
Shadows: Awakening is a unique, isometric single-player RPG with real-time tactical combat. You embark on an epic adventure with challenging gameplay, a gripping storyline and enchanting graphics.
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): 0.57/day in the week to Sep 1 → 0.29/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 | $29.99 | 2.5Kreviews | 75% | — | $1.6M |
| $29.99 | 752ratings | 84% | — | not modelled | |
Updates
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 71 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This one should be a mixed. It's not a bad game, bad it doesn't do anything particularly good. The combat is clunky, your character will hit but the enemy is too far, and instead of your character walking, it stops in place and starts to hit. The story is meh, it gets better middle way through, but I was already not interested at that point. There isn't a real sense of progression, you level up, put points on your skills, and the same enemy that in the begging of the game would take 3 hits, continues to take 3 hits. There are some light choice and consequence, but I did no bother to reply. The big difference is that you can play with all classes instead of sticking with only one, but none of them fells any good. The items are weird, the "rarity" is based on essence, that you find through out the game, so every item can be a legendary one, making every item you find kind of whatever. For an ARPG, it lack gameplay. For a CRPG, it lack story. Again, not a bad game, but not a good one either. Probably best if you play something else.
какое же лютейшее калище эти шарады ,кольца и загадки - сам решай это ******! я на это свое время тратить не буду... и самое ужасное что многие загадки нельзя скипнуть - ты обязан тратить свое время на это собачее ****** по мэйн квесту. при этом в игре еще и довольно слабая боевка, но даже с такой боевкой можно было бы тут позалипать , но с кольцами и загадками идите в пень! купите старый титан квест и кайфуйте , но это ...
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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 2,402 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*, Russian, Spanish - Spain, Simplified Chinese*languages with full audio support
| $2.99−90% |
| 276ratings |
| 78% |
| — |
| 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 71 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
糞作 解謎 跑圖 解謎 跑圖 無限LOOP
相当有意思的暗黑类游戏!两个世界切换探索解密的玩法太有趣了!而且很多可控制的角色都挺有意思的!根据剧情对话选择不同,可获得的角色、剧情、结局都不同,很有趣!强烈推荐!
Эта игра играется как Торчлайт, выглядит как Дарксайдерс и чувствуется как Варкрафт. Кто-то мог бы даже назвать ее... Пожирателем геймдизайнов.
juegazo
我对这游戏真的很无语,你要同时控制两个角色玩游戏,这不是神 经 病 吗。
Grafik ist ok. Aber welcher Vollidiot hat sich das mit der Kugel und denn Drei Hebel mit denn Platten. Durchgefallen, fing gut an das Game aber jetzt nach 50 versuchen das Hindernis hin zu Bekommen. Ich gebe auf. Der Character Eiert und Taumelt sich was zurecht. Auch keine Kamerawinkel Veränderung möglich. Schade ein Game was man nicht weiterspielen kann wegen so ein Blöden Hindernis oder weil man ewig Schlüssel Braucht für Irgendwelche Tore. Das Game muss reichlich Überarbeitet werden um ein Gutes Game zu werden.
英雄多且技能多,人偶之间的切换大大增加了可玩性。画风和世界观的塑造和融合都很成功。不足之处是背包乱,后期跑图偏多。总之潜力巨大,希望有续作
Shadows: Awakening, developed by Games Farm and published by Kalypso Media, is an isometric action RPG that sets itself apart with an unusual premise and a mechanical twist that tries to push beyond the genre’s usual boundaries. Instead of placing the player in the role of a traditional hero, the game casts you as the Devourer, a demon capable of consuming the souls of fallen individuals and using them as vessels. This narrative framing immediately gives the experience a darker, more morally ambiguous tone, as the story unfolds through the perspective of a being that exists somewhere between manipulator and reluctant participant in a larger conflict. The defining feature of the game is its dual-realm system, which allows players to shift between the shadow world and the mortal plane at will. This mechanic is tightly integrated into both combat and exploration, requiring players to think in terms of two overlapping realities. Enemies, obstacles, and even puzzles often exist differently depending on which realm is active, creating moments where progress depends on careful observation and timing. Alongside this, the ability to control multiple “puppets”—each representing a different absorbed soul—adds a layer of tactical depth. Players can switch between characters on the fly, combining their abilities to handle different combat situations. When this system works smoothly, it gives the game a dynamic rhythm that feels more strategic than the typical hack-and-slash approach. Combat itself leans toward a slower, more deliberate pace. Rather than relying purely on reflexes, the game encourages players to think about positioning, cooldown management, and the synergy between different characters’ abilities. There is a certain satisfaction in coordinating attacks and swapping between puppets to maintain control of the battlefield. However, this pacing can also become a drawback over time. Skill cooldowns are often lengthy, which can lead to stretches where combat feels less engaging, and the reliance on basic attacks becomes more noticeable. As the game progresses, encounters can begin to feel repetitive, especially when the variety in enemy behavior does not evolve significantly. The world of Shadows: Awakening is rich in atmosphere, drawing heavily on dark fantasy themes. Environments are varied enough to maintain visual interest, with detailed locations that reflect the grim tone of the narrative. Lighting and effects contribute to a sense of depth, particularly when transitioning between the mortal and shadow realms. Despite this, there are moments where the presentation feels uneven. Character animations can be stiff, and certain interface elements appear dated, creating a contrast between the game’s more polished aspects and its rougher edges. Narratively, the game shows ambition, exploring ideas related to identity, control, and the nature of power. The concept of inhabiting different characters allows for multiple perspectives, and the dialogue often reflects the tension between the Devourer and the souls it controls. Voice acting is generally solid, helping to bring these interactions to life. However, the story struggles to maintain a consistent level of engagement throughout its length. While the premise is compelling, the pacing can cause key plot developments to feel diluted, and some characters do not receive the depth they seem to promise early on. Quest design and progression follow a familiar structure, with a mix of main objectives and side activities that guide the player through the world. While this provides a steady sense of direction, it rarely breaks away from established patterns. Puzzles are included to add variety, but they often lack creativity and can feel repetitive after extended play. The overall experience becomes one of gradual progression rather than discovery, with fewer moments of surprise than the game’s premise might suggest. Despite its shortcomings, Shadows: Awakening offers a substantial amount of content, with a lengthy campaign and additional material that extends its playtime. Its systems, while sometimes cumbersome, provide enough depth to keep dedicated players engaged. The combination of character management, skill customization, and resource handling creates a layered experience that rewards investment, even if it occasionally feels unwieldy. In the end, Shadows: Awakening is a game defined by its ideas more than its execution. It introduces creative mechanics and an intriguing narrative perspective that set it apart from more conventional action RPGs, but it is held back by uneven pacing, repetitive elements, and a lack of refinement in certain areas. It remains an enjoyable and occasionally compelling journey for those willing to engage with its systems, though it falls short of reaching the full potential suggested by its concepts. Rating: 7/10
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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