
Shadow Warrior is a bold reimagining of the classic 3D Realms’ shooter from independent developer Flying Wild Hog (Hard Reset) starring the legendary and quick-witted warrior Lo Wang.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.43/day in the week to Sep 13 → 0.6/day in the week after.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.99−90% | 26.7Kreviews | 92% | — | $1.9M |
| $29.99 | 8Kratings | 88% | — | not modelled | |
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 850 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Shadow Warrior is not a bad game, but it really tries to be annoying and not take advantage of its strengths. The sword mechanics and skills are fun, enjoyable, and rewarding, especially when you combo them and are able to move and dodge pretty well. So, you would think the game would encourage you to do just that. But no, it gives you 6 more weapons of choice (ok by itself) but selects the most annoying enemies and bosses to fight with just the sword. Most fodder enemies can be dealt with with the sword, contrary to the most common medium and hard enemies that feel like the game tries to force you to use weapons. They have very high HP, and their abilities are really annoying and not fun, making them a priority for you to deal with. Also, this game lacks variety of enemies, making its catalog known very early in the game. Boss fights are tedious and did not give any joy to defeat. The script is always the same: run around, can't die, shoot the weak spot, and when the weak spot is cracked, shoot an even weaker spot to really do damage to the enemy. Repeat for 30 min until you kill him. It really fails to convey a boss fight where you are supposed to be scrambling for solutions and feeling some kind of hopelessness. I don't know if it was intended, but it also guides the player really badly around the levels and turns an easy and fast section into you running around looking for a way to progress further. Putting that aside, the visuals are cool even for a decade-old game. The story, although cliché, kept me looking forward to the developments, and I think part of it was because of the way it was told. The ending credits are also really cool. But man, does this game have the most annoying catalog of enemies that I have ever come across.
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1.57/day in the week to Jul 26 → 1.86/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, German, Spanish - Spain, Portuguese - Brazil, Russian, Polish, Italian, Hungarian, Japanese, Simplified Chinese*languages with full audio support
| $29.99 |
| 3.4Kratings |
| 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.
Hours played at review time, across 857 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1][i]I like sword – that's a personal weapon![/i] ~Lo Wang, Shadow Warrior (1997)[/h1] Shadow Warrior never had sequels. It was a game beloved by many, sure, but it was also obvious that it was the end of the era. The Shareware model started to feel ancient, and so did its engine—the so-called [b]Build Engine[/b]. In a moment, [b]Build[/b] managed to compete with the most advanced thing for the time—[b]Quake[/b] engine. But while [b]Quake[/b] kept evolving (and even gave us [b]Half-Life[/b] in its modified version), [b]Build[/b] was a dead end. In a way, [b]Shadow Warrior[/b] was [i]the[/i] game that made it obvious. Its attempts to implement things like ladders and controllable vehicles felt clunky and unpleasant. The age of [b]2.5D[/b] came to its end, and it was time for a whole different kind of gaming. In glorious [b]3D[/b]. [b]Apogee[/b] were aware of that. They've changed their name to [b]3D Realms[/b] (the name they previously used for their publishing label) and focused on two major projects—[b]Duke Nukem Forever[/b] and [b]Prey[/b]. *SIGH*. Like I said, [b]Shadow Warrior[/b] never had sequels. Instead, in 2013 it got a reboot. And it all started with [b]Devolver Digital[/b]. What's cool about [b]Devolver[/b] is that they're crazy and know how to think outside the box. I mean, approaching [b]3D Realms[/b] (who lost their glory and pretty much closed in 2009 after failing to change and develop the major AAA games I've mentioned above) about the [b]Shadow Warrior[/b] IP and then giving the project to a young Polish developer who just released their first game—[b]Hard Reset[/b]? It was crazy. There was a huge chance for this game to fail. And in a way? In a way it did. See, the original [b]Shadow Warrior[/b] was a very specific kind of a satire—the one that is only possible in a very specific place and a very specific time. American 90s, when kids were eating Chinese food, learning kung fu basics, watching anime, and dreaming of being a ninja? That's what the original [b]Shadow Warrior[/b] was all about. It acted as a mirror that wanted us to see exactly how ridiculous people looked while trying to imitate Asian cultures without knowing a thing about those, exactly how [b]Duke Nukem 3D[/b] made fun of those muscular action movie heroes. Naturally, the times changed, the community evolved, and there was no need (place) for something like that. What did [b]Flying Wild Hog[/b] do? Well, they just tried to create something on their own, with [b]Hard Reset[/b]-like cutscenes and tone. The problem was—people remembered [b]Shadow Warrior[/b] as a funny thing. Giving them a dark and serious reboot would feel... wrong. So, [b]Flying Wild Hog[/b] tried to add humor and... It didn't work. Sure, sure, humor is a subjective thing. Can't argue with that. But “your mom” jokes? [i]Seriously?[/i] It feels like all the humor-related parts were written by a school kid. Those give the game a pretty cheap and unpleasant aftertaste. Which is a sad thing to see, since the main story is not really that bad. It involves a katana with powers and some sort of a spirit partner. It's not the best thing in the world, of course, but it works. It does. I can totally see it being seriously good with a darker tone and more polish. But like I said, the game desperately tries to be funny and fails pretty hard with that. Thankfully, the story in video games isn't everything (despite some of us disagreeing), and when it's about the gameplay? [b]Shadow Warrior[/b] reboot begins to shine. Remember [b]Lo Wang[/b]'s katana from the original 1997 game? [b]Lo[/b] said it himself—it was a [i]personal weapon[/i]. Melee weapons in FPS games are often like that, but come on. The katana. [i]The[/i] definition of a perfect sword. Also, it was one of those rare cases when a [b]Build Engine[/b] game altered the sprites to depict blood. [b]Flying Wild Hog[/b] understood all that and, well, they've built their whole game around the katana. And the result was... OK, you ever had a [b]Wii[/b]? That unique home console from [b]Nintendo[/b]? If you did, you sure remember the game called [b]Red Steel[/b], which was exactly what we have here, in the new [b]Shadow Warrior[/b]. It was a game for a motion controller, in which we used a katana and, eventually, some guns. You may say “Hey! We don't have motion controllers for [b]Steam![/b]” and you'll be right, we don't. At least, not properly. Yet somehow [b]Flying Wild Hog[/b] managed to deliver the feeling. How exactly? Well, by giving us advanced katana controls. No, seriously, there are even settings for it. We're free to choose between a basic experience that is pretty much random cuts, a normal one that allows us to take things in our hands, and the advanced one for pro players. You know what that means: [i]Dismemberment, baby![/i] That's right. We'll cut limbs, we'll cut heads, etc. And not just that—we'll learn the experience according to our performance after every battle. And yes, I said the experience. And if you played [b]BLOOD II[/b] and therefore afraid of such promises, don't be. Unlike [b]Monolith[/b] who failed to deliver the RPG element due to [b]GT Interactive[/b]'s strict framework, [b]Flying Wild Hog[/b] actually managed to implement lots of things that were promised to us in [b]BLOOD II[/b]. Aside from experience (called karma) that lets us learn new abilities and moves (yes, we've got the advanced katana moves that require certain manipulations with a gamepad's sticks), we've got... Well, magic. It's not much, but it's a thing, and again, we'll use the stick, which contributes a lot to the “[b]Wii[/b] feeling.” I just love that. I mean, I'm a huge fan of [b]Wii[/b], so... Yeah. Does that mean we've got ourselves a masterpiece? Nope~ What's funny here is that [b]Flying Wild Hog[/b] didn't just take all the good things from [b]Red Steel[/b], they somehow managed to also include all the bad ones. Remember how [b]Wii[/b] used to fail to recognize your moves properly? So you were forced to dance around your TV screaming “Come on! Come on, you piece of trash, do the right thing!”? The new [b]Shadow Warrior[/b] can be like that too. You're in the middle of a battle, enemies are all around you, you desperately need to heal, you double tap the left stick to the right and then press the left trigger to activate the healing “spell,” but... Yeah. Nothing happens. You're dead. Just because the game failed to recognize your manipulations, even despite the fact you totally did things right. That's [b]Flying Wild Hog[/b]'s [b]Shadow Warrior[/b] for you. Also, the level design is poor (the "secret" can sit right next to the main objective), while the graphics, while being solid and even aging surprisingly nicely (it's the colors, I guess), are terribly, [i]terribly[/i] optimized. No, seriously, I returned to this game years later, yet even on an [b]RTX 5080[/b] wasn't satisfied with the result. At least, not completely. In its heart, [b]Shadow Warrior[/b] reboot is still one of those Polish shooters: Clunky, unpolished, and criminally unoptimized. And it does a terrible, [i]terrible[/i] job addressing the original 1997 game. It's like one of those dads who think they're really funny. Again and again I felt like one of those “Dad, please, stop!” kids while playing it. But at the exact same time? Katana. It works. It may be just me loving this kind of stuff, so take my word with a pinch of salt here, but honestly, I did enjoy this game, a lot. If, like yours truly, you did enjoy your time with [b]Wii[/b] and look for something like [b]Red Steel[/b]? Give this game a chance. Just don't expect it to be the most polished experience ever and try to ignore all the cringey moments. Dixi.
Скажу честно, игру я не прошёл — дошёл только до 13 главы. На 11 главе я уже думал, что вот-вот финал, но игра, кажется, даже не собиралась заканчиваться. Поначалу [b]Shadow Warrior[/b] мне понравился: средненький шутер с мясным рубиловом в ближнем бою и засчленёнкой. Но где-то к середине игры всё начало портиться. Основная проблема — это бесконечно длинные бои с противниками, которые тянутся по 5 минут или даже больше. Каждый враг превращается в губку для пуль, а боссы — это настоящая боль. Бить их приходится целую вечность, да и сами они почти все одинаковые. Прокачка вроде бы интересная, но магия слишком слабая, чтобы быть полезной (кроме лечения). Хитбоксы — кривые. Сюжет — не зацепил. Графика тоже не впечатляет: текстуры блеклые, а локации однообразные. Поиск секретов — добавляет немного разнообразия. Геймдизайн локаций — полное г. Часто вообще непонятно, куда идти, пока случайно не наткнёшься на нужную дверь или кнопку. А ещё игра любит запирать вас в маленьких аренах, где на вас наваливаются тонны мобов. Это быстро надоедает. Управление тоже неудобное, хотя к нему можно привыкнуть. Ещё есть баги, и они реально бесили: от внезапных вылетов до смертей от лестниц. В итоге, [b]Shadow Warrior[/b] — это стандартный (в плохом смысле) шутер с парой забавных механик, который быстро теряет свою привлекательность из-за затянутых боёв, скучных боссов и плохо продуманного уровня дизайна.
Highly recommend! One of the best single player shooters I've played. Has a nice story, nice progression in skills and weapons, fun enemies and maps. Slicing up enemies with sword is a blast... and blasting the enemies with guns is a blast. It's always fun to get skill points, because they actually make you more bad ass. Maps have beautiful sceneries, that I think still hold up in 2025. It's just fun!
Compared to today's gaming standards, Shadow Warrior may feel a little lackluster. But if you can see past that you'll be in for one of the most badass experiences in gaming. You're a sarcastic and immature samurai (Lo Wang) with a cool sword, magic powers, and powerful guns who befriends a mischievous demon (Hoji) as they try to find the fragments of a powerful sword. The hilarious relationship between those two -as well as the humorous tone of the game overall- are definitely the highlights for me. I think the controls need a little work, especially when using special abilities (I recommend playing with a controller). I also think the boss fights are a bit lame, they're all pretty much the same fight. However most of the game is just hacking and slashing away at demons, and the gameplay in those areas flow really well with a good mix of upgradeable weapons, powers, and environmental elements. Oh, and for some reason the fall damage is REALLY bad. Do not dash down a staircase. Fortunately they remove fall damage in future games.
I love Shadow Warrior, at first I thought it was just another typical reimaging but I was wrong, although I never played the original the narrative here is pretty solid. The combat is hectic and fun excluding the boss battles and your sword is actually an effective weapon throughout the game which is appreciated. The sequel might have better gameplay but the story told here is leaps and bounds better than its sequel.
I will leave this cat here, so that everybody who passes by can pet it and give it a thumbs up and awards /> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ This cat thinks this game is meow good <3
i want some wang
Ознакомиться с прохождением игры можно здесь: [url=https://www.youtube.com/playlist?list=PL4YTEfThnJOioxeaaoXdrolaULrfLsbJL]YouTube[/url]
Очень добротная игра, прошёл ее почти на одном дыхании. Даже спустя 12 лет игра чувствует себя прекрасно. Много шуток, много эпика, много кровищи, много веселья. Если вам не хватило денег на дум, можете смело покупать эту игру. Максимально классная игра, советую к покупке всем фанатам дума, так как в некоторых аспектах эта игра его даже превосходит. Катана - лучшее оружие в игре кстати 10 катан из 10
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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