Shadow Tactics: Blades of the Shogun GDD
AI Behavior

Shadow Tactics: Blades of the Shogun
- Status
- Released
- Year
- 2016
- Genre
- Indie, Strategy
- Platforms
- Windows, macOS, Linux
Enemy AI is a readable stealth-state machine built around patrols, vision cones, noise investigation, body discovery, environmental traces, and persistent alarm escalation. Normal Guards are the baseline, Straw Hat Guards add stronger observation and distraction resistance, Samurai act as armored elite counters, and civilians detect suspicious activity but panic/flee instead of directly raising the alarm. The design goal is not combat improvisation but predictable tactical pressure: players observe patrol logic, manipulate perception, hide evidence, and reload or recover when detection cascades.
Design Intent
Enemy and NPC AI in Shadow Tactics should behave like a legible tactical puzzle rather than an unpredictable combat sandbox. Guards follow authored patrols and facing rules, expose their perception through vision cones and icons, react to sound and evidence, and escalate into persistent alarm behavior when the player makes a confirmed mistake. The player-facing promise is: if the player carefully observes patrol timing, enemy type, vision overlap, noise radii, bodies, and environmental traces, they can predict and manipulate the AI.
Core AI Perception Model
| Perception Channel | What AI Detects | Typical AI Response | Player-Facing Feedback | Evidence Status |
|---|---|---|---|---|
| Vision cone | Player characters, bodies, suspicious actions, projectiles for Straw Hats | Detection buildup, suspicion, alert, body-discovery alarm, or projectile alarm | Green/yellow/red cone state, question/exclamation icons | Supported by mechanics |
| Noise | Footsteps, body handling, whistles, stones, combat, firearms, grenades, environmental sounds | Turn toward source, leave post, investigate point, or chain into body/player discovery | Blue sound radius during targeting for many actions | Supported by sources/mechanics |
| Body evidence | Slain, unconscious, dying, or exposed bodies in line of sight | Immediate alarm when discovered by guards; civilian panic when discovered by civilians | Body visible in world; alarm/search reaction | Supported by mechanics |
| Environmental traces | Snow footprints, extinguished torches, darkness/torchlight visibility | Follow footprint trail, relight torch, adjust effective vision in light/dark areas | Footprints, torchlight zones, reduced/enhanced vision | Supported by mechanics/sources |
| Last known position | Player position at full detection or alarm trigger | Search/investigation around last known area and concealment spots | Search movement; alarm state | Supported by mechanics |
Exact vision angles, ranges, detection buildup timers, hearing radii, search durations, torchlight values, and footprint fade times are not supported precisely by available evidence and should remain implementation tuning values.
Default Guard State Flow
stateDiagram-v2
[*] --> PatrolIdle
PatrolIdle --> Suspicious: sees player partially / hears sound / sees footprint
PatrolIdle --> BodyFound: sees exposed body
Suspicious --> Investigate: moves or turns toward stimulus
Investigate --> PatrolIdle: stimulus unresolved and cooldown completes
Investigate --> Alert: confirms player / catches suspicious action
Investigate --> BodyFound: finds exposed body
Alert --> Alarm: player fully detected and not immediately caught
Alert --> MissionFail: player caught in melee reach
BodyFound --> Alarm
Alarm --> Search: alarm propagates mission-wide
Search --> Search: persistent alarm state
Search --> [*]: mission complete or save reloaded
Enemy Archetype Behavior
| Archetype | Baseline Role | Perception / Reaction Differences | Weaknesses / Counters | Design Use |
|---|---|---|---|---|
| Normal Guard | Standard patrol and vision-cone enemy | Baseline sight, hearing, distraction response, body discovery, and alarm behavior | Vulnerable to most stealth kills, lures, traps, projectiles, firearms, environmental kills, and coordinated Shadow Mode actions | Teaches and reinforces core stealth rules |
| Straw Hat Guard | Higher-alert area denial enemy | Wider/more vigilant observation; can spot thrown projectiles in flight; resistant to standard lures and noise-makers compared with Normal Guards | Can still be eliminated by valid attacks, timing, approach from blind angles, simultaneous action, environmental opportunities, or by manipulating a patrol companion | Forces players to solve positioning and timing rather than relying on simple distraction loops |
| Samurai | Armored elite counter | Sees through Aiko’s disguise; resists many instant-kill and firearm approaches; matchlock pistols stun rather than kill | Mugen’s hand cannon, Takuma’s rifle/grenades where available, environmental kills, or coordinated stun/finish tactics | Creates hard gates that require specialist tools, avoidance, or authored accident setups |
| Torch / light carrier | Visibility modifier layered onto another guard type | Carries a light source that restores or extends visibility in dark missions; nearby guard may relight an extinguished torch | Extinguishing a torch can temporarily pull a guard off-route, but the light can return | Turns lighting into an AI-controlled patrol resource |
Important nuance: existing evidence describes Straw Hats and Samurai as resistant to standard distractions such as whistles and sake, while one source notes a Straw Hat may still briefly turn from a rock. Treat advanced enemies as distraction-resistant rather than fully inert to every stimulus; final behavior should be verified per ability and difficulty.
Civilian AI
Civilians are non-combatant NPCs and should not be merged with Straw Hat behavior. They have perception and can compromise the player’s plan, but their response is panic rather than combat.
stateDiagram-v2
[*] --> IdleWander
IdleWander --> PanicFlee: sees player / suspicious action / body
PanicFlee --> PanicFlee: runs away, may cross guard routes
PanicFlee --> KnockedOut: player incapacitates civilian
KnockedOut --> WakeRisk: timer expires and body was not secured
WakeRisk --> PanicFlee: wakes and reacts
PanicFlee --> [*]: leaves relevant area / mission state resolves
| Civilian Behavior | Design Meaning | Evidence Status |
|---|---|---|
| Has vision and can notice suspicious activity or bodies | Civilians add social stealth pressure even though they are not guards | Supported by mechanics |
| Panics and flees instead of directly raising alarm | Civilian detection is disruptive but not equivalent to guard detection | Supported by mechanics/source evidence |
| May indirectly compromise the player by running toward guards or crossing key routes | Panic can create messy secondary consequences without violating the no-direct-alarm rule | Supported by mechanics |
| Can be knocked out, killed, moved, hidden, or used as disguise source where authored | Civilians interact with body/disguise systems and badge constraints | Supported by mechanics |
| Unconscious civilians can wake if not secured | Knockout is temporary unless the body is hidden or made inaccessible | Supported by mechanics; exact wake timer unknown |
Alarm Response Behavior
Alarm is a persistent mission-state consequence, not a short local cooldown.
| Trigger | Result |
|---|---|
| Player reaches full detection in an enemy vision cone | Alarm activates unless the character is immediately caught in melee, which causes mission failure |
| Guard discovers an exposed body | Alarm activates immediately |
| Straw Hat spots a thrown projectile in flight | Alarm can activate even if the player was not directly seen |
| Civilian detects player/body | Civilian panics/flees; does not directly activate alarm |
| Reload from a pre-alarm save | Alarm state and AI positions/states restore to saved snapshot |
Once alarm is active, existing guards shift into search/investigation behavior, reinforcement patrols can spawn from authored points, and the alarm persists until mission completion or reload. Reinforcements are described as mostly Normal Guards, with rare Samurai in later missions. The exact number of reinforcements, spawn cooldowns, and mission-specific composition are unknown.
Search And Investigation Rules
| Stimulus | Expected AI Search Behavior | Edge Cases To Preserve |
|---|---|---|
| Sound at a point | Guards within the relevant hearing radius investigate the sound source | A lure can pull too many guards if the player ignores the blue noise radius |
| Footprints in snow | Guards who spot prints can follow the trail toward its endpoint | Footprints can be used as bait, but can also lead enemies toward hiding spots |
| Missing or disturbed patrol context | Nearby patrols may search locally rather than walking far from their authored area | Avoid global omniscience; search should remain spatially legible |
| Exposed body | Guard raises alarm; civilian panics | A guard investigating another stimulus may discover a body en route |
| Concealment during alarm | Searchers may inspect bushes and hiding spots | Hidden bodies/characters should not be automatically revealed unless search behavior reaches them under supported rules |
| Torch extinguished | A guard can leave position to relight it | Relighting should create a temporary timing window, not permanently remove light pressure unless level rules support it |
Interaction With Player Tools
| Player Tool / Action | AI Response Requirement |
|---|---|
| Stones, whistles, sake, Kuma, and other lures | Eligible NPCs turn, investigate, or move according to enemy type; advanced enemies may resist direct lures but can still be manipulated through patrol companions or authored exceptions |
| Shadow Mode simultaneous kills | Mutually-watching enemies should only alarm if a witness survives or sees the action/body before simultaneous resolution completes |
| Shuriken and other projectiles | Normal enemies follow standard projectile/impact rules; Straw Hats can notice projectiles in flight and raise alarm |
| Firearms / grenades | Create loud, high-risk events that can pull nearby AI or trigger alarm if witnessed/heard under the rules |
| Body carrying/dragging | Generates noise and visual exposure according to body profile; exposed bodies remain discoverable until hidden |
| Environmental kills | Treated as accidents where supported, avoiding direct alarm even against armored enemies |
| Disguise | Lets Aiko bypass many normal social/vision checks, but breaks on hostile actions and is ignored by Samurai |
Implementation And QA Priorities
| Priority | What To Verify |
|---|---|
| Perception consistency | Vision-cone colors, detection icons, and actual AI detection must match; no hidden detection rules should surprise the player |
| Archetype rules | Normal Guards, Straw Hats, Samurai, civilians, and torch carriers must respond differently to the same stimuli where documented |
| Alarm persistence | Once raised, alarm should remain until reload or mission completion and should invalidate no-alarm badge conditions |
| Civilian separation | Civilian panic must not directly trigger the guard alarm, even if it creates indirect tactical problems |
| Search legibility | Investigations should clearly relate to a sound, body, footprint, last known position, or light interaction |
| Save/load integrity | Reload must restore AI state, alarm state, positions, detection progress, bodies, footprints, and patrol timing to the saved snapshot |
| Unknown tuning values | Do not hard-code unsupported exact timings/ranges from this GDD; measure or define them during implementation tuning |