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Shadow Tactics: Blades of the Shogun GDD

Entity Stats

Shadow Tactics: Blades of the Shogun cover

Shadow Tactics: Blades of the Shogun

Status
Released
Year
2016
Genre
Indie, Strategy
Platforms
Windows, macOS, Linux

Shadow Tactics uses mostly qualitative, role-based entity stats rather than exposed RPG numbers. The clearest supported values are character HP and firearm ammunition: Mugen has 6 HP while the other playable characters have 4 HP, standard matchlock pistols carry 3 shots, and Mugen's hand cannon carries 2 shots. Most other important stats are expressed as tactical constraints: movement archetype, noise profile, body-handling capacity, enemy resistances, line-of-sight requirements, cooldowns, and limited-use items.

9 min read

Playable Character Stats

Character Tactical Role HP Movement Profile Run Noise Body Handling Firearm / Ammo Gameplay Meaning Evidence Status
Hayato Infiltration, disruption, quiet ranged pickoff 4 Agile: climbs, swims, jumps, balances, uses hook traversal where supported Silent Carries 1 body slowly Matchlock pistol after unlock; 3 shots Best for fast repositioning, quiet kills, shuriken plays, and stone distractions; needs cleanup planning after ranged kills HP / pistol ammo sourced; movement documented
Yuki Lure, trap, pickpocketing, ambush setup 4 Agile: climbs, swims, jumps, balances Silent / low-risk runner per existing mechanics Drags 1 body slowly; can pass through outer vision-cone regions while dragging Matchlock pistol after unlock; 3 shots Pulls guards into traps or isolation; body dragging is slow but unusually stealth-safe in outer cone zones Body dragging and traversal sourced; ammo sourced by shared pistol rule
Mugen Crowd control, heavy-object play, anti-samurai specialist 6 Heavy: ladders only; cannot swim, jump, climb vines, balance, or use agile routes Noisy when burdened / less stealthy than agile specialists Carries 2 bodies; can throw bodies and heavy objects Hand cannon after unlock; 2 shots Durable and powerful but route-limited; uniquely suited to carrying cleanup, Sword Wind groups, and killing Samurai at range with hand cannon 6 HP and 2-shot hand cannon sourced
Aiko Social infiltration, disguise, vision reduction 4 Agile: climbs, swims, jumps, balances Silent Drags 1 body slowly; can pass through outer vision-cone regions while dragging Matchlock pistol after unlock; 3 shots Uses disguise and conversation to manipulate enemy facing; sneezing powder creates short windows through vision Traversal / drag sourced; disguise counters documented
Takuma Long-range elimination, grenades, Kuma distraction 4 Heavy / restricted: ladders only; cannot swim, climb vines, or balance Loud Cannot carry bodies Matchlock pistol; 3 shots; rifle / grenades have limited use, exact counts unknown Provides reach and remote pressure but depends on others for cleanup and route access Pistol ammo and body limitation sourced; rifle / grenade counts unknown

Character Ability And Resource Stats

Tool / Ability Owner Range / Area Uses / Ammo Noise / Detection Risk Enemy Interaction Evidence Status
Melee stealth kill / knockout All playable characters, with character-specific timing Close range Unlimited, gated by animation and target validity Varies by character; exact radius unknown Effective on standard enemies; Samurai resist most direct bare-handed / simple instant-kill approaches Documented; exact timings unknown
Shuriken Hayato Quiet ranged line-of-sight projectile 1 reusable shuriken; must be retrieved Victim cry has a blue audible radius; exact radius unknown Can kill normal targets at range; Straw Hats can spot projectiles in flight Sourced / documented
Throw Stone Hayato Arcing distraction Infinite use; short cooldown Creates sound at impact point Standard distraction; advanced enemies may resist Sourced; exact cooldown unknown
Trap Yuki Ground trigger 1 reusable trap; must be retrieved after use Setup / activation can create risk; exact noise unknown Kills first enemy to step on it; traps in bushes auto-conceal victim Documented / sourced
Bird Whistle Yuki Local lure Reusable; cooldown unknown Deliberately attracts attention Useful on normal guards; Samurai / Straw Hats resist direct distraction but may follow patrol companions Documented / sourced
Sword Wind Mugen Short area around Mugen Reusable; long cooldown / vulnerable animation High commitment; exact radius unknown Kills multiple non-samurai enemies; needs specialist handling for Samurai Documented / sourced
Sake Bottle Mugen Placed lure Reusable bottle; must be retrieved Lures eligible guards to bottle Does not reliably lure Straw Hats / Samurai directly Documented / sourced
Heavy Object Throw Mugen Thrown object trajectory Requires authored heavy object Treated as accident when it crushes enemies Can crush enemies; armor interaction treated through environmental-kill rules Documented / sourced
Sneezing Powder Aiko Small area, arcing throw Reusable / cooldown unknown Temporarily shrinks vision, exact duration unknown Short window to pass or reposition; not a kill Sourced
Disguise / Conversation Aiko Social proximity Requires environmental disguise Breaks on attack, vine climbing, water entry, or witnessed hostile action Samurai see through disguise immediately Documented / sourced
Rifle Takuma Long-range line of sight Limited ammo; exact count unknown Loud / visible commitment; cannot fire while moving per mechanics Can kill from range; used for targets other characters cannot safely reach Documented; exact ammo unknown
Grenade / Gas Variant Takuma Area effect Limited charges; exact count unknown Noisy; can affect friendlies Grenades can kill Samurai directly without Mugen according to source guidance Sourced / documented; exact counts unknown
Kuma Distraction Takuma / Kuma Remote distraction constrained by Takuma / Kuma positioning Reusable; cooldown unknown Pulls attention to Kuma Useful for facing and patrol manipulation, not direct elimination Documented; exact range unknown
Matchlock Pistol Hayato, Yuki, Aiko, Takuma Ranged line of sight 3 shots Loud; reload delay of a few seconds One-shot kills most enemies; stuns Samurai instead of killing Sourced
Hand Cannon Mugen Ranged line of sight 2 shots Louder than pistols Kills Samurai outright at range Sourced

Enemy Archetype Stats

Enemy Type Vision / Perception Distraction Response Durability / Resistances Elimination Notes Gameplay Meaning Evidence Status
Normal Guard Baseline vision cone and hearing Vulnerable to standard distractions Vulnerable to normal melee, shuriken, pistol, traps, environmental kills Most tools work if unseen and bodies are hidden Baseline puzzle piece; teaches core stealth rules Documented
Straw Hat Guard Wider / more vigilant observation; can spot projectiles in flight Resists standard lures such as stones, whistles, and sake when directly targeted Not armored like Samurai, but harder to manipulate Can still be killed by valid attacks; often requires approach from behind, synchronized action, or patrol-companion manipulation Forces timing and positioning rather than simple distraction loops Documented / sourced
Samurai Elite perception; sees through Aiko’s disguise Resists standard distractions Armored: matchlock pistols stun rather than kill; many instant attacks fail Kill with Mugen’s hand cannon, Takuma rifle / grenades where supported, environmental kills, or coordinated stun-finish tactics Creates hard counters that require specialist tools, avoidance, or level-authored accidents Documented / sourced
Civilian Has perception and can spot suspicious actions Panics / flees rather than acting as a standard guard Combat durability unknown Knockout / handling rules need source confirmation Creates social risk and indirect alarm pressure without being a patrol guard Documented behavior; numeric stats unknown

Detection, Vision, And Noise Parameters

Parameter Supported Rule Value / Tuning State Gameplay Meaning
Vision cone states Green = undetected, yellow = detection buildup, red = confirmed detection Documented qualitatively; exact angle / length unknown Primary readable risk field for stealth planning
Detection states Undetected -> Suspicion -> Alert / Detected Documented; exact timer durations unknown Gives players a brief recovery window before full failure
Outer vision-cone crouch safety Crouching can pass through darker outer cone regions Documented; exact cone threshold unknown Lets players trade speed for stealth
Noise radius Blue circles display audible range for many actions Documented; exact radii unknown Lets players predict who will investigate an action
Running noise Varies by character: agile specialists can be silent; Takuma is loud; body handling creates noise Sourced / documented; exact radii unknown Makes route choice and character choice statistically meaningful
Body discovery Visible bodies trigger alarm; concealed bodies do not Documented Turns kills into cleanup obligations
Alarm consequence Full detection or body discovery triggers alarm response; reinforcements / search behavior can persist until reload or mission completion Documented Detection is a mission-state cost, not just a local skirmish
Darkness Reduces enemy vision range Documented; exact multiplier unknown Creates alternate stealth routes and torch-control opportunities
Torchlight Restores / extends local visibility in dark areas; extinguished torches can be relit by guards Documented Turns light sources into both danger fields and distractions
Snow footprints Temporary trails can be followed by enemies Documented; exact fade duration unknown Makes movement history an entity-like trace with detection consequences

Body And Object Stats

Entity / Object Capacity / State Movement / Handling Detection Rule Gameplay Meaning Evidence Status
Enemy body Slain, unconscious, dying / writhing, concealed, or permanently removed Can be carried, dragged, thrown, hidden, or disposed depending on character and location Visible non-concealed bodies trigger alarm Every elimination creates a secondary cleanup problem Documented
Concealment spot Bushes, rooms, barrels, wells, water, rooftops, doors, hedges, cliffs where authored Stores or removes bodies depending on type Prevents normal body discovery once body is properly hidden Safe staging and cleanup infrastructure Documented
Permanent removal zone Wells, deep water, cliffs, similar authored spaces Body cannot be retrieved after disposal Body cannot be discovered Converts temporary evidence into permanent cleanup Documented
Heavy objects Stones, barrels, other authored carryables Mugen / heavy profiles can carry slowly and throw Crushing kills can be treated as accidents Enables stealth-positive environmental kills Documented
Trap object Yuki’s placed trap Reusable if retrieved; can be spotted if placed in enemy vision Bush trap activation can auto-hide victim Combines lure, kill, and cleanup when placed well Documented
Reusable projectile / lure item Shuriken, sake bottle, trap Must be retrieved from landing / placement location Can be lost temporarily or effectively permanently if unreachable Creates positional resource management without economy currency Documented / inferred edge case