Shadow Tactics: Blades of the Shogun GDD
Entity Stats

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 |