Become the ultimate shadow warrior. Master lethal precision, navigate a world consumed by darkness, and fight your way to victory. In Shadow Slayer, every move you make decides your fate. Will you conquer the shadows, or will they consume you?

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Shadow Slayer is fully playable and content-complete for a survival roguelite - 33 hunters, 18 maps, six modes, 76 achievements - but it's a systems-driven game that gets better with real players hammering on it. Early Access lets us tune stealth balance (detection, suspicion, enemy mixes), difficulty curves and new-content pacing against live feedback, and prioritise the community's most-wanted additions before a 1.0.”

Approximately how long will this game be in Early Access?

“Around 6–9 months. We'll leave EA once online leaderboards/ghosts are live, the content roadmap below has landed, and balance has settled from player data.”

How is the full version planned to differ from the Early Access version?

“Planned for 1.0:
online leaderboards, ghost-of-others and cloud saves;
a run of new bosses (a unique boss per biome);
enterable building interiors and more vertical map set-pieces;
additional weapons, enemies and characters;
a hunter-vs-prey asymmetric multiplayer mode;
and Steam Workshop support for community maps.
Scope may shift with player feedback - the core loop won't.”

What is the current state of the Early Access version?

“Feature-rich and stable. Everything on the store page is in and playable today:
the full stealth model (vision cones, graded suspicion, disguises, corpse disposal, scent-tracking hounds), 33 characters, 22 passives, 14 weapons, 6 modes with NG+ Ascension, 18 maps with named regions and dynamic weather, local co-op and a best-of-3 duel, 76 achievements, six languages, and full controller support. Single-player has no known blocking issues.”

Will the game be priced differently during and after Early Access?

“The Early Access price is the launch price.
We plan a modest increase at 1.0 as the online features and new content ship, so buying in Early Access is the best value.
There are no microtransactions - all in-game cosmetics are earned by playing.”

How are you planning on involving the Community in your development process?

“I plan to post updates about the game on Steam and various platforms from time to time, stay in touch with the community and hear feedback and reviews.
Occasionally update on the game's development progress and give a glimpse of the additional things I will add, talk with the community on Discord and Steam and let them be involved as much as possible in the development process.”
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About This Game


Stay in the dark. Move fast. Kill silently.

Shadow Slayer flips the survivors formula: your weapons still fire

themselves, but the real game is not being seen. Every enemy has eyes,

ears — and some have noses. Slip through shadow zones, break line of sight,

use rain and nightfall as cover, and execute anyone who hasn't noticed you

with a single silent strike.

The world is your accomplice — or your snitch.

  • Day/night and weather change how far enemies see. Fog hides you. Lightning betrays you.

  • Seven biomes play differently: snow shows you off, swamps slow you but swallow sound, plains and salt flats are fast and deadly open, ruins are a line-of-sight maze. Roads are quick — and expose you.

  • Birds flush when you sprint past. Bloodhounds smell you through walls - unless the rain washes your scent.

Murder has consequences.

  • Humans leave corpses. Patrols that find them raise the region.

  • Drag bodies into the dark. Throw stones to split up squads. Trade noise for speed and pay for it.

A full roguelite underneath.

  • 33 playable hunters, each a distinct starting loadout + passive mix; 14 auto-firing weapons with evolutions (plus a hidden ultimate), 22 passive powers, relics, crafting, pets, skins and per-character skill trees.

  • 6 modes — Classic, Endless, Hardcore, a 5-night Campaign, NG+ with an open-ended Ascension ladder, and a local 2-player Duel (best-of-3 with a closing ring) - across 18 map presets, up to ~12,800px across, each dotted with named regions, optional shrines, caches, watchtowers and ritual circles.

  • 76 achievements, daily & weekly seeded challenges with ghost replays, 8 run mutators, full-moon nights, a season pass of free cosmetics.

  • Full controller support (Xbox/PlayStation/Switch) - menus and all.

  • Survive 15 minutes and the dawn epilogue begins; kill the Nightmaster for the true ending.

Made of math and moonlight: 
every sprite is code-drawn vector art and the adaptive soundtrack is synthesized live — the whole game weighs less than a single screenshot of it.

Local 2-player co-op, gamepad + rumble, colorblind and reduced-flash modes,

rebindable keys

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AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Shadow Slayer is built almost entirely in code. The character and enemy art is
drawn procedurally as vector graphics, and the sound effects and adaptive music
layers are synthesized in real time in the browser - none of that is AI-generated.
Generative AI tools were used to help create some of the content that ships with
the game:
- Music: several of the recorded background-music tracks were produced with the
help of generative AI music tools.
- Localization: the non-English translations were produced with AI-assisted
translation and reviewed by the developer.
- Store page & marketing images: some capsule/promotional artwork was created
with generative AI image tools.
All AI-assisted content was selected, edited, and integrated by a human
developer. No AI content is generated live while you play - everything ships
pre-made and reviewed.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2.0 GHz
    • Memory: 300 MB available space MB RAM
    • Graphics: Any GPU with hardware-accelerated Canvas (Intel HD 4000+)
    • Storage: 300 MB available space MB available space
    • Additional Notes: 60 FPS at 1080p on integrated graphics; auto-degrades effects
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: Quad-core 2.5 GHz
    • Memory: 8 GB RAM GB RAM
    • Graphics: Any dedicated GPU
    • Storage: 300 MB available space
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