Lead your team of Runners to survive a corrupt megacorporation’s intrigue threatening thousands of lives in this new action-strategy game set in the most popular cyberpunk universe of all times – Shadowrun.
User reviews: Mixed (401 reviews)
Release Date: Apr 28, 2015

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Recommended By Curators

"Showed at Gamescom 2014 - Great example of an indie studio handling a well-known IP with flair."
Read the full review here.

Recent updates View all (14)

May 2

The best laid plans...

This has been the roughest week of our collective studio live – and we had a number of rough patches as some of you know. We are a small team and creating an online game – regardless of whether it is a massive open world MMO or a more modest game like ours- is a big undertaking. When we launched, we were reasonably certain, that everything worked out. So what has gone so horribly wrong and have we all been blind or stupid? If you want to understand what happened, below is the rundown on things. If you are not interested in explanations or excuses, just scroll to the announcement at the end for how we try to at least make amends for this clusterdrek.

We know the risk associated with online games, especially if it is structurally and technically an MMO (in the sense of most of the AI, Logic, Persistence and all the other stuff that makes the game operate being done via server). This is why we have been extra careful before we released Shadowrun Chronicles – the game had been running for months before launch without any issues (as our Early Access and Kickstarter players can attest to), we did a series of Mass Tests (simulating thousands of concurrent user sessions) and a day prior to launch we invited our Early Access community to come in droves by allowing them a day head-start for their characters (whom the previously had to endure to see wiped time and time again as we balanced and reworked the game). We upgraded our hardware to be extra safe, even though our servers rarely went above 5% load.

Come launch day and things work without a glitch…until they suddenly don’t. Shortly after our studio fell victim to a district wide blackout at the most inopportune of times, our external server inexplicably slows down. The source for this was quickly identified (once we were back on line) – a specific task called “garbage collector”, which cleans up leftover allocated things in the memory and with the amount of players suddenly has too much to do, which results in things cueing up and eating away the hardware resources for every other process (like walking from a to b). So we reduced the amount of garbage produced, patched, and off we go…

Only to see lag creeping into the game again. Looking at the server actions and our logs, it turns out our servers clog up with threads they cannot compute fast enough, leaving ever more threads hanging, which results in the game becoming ever more unresponsive. So, what do players do, if the game does not react when they click on something? Right, they click on it again and again and again…creating more commandos for the server, who is struggling as it is. Vicious circle anyone?

Now these issues are something that accumulates over time…which is almost impossible to test without actual people doing a thousand actual things which differ from our mass tests. It also exposes problems by adding a magnitude. Things that worked badly but did not register when we had a little over hundred players concurrently suddenly explode with 500 players. Take our hub: To be able to see other players running around, the server needs to collect the “commands” from every player and update every other client about the movements of each character in the hub. Previously that was never an issue. But with dozens of hubs open the small things stack up. And if they do, the server gets clogged up…and if that happens long enough it simply cannot work through commands fast enough…resulting in lag. One of the patches has reduced the size of each command (so the amount of data the server has to compute) to 20% of what it was and optimized the associated logic at the server, so it is 40 times as fast as it has been before.

So why didn’t we do this before? Simple: It wasn’t a problem, so we weren’t fixing it – every change of a running system has the risk of creating new bugs and if it ain’t broken…

The example above is but one part of the complex and interwoven web of logic and relations and we wish we could enter that code Shadowrun style and hack our way through things with ease, but unfortunately that is not the case. Instead our 6 coders and IT as well as QA have worked day and night for three days to correct problem after problem, but as with any intricate webs, when you start pulling one strings, the whole thing changes and transforms. So every patch improved parts of the problem…only to see another issue creep up. And we may not have seen the end of this, as we continue to fix things. And it does not help if people don’t sleep for over 40 hours…

TL;DR: This is fragged and we are desperately trying to fix it, but we are stretched to the limits.

As a way of saying sorry, we want to give everyone who endured this week of constant patching and those who just gave up a little gift and ask them to give the game one more shot.
Mid next week, every user will receive three things:
- A free additional character slot (so if all that patching messed up your builds, you can start a clean one)
- Two pieces of cultured bioware – these cost zero Essence so you can use them with any character even mages or make sure you cybered up street sams get that extra boost they have been looking for
- A flamethrower, so whenever you get really angry at us for that drek, you can just incinerate a few enemies and think of us.
We are still working on creating a PvP and Endgame mode – most of this is design and thus not overly affected by the massive amount of work our coders had to do, but then our coders will need some sleep after this marathon.
Again, we are sorry for this and after putting years of work into this, it is unbelievably disappointing for us to see this happen and leave a bad impression.


43 comments Read more

May 2

The best laid plans...

This has been the roughest week of our collective studio live – and we had a number of rough patches as some of you know. We are a small team and creating an online game – regardless of whether it is a massive open world MMO or a more modest game like ours- is a big undertaking. When we launched, we were reasonably certain, that everything worked out. So what has gone so horribly wrong and have we all been blind or stupid? If you want to understand what happened, below is the rundown on things. If you are not interested in explanations or excuses, just scroll to the announcement at the end for how we try to at least make amends for this clusterdrek.
We know the risk associated with online games, especially if it is structurally and technically an MMO (in the sense of most of the AI, Logic, Persistence and all the other stuff that makes the game operate being done via server). This is why we have been extra careful before we released Shadowrun Chronicles – the game had been running for months before launch without any issues (as our Early Access and Kickstarter players can attest to), we did a series of Mass Tests (simulating thousands of concurrent user sessions) and a day prior to launch we invited our Early Access community to come in droves by allowing them a day head-start for their characters (whom the previously had to endure to see wiped time and time again as we balanced and reworked the game). We upgraded our hardware to be extra safe, even though our servers rarely went above 5% load.
Come launch day and things work without a glitch…until they suddenly don’t. Shortly after our studio fell victim to a district wide blackout at the most inopportune of times, our external server inexplicably slows down. The source for this was quickly identified (once we were back on line) – a specific task called “garbage collector”, which cleans up leftover allocated things in the memory and with the amount of players suddenly has too much to do, which results in things cueing up and eating away the hardware resources for every other process (like walking from a to b). So we reduced the amount of garbage produced, patched, and off we go…
Only to see lag creeping into the game again. Looking at the server actions and our logs, it turns out our servers clog up with threads they cannot compute fast enough, leaving ever more threads hanging, which results in the game becoming ever more unresponsive. So, what do players do, if the game does not react when they click on something? Right, they click on it again and again and again…creating more commandos for the server, who is struggling as it is. Vicious circle anyone?
Now these issues are something that accumulates over time…which is almost impossible to test without actual people doing a thousand actual things which differ from our mass tests. It also exposes problems by adding a magnitude. Things that worked badly but did not register when we had a little over hundred players concurrently suddenly explode with 500 players. Take our hub: To be able to see other players running around, the server needs to collect the “commands” from every player and update every other client about the movements of each character in the hub. Previously that was never an issue. But with dozens of hubs open the small things stack up. And if they do, the server gets clogged up…and if that happens long enough it simply cannot work through commands fast enough…resulting in lag. One of the patches has reduced the size of each command (so the amount of data the server has to compute) to 20% of what it was and optimized the associated logic at the server, so it is 40 times as fast as it has been before.
So why didn’t we do this before? Simple: It wasn’t a problem, so we weren’t fixing it – every change of a running system has the risk of creating new bugs and if it ain’t broken…
The example above is but one part of the complex and interwoven web of logic and relations and we wish we could enter that code Shadowrun style and hack our way through things with ease, but unfortunately that is not the case. Instead our 6 coders and IT as well as QA have worked day and night for three days to correct problem after problem, but as with any intricate webs, when you start pulling one strings, the whole thing changes and transforms. So every patch improved parts of the problem…only to see another issue creep up. And we may not have seen the end of this, as we continue to fix things. And it does not help if people don’t sleep for over 40 hours…
TL;DR: This is fragged and we are desperately trying to fix it, but we are stretched to the limits.
As a way of saying sorry, we want to give everyone who endured this week of constant patching and those who just gave up a little gift and ask them to give the game one more shot.
Mid next week, every user will receive three things:
- A free additional character slot (so if all that patching messed up your builds, you can start a clean one)
- Two pieces of cultured bioware – these cost zero Essence so you can use them with any character even mages or make sure you cybered up street sams get that extra boost they have been looking for
- A flamethrower, so whenever you get really angry at us for that drek, you can just incinerate a few enemies and think of us.
We are still working on creating a PvP and Endgame mode – most of this is design and thus not overly affected by the massive amount of work our coders had to do, but then our coders will need some sleep after this marathon.
Again, we are sorry for this and after putting years of work into this, it is unbelievably disappointing for us to see this happen and leave a bad impression.


28 comments Read more

Reviews

“After spending many, many years playing the pen-and-paper version of the game, I've found that even in Early Access, Cliffhanger Productions' multiplayer-enabled, tactics-focused take on the tech fantasy universe is the purest Shadowrun videogame experience on offer today.”
Destructoid

“The addition of co-operative gameplay could be exactly the kind of addition that the Shadowrun franchise needs.”
Leviathyn

“Shadowrun Chronicles is XCOM with magic”
HardcoreGamer

Digital Deluxe Edition

  • A pre-order for the first campaign update of Shadowrun Chronicles – cause the world of Shadowrun Chronicles will be ever expanding with more missions and new content!
  • A useful extra set of items, weapons and armor which will help you get an edge on the street the first campaign update for Shadowrun Online for free on release of the update!
  • Listen to the music inspired by Shadowrun Chronicles on the bonus soundtrack!
  • Did you always want to try the Shadowrun Tabletop game? The Quick Start Rules give you an introduction to the world and the ruleset of the game. Gather your friends around the table and slip into the Shadows with them!
  • The Boston Adventures bring the Boston Lockdown scenario to your Shadowrun Tabletop group! Get intel on the Boston setting and play a run inspired by the Shadowrun Chronicles: Boston Lockdown Campaign!

RPG SUPER DELUXE PACK

  • A whopping 240+ pages of roleplaying goodness with the Pen and Paper RPG Campaign Book Boston Lockdown as a pdf!
  • A pre-order for the first campaign update of Shadowrun Chronicles – cause the world of Shadowrun Chronicles will be ever expanding with more missions and new content!
  • A useful extra set of items, weapons and armor which will help you get an edge on the street the first campaign update for Shadowrun Online for free on release of the update!
  • Listen to the music inspired by Shadowrun Chronicles on the bonus soundtrack!
  • Did you always want to try the Shadowrun Tabletop game? The Quick Start Rules give you an introduction to the world and the ruleset of the game. Gather your friends around the table and slip into the Shadows with them!
  • The Boston Adventures bring the Boston Lockdown scenario to your Shadowrun Tabletop group! Get intel on the Boston setting and play a run inspired by the Shadowrun Chronicles: Boston Lockdown Campaign!

About This Game

Lead your team of Runners to survive a corrupt megacorporation’s intrigue threatening thousands of lives in this new action-strategy game set in the most popular cyberpunk universe of all times – Shadowrun. Blending X-Com style gameplay with RPG elements in the unique Shadowrun setting and adding an extensive single- and co-op campaign, Shadowrun Chronicles offers the next generation of tactical turn based action games.

Entrapped in a city plagued by a deadly virus, assaulted by the minions of a megacorporation, attacked by infected and with a dragon on a rampage through the city you have to unearth the secret conspiracy that connects it all.

As the leader of your team of Shadowrunners, you will have to use magic, technology and every weapon available to you, to save the lives of thousands in a city at the brink of extinction. Grow you character, plan your missions and control your team in combat or play live co-op with other players to overcome the challenges ahead of you. Meet your fellow runners in the Back Alley or hire henchmen to help you succeed.

Set in the dystopian near future of our world, where magic has awakened and blends with technology, creatures of myth and legend have returned. Elves, Dwarves, Orks and Trolls walk among the neon-lit streets, while the matrix connects everyone and everything as the corporate towers cast their long shadows across the globe. You are a Shadowrunner - a secret operative on the edge of society, hired for the jobs no one wants to be connected with. A cyberpunk rebel surviving by skill and instinct in the shadows of the corporate towers!


Welcome to the dark side of the future, chummer. It’s going to be a hell of a ride.


Featuring

Word of warning: The game is tough - it's designed that way. Running the shadows is never easy and going in guns blazing will certainly get you in trouble!

  • Run and Gun! Gripping and deadly tactical turn-based combat in true Shadowrun style: Choose from a wide array of skills groups, magic, technology and weapons to survive!

  • Teamwork! Build up your team of runners or join with other players in live co-op to find the best combination of skill, magic and technology for survival.
  • You'll never run alone! Team up with friends for your next run or swap stories with other runners in the hangout. Take your friend's characters with you into a mission even when they are not online.
  • Every move counts! Dive behind cover, find alternate routes with clever use of your skills, send your drones or spirits into battle and use any weapon at your disposal to make it out alive.
  • Be who YOU want to be! Create your individual Shadowrunner in a completely level-free character system from over 60 different combat and non-combat skills, unique backgrounds and five metahuman races. Start a muscle-packed former Troll bouncer and become an expert Rigger, sending your drones into combat or complement your spell slinging mage with the abilities of a skillful sniper. The choice is yours!
  • Gear up! Employ a variety of armor, augmentations, cyberware, magic and of course tons of weapons! Lob a grenade at your enemies, blast them with a mana ball or pass them unnoticed by hacking their security systems. Over 50 different enemies from vicious gangers to combat drones and corporate wagemages await!
  • Shape the future! Developed jointly with the tabletop RPG books your actions in the game will shape the future of the whole Shadowrun universe!

Requires internet connection to play!

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7/Windows 8.1
    • Processor: 2.0+ GHz or better
    • Memory: 2 GB RAM
    • Graphics: 1024 MB NVidia or ATI graphics card
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
    • Additional Notes: Requires internet connection to play
    Recommended:
    • OS: Windows 7/Windows 8.1
    • Processor: 2.5+ GHz or better
    • Memory: 4 GB RAM
    • Graphics: 2048 MB NVidia or ATI graphics card
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
    • Additional Notes: Requires internet connection to play
    Minimum:
    • OS: OSX 10.7 +
    • Processor: 2.0+ GH or better
    • Memory: 2 GB RAM
    • Graphics: 1024 MB NVidia or ATI graphics card
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
    • Additional Notes: Requires internet connection to play
    Recommended:
    • OS: OSX 10.7 +
    • Processor: 2.5+ GHz or better
    • Memory: 4 GB RAM
    • Graphics: 2048 MB NVidia or ATI graphics card
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
    • Additional Notes: Requires internet connection to play
    Minimum:
    • OS: Ubuntu 14.04
    • Processor: 2.0+ GHz or better
    • Memory: 2 GB RAM
    • Graphics: 1024 MB NVidia or ATI graphics card with dedicated drivers
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
    • Additional Notes: Requires internet connection to play
    Recommended:
    • OS: Ubuntu 14.04
    • Processor: 2.5+ GHz or better
    • Memory: 4 GB RAM
    • Graphics: 2048 MB NVidia or ATI graphics card with dedicated drivers
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
    • Additional Notes: Requires internet connection to play
Helpful customer reviews
24 of 37 people (65%) found this review helpful
28 people found this review funny
6.1 hrs on record
Posted: May 2
Edit: It looks like Cliffhanger is working on the problems of server lag, and I will update the review when and if it is ever fixed.

-original post-

Finally, some real game innovation as Shadowrun Chronicles takes a truly unique approach the the turn-based strategy game.

With the introduction of new Lag-based™ gameplay that gives people time to multi-task other activities as they try to find time in their busy schedules to play games.

Do you have a book that you just never got around to reading? Well, Cliffhanger Productions has the solution for you with Lag-based™ gameplay! Thats right, just issue your command to "walk accross room" or "examine item" and then take your time to leisurely read a page or two as Shadowrun Chronicles waits to complete your commmand.

But wait, theres more! If you buy right now, you will also get to experience the thrill of the new Never-Sure™ technology. Thats right, as the tension builds as the seconds tick away, you will experience the glory of Never-Sure™ as you think to yourself "maybe this isn't lag, maybe I just didn't click the mouse". Yes, Never-Sure™ technology will have you questioning your sanity at the 20 second mark, and have you convinced at the 30 second mark that this time you really did forget to click the mouse button; but then as if by magic your charicter finaly opens the door and you breath a sigh of relief. Never-Sure™ technology will ensure each move you make will send you on a rollercoaster ride of emotion; hope, fear, anger, sadness, will all be yours with each command you issue.

I would like to issue a heartfelt ♥♥♥♥ You to Cliffhanger Productions for this game, but I can't really blame them. I had played Jagged Alliance Online, so I knew what this company was capable of, but like an alzheimer patient I forgot the pain of JAO and bought it anyway.
Was this review helpful? Yes No Funny
6 of 7 people (86%) found this review helpful
1 person found this review funny
29.3 hrs on record
Posted: May 2
Review in progress

I recomend this game for ppl that like the idea of the rpg element with magic robots guns and swords. rought lunch but Dev working butts off trying to fix and making good on it il update once i hit endgame but so far storys good.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
2.2 hrs on record
Posted: May 3
As a disclaimer, I played this game a bit during early access and I didn't like it. It had no features or content and the interface was pretty bad.

Well, that game is gone, and in its place is a title worthy of a spot next to Shadowrun: Returns. While the writing and plot in the base campaign of Boston Lockdown isn't stellar, it's definitely Shadowrun, and the tactical combat is more than worth it.

Cliffhanger did well, and I'm glad I backed this game.
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
11.9 hrs on record
Posted: May 3
Great game once you figured out the mechanics. And tough AI. Take a summoner with you to lure some damage away from your team ;)
A little bit laggy at the moment, but I'm convident they fix this soon.
Would recommend!
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
105.5 hrs on record
Posted: May 3
Once the lags are fixed the game will be amazing.

Please send me my Deluxe Package Items though
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
5.5 hrs on record
Posted: May 3
Nice game, fun to play. Hope it gets expanded.
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
1 person found this review funny
10.1 hrs on record
Posted: May 3
yep its good
Was this review helpful? Yes No Funny
381 of 506 people (75%) found this review helpful
3 people found this review funny
6.2 hrs on record
Posted: November 19, 2014
Early Access Review
The developers have not fulfilled their promises even slightly with this game. When I backed this game before the mess you see on steam was created this was supposed to be a Shadowrun MMO. Now they advertise it as a "Tactical turn-based combat RPG". There is no hub or city where runners meet up and shop between missions. Character creation is a poorly implemented joke that looks nothing like the concept footage. Game play is slow and boring with almost no story involved. The combat system itself is tedious and does not even come close to XCOM level strategy. It barely even follows the lore of Shadowrun. Mages are represented by a Skull weapon that any character can equip and the 3 spells are predetermined. Looking for a customizable Shadowrun strategy experience? You should probably keep looking becuase you will not find it here. I am an original backer for this game and used to be a fanboy defending the game on the forums from nay sayers. The game is so terrible I can not stand playing for more than 5 minutes at a time. I have spent 180 dollars as a backer and frankly I feel cheated. This abomination is nothing like they promised us.

EDIT: 2/28/2015 This game is still pretty terrible. Character creation has gotten much better but is remarkably underwhelming with few options for actual personalization of your runner. All the core races are now represented. You have very few choices of the various clothing in which to make yourself look unique. Most of the few clothing options that are available look terrible. Unless you want your character to be wearing all black skin tight clothes be prepared to look rediculous.

The leveling system they have implemented looks like a heavily dumbed down version of what Shadowrun Returns Dragonfall uses for followers when they level up. Basically you have a single upgrade path and every so many "levels" you get to choose one of 2 options to personalize that skill. The different options are not overly unique so it ends up being you have pretty much the same characters as everyone else. The only real difference being what weapons you chose to equip compared to them.

The campaign is very simplistic with an attempt at adding dialouge to bring some of the lore in. I think this is a small step in the right direction but is still poorly implemented and very far from expectations. The dialouge that is there can often times be obscured by the camera if you did not have the NPC centered before initiating the conversation. Over all you make no choices and you just click NPC's to start their dialouge chain. To the credit of the designers the NPC's do speak the Shadowrun slang pretty well.

The combat system is getting better but is still very underwhelming. The skull with the preset spells is gone and has been re-skinned as a talisman with pre-selected spells. They did add a second talisman that you can get with a slightly different spell selection. Aside from the ability to summon a really crappy ghost bear with the new one it is virtually identical. If they were to triple the options available to each talisman and add more spell effects than just blasting it would be more tolerable. Invisibility, Magic Fingers, or the ability to errect barriers would be nice additions.

The TL:DR is this game is getting better but is still terrible. I will always be a fan boy of Shadowrun as a franchise but worry this game will damage the intellectual property. I am grateful Shadowrun Returns keeps going strong and hope it will draw more players than this game will scare off. Hopefully the next company that picks up the intellectual property will give us the game we deserve. If you are a fan boy looking at this game I HIGHLY reccomend you watch a recent lets play video on YOUTUBE before spending any money on this drek. Good luck in the shadows chummers. Sorry I don't have better news.
Was this review helpful? Yes No Funny
75 of 94 people (80%) found this review helpful
35.3 hrs on record
Posted: May 1
First off, this game was not developed by Harebrain Studio, but another developer, Cliffhanger. While not a bad thing in itself, I did expect their own take on the Shadowrun title. After hours of playing Shadowrun Chronicles, it seem the games from each developer share little in common other than the Shadowrun universe. So I make the opinion of if you wanted another Shadowrun Returns/Dragonfall, you should wait for Hongkong otherwise you'e getting a more action oriented Shadowrun with a linear story. It's not exacly worth its price tag right now.

Chronicles is a stripped down version of Shadowrun Returns in almost every aspect. What I can say about the story is limited as I am not quite finished though I cannot get myself interested in the story currently. Giving thoughts on story itself I would have to save for another playthrough. What I feel I need to say is that there are no dialogue options at all. There is a hub of npcs like Shadowrun Return, which they're placed just as merchants, offer main quests and side quests or adding a small amount of context to the world.

What is different is that the game is unlike its predecessor is fully online. Meaning you are playing on server and requires to have an internet connection. It also means that if the server is lagging, there will be time delay in your actions in and out of a mission.

The real divergence is in the skill system. There are no attribute scores like Shadowrun Return of any sort instead skills are packaged into different sections: Mind, Body, Blade, Blunt, Hacking, Rigger, Pistol, Automactic, Shotgun, Spellcasting and Summoning. You invest skill points or Karma into these skill sections. Investing point grant abilities and passives of sorts. There are some synergy between abilties and passives, but not much depth to it. It seems right now there is no cap limit to amount of karma you can earn, but there is no way to get a refund on your karma or respec unfortunately.

I want to mention that there is no matrix combat in this game. Hacking is now apart of other "unlocking" abilites (Organ Harvesting, Picking Locking and Demolition) that allows you to open doors to loot random items while doing a mission. Also there is only right now a very crude character stats page showing only what tier of skills you invested, but no details in what your hit percentage, critical strike, and such.

The combat is where the meat of the game is. It's a turn base strategy game with usually four teammates. These characters are be henchmen of your choosing from a random list of mooks. who are not customizable at all. You can also invite a player from either a friend list or out of the chat channels. Unfortunately, there is no quick start or looking for group system in the game making it not so much user friendly for those who are shy or whatnot.

This gameplay itself is often described to be similar to XCOM games where your characters are relatively fragile and getting hit by anything can be lethal or at least very damaging. So the game revolves around getting your character into a good placement to flank or take cover from your enemies. I like mention there is no types of cover in this game such light, medium or heavy cover. It just cover now.

The enemy AI is pretty solid in that they'll try to on the most part get into cover and flank. Also they will try to focus fire, which can be good and bad.

The missions themselves get rather repetitive and bland as you go along. It so far consists mostly eliminating all enemies or defending an area or character with some minor nuances. The same could be said about mission environment as you sometimes play the same map with different objective at times. As for enemies variety is pretty decent in what you fight as you progress with occasional boss fight.

What is missing though, if you have played XCOM or other Shadowrun games, is Overwatch. Overwatch allows you act against any enemy that enter your view range. It is considered to be one of the key elements for this genre that helps your charactes from being rushed by the enemy.

What I wish it had as well is cover/environment destruction like in XCOM. It has little to none of it this game, which was rather disappointing in hindsight. I believe it would made battles more dynamic and more complex than its simple current form.

Bottomline is that there is more work to done for Shadowrun Chroncicle if it going to be more action packed game. In its current state is a very mediocre game that like other co op games gets somewhat better if played with a chummer or a friendly community player. I feel so far I have not gotten my money worth out of the game so I am inclined to not recommend it right now.
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75 of 104 people (72%) found this review helpful
2 people found this review funny
33.6 hrs on record
Posted: February 21
Early Access Review
This game is looking and feeling more and more like Shadowrun.

What it has:
Trolls, Orks, Elves, Dwarves, and Human Metatypes
Background Trait (pick 1)
10 Skill Trees with 10 Skills each.
Excellent environmental and thematic effects
Very nice turn-based strategy fighting
~5 portraits for each metatype and gender
A basic storyline to string along a series of runs
~50 clothing options, from gloves to goggles, that are not gender locked
(Yes, you can be a male troll with garters and striped stockings and a tube top.)

What it NEEDS:
Cyberware, either as a skill tree or as an equipment set
De-laced conjuring and spellcasting
Merits
Significantly more choices and styles in spells
7 types of damage (stun, ballistic, physical, fire, cold, toxic, electric)
Armor (While there are armor inlays in the game, such as ceramic plating or polymer coating, there needs to be MUCH more variety and customizeability)
Attributes
One-Shot runs
Secondary Objectives/Rewards
Legwork
Astral/AR views
Descriptions and tool tips and variations in gear choices
Mods
Neverwinter-Style Player-Generated Run community content
3-5 social hubs (including one or two matrix channel/chat/community/thingies)


Wishlist?
PANs as an inventory/equipment/cyberware management setup
You could sell cosmetic AR in a microtrans cash shop!
Fixers and Gear Tests
Crafting/Engineering Tests
Spell Assembly
Group Initiation
Trolls to be roughly 40% bigger than they are now, and receive lower cover bonuses and have higher reach.
Advanced magical tricks to be unlocked at certain karma levels/initiation instead of cyberware enhancements (masking!)
In game explanations of RFID chips and why 'looting badguys' is a terrible idea
Heat and Infamy
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57 of 75 people (76%) found this review helpful
1 person found this review funny
157.1 hrs on record
Posted: February 13
This is a top down 3-D, RPG-LITE, turn based tactical game with short, combat-oriented missions. The game design decisions are built around the idea of quick play for Co-Op: from the UI, to the tactical choices to the repercussions for individual actions, everything converges to generate a combat-focused fast-play experience by turn-based standards.

RPG or Tactical?
As something of a hybrid Tactical-RPG title, I would say its leaning markedly towards the tactical end of the spectrum. If you’re coming in expecting a full-blown RPG with a dynamic interactive story, you’ll likely be disappointed, as the efforts of the developers is more oriented towards generating a dynamic tactical game with high replay value on their content (ie. mostly gratuitous gun-fights with bodies dropping all around). The story telling emphasis has increased markedly with the latest April updates, so while it's not a branching story with player choices altering the narrative, it does have a good plot and a good immersion with a large number of NPCs to interact with (and mixed but overall very good voice acting mixed in too).

Character Building
Character creation is also more like a richer version of a tactical squad based game than a full-blown RPG. Everything is skill tree oriented, and its like a much larger X-Com mechanism with a linear progression down each tree and many of the progressions offering “this or that” choices. Characters can have two weapon trees active, plus two trees filled with passive abilities, which in many cases are kinda like what attributes would do in a traditional RPG system.

It seems implicit that they first decided on the combat mechanics and then built the character skills and abilities while trying to keep things balanced, like you’d expect in a tactical game. It was not designed to cater to people who bought the game so that they can build a very specific sort of mage or what have you, so everyone would do well to know that before purchase.

Visual customization of your character is all about a wide and ever growing wardrobe of exotic fineries and sultry rags. Its still a work in progress, but it's extensive now and will continue to get expanded upon post launch.

Combat
This is really the strength of the game. As noted, the core philosophy is quick play, and this has come together very nicely with game mechanics that generate decisive results off of single actions. What does that mean? Well, good shots with a clear line of sight or done with melee weapons have a VERY high chance to hit. Likewise, getting hit does a LOT of damage in relation to most characters ability to take damage. Things are quite furious here, so its basically the opposite from the Shadowrun Returns attritional combat model where firefights drag out and sometimes see characters get hit with an assault rifle and it degrading their hit points by 8% in extreme situations. Conversely, targets that are buttoned up behind cover have a much lower chance to hit, so you're really encouraged to use sound tactics and maneuver.

There’s also interesting dynamics with a rock-paper-scissors aspect based on physical-tech-magic damage and armor, some targets being extremely vulnerable to one, but immune or resistant to another (physical damage being the ‘safe but doesn’t open vulnerabilities’ option). There’s also a marking system where deckers and magic users can “mark” a target that opens up the abilities for other team members attacks.

I personally would endorse the AI as being respectable as well. The melee based enemies are aggressive and generally just try and bum-rush you, while the missile enemies play it much more conservatively and use cover. While there are the occasional bad moves, they generally put together a coherent strategy with the more purely missile oriented forces I've seen in the game really trying to probe around my flanks.

Multiplayer or Singleplayer?
You can play either way. There’s 4 player Co-Op, but you can also easily play single-player by running the whole team yourself (your main character and 3 Henchmen). Co-Op is REALLY fast as everyone is allowed to move right when the player turn starts - when one person initiates a move, everyone freezes while that's finished, but there's no waiting on someone else unless they're the last person to move that turn. Get with a team that knows what they're doing and its maybe 30 second turns - very fast pace for turn based! It takes a whole different tactical approach and I found myself fairly terrible at it after being used to controlling the whole team, but all the mechanics come together beautifully to keep the game moving.

There’s also global chat and I’d say its generally quite friendly, as we might expect in a game that’s currently Co-Op oriented.

There isn't PVP yet, but they’re working on it, though deathmatch style PVP between mature runners probably isn’t coming anytime soon (major balancing issues there with the high end PVE abilities, stun combos and so on). However, one of the ideas is to have asymmetrical PVP where one set of players takes the runners and the other controls the Gang or Corporate troops. The other option is for an “Urban Brawl” with set teams of combatants without the high end abilities/kit. Not sure when this will be implemented.

Bugs
Overall this is quite stable for me on a Mac. A new update can see problems but they get sorted quickly enough, with most bugs being more of the nuisance variety rather than CTD type stuff.

Future Content
One thing to keep in mind with SRC is that launch isn't launch in the way that a singeplayer game is. Its a pay once to play business model, but they're planning ongoing content updates for free combined with quarterly DLC, so development is ongoing in the style of Online games. So, expect lots of changes from the features offered, the game balancing and so on.

Apparently new squad building mechanics are on the short list of features with the NPC Henchmen runners, which will add a lot for single player runs (or runs with 2 players with each controlling a single henchman).

Overall
Whether or not this is a good purchase for you really just comes down to the preferences of the individual here and your expectations. You’ve got a number of things that are well developed or emphasized and then a number of things that RPG fans would be disappointed not to see (and if its something that's going to really slow the gameplay down, it might not ever make it into this Co-Op focused game).

SRC offers a unique package of turn based Co-Op (that can easily be played singleplayer) with brutal fast play firefights that still have that heroic feeling of "I'm gonna rush in there with my Katana". The story and atmosphere have improved by leaps and bounds this April, so you've got a good context to draw you in too. So long as you're not looking for a pure RPG experience, I feel confident to give SRC a solid recommendation as the 15-30 minute gunfights are great fun with a seriously addictive quality.
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47 of 61 people (77%) found this review helpful
2 people found this review funny
17.9 hrs on record
Posted: April 27
Pros:
  • Graphic style is very similar to single-player Shadowrun: Return games and I like it.
  • Coop mode is unique experience. It's similar to Divinity: Original Sin but gameplay is much more fast-paced (less roleplay, more action).
  • Decent storyline, tons of side-quests.
  • Nice difficulty. Success is based on tactics, not luck.
  • Great cosmetic customization. Dwarf in bikini? Splinter Cell elf? Everything is possible! (you can find many cosmetic items in missions from random loot).
  • Buy2Play. No extra microtransacrions. No F2P ♥♥♥♥♥♥♥♥.

Cons:
  • No roleplay, no branched dialogs, linear story. It will stay as it is because that's how game designed.
  • User Interface - developers changed a lot of stuff recently and it's very new and unpolished yet. Many elements look out of place.
  • No customizable henchmens.
  • No PvP (but it's planned in near future).
  • Lag. Servers under heavy load and such amount of players wasn't tested properly.
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56 of 77 people (73%) found this review helpful
2 people found this review funny
123.1 hrs on record
Posted: March 28
Early Access Review
As a fan of turn-based strategy games, and a fan of Shadowrun tabletop since 1st edition, I was absolutely delighted when I heard about the Kickstarter for a turn-based strategy MMO designed in the world of Shadowrun.

A little background before I begin (skip past the line if you just want the review):

I have been a consistent member on their forums since donating to the Kickstarter. Through that I have found Cliffhanger to be a small independent studio, and true to their name at the start, asked for a very modest ammount for such an ambitious project. However, they got the funding to do it, and through a number of pitfalls (like losing their artist... like literally, disappeared!) and some setbacks in the initial development (realizing they needed a stronger game engine to do everything they wanted- and had to design a new one to accomodate!) they finally launched the Early Access Alpha. I have also consistently participated in this process since it launched.

The Alpha launched smooth, and for the most part each update has been tight and bug-free. When bugs have come up, they quickly take care of them. They care very much about the project, and are as passionate as the fans they're making the game for, and it shows in every update.

Now that they're about a month away from officially launching, I feel comfortable giving as complete a review as I can. I have to say I still look very forward to each and every update as it has gotten better and better! They have ALWAYS listened and responded to feedback, and extra development time was taken to make the game 'right' based on that feedback.
_________________________________

Shadowrun is a game set in our world's future. Magic has once again awakened, including dragons and creatures of myth, which both blend and clash regularly with Megacorporations and high-tech advancements like cyberware and AI's. Magic returning to the world was not a smooth process, and led to reshaping the landscape of politics, society, and even warfare. That's where you come in. As a shadowrunner, you exist in the shadows of those giants (politics, society, and warfare) to work for often unknown employers with even more ineffable agendas... Whatever pays the bills, right Chummer?

Character Creation is easy to grasp, You choose a gender and a race (Ork, Dwarf, Troll, Elf, or Human) each of which have their own advantages and disadvantages. You may select from a variety of backgrounds to help round out your character with other qualities as well, and help set a tone for how you want them to develop.

The list is ever-expanding with them adding to it all the time. Backgrounds examples are: Bouncer, Ex-Cop, Gutter Rat, Ganger, Spirit Talker (magic, remember), Engineer, Tribal Youth, Lucky, and even "Boring" if you don't want any of the other options (it has neither bonuses or penalties). And you'll have a place to put in your own text to expand on that and tell your character's unique story.

The most fun part of character creation is (of course) designing the character! You get to choose from a wide selection of fashions, gear, and hairstyles to build your character with. One of the best parts is THERE IS NO GENDER SEPERATION IN FASHION, giving you the widest selection to choose from! You want to make a male Ork in a mini-skirt? Go for it chummer, we don't judge! You don't want to be all girly-girl as a female Elf character? Put on a road-warrior stop sign top with some camo pants to go with your cigar and automatic rifle!

The next update before the official launch will also include a variety of skin tones to choose from as well!

You have a number of Skills to choose and build up, but you can only use two Skill-sets at a time during any given run (Pistols, Automatics, Shotguns, Conjuring, Spellcraft, Hacking, Rigging (drone combat), Blades, and Blunt Weapons). Find the combination that works best for you and build them up with the XP you earn, increasing the 'Skill Tree' system which opens up more options and manevuers for your character to use during combat. You can buy into as many Skill sets as you want, but be careful not to spread yourself too thin by doing so! Better to aim for a couple specialties, especially early on. There's a lot of really good, tough choices to be made there!

Your "Attributes" are represented by a Body Tree, and a Mind Tree that you can build up as well. Are you fast and limber, adept at dodging things, or big, tough, and built like a brick? Maybe a little bit of both? Are you knowledgeable about lockpicking, and data manipulation, or observant and quick-witted? Again, little bit of both? This should be completely nailed down in the next update, so I don't know the particulars, but we have tested a number of the systems that will be going into it. These Trees will help 'fine tune' your character with little bonuses to health or dodge, make you more adept at skills and feats you can perform (lockpicking, hacking, breaking objects, etc).

Gameplay is solid as a turn-based tactial game. The tutorial eases you into it, but it can get deadly quick as you progress further into the plot. Gangers, corporate security forces (as well-armed as any paramiliatary force), armored drones, cyber-security dogs, and spirit guardians all stand in the way of your goals, and armor only goes so far against a chainsaw-weilding ganger maniac, or a security captain with a flame thrower!

One thing. It's not 'open world' like a lot of MMO's. There are social hubs you gather in, and a map of the city that you travel through with various zoned instances, that open up more and more areas for you to explore as you progress in the game. It's easy to forget that though once you're in and playing.

The main story has mostly been hidden from us until launch, so I can't give an honest review to that. The only things we know for sure is a dragon went on a rampage, everyone's getting infected with some sort of insanity, the city's gone on lockdown, and if we want to survive we need to get a supply route going for one of our contacts, and there's a lone officer stuck in the middle of this without backup that needs our help (and can pay well enough).

Another BIG thing we've known since the Kickstarter, our combined actions will affect the world in a MAJOR way. Cliffhanger has teamed with Catalyst (the current producers of the tabletop game) to co-create this story. The combined actions of our characters will bring down one of the biggest Megacorporations in the world!!

Which one? Well that's for us to decide!

There will be OPTIONAL PvP in the game as well! They have already outlined a few modes for us. One is a run team (their characters) vs another team playing the role of NPC security forces or gangers. The other is a "Running Man" style of team vs team in a Sport style environment with leaderboards and such, and another is 'objective based' which pits two teams against an environment and an objective that doesn't mean they have to fight each other... just keep the other from it.


So if you're a fan of Shadowrun, you'll want in on the action and see what both Cliffhanger and Catalyst have in store for us!

If you don't know Shadowrun, but are a fan of tactical turn-based strategy games, this is definitely worth a look!

If you're a fan of interactive roleplaying with other players in a dystopian cyberpunk futureistic setting? Well it's still worth a look! I can already tell you from the forums there's the opportunity for a thriving roleplaying community in this game, and the Dev's are already working on possible things to encourage it (private 'hang out' areas for groups to talk away from the main social hubs, etc.)

Hope you enjoyed the review, and with any luck I'll see you in the shadows!

Crunch~
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52 of 71 people (73%) found this review helpful
2 people found this review funny
19.7 hrs on record
Posted: March 14
Early Access Review
Introduction

THIS IS IN EARLY EARLY ACCESS!!
Shadow Run Chronicles: Boston Lockout came into early access Mar 31, 2014, and should have a full release on April 28th 2015. I believe they have a long way to go, but with that said let's get into exactly how i feel the game is now. To start out the game has its main gameplay elements and they work great. It contains a decent amount of customization and skill trees, but it still has a long way to come until i can say 100% buy this game. Along with the limited customization the story is very short and the missions can get very repetitive. This being said, everything i have said as negatives the devs have said they will fix or expanded upon. I really can’t wait to see what the devs can do for the full release.

Pros

  • Core Elements are all here
  • Fun combat
  • Regular Updates
  • Show tons of potential for the full release/future updates
  • Multiple races
  • Multiplayer


Cons

  • Needs more customization
  • Needs more missions
  • Can become repetitive
  • It's just not finished


Conclusion

Don't buy Shadow Run Chronicles: Boston Lockout unless you can be patient. It's not finished, but the updates that have come out up until now really show promise. The core gameplay is finished and is tons of fun. If you can be patient for the development process this is definitely something you should consider picking up.

-HiPFiRED


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53 of 73 people (73%) found this review helpful
3 people found this review funny
18.3 hrs on record
Posted: January 27
Early Access Review
Okay, if you're coming down here to read reviews to decide if you should jump into early access, then the answer is simple.

Don't.

It's not that the game is bad, it's not *good* but it's early access, it's going through puberty right now. It'll grow out of some things and stubbornly refuse to change others. Eventually it'll be done.

But you're not going to gain any special insight by joining early. Personally, I would rather have spent the money on something else, but hey, this was my first early access, I was young and inexperienced.

I still have to smack the thumbs up button, because the game is progressing and it's decent, but like a pot of rice, ain't no point in taking a taste when it's still cooking.
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89 of 138 people (64%) found this review helpful
2 people found this review funny
1.6 hrs on record
Posted: January 11
Early Access Review
First off, I'd like to say that I will *gladly update my review* if this game comes to fruition, however, after reading other reviews and experiencing this game myself before and after the last update, I'm extremely doubtful.

Going for a Q1 2015 release? We'll, we're in Q1, meaning the devs have less than 3 months to move this game into a release ready state.

What is missing? Umm, everything?

This game is in a state of "hey I put something together for you to *look* at" - this is not, imo, playable in it's current state.

Sure, you can "play" but there are no MMO elements. No player to player transactions, I've yet to even see another player outside of a multiplayer mission.

Right now, things are extremely clunky, extremely unfinished / unimplemented, and unless there's just massive updates that the devs have ALREADY DONE and have not released, there's just no way in hell this game is going to be ready for a Q1 2015 launch. Based on the commentary from the devs, it seems like we're pretty much getting things as they get completed, which means in reality, for this game to be ready for a launch in a state of actually being finished and a true 1.0 version, I'd say you're looking more at like, 2017, based on the frequency of updates and the fact that the game's already a year behind.

I'm a big time fan of SR, and was really excited about this game after SR Returns and Dragonfall.

The distinction needs to be made that this is not being made by the devs of the two games referenced above. Cliffhanger Productions has chosen their name appropriately, because right now they are hanging on a cliff, and I'm not sure how much longer their grip will last.
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42 of 61 people (69%) found this review helpful
3 people found this review funny
22.5 hrs on record
Posted: January 24
Early Access Review
Shadowrun Online has been in Early Access for a while and the game has changed quite a bit since it appeared on Steam. The December update really has started to put some meat on this bone, content-wise. Maps are a lot bigger and varied now, and Coop is a blast. There is some stuff to do outside the missions, quest givers, skill trees, etc. Visual character customization is really above what you'd expect. Still ways to go, mind, but you can see that the game is going in a good direction by now.

Obviously it's not done yet, but that feeling of playing a Shadowrun game is already there. If you're into the setting, want to see it grow, or just want to play a turn-based game with a friend, I recommend it.
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22 of 27 people (81%) found this review helpful
72.9 hrs on record
Posted: January 26
Early Access Review
Alot of changes the last couple of updates. So much better than before, keep an eye on it, fingers crossed the devs will keep pushing it in the right direction!

Gameplay is much more interesting now, and there is a promise to get even better.
Visually the game looks better with the improved textures and effects.

What i'd like to see is more on the story side, and more customisation options.
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35 of 50 people (70%) found this review helpful
2 people found this review funny
51.0 hrs on record
Posted: January 24
Early Access Review
Shadowrun Returns was missing the one feature I've always been looking for: Playing together with my buddies.

This together with all the customization options and the nice art style, I'm really looking forward to the release of Shadowrun Online.

(Playing as a pistolero dwarf in suit, ray ban glasses and converse, BÄM!).
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27 of 36 people (75%) found this review helpful
4 people found this review funny
12.3 hrs on record
Posted: April 15
Early Access Review
Great game. Good ambiance and good system. I recommand it for cyberpunk and RPG fans.
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