
Shadwen is a 3rd person stealth-action game where the only rule is to remain unseen. Stay hidden - or the ruthless guards will kill you on sight!
Modeled estimate, not a reported figure. How we estimate →
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): 0.29/day in the week to Sep 1 → 0.14/day in the week after.
About
Genres
Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $16.99 | 1.4Kreviews | 77% | — | $554.6K |
| $3.39−80% | 608ratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I enjoyed this game the same way I enjoyed Styx: Master of Shadow. That is, scumming over the same few moments over and over again to get it *just* right, and you imagine that a replay with the rewinds cut out would be pretty cool to watch. I can only recommend it if you have that particular itch, however, because otherwise I would imagine you won't enjoy it at all.
I just love stealth games. 7/10 Shadwen looks really nice, it gets the dark night feeling very well I loved overhearing the guards and their stories, it fills out the world quite nicely. The levels are intersting but only in the gameplay way. I didn't really spend any time looking at the architecture or the nooks and crannies. For one there aren't any secrets / passageways ( like you had in the thief series). Secondly, there isn't much to interact with, or even find. Would have been nice if there were more ways to interact with the environment. The gameplay mechanic with the time stop/ rewind is very fun to play with. It takes a bit getting used to,, and it was a while before I stopped forgetting to hold the button so time can march on.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 64.6/day in the week to Jul 16 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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*languages with full audio support
| $3.39−80% |
| 123ratings |
| 74% |
| — |
| 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 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game gets better the more you learn about it because it does a really poor job at explaining the mechnics to the player, and doesn't really require you to interact with them at all. It's a good stealth game that does not realise its full potential in my opinion. [b]Crafting[/b] When I first saw the crafting system I was actually a bit annoyed. It seems like every game nowadays needs a crafting system, but after playing through the game I think that it is actually pretty nicely executed here. First off: All your crafted items are restocked when the level changes. I did not realize this until my second playthrough, because I saw no reason to use them, especially because they are so expensive to make. But when restocked they make the encounters a bit more fun. This isn't explained, or maybe I just didn't see the text. You can also undo crafting and get the materials back, which is cool. It also makes finding new blueprints exciting. You constantly find materials, but you don't know what to do with them, then you find a blueprint and get excited to find the missing materials. It also wouldn't have made sense for those items to be simply found in the levels. [b]Grappling Hook[/b] The grappling hook is one of the main mechanics of the game, and it is fun to use, but it is also really clunky. The grappling hooks mechanics also have a lot more depth than you first realize. The rope physically interacts with the environment. You can wrap it around objects, or use a physics object as a counterweight for yourself. Unfortunately there is absolutely no reason to intereact with this. The guards also don't care when your strangle them. Ingame you will mostly just drag objects or swing, and the swinging always looks jank. There is also no way to drag objects from a standstill. If you drag on the rope while standing still either nothing happens or you will shoot to the object and fly across the ground in your swinging animation. I had one really cool interaction with a chest. In my pacifist playthrough there way a chest between two guards, above it I could attach my grappling hook. I attached the hook and moved all the way up the rope, when the guards looked away I quickly extended the rope, snatched the contents of the chest and moved back up. You really felt like Batman sometimes. [b]World Interaction[/b] The world has interactable objects like cranes, chandeliers, and bridges. You can move and rotate them and cut the ropes of some objects to make them fall, some objects are specifically set up for this purpose, but I didn't realize you were even able to do this until very late. [b]Movement[/b] The movement has a lot more depth than actually needed. You can climb along ledges, around corners, run up and along walls. There is no reason to use any of this the way the levels are designed. [b]Lily[/b] The main mechanic of the game is Lily. You have to make way for her to move through the levels without being seen, which is a really cool idea, and it mostly works. The problem is however, that Lily has mathematically perfect movement, while the guards are completely dumb bots that simply move to the nearest spot that made sound. You can do every level by simply causing chaos and having luck, there is no need to be stealhy, and because the enemies never aggro no matter how much noise make, or how many boxes you fling around, you can just sit on top of some structure and play with the guards like with a cat and a laserpointer. That is actually a pretty accurate description because your rope actually makes noise and the guards will immediately look at it. Lily also can never be caught, sometimes her AI does not know what to do and Lily just stands there while the guards move around her. It's really dumb. [hr][/hr] The game is best when you go with the killer route. At the end of the game you are just an unstoppable menace and it's really fun to run through the levels and leave a pile of corpses behind. This is also where you can interact with most of the mechanics. Attach an explosive onto a box and fling it onto some enemies, place a little distraction roller on the ground and a mine on top and drive it into a bunch of guards, use all the environmental hazards the game has. Honestly this game would have made a really fun speedrunning game. A playback feature would have been so cool. This is also the only stealth game I know of which has a rewind feature, which I now realise is such a game changer. You can just trial and error your way through and be more creative without risking having to redo the whole level. All in all: Good game, get it on a discount.
Неплохой стелс-экшен с двумя разными путями: убивая всех и никого не трогая, отчего его интересно пройти два раза.
Ein kleines Stealth-Based Rätselspiel-Action. Ca. 6 Stunden Spielzeit, wenn man sich Zeit lässt. Im Rabatt die paar Euro auf jeden Fall wert.
assassin
за сникерс купил
Juegazo para bebés recién nacidos, historia normalita.
I’ve still got one more level to go but wanted to do a review. I wish I hadn’t waited as long to play this and held off because of the mostly positive reviews. I can’t disagree more with that. It might be a simple and repetitive stealth game, but it sure is fun for old school stealth fans like me. I’ve had an absolute blast playing it and I know I’ll be revisiting this game many more times. If I had one critique it’s that the secondary weapons and traps are very confusing in how to use them. I’m playing with a controller and don’t see a button that’s used for them. I was able to lay down a few bombs but not even sure how I did it. I may pick up the game on PlayStation for a second playthrough so I can use all the extras. Regardless, it was still so much fun just using the grappling hook to distract and sometimes kill enemies or just basic stealth kills. I also loved the aesthetic of the medieval town and the warm candlelight from the windows. It just oozes atmosphere with that alone. The AI was pretty dumb but I was ok with that as it made it way less frustrating. All in all it’s one of the best stealth games I’ve ever played.
Freeform stealth game where you're not the only one trying to stay hidden from guards, but your companion too.
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.
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