
"the Shadow of Swallow" is a stylish Chinese side-scrolling action game. Featuring beautiful 3D environments and fluid, acrobatic combat, players take on the role of a deadly female assassin. Experience thrilling stealth action through episodic missions.
Modeled estimate, not a reported figure. How we estimate →
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 18 → 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 2,402 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.
About

Experience ancient China in a visually stunning, realistic side-scrolling 3D action-adventure. Play as a master swordswoman, a deadly assassin fighting for justice.

Engage in thrilling stealth and combat. Infiltrate heavily guarded palaces to eliminate key targets, using stealth or brute force to overcome obstacles.

Engage in dynamic sword fights, showcasing your mastery of combat.

Explore diverse environments, from misty mountain forests to tranquil temples, each filled with danger.

Journey through vast deserts, barren landscapes, and treacherous canyons.

Explore intricate indoor levels with fluid parkour mechanics.


Navigate deadly traps and hidden passages, requiring both skill and cunning.






Engagement
Reviews
The Shadow of Swallow is a stylish side-scrolling action game that aims to fuse fluid movement, cinematic combat, and stealth-influenced level design into a tightly focused indie experience. Developed and published by Raine Studio, the game places players in the role of a deadly female assassin operating within a world inspired by historical China. From the outset, it establishes a moody and disciplined tone, emphasizing precision, timing, and controlled aggression rather than overwhelming the player with systems or exposition. It is very much a skill-driven title, asking players to learn its rhythms and mechanics through repetition and mastery. One of the game’s most immediate strengths lies in its presentation. Although gameplay unfolds on a 2D plane, the environments are rendered with layered 3D depth that gives locations a cinematic sense of scale. Forests, deserts, and palace corridors feel distinct and carefully composed, often framed to highlight motion and verticality. The visual style leans toward realism blended with stylization, avoiding exaggerated fantasy in favor of grounded historical aesthetics. Character animations are fluid, and the protagonist’s movements—running, leaping, wall-running, and striking—convey speed and lethality, reinforcing the fantasy of playing a highly trained assassin. Combat is fast, deliberate, and reliant on player execution rather than numerical progression. Encounters revolve around melee strikes, dodges, blocks, and environmental awareness, with enemies positioned to punish careless movement. Timing is crucial, and success often depends on reading enemy behavior and choosing the right moment to engage or evade. While the combat system is not especially complex, it is satisfying when it clicks, rewarding clean execution and efficient movement. Rather than unlocking a wide array of new abilities over time, the game expects players to refine their use of the core mechanics, placing emphasis on skill improvement rather than character upgrades. Traversal plays an equally important role in the experience. Levels are built around acrobatics, requiring careful use of jumps, wall-runs, and precise positioning to move through traps and obstacles. These sequences add variety to the pacing and reinforce the assassin fantasy, but they can also be demanding. Some sections require exact inputs, and minor inconsistencies in movement or collision detection can lead to repeated retries. While checkpoints are frequent enough to prevent major frustration, these moments highlight the game’s ambition occasionally stretching beyond its technical polish. The structure of The Shadow of Swallow is episodic, with levels designed as self-contained missions that mix combat, traversal, and occasional boss encounters. This approach keeps gameplay focused and prevents the experience from becoming bloated, but it also results in uneven pacing. Some chapters feel intense and memorable, while others pass quickly without leaving a strong impression. Narrative elements are understated, conveyed more through atmosphere and context than through dialogue or cutscenes. This minimalist storytelling approach suits the tone, though players looking for a deep or emotionally driven plot may find it sparse. Sound design and music support the game’s restrained style. Audio cues are clear and functional, helping players track enemy actions and environmental hazards. The soundtrack enhances the sense of tension and movement without drawing too much attention to itself, allowing focus to remain on gameplay. Together with the visuals, the audio contributes to a cohesive aesthetic that feels purposeful and controlled. That said, the game’s limitations are noticeable. Control responsiveness and mechanical consistency can vary, particularly during more demanding platforming sequences or defensive maneuvers. These issues do not dominate the experience, but they can break immersion when precision is required. Additionally, the lack of meaningful progression systems or customization may leave some players wishing for greater variety or replay incentives beyond mastering the existing mechanics. Overall, The Shadow of Swallow stands as an ambitious and visually striking indie action game that prioritizes movement, timing, and skillful play. It does not attempt to reinvent the genre, but it delivers a focused experience with a clear identity and strong aesthetic direction. While technical roughness and limited progression hold it back from broader appeal, players who appreciate disciplined combat, cinematic presentation, and challenge-driven gameplay will find it an engaging and rewarding journey that reflects both the strengths and growing pains of a passionate indie project. Rating: 7/10
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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, Simplified Chinese
Hours played at review time, across 35 reviews with recorded playtime.
3个半小时通关。 中度跳跳乐警告。 标准的垃圾游戏。 1、优化稀烂。 2、无法自定义按键。 3、屎一样的战斗手感。 4、敌人攻击无间隔。 5、所有敌人攻击都带方向修正。 6、复活无法操控期间,敌人仍可对玩家进行攻击。 7、无倒地保护,被击倒后敌人依旧可以对我进行无限连。 8、地图毫无设计。 战斗做得烂我不打就是了,反正刷怪没奖励,最多掉一把钥匙,用来开门去往下一个区域。跑跑图看看风景,到了关底打BOSS就行。 结果在第三章和第五章,我跳过带有钥匙敌人的平台到下面去了,导致无法开门,平台还设计成我刚好跳不上去的程度,直接卡关死档。 不过制作人还有自知之明,知道自己游戏做得很烂。所以让玩家死亡就近复活,不会重新刷怪,死前被你打到残血的敌人也还残血。 整体玩下来不算太折磨。 这游戏就是个残缺品,也就美术不错。
为什么主角没有技能?只允许BOSS用冲击波轰我,不允许我轰他丫的!!!!!
What cool Chinese Kung Fu! Many scenes with Chinese characteristics, intense and exciting battles, that's exactly what I want!
A very fun game, with outstanding art and action.
想法还是有的,优化稀烂,连设置都没有,连继续都没有,往左走居然比往右走慢
还不错,关卡设计挺有意思的,就是boss站有点难度,不过把boss的招式了解后就简单了
目前操作手感有些生涩,战斗机制也比较单一,缺乏武学套路。 希望未来能出男性主角。
真的挺便宜的 玩起來也還行
The action is very very coooooool .I like Chinese Kung Fu The scene is a bit retro, reminds me of my childhood
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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