
Shadow Legend is an exploration-RPG exclusively designed for VR where you play as the Grand Master of the Knights Templar in a story-driven medieval crusade. Freely explore densely filled worlds and use your sword, bow, and magic skills to save your kingdom from the destruction of Lord Adaroth.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Aug 25 → 0/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.
About
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 576reviews | 79% | — | $278.6K |
| $24.99 | 670ratings | 82% | — | 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.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Jó kis játék csak rövid. Esélyt kellene adni, hogy minden skillt kifullozzunk.
Shadow Legend VR, developed and published by VitruviusVR, is a VR-exclusive medieval fantasy adventure that fully commits to physical immersion as its defining strength. Designed specifically for motion-controlled virtual reality rather than adapted from a flat-screen experience, the game places players directly into the armor of the Grand Master of the Knights Templar. Set in the war-torn land of Anaria, the narrative frames your quest as a struggle between powerful divine forces, but the real emphasis lies in how you physically inhabit the world rather than simply observe it. One of the game’s most impressive qualities is the density of interactive elements woven into its environments. Nearly everything feels tangible. Weapons are not selected from menus but grasped with your hands. Shields must be physically raised to block incoming blows. Arrows are manually nocked, drawn, and released. Cooking food involves placing ingredients over fire. Forging requires hammering metal. Even mundane actions, such as rummaging through containers or interacting with merchants, are grounded in tactile motion. These interactions do more than provide novelty—they reinforce presence. Instead of abstracting systems into UI overlays, the game consistently tries to anchor mechanics within the physical space around you. Combat is built around weight and timing rather than frantic button-mashing. Melee encounters demand deliberate swings and careful positioning. Enemies block and counter, forcing you to read their movements and commit to strikes with purpose. Shields and parries become essential tools, especially when facing tougher foes. While the enemy AI can feel somewhat predictable at times, the physicality of combat keeps encounters engaging. There is a genuine satisfaction in successfully deflecting an attack and responding with a well-timed counterstrike. Ranged combat adds variety, with bows requiring steady aim and magical abilities expanding your offensive toolkit. Boss encounters raise the intensity further, often incorporating multiple phases that test endurance and adaptability. Exploration plays an equally important role in the experience. The world of Anaria is structured into semi-open zones filled with hidden paths, collectibles, and optional objectives. Runes scattered throughout levels unlock access to stronger gear, encouraging thorough exploration rather than linear progression. Environmental storytelling enhances immersion, with ruined cathedrals, crypts, and medieval villages providing atmospheric backdrops. The art direction leans toward gothic fantasy, delivering moody lighting and detailed architecture that translate well in VR. While not the most graphically cutting-edge VR title available, the consistency of its visual design creates a cohesive and believable setting. The role-playing elements are integrated through tangible systems rather than complex stat screens. Your inventory is represented by a physical chest that you carry, reinforcing the game’s commitment to diegetic design. Interacting with NPCs can even involve voice recognition, allowing players to respond verbally instead of selecting dialogue from menus. This feature, though not flawless, adds another layer of immersion that few VR games attempt. The story itself serves more as a guiding thread than a deeply layered narrative epic. The conflict between divine beings and your role within it provides context, but the emotional weight comes more from inhabiting the world than from cinematic storytelling. Comfort and accessibility options are thoughtfully implemented, acknowledging the varied preferences of VR players. Multiple locomotion settings—including teleportation, smooth movement, and snap turning—help reduce motion discomfort. These options make the experience approachable without compromising immersion for those who prefer full locomotion. The overall length of the campaign falls within a mid-range VR experience, typically spanning several hours depending on how much optional content players pursue. While some may wish for a broader scope or more varied enemy behavior, the game’s runtime feels focused rather than overstretched. It avoids filler and instead maintains steady pacing throughout its questline. Ultimately, Shadow Legend VR stands as a strong example of what a purpose-built VR RPG can achieve. It may not rival the scale of major studio productions, but its dedication to physical interaction and environmental immersion gives it a distinctive identity. The tactile nature of combat, the layered exploration, and the commitment to making nearly every action feel embodied rather than menu-driven elevate the experience beyond a simple fantasy adventure. For players seeking a medieval VR journey where presence and interaction take precedence over sprawling complexity, it delivers a satisfying and immersive crusade. Rating: 7/10
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Paid tech demo, 55/100
sword and steel
Players by region
Where this game's players are, estimated from review languages.
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