Shadow Tactics: Blades of the Shogun GDD
UI/HUD

Shadow Tactics: Blades of the Shogun
- Status
- Released
- Year
- 2016
- Genre
- Indie, Strategy
- Platforms
- Windows, macOS, Linux
Shadow Tactics uses a tactical, information-dense HUD that keeps the live stealth puzzle readable: top controls expose Menu, Quicksave, Quickload, and a Last Save timer; the bottom HUD shows party portraits, the selected character, ability slots and hotkeys, Shadow Mode controls, stance/action shortcuts, camera controls, and a minimap. In-world overlays communicate the most important decisions directly on the map, including enemy viewcones, detection state, noise/targeting radii, objective markers, interactable highlights, tutorial scrolls, and mission/badge feedback.
Design Role
The UI/HUD must make a real-time stealth puzzle readable without pulling the player out of the isometric tactical view. Most critical information is presented either as persistent HUD controls around the screen edge or as diegetic/spatial overlays directly on the map: vision cones, noise radii, interactable highlights, detection icons, objective markers, and queued Shadow Mode commands.
The interface supports four player questions at all times:
- What can my selected character do? Character portrait, selected party slot, ability bar, hotkeys, resource/cooldown states, and disabled slots answer this.
- What is dangerous right now? Enemy viewcones, suspicion/alert icons, body visibility, noise radii, and enemy type feedback answer this.
- What is my plan and retry safety? Shadow Mode indicators plus Quicksave/Quickload and the Last Save timer support experimentation.
- Where am I going and how am I performing? Objective text/markers, minimap, journal, mission timer, badge states, and post-mission results support mission and replay goals.
Primary HUD Layout
| Area | Element | Observed / Documented Behavior | Gameplay Decision Supported | Evidence Status |
|---|---|---|---|---|
| Top-left / top bar | Menu button with ESC |
Persistent menu access appears during gameplay | Pause, settings, reload/restart, journal access where supported | Observed in gameplay frames |
| Top bar | Quicksave F5 |
Dedicated quicksave control is visible during gameplay | Save after a successful tactical step | Observed; mechanic documented |
| Top bar | Quickload F8 |
Dedicated quickload control is visible during gameplay | Retry failed or unsafe execution immediately | Observed; mechanic documented |
| Top-center | Last Save timer |
Shows elapsed time since the last save; examples show green and red timer states | Reminds the player to save or warns the player they may be relying on an old save | Observed; color thresholds unknown |
| Bottom-left | Party roster portraits | Shows available squad members; inactive/empty slots are visually disabled; selected character is highlighted | Character switching and squad availability | Observed; exact all-state visuals need more capture |
| Bottom-left | Selected character portrait/name | Large portrait and name identify the active specialist, e.g. Hayato or Mugen | Confirms whose abilities and movement profile are currently active | Observed |
| Bottom-center | Command / ability bar | Ability icons update by selected character; documented core abilities map to A/S/D/F; disabled slots show inactive states |
Choose available actions and read unavailable/cooldown/resource states | Observed; mechanics documented |
| Bottom-center / left edge | Shadow Mode entry indicator | LSHIFT appears with a blue Shadow Mode icon in observed frames |
Enter planning layer for synchronized actions | Observed; mechanic documented |
| Bottom-center | Stance/action shortcuts | Frames show inputs such as LCTRL, SPACE, and additional ability/action bindings near the active character command area |
Toggle crouch/stance, confirm contextual actions, and access active abilities | Observed; exact binding meanings require control-map verification |
| Bottom-right | Minimap | Circular map shows level geometry, player position, nearby entities/markers, and camera orientation | Navigation, patrol-space awareness, objective routing | Observed; exact icon legend not fully documented |
| Bottom-right | Camera controls | On-screen buttons/keys around the minimap show camera rotation/pan controls (Q/W/E visible in frames) |
Rotate or adjust isometric view to inspect sightlines and occluded routes | Observed; exact mapping should be verified in controls menu |
In-World Tactical Overlays
| Overlay | Visual / Textual Form | Player-Facing Meaning | Important Rules / Edge Cases |
|---|---|---|---|
| Enemy viewcone | Cone projected into the world; tutorial text states enemies have a green field of view | Shows where standing/running/crouching characters risk being seen | Detection color changes are documented as green/yellow/red; exact geometry and timers are unknown |
| Bright vs darker cone region | Tutorial text for Sake Bottle notes enemies can spot the bottle in the bright area of their field of view | Communicates that cone subregions matter, not just inside/outside | Crouching or small objects may be safe/unsafe depending on cone brightness and proximity |
| Suspicion icon | Question mark above enemy | Enemy is investigating or has partially noticed something | Player can still break line of sight, hide, or redirect before full alert |
| Alert/detected icon | Exclamation / alert state above enemy | Confirmed detection or combat escalation | Can trigger alarm response, reinforcements, search behavior, or mission failure if caught |
| Noise radius | Blue circular radius during targeting or noisy actions | Shows which enemies can hear the action | Used for movement, abilities, firearms, traps, and environmental sounds where supported; exact radii are tuning data |
| Ability targeting indicator | Range, line, cone, arc, or area preview depending on action | Shows valid target position, ability reach, and possible risk zone | Invalid target, line-of-sight block, cooldown, no charges, or resistant enemy should prevent/flag execution |
| Interactable highlight | Highlighted object, door, corpse, body, ladder, hook, bush, well, or environmental prop | Indicates a valid command target | Heavy/agile character restrictions must be reflected before committing movement |
| Objective marker / map marker | Marker in world and/or minimap | Directs player toward current mission goal, extraction, target, or required object | Objective state should update immediately after completion or failure |
| Shadow Mode queued action | Queued command indicator tied to a character/action | Shows what will execute when the player triggers synchronized actions | If target moves, line of sight breaks, or character enters a blocking state, execution should fail clearly for that action |
Tutorial, Prompt, And Journal UI
Tutorial scrolls and instructional popups teach core rules in-context while dimming or framing the live scene behind them. Captured examples include:
| Tutorial / Prompt | Content Role | Example Evidence |
|---|---|---|
| Enemy Viewcone | Explains that enemies have fields of view represented by green viewcones | Gameplay frame shows an Enemy Viewcone tutorial with explanatory text |
| Sake Bottle | Explains that enemies can spot the bottle in the bright area of their field of view | Gameplay frame shows a Sake Bottle tutorial with a visibility example |
| Character / ability tutorials | Introduce new abilities and controls as they unlock | Character Ability System documents tutorial scrolls for abilities |
| Shadow Mode tutorial | Explains planning and synchronized execution | Shadow Mode mechanic documents in-mission tutorial introduction |
| Mission journal / log | Holds objectives, readable tutorials, badge list after reveal, and achievement tracking where supported | Badge mechanics and achievement guide reference in-game journal/log usage |
Tutorial UI should be readable, pause or de-emphasize the background as needed, and include clear navigation such as Previous / Next where multi-page help is used. Whether the live simulation pauses during each tutorial screen should be verified per tutorial type.
Mission, Badge, And Replay UI
| UI Feature | Behavior | Design Purpose | Evidence Status |
|---|---|---|---|
| Current objectives | Shows active mission tasks and updates as objectives are completed | Keeps large, multi-stage missions legible | Observed in source summaries; exact placement varies / needs capture |
| Mission journal/log | Displays objective details, tutorials, badges, and achievement information | Lets players check goals without relying on memory | Mechanics and guides support this; exact layout not fully captured |
| Badge list | Each mission has nine badges; first-playthrough conditions are hidden, then revealed on replay | Encourages mastery and replay routing | Documented by Mission Badge System |
| Badge state colors | Grey/still achievable, red/failed, earned/persistent | Gives immediate feedback when a constraint is broken | Documented by Mission Badge System |
| Mission timer | Used for speedrun badges and result evaluation | Supports time-limit mastery challenges | Documented; exact in-mission placement needs confirmation |
| Results screen | Reports mission completion stats and badge outcomes | Closes the mission loop and motivates replay | Supported by existing GDD/mechanics; exact UI layout needs capture |
Save/Reload Feedback
The save UI is unusually central because quicksave/quickload is part of the intended tactical loop.
flowchart LR
Plan[Plan or complete a safe step] --> Save[Quicksave F5]
Save --> Timer[Last Save timer resets]
Timer --> Experiment[Attempt risky movement / ability / Shadow Mode plan]
Experiment --> Success{Successful?}
Success -- Yes --> Save
Success -- No --> Load[Quickload F8]
Load --> Snapshot[Restore saved positions, patrols, alerts, cooldowns]
Snapshot --> Experiment
Required feedback:
| State | UI Feedback |
|---|---|
| Quicksave available | Quicksave F5 visible and active |
| Quickload available | Quickload F8 visible and active |
| Recently saved | Last Save timer near zero; observed green state |
| Save is getting old | Timer continues increasing; observed red state at longer elapsed time, but exact threshold is unknown |
| Saving in progress | Source summary notes a bottom-screen Saving progress bar during autosave/save feedback |
| No-save badge attempt | Badge should fail or turn red immediately if quicksave invalidates the condition |
The UI should avoid hiding save state behind menus because players are expected to save frequently, but it should also warn indirectly through the timer that saving after unresolved danger can preserve a bad state.
Ability Bar And Character State Feedback
| State | Expected UI Treatment |
|---|---|
| Character selected | Portrait/name highlighted; ability bar changes to that character’s loadout |
| Ability available | Icon lit with hotkey label visible |
| Ability unavailable because locked/not present | Slot disabled or empty |
| Ability on cooldown | Icon disabled with countdown or cooldown overlay; exact visual needs capture |
| Limited ammo/charges | Count visible near the ability or weapon icon where supported |
| Reusable item not retrieved | Ability remains unavailable until item is recovered |
| Invalid target | Cursor/indicator should reject the command before execution or fail with clear feedback |
| Resistant enemy | UI should not imply a clean kill if enemy type resists the selected tool, e.g. Samurai vs disguise/pistol interactions |
| Character in blocking state | Shadow Mode queueing and ability use should be disabled or visibly rejected while climbing, swimming, carrying a body, incapacitated, or mid-animation |
Detection And Alarm Feedback States
stateDiagram-v2
[*] --> Safe
Safe --> Suspicion: Enemy sees/hears clue
Suspicion --> Safe: Line of sight broken / investigation ends
Suspicion --> Alert: Detection completes
Alert --> Alarm: Guard confirms threat or body discovery escalates
Alert --> Failure: Character caught in melee reach
Alarm --> Reloaded: Player quickloads/restarts
Reloaded --> Safe
| State | UI Feedback | Player Decision |
|---|---|---|
| Safe | Green viewcones, no alert icons | Move, plan, or set up actions |
| Suspicion | Yellow detection buildup / question mark | Hide, crouch, break line of sight, distract, or cancel action |
| Alert | Red detection / exclamation | Escape, interrupt, or reload before failure/escalation |
| Alarm | Reinforcement/search state, hostile behavior, possible objective pressure | Continue under pressure or quickload; alarm consequences persist until reload/completion |
| Mission failure | Failure/reload screen | Quickload, restart, or change plan |