩家完全可以接受一定程度的粗糙感,这为未来该品类利用AI生成模型进一步压降美术成本提供了理论与实践的基础 。 在《影子战术》和《赏金奇兵3》中,每个关卡的出战角色是系统强制绑定的 。这种固定阵容设计的核心优势在于,关卡设计师能够精确预测玩家此时手中的战术工具,从而进行极限的战术设计。设计师可以将每一个敌军的视野与玩家特定技能的影响范围进行严丝合缝的匹配,带来极高精密度的破局体验 。相反,《影子诡局》破天荒地允许玩家在大多数任务中自由选择三名幽灵海盗组成小队出战 。这种选择自由导致了关卡设计的底层逻辑改变。由于开发者根本无法预判玩家究竟会带上拥有远距离狙击能力的特蕾莎,还是能够大范围致盲的苏莱迪,或是能瞬间传送的阿菲亚,地图设计必须变得更加松散与包容,以确保任何极端或偏门的角色组合都能找到通关路径 。这一机制转变的直接后果是,许多资深硬核玩家敏锐地感觉到《影子诡局》的整体难度相较于前作有了明显的下降 。但从受众群体的拓展角度来看,这种难度让步有效降低了新手的挫败感,同时通过组合不同的能力,催生了极具观赏性与实验性的创造性解法 。为了补偿由于自由组合带来的难度下降,游戏取消了前作中备受争议、且容易破坏潜行乐趣的速通成就徽章(对于笔者而言还是挺可惜的),转而鼓励玩家沉下心来,进行慢节奏的战术布局 。 且在本作,mimimi正在尝试将玩法和剧情进行更加紧密的结合,在传统的潜行解谜游戏中,不断试错、存档、读档是玩家的标准行为模式,而在《影子诡局》中,玩家的大本营是一艘拥有自我意识的魔法幽灵船红玛丽号。这艘船不仅是任务枢纽,更拥有操纵时间维度的神秘力量 。所以当玩家按下快速存档键时,这一行为在游戏叙事层面变为“红玛丽号在时间流中保存了一段记忆”;当玩家因失误被发现并按下读档键时,则是红玛丽号“将时间倒流回那段保存的记忆节点” 。且船员们会在玩家执行存读档操作时进行实时的语音吐槽与互动,极大地增强了游戏世界的生命力与魅力。尽管这只是还并不成熟的实验,且游戏的剧情也的确称不上多好,但在遗作中做出如此敢于尝试的革新,我想这的确就是我所认识的mimimi,虽然我们再也看不到进一步改进后的续作了。 那么当我们将目光放得长远些,来看看RTT的未来究竟会是怎样的,而这一答案的追寻自然也要从mimimi的解散开始说起。创始人Dominik Abé和Johannes Roth在官方声明中指出,关闭工作室的核心原因在于持续攀升的制作成本、资金周转的无尽压力,以及维持工作与生活平衡所带来的巨大生理与心理损耗 。开发一款高品质的RTT游戏需要极度的专注与奉献,这种高强度的开发周期使开发者长期处于高压状态,严重侵占了他们的家庭与个人生活 。更深层的原因在于独立游戏行业残酷的融资环境。每当一款游戏经历漫长的阵痛期,终于接近完成并展现出可玩性时,工作室的管理层就必须立刻投入到下一个项目漫长且疲惫的融资争夺战中,形成了一个无休止的循环 。面对这种只要有一位核心管理成员崩溃、失败或耗尽精力,就会导致整个公司层面迅速失控的走钢丝局面,管理层最终做出了踩下刹车的艰难决定 。尽管团队曾探讨过转型开发其他热门品类游戏的可能性,但考虑到品类跨越会进一步急剧增加整个团队的风险与压力,这一路径被果断否决 。为了保障团队的平稳过渡并展现对行业的责任感,Mimimi不仅承诺在解散过渡期内继续为《影子诡局》提供更新与额外内容支持,还将开发期间获得的项目奖金全额分发给员工以协助过渡,并积极利用自身人脉协助员工在业内寻找新机会 。 而这也是现在制作RTT作品最大的核心痛点,在传统的RTT游戏开发流中,制作一张高质量的战役地图是一项极其劳动密集型的工作。为了构建一个具备深度战术解谜空间的关卡,至少需要美术构建场景、策划设计视线与巡逻逻辑、程序进行底层机制适配,这三方人力投入需要耗费数日甚至数周的心血,才能打磨出复杂的视线遮挡与环境互动网络 。然而,从玩家的消费端来看,攻克一张精心设计的地图,其平均游玩时长通常仅为4到5个小时,许多熟练的硬核玩家甚至能够在一个小时内将其彻底通关并达成全成就 。这种高投入低产出的内容消耗比,导致开发团队的生产力永远无法跟上玩家的消耗速度。最为直接的证据就是《苏军游击队1941》和《苏美尔六人组》的制作组新作都不是RTT。 此外,RTT游戏的受众群体相对硬核且高度垂直,潜在的潜行游戏玩家基本盘在当今快节奏的游戏市场中显得尤为有限 。在传统的一次性买断制商业模式下,有限的销量收入很难在扣除平台抽成、宣发费用以及税费后,继续支撑一个数十人的团队进行长线的地图更新与内容迭代 。这种结构性的矛盾,使得坚守该品类的团队必然面临极高的经营风险。(尽管事实就是持续运营RTT《雾境序列》也在开服了一年半后宣布关服,但也感谢他们在RTT持续运营方面的尝试) 所以,未来在哪里? [h2]最后的遗产:Modding Tool[/h2] 自《影子战术》发售以来的长达八年间,全球核心玩家社区呼声最高的功能莫过于官方地图编辑器 。Mimimi曾在《赏金奇兵3》中以简陋的关卡编辑作弊码形式进行了初步试水,而直到工作室宣布进入关闭倒计时,《影子诡局》的免费模组工具才作为最后一次重大补丁,连同两位新角色DLC(Yuki的愿望与Zagan的仪式)一起,被官方庄重地称为送给玩家的最后一份离别礼物正式发布 。 该模组工具目前仅在PC平台(通过接入Mod.io平台)提供官方支持,并且官方明确表示未来不会再提供任何Bug修复与技术维护 。从技术可行性与开发逻辑的角度来看,Mimimi并没有,也不可能将底层的引擎级环境生成权限完全开放给玩家,而是设定了清晰且务实的系统边界。 玩家可以在现有的全部岛屿场景中,自由放置玩家选定的海盗船员、各种类型的敌军单位(从普通杂兵到高级审查官)以及中立的非玩家角色(NPC) 。编辑器允许创作者为敌军设定极其复杂的巡逻路线、驻留时间、视野朝向以及特定的互动动画。 允许在地图中放置可互动的机关与物件,创作者甚至可以通过编写纯文本形式的非配音对话和触发式的过场动画,来为自制关卡赋予完整的剧情闭环 。 正如前文对开发成本所作的分析,将整个游戏的天气系统动态切换、地形高低差修改、物理墙体和巨型建筑的随意摆放等底层参数完全开放给大众玩家,在工程实践上是完全不现实的 。这不仅受限于图形引擎底层逻辑约束,更因为未经专业测试的玩家随意修改物理碰撞体积,会瞬间导致海量无法修复的寻路Bug与穿模问题 。因此,在工作室即将解散的客观约束下,Mimimi明智地选择了一种折中且高效的实施路径,提供官方烘焙好的固定基础场景,完全开放布兵与逻辑编辑权限。这实际上将核心玩家转变为战术拼图出题人,利用现成的沙盒地貌,创造出无穷无尽的几何视线交叉难题。 而希望或许还得寄托于类似UGC(用户生成内容)的模式上,就像前文所说,地图等内容资产的玩家消耗速度呈指数级碾压了开发团队的生产速度 。假设Mimimi能够在《影子战术》或《赏金奇兵3》的生命周期早期阶段,就成功攻克技术难关并推出比这套还要完善百倍的模组编辑器,RTT品类极有希望打破买断制的桎梏,演化为一个以UGC为主导的长线持续运营生态平台 。 当这款本应作为生态基石的模组工具,最终作为《影子诡局》这部遗作中的一部分被匆匆发布时,受限于工作室解散带来的信息传播渠道受阻,真正知晓并能够投入大量精力去熟练运用该工具的玩家基数已经极其有限 。可以预见的是,当那些耗费心血的高质量社区地图最终被制作完成并上传至Mod.io时,《影子诡局》在主流玩家群体中的热度周期往往已经不可逆转地走向衰退 。因此,这套模组工具在当下的语境中,更像是Mimimi那群有梦想的开发者送给所有坚守RTT品类的玩家的一封深情的情书,其精神层面的图腾象征意义,已经远远超越了其实际能够产生的商业挽救价值 。 所以,如果有未来试图接手或复兴这一伟大品类的后来者们,必能够从Mimimi十五年的探索与最终的折戟中汲取最核心的教训,突破RTT品类商业困局的关键,绝不再是依靠人力去无休止地堆砌高成本的人工美术地图,而是必须建立一套稳健的底层系统,积极拥抱AI生成技术以压降资产开发成本 ,并坚定不移地将架构重心转移到培育UGC社区共创的持续运营道路上。又说是运用AI技术去进行制作减负,将真正的经历全部投入到地图设计和人物中,(敌军设计以及靠操纵角色设计)去做出自己理想中的RTT作品。 十三年的坚守,《影子战术》的惊艳破局,《赏金奇兵3》的完美打磨,以及最终《影子诡局:被诅咒的海盗》那绚烂、魔幻而又从容的告别。Mimimi Games用他们极具古典工匠精神的职业生涯在整个游戏产业中写下了浓墨重彩的一笔。一群饱含热情的开发者依然能够凭借卓越的才华,扬起一面属于实时战术的浪漫旗帜,并最终将其不可磨灭地锚定在电子游戏发展的历史丰碑之上。这盏由他们重新点燃的战术潜行之火,必将在未来的社区创作者手中,以另一种形态继续燃烧。 [h3]所以,最后,晚安。[/h3]
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German*, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +1 more
| $39.99 |
| 307ratings |
| 94% |
| — |
| not modelled |
| $9.99−75% | 152ratings | 82% | — | not modelled |
| $9.99−75% | — | 96% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 896 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Понимаю, что странно провести в игре 168 часов и "не рекомендовать" её, но позвольте объяснить мою мысль. И так, 168 часов - это время, которое мне потребовалось для прохождения игры на 85% (согласно встроенного счётчика прогресса). Это даёт "подсолнух" и открывает весь доступный контент. Причём до этого я успел дважды пройти Desperados 3, с которой скопирован (с точностью до эффектов и интерфейса) весь местный геймплей. Т.е. ещё до начала прохождения я уже неплохо понимал, что и как нужно будет делать. И тем не менее провёл почти 170 часов на 9 доступных уровнях. Девять уровней! Плюс один "босс-левел", но он не в счёт. И нет, это не потому, что каждый из них огромен, как поверхность планеты. Одну из карт можно полностью зачистить от всего живого за 3 (три) минуты. Игра просто заставляет проходить каждую из девяти снова, и снова, и снова. Четыре-пять "заданий" на карте - обычное дело. Тебя заставляют переигрывать одни и те же уровни, слегка перетасовывая положение врагов и выдавая новые точки на карте, которые нужно посетить. Всё, развлекайся. И хотя в целом уровни сделаны хорошо и с выдумкой (остров злобного разумного растения; острова-близнецы под контролем духов-близнецов; остров остановившегося во времени корабельного сражения), они всё равно приедаются. Я осилил игру только потому, что включал фоном Ютуб и долбил её, задавшись спортивной целью узнать, сколько времени уйдёт на выбивание подсолнуха (и открытие последнего персонажа). Учитывая, что самые задротные задания я так и не сделал, достижение 100% прогресса, вероятно, потребует часов 200. Но возвращаться в игру, чтобы это проверить, я не собираюсь. Не в последнюю очередь потому, что игра упорота по феминизму и прочему woke ♥♥♥♥. Но в основном по феминизму. Все главные действующие лица истории - существа женского пола. Все "мужики" - дебилы и комик-релифы, с единственным исключением в виде Капитана, который давно мёртв (и которого в финале истории женщина-дух Корабля должна забыть, чтобы взять себе нового капитана - чёрную женщину-пирата). Разумеется, одна из женщин-пиратов оказывается лесбиянкой, о чём мы узнаём, проходя её личную историю. Все личные истории мужиков - это либо клоунада, либо способ указать на их тупость и бездарность, иногда и то и другое вместе. Все личные истории женщин - это рассказы об умных, сильных, независимых, которые вытаскивают тупых мужланов из дерьма и ведут себя разумно и подобающе. Честно говоря, с какого-то момента я почти начал иронично наслаждаться этим сценарием: настолько он туп и примитивен в своей пропаганде. Обидно, что такая тупая игра получила таких интересных персонажей. Не в плане характеров, они-то, см. выше, ужасны, а в плане их способностей. Абилки отлично продуманы, уникальны, ими приятно пользоваться, и за время игры я реально навострился тонко применять каждый скилл каждого из восьми персов. Взяв всё хорошее из Desperados 3, авторы без дураков улучшили его, разрешив брать на каждое задание до трёх персонажей по своему выбору, подбирая комбинации скиллов и придумывая себе развлечение по вкусу. Это здорово... Но вышеописанные "нововведения" убивают идею на корню. Да, можно брать разных персонажей. Но из-за этого каждый уровень обязан проходиться "с запасом", ведь неизвестно, кого игрок возьмёт. Поэтому по сравнению с той же D3 играть стало ГОРАЗДО проще. Сам сюжет, даже закрыв глаза на феминизм головного мозга сценарист_ок с синими волосами, воспринимается плохо, потому что он туп и примитивен, а подачи как таковой нет вовсе. Опять же, сравнивая с Desperados 3, это жесточайший даунгрейд по всем фронтам. По итогу: ужасный сюжет, неочёмный сеттинг, одни и те же карты по кругу, но интересные скиллы у персонажей. Нет никакого смысла страдать в этой игре вместе со мной, ребята. Купите Desperados 3, Партизанов 1941, или любую другую игру похожего плана, благо их много. А эту фигню обойдите стороной. Кстати, студия Mimimi games после её выпуска закрылась. Интересно, почему?..
I liked Shadow Tactics and Desperados 3, but this takes the same concept and gets it wrong. The story is boring and I couldn't care about any of the characters. Voice acting is cringy - and you can't just turn it down; even saving the game triggers an unnecessary voice line and distracting special effects. After a couple of missions I realized I was replaying the same maps over and over, just from different drop-off points or at different times of day. That repetition killed my interest. To top it off, the game froze after a mission and added to the frustration.
I liked the game, liked the story, characters, game mechanics (except the camera controls) voice acting, good tone, but. After 36 hours of gameplay and way too many crashes, I can't play it anymore. I have to restart my system every time it crashes and it does so too often now so, I won't risk it and can't recommend it. Sorry devs. First time I can't finish a game because of this.
This is fun, but it's not as good as Mimimi's other two games, for a number of reasons. The core gameplay remains the same; however, there's one big change: when going on a mission, we can select from any of the game's 8 characters (plus 2 DLC characters for a total of 10). While it theoretically provides the player more freedom in how they approach each mission, in practice it means that the enemy setups in each mission are created in a way that allows them to be resolved by a wide variety of character lineups. As a result, every mission feels kind of samey, even if you bring different characters to each. Where previous two games felt like a puzzle to be solved, with each mission having pre-determined characters and an interesting challenge tailored specifically for that set of characters, this game feels more like a sandbox, with that feeling of puzzle solving and uniqueness to each mission kind of gone. On top of that, some character abilities are clearly stronger than others, and there's nothing really to prevent you from bringing those characters to every mission. The game is set in a fictional version of Caribbean, which is also a much less interesting setting for me than feudal Japan or Wild West from the two previous games. The environments are beautiful, but look very similar in each location, whereas in previous games most missions looked very distinct and interesting in their own right (especially in Desperados III). In between missions you can now complete small side quests on your ship with each character. There's a lot of dialogues during these, and it is clear that the game tries to be funny very hard in these, with almost each line being some sort of attempt at humor, but the humor is very dry. I can definitely remember more hilarious moments from Desperados III than from this, even though I played it a few years ago. So yeah, Shadow Gambit: The Cursed Crew is a big step back from other Mimimi games in my opinion, but the core gameplay is still as solid, so I mostly enjoyed playing it.
настолько переборщили с повесткой, что меня блевать тянет. хотя игра хорошая, у студии рука набита. потом после работы дайте пизды вашему инклюзив агенту, обоссыте его и потом скажите что он теперь дайвёрсити пёрсон, с бутылкой в жопе
the weakest of mimimi's games. Gameplay its just like the others, if not a bit easier due to the large character pool. Boring dialogue and really ugly character designs, and truly there's way too much of the dialogue for me to not start to skip after a bit. But I'd be doing it a disservice to say its bad, just buy mimimi's other games before this and keep this one in the back pocket for when you're in a situation like I'm in and just craving the gameplay style of the real-time-tactic stealth games that mimimi's done so well. Super satisfying gameplay that I'm going to miss considering mimimi shut down after making this game
In short, this one is a delightful good-bye from MIMIMI studio, the one that raise the quality of Stealth RTT genre into a new level, and yet not enough to keep the flame going. Though the game still has some flaws, but the overall product is absolute worth your time. The GOODS: - A good chunk of colorful character, 8 and possibly more, which can guarantee you a plenty good amount of replays. With the grant achievement that’s bigger than both Shadow Tactic and Desperados combined, you’re gonna get busy for real. - Gameplay is smooth as butter! Characters can pick a best route every time we pick a location. - Instead of different levels, we now have island with its different sections involve with many missions to complete. I like this, it gives you opportunity to explore the whole island, not to mention the chance to discover treasure and Easter eggs, really clever and fit the theme so well. - The side-stories or lore of each characters are mostly fun to experience. Unlike the previous games, this time you get to know the characters better. My favorite is the Sharpshooter’s one. - Good voice-acting and good in-game music. MIMIMI always shine when creating such good atmospheres. The BADS: - Not all character is good. I tend to use some characters more than others, simply because of usefulness. The character design can be so imbalanced. For example, the ship doctor runs fast, kills fast, carry the bodies fast, can climb/swim, and that’s just BASIC STUFF! She can grow bush, lure enemies. And when you upgrade her skill, she get to distract enemy ?!?....Meanwhile, such characters like Treasure Hunter and Shipwright have so little and even weak skills. Even in some special missions that required them, I don’t even need to use them that often. - The BADGE or ACHIVEMENT is nightmare to complete. I get it that the devs wish for players to replay each islands as many as possible. BUT the fact that some badges are so stupid that you have no choices but to repeat the whole progress. ( ♥♥♥♥ THE NO “UNLEASE MEMORIES” BADGES) - Some side-stories can be boring and a waste of time. Not gonna spoil them for you. But know that you get to skip a lot of dialogue just to progress. - The upgrade mechanism could have been done better. I wish MIMIMI can give us options for each upgrade, but I guess they didn’t have the time. - The story is meh…I know I shouldn’t be so hard on this one, since such games like this focus more on the gameplay. BUT since this is their last game, I had hope that MIMIMI can give us a more epic story. SCORE: 8.5/10. Almost perfect
这世间最悲情的事情莫过于当你遇到一位良人的时候,她已经作古。你所遇到她的一切,哪怕再惊艳,也再也不会有更多的惊喜了。唯一值得庆幸的是你还能从她留下的点点滴滴了解到。哦,原来这世间还有这样多样的解法,还有这样令人扼腕的情节,还有这样精心的付出以及还有这样的遗憾。来年的樱花下还能见到熟悉的一众忍者们吗?遥远的峡谷里还会流传牛仔们的传说吗?红玛丽号桅杆下的水手们,你们可曾见到Mimimi的身影。 也许多年以后,我和我的儿辈聊起曾经鉴赏过的游戏时,会想起那个初见到到Mimimi时候的充满惊奇的午后时光。那个游戏开局前的小女孩很可爱,不是吗?
While the Desperados series pulled me in from the very first mission to the very last, Shadow Gambit: The Cursed Crew feels like a completely different story and not in a good way. You can clearly feel the budget cuts that likely contributed to the studio shutting down. I genuinely do not understand who thought it was a good idea to force players to revisit the same maps not just twice, but many times, with identical enemy placements. Sometimes the only difference is the time of day, and even that is not always the case. This design choice quickly turns what should be a strategic stealth experience into something repetitive and exhausting. The story does not help either. I honestly could not follow it, and the characters never seem to stop talking. Instead of building atmosphere, it becomes distracting and at times annoying. It is a shame, because the core gameplay mechanics are actually solid and engaging. There is a great game buried underneath, but due to the repetition and pacing issues, it eventually becomes a chore rather than a pleasure to play.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.