
"Shadow Prisoner" is a 2D fighting game with simple and exhilarating combos. There is also a simple mode for those who have no experience with fighting games, so you can play with confidence.
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About
"Shadow Prisoner" is a 2D fighting game with simple controls that allow you to perform exhilarating combos.
You can play with 25 characters (9 will be added for free, and one is a collaboration character that will be paid DLC).
Even if you have no experience with fighting games, you can use the simple mode to play like an experienced fighting gamer just by repeatedly pressing buttons.
There are story mode and survival mode for single player, and versus mode and network mode for competitive play.
Network mode has a zero-latency netcode that supports rollback.
If you are playing in Japan, you can play with the same input sensation as if you were playing next to someone in Japan.
Currently available is the main game and the additional non-combo game April Liars.
In addition, Epsilon mode, a fighting action game where you shoot each other with a barrage of bullets, exclusive to the Steam version, will be added.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese**languages with full audio support
Engagement
Hours played at review time, across 31 reviews with recorded playtime.
Reviews
hello, fighting game homie. do you know what a roman cancel is? do you like spamming them? aright, cool. what if you could stock up to 6 of them in your super meter, and you gained it really fast? now, stay with me here. what if you passively built up a stock of supers that, when used, didn't deplete your super gauge? wouldn't that be silly and fun? that's shadow prisoner.
While some animations are a bit clunky, the gameplay feeling is awesome! This game has roman cancels (even on whiff), jump cancels, air combos, a weapon install/transformation/tag for each character (depending on the type of character) which can further extend combos, a stylish mode that is actually useful e.g. to complete Story Mode. I had to mess a little with the settings to make it sure it run at 60FPS stable on my rig, but overall the experience was smooth. The English translation is serviceable despite some minor typos. In its current state, the game offers a Story Mode for the main character, a 10-matches arcade mode, survival, training with almost all the options one would like to have and online versus. What this game might lack in presentation, it offers in gameplay depth and it's totally worth checking it out if one likes anime fighters! Really a very pleasant surprise, I'm happy to have found out about this hidden gem! P.S. some characters must be unlocked by playing story mode, including the final boss. Also, the game features a color edit mode, if you fancy having your own palettes!
初見で令和にこの懐かしさを感じるローポリ、大丈夫か!?って思ったのですが、触ってみると意外や意外、リリース直後ということでバグは結構あるもののめっちゃ面白いです。 Xによると作者はアルカナハート2,3、デモブラ、パッツァ、ニトブラ、アルブラの制作に関わっていた方とのことで、しっかり動かしていて気持ちがいい格闘ゲームになってると思います。 低空ダッシュで突っ込んでぐちゃぐちゃにするタイプのゲームなのですが、とにかくシステムが無法すぎて爽快感が半端ないです。 開幕から使える時限強化orキャラチェンジのモードチェンジが全ての行動をキャンセルできる上に、開幕から100%あってすごい効率で溜まる超必ゲージを50%支払うことでこれまた全てをキャンセルできます。 昇竜ガードされようが突進がめり込もうが全部キャンセルして固め継続したりバックダッシュで逃げていく様はあまりにも無法で爆笑必須です。 さらに空中キャンセルが半端ない慣性ですっ飛んでいくので、あり得ない空中挙動の連携が生まれて楽しすぎます。 キャラも早期アクセスとしては考えられないくらい多く、しかもモードチェンジで性能全然違うキャラになったりして遊びごたえがあります。 すごいヒット数で残る上にループするエイジスとか大丈夫かこれ!?みたいなスゴ技で笑えるのも楽しいです。 現時点での問題はたまに同期ズレが起きるのと知名度が低すぎて人がいないことかもしれません。 私は友人とルームで遊んでいますが、ランクマに人が増えるにはまだ時間かかるかも…。 購入時点で作者のフォロワー数3人でしたし、まだ全然知られていないですが触ってみたら面白さがわかるゲームだと思います!
Responsive movement, snappy offense, fun characters, and an indescribable personality. Steam screenshots do not do this justice, you need the controller in your hands. In some ways, totally unpolished. In other ways, more polished than most high-profile commercial fighting games. Very excited to see where this goes...?!
Purchased this game on a whim after seeing it will be at EVO 2025 as a BYOC side bracket, and it was surprisingly extremely fun. If you're looking to support an indie dev with clearly true love and passion for the genre then I highly recommend and hope you will buy this game. [h2]Gameplay[/h2] **Prefacing for all these bullet points that these are all my observations from the game. I'll try to point out when I'm not 100% certain about mechanics, but hopefully you can still get an idea of how the game is played** * Air-dasher/anime fighter with double jumps. Able to do double jumps and still retain your air dash afterwards. * 4 Button fighter typical of most anime fighters. With an A (Light Normal), B (Medium Normal), C (Heavy Normal), and D button (multiple functions, explained below). There is also an E button (Special), but from what I could discover on my own it is literally only used for one character in the game. * D Button is a major aspect of the game tied to several key mechanics. 1. While blocking, holding D will push back your opponent's further while you are guarding their move. It also negates chip damage received from blocking specials and supers. Tied to a separate gauge below your health bar that I will refer to as Barrier gauge. Mechanic works like Blazblue's Barrier. 2. While performing any normal, special, or super, pressing D while your stick is in neutral (not holding any direction) will cancel the startup/active/recovery frames for for 50% meter. I will refer to it as Rapid Cancel (RC) due to its similarities with Blazblue's mechanic of the same name. This is where combos can get nutty, and pressure gets absolutely ♥♥♥♥♥♥ up and degenerate. 3. While holding forward, pressing D will forward dash. Will not work for backdash or airdash. * A+B is the Gift System, the defining aspect of the game. Gift is an "Enhanced" version of your character, but it varies per character. Some characters Gift will have them equipping a weapon which will unlock new and/or enhanced normals and specials, or an entirely new moveset altogether. Other Gifts will switch into a completely new character with an entirely unique and different moveset. Gift can also be used like RC as it will briefly freeze the screen and cancel any of your actions which enables for extended combos and pressure. There is a Gift gauge that is indicated near your health bar that will drain over time while you are in Gift. Once Gift runs out you must wait for it to refill completely until it can be used again. You are typically able to get at least 2 Gifts a round and it lasts awhile. * B+C is a ground throw with a whiff animation. It can be teched. Throws from observation seem to be unreactable/near instant, but you need to be point blank. There is also seemingly no throw invincibility on wake-up in this game. There are no back throws or air throws. * Most move list are about average for a fighter. Some characters have shorter move lists while some characters have long one. All motions primarily consist of 236 (qcb), 214 (qcb), 63124 (hcb), 41236 (hcf), and 623 (dp). * Canceling normals into each other work similar to BlazBlue = weaker normals cancel into higher strength, so A > B > C is the average combo route. * Standard anime fighter combos with jump cancelling normals into air combos and knockdown. Some characters have crazy loops, and I'm sure there's a lot more room for optimization in this game. * There is air blocking. * There is air teching. No ground techs. * Every character has different health totals. * Meter gauge is used for RC (50%) and Supers (100%). Meter gauge goes up to 300%. Absolutely insane meter gain in this game, with no meter penalty for RC or super. Meter is gained from hitting your opponent and seems to be the same regardless of hit or on block. Pressure is honestly pretty ♥♥♥♥♥♥ up because of this and some characrters will absolutely make this a 1 player game as you eat mix-up after mix-up. There is no meter gain from being hit or blocking which makes the game feel insanely one-sided. * Every round both players will begin with 100% meter and full Gift Gauge. [h2]Positives[/h2] * A lot of basic QoTL that is very unexpected but appreciated for an indie fighting game. Things like in-game frame data (just missing if a move is + or - on block, has everything else), instant rematch, ssome characters with multiple costumes, fully functional training mode, etc. * Incredibly big roster with 4 unlockable characters. Considering the Gift system too, the roster size feels even "bigger" because you are literally playing a different character. * Story Mode. I can't comment fully because I need to sit down and go through it proper, but I was surprised to there was actually a decent amount of text. * Some characters have multiple costumes, although not the norm. * Color Editor. Can't comment fully as I have not had a chance to experiment with it. * Voice acting * Unexpectedly a decent soundtrack * Graphics gives me major 2000s nostalgia. Heavily reminds me of character models from the online MMO, Mabinogi. Although I can understand this can be a negative for some. * Pure fun anime insanity from the mechanics to the characters. I main "Perfect Schneider" who has fullscreen lasers, a one-button Fireball (5C), teleports, and is the only character in the game that I see where the E button has a purpose because he also has a puppet on top of that. Absolutely insane and cracked boss character, might be banworthy to be honest lmao. Among that, there are crazy things like regular Schneider 5C being a cancellable 2 hit normal that goes from low to overhead and feels unreactable, and to some other characters just having what feels like straight up unreactable high/low mix-ups in general. One girl in this game straight up has Urien's Aegis Reflector when she is in her Gift, while also having a super that setups a fullscreen laser that slowly fires off one at a time up to 5 times. [h2]Negatives[/h2] * Online is unplayable. Despite it having an actual decent lobby system with ranked and casual matches, I ended up having major game crashes and lag playing with a friend in the same region as me. We had to play the game on Parsec so that we could play each other. * Game feels very "unbalanced." Although this may be a positive for some. Mainly feel like if your character does not have access to hard knockdowns (typically off a super ender) then they can really struggle to get any pressure started. * Some stages can cause massive frame drops. I play on a PC that can run Street Fighter 6 fine on medium settings. I NEEDED to lower the graphical settings in this game just so it could run at 60 FPS lmao. It runs fine on training mode, but when you start playing on stages with assets in the background that are animated/moving it'll cause the game to drop to a 30 FPS. * Animations and visual effects look very dated. * Obviously an indie game so it isn't perfect and can be lacking in some features, but for its price tag and being an indie title I truly think it is worth its price tag. [h2]Suggestions[/h2] * Rework Meter Gain. 1. I'm fine with it being a 1 player game, but either every character should feel like that or it should be toned down where you're not blocking 5 mix-ups in a row but instead maybe 2 or 3. 2. Meter penalties for RC/Super perhaps. 3. Different meter gain dependant on if a move hits or is blocked. 4, Meter gain for defenders either naturally, or a sort of Instant Block system, or both. * Implement more defensive options. With how insane offense is, there needs to be some sort of defensive mechanics so matches don't feel one-sided. Either a Burst, Instant Block, back and air throws, ground tech, invincibile backdash, guard cancel, or something. Needs a bit more interactive gameplay for defenders (totally not a huge hidden buff to P-Schneider).
Amazing game, the movement feels insane, similar to melty blood with cancels like some strange mix of guilty gear and arcana heart. Give this a go 100% worth it. Still in development so forgive some jankyness this is a great game!
Very fun, has lots of features, but in the current state of early access is also very jank. Prepare to experience occasional crashes, some unbalanced mechanics, visual issues, and the need to turn on compatibility mode to make the game run better. If you can get past that, this is a great value anime fighter where combos feel incredibly smooth.
Very fun to play, intuitive game design and great game feel.
ネットワーク関連が非常によくできており大きなラグも同期ズレもなく快適に対戦できる点は大いに評価できます。 ただ、昇竜拳コマンドが出にくかったり、リプレイの2ラウンド目以降がズレたりと、粗削りな部分が目立つゲームではあるため今後の改善に期待したいです。
操作のレスポンスが良く、キャラを動かしてるだけで気持ち良い ゲージの情報量の多さと空中ダッシュの速さでとんでもないゲームスピードになり、中毒性がある対戦になっている トレーニングモードの機能が充実していて、フレーム表があるのが本当に便利だった ネット対戦はトレモ待ち受けがあり、再戦のテンポもちょっと速すぎるくらい高速 とにかく行き届いたシステム周りの印象が良い
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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