
Shadows: Awakening is a unique, isometric single-player RPG with real-time tactical combat. You embark on an epic adventure with challenging gameplay, a gripping storyline and enchanting graphics.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
It was ok
Shadows: Awakening, developed by Games Farm and published by Kalypso Media, is an isometric action RPG that sets itself apart with an unusual premise and a mechanical twist that tries to push beyond the genre’s usual boundaries. Instead of placing the player in the role of a traditional hero, the game casts you as the Devourer, a demon capable of consuming the souls of fallen individuals and using them as vessels. This narrative framing immediately gives the experience a darker, more morally ambiguous tone, as the story unfolds through the perspective of a being that exists somewhere between manipulator and reluctant participant in a larger conflict. The defining feature of the game is its dual-realm system, which allows players to shift between the shadow world and the mortal plane at will. This mechanic is tightly integrated into both combat and exploration, requiring players to think in terms of two overlapping realities. Enemies, obstacles, and even puzzles often exist differently depending on which realm is active, creating moments where progress depends on careful observation and timing. Alongside this, the ability to control multiple “puppets”—each representing a different absorbed soul—adds a layer of tactical depth. Players can switch between characters on the fly, combining their abilities to handle different combat situations. When this system works smoothly, it gives the game a dynamic rhythm that feels more strategic than the typical hack-and-slash approach. Combat itself leans toward a slower, more deliberate pace. Rather than relying purely on reflexes, the game encourages players to think about positioning, cooldown management, and the synergy between different characters’ abilities. There is a certain satisfaction in coordinating attacks and swapping between puppets to maintain control of the battlefield. However, this pacing can also become a drawback over time. Skill cooldowns are often lengthy, which can lead to stretches where combat feels less engaging, and the reliance on basic attacks becomes more noticeable. As the game progresses, encounters can begin to feel repetitive, especially when the variety in enemy behavior does not evolve significantly. The world of Shadows: Awakening is rich in atmosphere, drawing heavily on dark fantasy themes. Environments are varied enough to maintain visual interest, with detailed locations that reflect the grim tone of the narrative. Lighting and effects contribute to a sense of depth, particularly when transitioning between the mortal and shadow realms. Despite this, there are moments where the presentation feels uneven. Character animations can be stiff, and certain interface elements appear dated, creating a contrast between the game’s more polished aspects and its rougher edges. Narratively, the game shows ambition, exploring ideas related to identity, control, and the nature of power. The concept of inhabiting different characters allows for multiple perspectives, and the dialogue often reflects the tension between the Devourer and the souls it controls. Voice acting is generally solid, helping to bring these interactions to life. However, the story struggles to maintain a consistent level of engagement throughout its length. While the premise is compelling, the pacing can cause key plot developments to feel diluted, and some characters do not receive the depth they seem to promise early on. Quest design and progression follow a familiar structure, with a mix of main objectives and side activities that guide the player through the world. While this provides a steady sense of direction, it rarely breaks away from established patterns. Puzzles are included to add variety, but they often lack creativity and can feel repetitive after extended play. The overall experience becomes one of gradual progression rather than discovery, with fewer moments of surprise than the game’s premise might suggest. Despite its shortcomings, Shadows: Awakening offers a substantial amount of content, with a lengthy campaign and additional material that extends its playtime. Its systems, while sometimes cumbersome, provide enough depth to keep dedicated players engaged. The combination of character management, skill customization, and resource handling creates a layered experience that rewards investment, even if it occasionally feels unwieldy. In the end, Shadows: Awakening is a game defined by its ideas more than its execution. It introduces creative mechanics and an intriguing narrative perspective that set it apart from more conventional action RPGs, but it is held back by uneven pacing, repetitive elements, and a lack of refinement in certain areas. It remains an enjoyable and occasionally compelling journey for those willing to engage with its systems, though it falls short of reaching the full potential suggested by its concepts. Rating: 7/10
НЕ ПОКУПАЙТЕ ЭТУ ИГРУ! ОНА НЕ ПРОХОДИМА! ПАЗЗЛЫ С ВАЛУНОМ СЛОМАННЫ И БЛОКИРУЮТ ПРОХОЖДЕНИЕ! Идея со сменой персонажей интересная, но всё в этой игре какое-то несуразное, дофига бектрекинга, дофига каких-то странных пазлов блочащик прохождение, где-то чуть кривой хитбокс, где-то чуть кривая анимация, не удобный инвентарь... В целом получается очень нудная игра с неинтересным изнуряющим геймплеем. Начиная с 3-4 главы появляются блокеры мешающие прохождению, затупы и какие-то вымученые попытки растянуть хронометраж. И скука превращается в рейдж, сидишь как еблае, тратишь время на эту залупу, будто других игр нет ((( Кто там не придумал пазл катящимся валуном под который нужно включать платформы - он вырвавшаяся из ада мразь, явившаяся в наш мир чтобы пытать нас этой парашей, ♥♥♥♥♥, непроходимой.
日本語にチェック入ってませんが [h1] 日本語化されてます!![/h1] [h1] うれしい![/h1]
我对这游戏真的很无语,你要同时控制两个角色玩游戏,这不是神 经 病 吗。
Good diablo-like ARPG with interesting Demon-Puppets mechanic and world switching to solve puzzles, fight enemies, etc. Shadows also has a good story with several endings and a lot of side quests.
Grafik ist ok. Aber welcher Vollidiot hat sich das mit der Kugel und denn Drei Hebel mit denn Platten. Durchgefallen, fing gut an das Game aber jetzt nach 50 versuchen das Hindernis hin zu Bekommen. Ich gebe auf. Der Character Eiert und Taumelt sich was zurecht. Auch keine Kamerawinkel Veränderung möglich. Schade ein Game was man nicht weiterspielen kann wegen so ein Blöden Hindernis oder weil man ewig Schlüssel Braucht für Irgendwelche Tore. Das Game muss reichlich Überarbeitet werden um ein Gutes Game zu werden.
juegazo
Review for character and story players: Score: 8.0 Overview: I originally bought this game not realizing it was the same developer as Viking: Wolves of Midgard, and when I realized it was, and after such a polarizing experience prior to abandoning Vikings, I fully expected this game to fail to meet my expectations and be a quick removal from my active game list. I have to say though, this game is an upgrade in every conceivable way, and the comparison is so drastic, if I didn't know the same developer name was attached, I would never have known. If you felt Vikings was a huge turnoff, like I did, don't do yourself a disservice by dismissing this game, as the quality comparison is an unprecedented improvement over their first title, and a rare thing to experience as even with iteration over a decade of games, I've never really had a developer improve as much as this developer has - there is really no comparison regarding Vikings as this game is on an entirely different level. Characters and Story: The characters are honestly very compelling for an ARPG, and arguable very well written even compared to more narrative drive RPGs in my opinion, and they really drive attachment and appreciation for the effort put into the narrative and world as you move through each chapter. I will say it starts sort of slow and seems to meander, but the story is driving toward a climax that I anticipate will be worth the investment: I'm only in Chapter 4 at the moment. Regarding the characters, you start with the devourer and a primary puppet, each with different abilities and personalities, as well as backstories, personal questlines, and very different interactions with the main story and characters. Kalig was my primary puppet, and I really enjoyed his personality and banter with the devourer and other story based puppets and NPCs over the course of the story. The dialogue is fully voiced, and excellently done in my opinion, and really draws you in as direct dialogue and interaction is commonplace and really helps keep the journey interesting and fun. It gets even better when you get the next story puppet Zaar, as the chemistry of multiple characters increases the bantering and personal relationships to one another, and improves yet again when you get Carissa as she directly ties into the main narrative - I won't reveal any of the specific story wise, but the story really picks up once she joins. I also noted that the addition of either Darius or Falon adds an additional story based puppet, and each of the mutually exclusive hidden puppets here have voiced dialogue with the story, other characters, and more importantly, have direct history with Carissa and your primary puppet, depending on whom you choose for pairing - Jasker for example has a personal relationship with Falon, which I did not experience, but makes me think about replaying to experience as I have a feeling it is stronger than the other puppet combinations. I will note, however, that several puppets are purely for gameplay and have no dialogue or personality based on my experience, but they are still interesting from a gameplay perspective. I would wager that a NG+ with a different primary puppet will create a very different experience, based on my current playthrough, which I say with confidence as Kalig has many interactions that are not just broad strokes with an insert x character type of dialogue, though I cannot confirm this without playing through again. Experience (Gameplay, World Design, & Systems): The gameplay is also very fun. The devourer and your main puppet are always part of your party, but you can swap in any other two puppets, each with their own abilities and playstyle, and what I really like is that the gear you find is a combination of puppet exclusive or class based, but maintains a unique look for each puppet equipping it most of the time. I will say I wish there was a bit more on the loot side, through drops and through shops, as enemies do not respawn and once you buy the inventory at a vendor it never restocks, but overall the gear design and frequent visual changes kept the pacing interesting and fun, allowing you to feel like you were becoming stronger over the course of the game while the gear aligns with that perception. This was a huge upgrade over Vikings. Recommendations to Maximize your Experience: 1. Outfitting our characters: gear level is important for armor and weapons, but for accessories the abilities are much more important, but the accessories level really doesn't matter except for essence tier they come with innately. My recommendation is to stack up the accessories with your best essence, rather than the weapons and armor, as they can be used nearly the entire game without being out phased until you get access to the next higher tier of essences. There are three total tiers from what I can tell, which means accessories can last for chapters without needing replacement if you build them up well. Keep in mind, once attached, they are permanently used up and cannot be recovered. 2. Maximizing your story/character experience: I'll admit this would require you to accept mild spoilers, but I think it is worth it, as I wish I would have done this myself. Prior to your playthrough, do research on the puppets and their personal history, relative to the story based puppet mutually exclusive options, so you can optimally pair them with your main puppet to get the best experience. Jasker & Falon seem the strongest combination from what I've read, but Darius is also a good option mainly to pair with the mandatory character Carissa, but he may be better paired with the starting mage than Kalig as I am doing in my playthrough. There isn't a lot of info online to guide you here, but it is worth considering as I'm pretty confident it changes the experience. 3. Many of the gameplay puzzles can be a bit of a pain, and are not always clearly telegraphed. If you see something unusual, braziers with only some torches lit, holes in the ground, boulders and pressure plates, and so on, don't assume the game will guide you to a solution or that it will telegraph this is an optional hidden puzzle, and either try to figure it out then and there, or look up guides if needed. Youtube has most solutions if you get stumped, and while the wiki is fairly minimal, it does include area maps which also often have puzzle solutions on them. Some of the puzzles and hidden quests are challenging and very poorly telegraphed, some are also missable, so make sure to pay attention as you play! Final Words: Overall, this is a really fun game, and totally worth a playthrough if you like ARPGs. The characters are much more nuanced and enjoyable that you might expect for an ARPG, the world design and biomes are brilliantly designed and gorgeous, enemies are varied and interesting visually, and the puppets and gear really help make for an interesting experience that continues to reward exploration I think the phrase "hidden gem" or "underrated" is used a bit too often by gamers, but in this case I would say this is honestly a pretty superb game that doesn't get nearly as much attention as it deserves, likely due to the unimpressive fist outing of Vikings tarnishing people's expectations for the developer. Honestly, it's hard to believe this title is from the same developer at all! Which makes me even more disappointed to know their most recent game is a gameplay focused roguelike, rather than another compelling character and narrative focused RPG. Here's to hoping they revisit the world of Shadows again in the future!
какое же лютейшее калище эти шарады ,кольца и загадки - сам решай это ******! я на это свое время тратить не буду... и самое ужасное что многие загадки нельзя скипнуть - ты обязан тратить свое время на это собачее ****** по мэйн квесту. при этом в игре еще и довольно слабая боевка, но даже с такой боевкой можно было бы тут позалипать , но с кольцами и загадками идите в пень! купите старый титан квест и кайфуйте , но это ...
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Audience
Languages: English*, French, German*, Russian, Spanish - Spain, Simplified Chinese*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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