
The sequel to the critically acclaimed, re-imagined, point-and-click adventure game is now available for preorder! Shadowgate 2 leaves 2D adventuring behind, expanding its horizons, and letting you lift the veil on the mysterious castle once again!
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About

Magic is retreating from the land of Kal Torlin and shadows once again begin to move across the land. You embody the sorceress Raven, Lakmir the Timeless’ great-great-granddaughter, on her quest to restore the ancient magic to its rightful place. Equipped with nothing more than Lakmir’s Chrono-Orb and accompanied by your sarcastic companion, Yorick, you make your way toward the source of the blight – Castle Shadowgate.

Devious monsters and cleverly crafted puzzles await you within the legendary castle. To defeat these dark denizens that bar your way, you will need to build your storybook and learn six schools of powerful spells. Interpreting the stories and combining and mastering the spells will be the difference between a swift victory or an untimely death.
So take courage! Although darkness awaits within Shadowgate and the Grim Reaper stalks its ancient halls, you will prevail! You must! For the fate of Kal Torlin rests upon your stalwart shoulders!

3D rendered environments allow you to experience the magical keep like never before.
Six unique levels, replete with devious puzzles that will test even the most seasoned adventurer.
A new turned-based combat system that requires deciphering Storybook clues and exploiting your opponent’s weaknesses with powerful spells.
Move seamlessly through the Castle’s past and past present with a powerful Chrono-Orb.
Utilize Yorick’s hints in your quest to find and use objects of interest that’ll prove most useful in unlocking new locations and progressing through the castle.
Dive into Shadowgate’s unique ambiance through Rich Douglas’ signature soundtrack and sound design.
Enjoy engaging storytelling writen by the original creators.
Four characters fully-dubbed in English with localized text for Polish, French, German, Spanish.
Genres
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, Polish*languages with full audio support
Engagement
Hours played at review time, across 30 reviews with recorded playtime.
Reviews
I beat it with help of the Steam community, but this is the worst Shadowgate game except 64. Glitchy, buggy, crashes and sometimes you're doing the right thing and it won't do it, so you have to exit the game and enter again for it to work. No QA done on this. Play the Remake or Beyond as those are better.
It's bad. It feels really amateur and not in the good way.
Listen, I'm only giving a thumbs up because Shadowgate is a wonderful childhood memory and I think the devs legitimately want to execute. But boy howdy did they under-deliver. If you played the first Shadowgate remake by Zojoi you'll remember how clunky and rudimentary the interface was. It's no better here - honestly they might even be using the same engine. Regardless, the transition to 3D only makes things more obtuse, a good word to describe the puzzles as well. They give you hints in the form of fairytales but, perhaps through translation shenanigans, said stories end up having little relevance to the actual puzzles. Which is a shame, because it's a killer concept. I'm only 90 mins in and I've gotten stuck - not sure if it's due to a puzzle or the game being broken, which I understand is a common occurrence. Thumbs up only because I want to support anything Shadowgate and "Mostly Negative" with 11 reviews is brutal even for a buggy mess like this. So just know that even this "positive" is telling you to hold off until major fixes are confirmed.
I'm 3 or so hours in, and I can't say I like it. In fact, I wish I hadn't. I wanted to try despite the review bombing- I even put on Shadowgate NES music, because the game forgot that music is important to tone. Narrative is provided in "stories she remembers," and I have to read; so some stairs will make her think of some fable that has nothing to do with stairs, seemingly written by people who didn't really want to think that hard. Yorick, the skull, is useless as a hint system (not that you'll need it), as a companion (not memorable), and I wonder if he's just some producer's hard-on as opposed to a thoughtful addition. The environments are bland, and don't offer enough detail to even meaningfully connect with my sleuthing mind. A throne with a skeleton in it is just that, and further investigations are meaningless outside of the obvious key next to it. The UI is ugly, and doesn't feel like the style of the MAC/NES inspirations, OR their dirtscaped remake look. Despite the game's reliance on collecting objects to solve puzzles, some solutions they keep so hidden through ineptitude or anticipated timesucking in order to provide refund-protection. I had to look up a needed item for a solution, that had me randomly pixel hunting for a very small object in a room, which ALSO had a missing panel of floor texture, making me think it was there. I was randomly clicking all over, when supposedly, despite me in no way seeing it, I found it. The battles are nothing more than progression checks, ensuring you've gotten all the required spells before allowing you to beat the monster in the only approved sequence of events, in the order intended. None of this, is fun- and I had to restart the game 4 times, not including resolution issues that forced me to play in windowed. Wow, no- stay away. I'm gonna look up a speed run and call it a day. I hope IP owners, whoever you all are, are paying attention. We want exploration, clever victories and unexpected deathes, amazing music, and a sense of dread outside of actually playing a bad game. It's not good- this shouldn't have left the gates, and I'm glad I only tried it on sale. Those looking for a better, truer (I guess) sequel, should check out Beyond Shadowgate. It's not perfect, but MAN does it understand what this series could/should be. Update: There is no one speedrunning this game, so I'll just forget this ever happened. Further Update: Watched the ending online. Honestly, outside of the horrible voice acting, it's not the worst idea, but kinda disrespectful of some elements from the original series. Not sure what this series is, or should be- but someone has to jump in there, and figure out how to right this ship. Looking at the pictures in game, their "riffs" are like floating crystals- those are NOT the same thing, yo! Like, just a simple bit of giving a crap, and you could've bought a DIFFERENT Unity asset that looks like a black hole or something. Just so many bad decisions, and it feels like half the content was left on the cutting room floor. Ending could've been decent, with the right reveals, and a more realized version of the vision. Disappointing.
As promised, a more proper take now that the the biggest game blocking bug has been fixed. Ancient evils are stirring again in the castle Shadowgate. Sorceress Raven, the great, great granddaughter of wizard Lakmir, enters the ancient castle the see if she can fix the situation. Shadowgate 2 is, at heart, a puzzle game, just like the original was and the 2014 remake and the rather fantastic 2024 Beyond Shadowgate. But unlike the previous entries to the series, Shadowgate 2 adds turn based combat into the mix. The combat is, however, more of a puzzle rather than test of raw strength. During her stroll through the castle, Raven is at times recalling stories she has heard in the past. These stories are not mere flavor text, they are clues on how you should best proceed in the various battles on her way. Besides monsters, Raven's exploration is halted by other dilemmas as well. Generally, these puzzles are pretty easy. Solving some of these puzzles do require her to travel in past on an occasion, luckily she can do it with her grandfathers magical orb. And it's not only the puzzles that need time travelling, some monsters need a little time warp as well. Magic is also important part of the story. In the beginning, Raven knows only a handful of spells, but after every battle her powers grow a bit more, unlocking new magic. Then there's the Djinn, who gives her riddles to solve in for exchange of new powers. Another huge difference in between the previous games and Shadowgate 2 are the graphics and game play. Shadowgate 2 is a real time 3D title, played from 1st person perspective. This does cause some issues in some locations, which just feel a bit empty and at times even a bit boring and bland. The music is just as good as it has been on the previous games. The voice acting is decent as well. Shadowgate 2 might not be as good of a game as the previous entries in the series, it is relatively flawed in terms of game play and puzzles. but it's still fun enough of a puzzle adventure with some okay battle scenes in the mix, if you keep your expectations in check. v--------- my original note about the game-------v I can not recommend the game in its current state. There are several game breaking bugs, which will render any progress beyond them impossible. I'll write a proper review if and when the bugs are patched out.
[i]The quality of this game reminds me of stories I'd hear while taking out the trash....[/i] I feel bad about this, because as a Shadowgate superfan, who absolutely adores this lore and world, I want more Shadowgate, but after finishing the game, I have to change my review to negative. It's not fair that we have to endure kusoge as fans of this series. Beyond Shadowgate was proof of that! This was such a disappointing journey. Along the way, I encountered so many bugs and issues. A lack of polish, inspiration, or care, all made more frustrating by the fact that there were moments of potential. If the game was actually polished-- even in its current state-- mostly free of bugs, egregious typos, and careless mistakes, I would be able to recommend the game. But it's not, so I can't. [H1]Pros:[/H1] -Very different from SG 1; similar to Mines of Mythrok. -Dragon Quest style combat. -Music is solid, but it's not inspired the way SG64's was, and it's basically just 2 tracks through the entire game. -Return of some bits of lore from Shadowgate series (not much....) and an attempt at Shadowgate Rising (another bad one). [H1]Cons:[/H1] -MULTIPLE GAME BREAKING BUGS-- so far I was softlocked at [spoiler]the Djinn's first riddle solution[/spoiler] and broken save/load bugs. HUGE list of bugs-- was stymied and locked out of progression multiple times, including in the last stage. It's a bad look for a puzzle game to leave you more puzzled by broken mechanics than its actual puzzles. -Very different from SG 1; similar to Mines of Mythrok, but also uninspired. The environments never feel like Shadowgate. Even the closest we see to any reference to the Circle of Twelve looks like some generic Unity asset. -Outsourced devs-- if you look at their recent works it's all mid. It shows here, too. -Turn based RPG combat that becomes a passionless recital of telegraphed moves, which is a weird step back, even if interesting at times. -Simplified actions-- you can take and use items, but that's all. -I didn't know SG64 was a stylistic choice we'd have to live with in every 3-D Shadowgate-- these assets look terrible. Did you think a game in 2025 would be released with a bones texture pasted on a geometric shape? I sure didn't see that in my 2025 bingo. -No explanation of changing targeting on bosses when it's crucial by your second fight. -UI elements are missing or just omnipresent to annoyance. No need to see Raven all the time or one of TWO equipable items. Similar, it'd been nice to know, being that the graphics don't necessarily indicate, if you're in the present with your chrono orb or another timeline. -The game fights you playing it the entire way-- whether it's trying to scroll through your list of spells or slowly walk amongst the mostly empty environment in which you must be 3 feet tall. -The way the devs try to build in storytelling lore is immersion-breaking at best and insipid at worst; SG64, Beyond Shadowgate, and Shadowgate would never let you walk through a library without the capability to read a book. This feels extra silly being that your character just suddenly remembers random tales relevant to upcoming fights. In past SG, you'd read a library, and the correct answer was in the pile of books in the library along with 20 world-building red herrings. Instead, the tales are basically word salads to telegraph fights, and that's all it comes down to. -The possibility of any actual ambiance this game could have given is ruined by static monsters standing around, which especially ruins immersion at the end of the game. -Actually engaging with Yorick makes the game a chore, as he simply tells you what to do without any further inspiration. But the game is so featureless you feel starved for content if you don't engage with Yorick. Yorick's best voice lines are for when you die, because playing this game makes you want to kill yourself. -Which leads me to my final issue, the castle is not actually deadly until the final stage, and even then, it's a few pitfall traps. This is a shallow rendition of the allure the Shadowgate franchise holds over players, and a travesty. Most all of the memes this franchise hold are in the deaths you can face. But nothing in these environments feels living in the first place at all. Not the monsters, not the characters, not the castle, especially. And the whole point of this franchise is that you're in a LIVING castle.
Hard crash cold boot. I wouldn't recommend till they fix it
The fire pillar puzzle early in the game is impossible to beat. There is a door and keypad next to it. The keypad has 9 runes, which should be pressed in correct order. The room also has these pillars, which each has some runes etched to them. I suppose this should be the clue for the player on which order to input the runes, but honestly, nothing works. Pillars only have 7 of the 9 runes, so no matter which order you end up with, you still need to guess the remaining two. It takes forever to guess the solution. I've been stuck in this room for weeks now. Not worth the time anymore. Poorly designed.
Shadowgate 2, developed by Forever Entertainment S.A. and Highball Games, is an ambitious attempt to revive one of the most iconic names in the dark fantasy adventure genre. Building on the legacy of the original Shadowgate series, which became legendary for its cryptic puzzles and eerie atmosphere, this sequel reimagines the experience in a fully 3D first-person perspective. It casts players once again into the cursed halls of Castle Shadowgate, now re-envisioned as a sprawling, time-shifting labyrinth filled with secrets, monsters, and ancient magic. The concept alone carries weight—the idea of exploring the infamous castle not through static screens or point-and-click menus but as a living, explorable world—but while the vision is admirable, the execution struggles to meet the expectations set by its classic predecessors. The player assumes the role of Raven, a descendant of Lakmir the Timeless, who finds himself drawn back to the haunted stronghold to confront a spreading corruption that threatens to consume both the past and present. Equipped with the mystical Chrono-Orb, Raven can traverse time, revealing alternate versions of the same locations and uncovering long-forgotten mechanisms. This time manipulation mechanic stands out as the game’s central innovation, allowing puzzles to unfold across two eras in ways that recall the layered logic of the original series. The ability to shift between centuries to solve riddles or open hidden passages feels thematically true to Shadowgate’s tradition of mystery, creating some of the most rewarding moments in the game. Yet while this feature is conceptually strong, its implementation can feel uneven—time travel is often limited to scripted segments rather than organically integrated into the exploration, reducing its potential impact. Puzzles remain the soul of Shadowgate 2, and they carry the unmistakable DNA of the series. They are designed to be challenging but logical, encouraging players to observe, experiment, and think several steps ahead. In keeping with the franchise’s identity, the game does not hold your hand; clues are tucked away in cryptic notes, environmental details, or the sardonic hints of Yorick, the ghostly skull companion who returns to provide guidance and comic relief. This design ethos rewards patience and curiosity, but it can also lead to frustration for those unused to the series’ deliberate obscurity. The solutions often require not just using items but timing actions across multiple dimensions of time, and while long-time fans may relish the complexity, newcomers might find the logic occasionally obtuse. Still, there’s a gratifying sense of discovery when a puzzle finally clicks, and that remains one of the game’s enduring strengths. One of the biggest departures from the formula comes through the addition of a turn-based combat system, which introduces light RPG elements. Players can learn spells from six schools of magic and wield them strategically against enemies that inhabit the castle’s corridors. Combat unfolds through a tactical interface, requiring resource management and an understanding of elemental weaknesses. While this approach theoretically enriches the experience by breaking up the slower pace of exploration, in practice it feels underdeveloped. Enemy encounters often interrupt the flow of puzzle-solving, and the combat itself lacks the refinement and feedback needed to make it engaging. Animations are stiff, spell effects underwhelming, and battles repetitive after a few hours. The inclusion of magic-based combat is an interesting evolution for the series, but it never reaches its full potential, serving more as filler than a compelling layer of gameplay depth. The most divisive aspect of Shadowgate 2 is its presentation. Moving the game into 3D was a bold choice, but it comes with clear trade-offs. The castle’s architecture is expansive, filled with torch-lit chambers, twisting stairways, and eerie ruins, yet the overall visual quality is rough. Textures appear flat and dated, lighting feels inconsistent, and the environmental detail lacks the haunting richness that once defined Shadowgate’s mood. Instead of the atmospheric dread and gothic beauty of the 2014 remake, the world here feels sparse and unpolished. The art direction struggles to establish a coherent identity, with mismatched assets and awkward character designs that sometimes pull you out of the experience. Compounding the problem are technical hiccups—occasional clipping issues, buggy object interactions, and interface glitches that can force reloads or even soft locks. These flaws undercut the sense of immersion that the 3D transition was meant to enhance. Despite these shortcomings, the sound design does succeed in capturing some of the series’ characteristic tension. The soundtrack is understated but effective, blending haunting ambient drones with orchestral cues that heighten moments of danger or revelation. The voice acting, though limited, carries a nostalgic tone that recalls the theatrical flair of older fantasy adventures. Yorick’s lines, in particular, bring a bit of levity to the gloom, offering quips that keep the mood from becoming overly oppressive. Sound effects—creaking doors, whispering winds, and the distant rumble of magic—help sustain an atmosphere of isolation. It’s clear that the developers aimed to evoke the foreboding charm of the original games, and in auditory terms, they succeed more often than not. The narrative itself unfolds slowly, told through fragments of lore and environmental storytelling. The past and present iterations of Shadowgate reveal hints of tragedy, betrayal, and forbidden power, and the intertwining of timelines gives the story an almost mythic texture. There is an unmistakable melancholy to the setting—a sense that you are walking through the remains of something once glorious, now rotted by time and arrogance. Unfortunately, this narrative promise is weakened by inconsistent pacing and thin character development. Raven, though positioned as the protagonist of a grand legacy, lacks emotional depth, and much of the story’s weight is carried by exposition rather than dramatic momentum. The lore is interesting, but it’s presented in fragments that feel disjointed rather than cumulative, making the broader mythology harder to invest in. Still, even with its flaws, Shadowgate 2 holds a certain charm for fans of the series or for those who crave an old-fashioned adventure game wrapped in new technology. There’s an undeniable satisfaction in exploring the haunted halls, deciphering the riddles, and piecing together the fractured history of the castle. It captures that sense of mystery and dread that has always been central to Shadowgate’s identity, even if the details falter. For those willing to forgive its rough edges, there is an underlying respect for the legacy it continues—a determination to preserve the spirit of a game that once defined an era of dark fantasy puzzling. Rating: 4/10
This game gave me huge Shadowgate 64 vibes (almost in a good way), but I would still recommend that over this. I don't even know why this is called Shadowgate. Most of the puzzles are in the goofy battles, where Raven will just decide to remember a story while in the middle of a hallway (over and over). From here you translate the story and adapt it into the next combat encounter. The other puzzles are pretty typical fare that aren't too difficult, but more often than not you will be stumped only to learn that you didn't pick up a random item that was hidden in the darkness or didn't highlight at the right time. There's no music at all, so all you get to hear are the ambient sounds of Raven's hoof feet clomping away down the hallways of Shadowgate. I experienced no real major bugs, just small quirks, but the game is finishable with no major issues, but one of the achievements is still bugged (all stories), otherwise all the achievements are story related for those who care. There are better ways to experience Shadowgate, or games similar to Shadowgate, and this is by far the worst one.
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