Hayato movement abilities: climb vines, swim, jump, balance on narrow walkways, hookshot to rooftops; silent running; body carrying. Yuki movement: climb vines, swim, balance, jump; body dragging through dark vision cone. Mugen: ladders only, no jump/swim; carry two bodies and throw them. Aiko: climb vines, jump, swim, balance; silent run; drag bodies. Takuma: ladders only, no swim/vines/balance; loud run; cannot carry bodies.Hayato Hayato, the ninja mercenary, is your first character. Hayato excels at infiltration and distraction: he can disrupt patrols and trick guards into looking the wrong way, and...Hayato silent run confirmed ('Stone and Run' tip). Yuki and Aiko can drag bodies through outer vision cone undetected. Takuma makes noise when running. Mugen can throw bodies onto roofs.General Tips 1: Quickly, save! Top tip for ANY game in the stealth strategy genre - Get used to quicksaving all the time! Whenever you're done planning, eliminated a guard, snuck...Gameplay overview confirming agile characters can climb vines, jump from rooftops, use grappling hooks at hook-rings. Heavy characters cannot swim or climb walls. Environmental elements: snow and darkness alter enemy behavior.== Gameplay == Shadow Tactics: Blades of the Shogun is a stealth-oriented real-time tactics game inspired by the Commandos and Desperados game series. The player commands a small...
Materials v

Character Movement System

Base
Shadow Tactics: Blades of the Shogun cover

Shadow Tactics: Blades of the Shogun

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

1. Summary

A character-movement system that divides playable characters into agile and heavy mobility archetypes, gating traversal options (vine climbing, swimming, rooftop jumping, grappling hooks, narrow walkways) by archetype while varying footstep noise and body-carrying capacity. Movement stance (standing, crouching, running) directly interacts with the stealth detection layer, and certain movement states (climbing, swimming, carrying a body) block ability use.

2. Tags

movementtraversalagileheavycrouchrunswimclimbjumpgrapplebalancenoisefootprintbody-carrybody-dragbody-throwstanceladdervinerooftophook-ringnarrow-walkwaysnowwater

3. Design Intent / Job Story

When planning a route through a patrolled environment, I want to know which characters can traverse which terrain and how much noise they make, so that I can choose the right character for each path and remain undetected.

4. Role in Gameplay Loop

  • Defines the traversal puzzle layer of each mission by restricting certain paths to specific character archetypes
  • Drives squad composition and positioning decisions through mobility differentiation
  • Creates risk/reward tension between fast but noisy movement and slow but stealthy movement
  • Gates environmental verticality (rooftops, cliffs, water crossings) behind character capabilities
  • Integrates with the stealth detection system via stance-based visibility and footstep noise
  • Enables emergent tactics through body-transport profiles (carry, drag, throw) that affect speed and stealth

5. Preconditions

  • The mission level has loaded with terrain affordances (vines, ladders, hook-rings, water, rooftops, narrow walkways)
  • At least one player-controlled character is alive and not incapacitated
  • The active character's movement archetype permits the desired traversal type
  • For grappling-hook use, a hook-ring must be present in the environment
  • For body transport, a manipulable body must be within interaction range

6. Parameters

ParameterValue
Movement archetypesAgile / Heavy
Traversal typesWalk, Run, Crouch, Climb, Swim, Jump, Balance, Grapple
Run speed modifier1.5–2.0× base
Crouch speed modifier0.4–0.6× base
Footstep noise profileSilent / Normal / Loud
Vine climb speedTBD
Ladder climb speedTBD
Grapple hook speedTBD
Jump distanceTBD
Body carry speed modifier0.3–0.5× base
Body drag speed modifier0.2–0.3× base
Heavy object speed modifier0.2× base
Snow footprint durationTBD
Water splash noise radiusTBD
Disguise break triggersClimb vine, Enter water
Ability block statesClimbing, Swimming, Carrying body

7. Core Rules

  • Each playable character belongs to one of two movement archetypes: Agile or Heavy.
  • Agile archetype characters can climb vines, swim, jump between rooftops, balance on narrow walkways, and use grappling hooks at environmental hook-rings.
  • Heavy archetype characters can climb ladders but cannot swim, climb vines, jump, balance on narrow walkways, or use grappling hooks.
  • All characters can walk, run, and crouch regardless of archetype.
  • Running produces footstep noise; the noise level varies by character (silent, normal, or loud).
  • Crouching reduces movement speed and allows undetected passage through the outer (darker) region of enemy vision cones.
  • While climbing, swimming, carrying a body, or performing another action, ability use is blocked.
  • Disguise state is cancelled when the character climbs a vine or enters water.
  • Body transport modifies movement speed and noise based on the transport method: carrying (moderate slowdown, audible noise), dragging (significant slowdown, audible noise but can pass through outer vision cone undetected), or throwing (instant launch, stuns enemy on impact).
  • Heavy archetype characters can carry heavy environmental objects (stones, barrels) at a severe speed penalty and may throw them.
  • Snow-covered terrain leaves temporary footprints that enemies can detect and follow.
  • Standing water creates splash noise that guards within hearing radius can detect.
  • Characters transition between movement states automatically when interacting with terrain affordances (approaching a vine, ladder, or water edge).
  • Leaping kills from elevated positions are only available to characters with the jump/climb capability.

8. BDD Scenarios

Scenario: Agile character climbs vine to rooftop

Given
an agile archetype character is adjacent to a climbable vine
When
the player issues the move command toward the vine
Then
the character begins climbing
And
reaches the rooftop at the top of the vine
And
can now jump to adjacent rooftops or use a grappling hook at a hook-ring

Scenario: Heavy character cannot traverse water

Given
a heavy archetype character is at the edge of a body of water
When
the player attempts to move into the water
Then
the character stops at the edge
And
cannot enter the water

Scenario: Silent runner passes near a guard

Given
a character with a silent running profile
When
the player holds the run command past the guard
Then
the guard does not react to footstep noise
And
a patrolling guard nearby
And
continues patrolling undisturbed

Scenario: Crouching through outer vision cone

Given
a character is in crouch stance
When
the character moves through the outer region
Then
the enemy remains in the undetected state
And
an enemy's vision cone overlaps the character's position in the outer region

Scenario: Body carrying blocks ability use

Given
a character is carrying a body on their back
When
the player attempts to activate an ability
Then
the ability activation is blocked
And
a visual or audio feedback indicates the blocked state

Scenario: Disguise breaks on vine climb

Given
a disguised character is near a climbable vine
When
the player orders the character to climb the vine
Then
the disguise is immediately removed
And
the character begins climbing in normal visibility

Scenario: Snow footprints lead enemy to player

Given
a snowy level surface
When
the player character runs across the snow
Then
footprints are left behind
And
if an enemy patrol intersects the trail, they follow it toward the player's last known position

Scenario: Leaping kill from rooftop

Given
an agile character is on a rooftop above an enemy
When
the player executes a leaping kill command
Then
the character drops onto the enemy
And
the enemy is killed or knocked out

9. Edge Cases

  • A character attempts to jump a gap that exceeds the maximum jump distance and falls
  • A heavy archetype character is ordered to a destination reachable only by swimming; the pathfinder must reroute or fail
  • A character carrying a body is spotted at greater distance due to the body being visible over cover
  • A disguised character enters water and the disguise breaks while enemies are watching
  • Snow footprints from multiple characters cross, causing enemies to follow the most recent trail
  • A thrown body misses its target and lands in an enemy's vision cone, causing unintended discovery
  • A character starts climbing a vine just as a guard turns toward them; the climbing animation may expose them
  • A character swimming is spotted by an enemy on a bridge or cliff above
  • A character attempts to grapple to a hook-ring but the target position is occupied by another character or object
  • Running noise from one character alerts a guard who then spots a second, silent character in their vision cone

10. QA Notes

  • Verify agile archetype characters can climb all designated vines and use all hook-rings
  • Verify heavy archetype characters cannot interact with vines, water, narrow walkways, or hook-rings
  • Verify footstep noise levels: silent runners produce no audible radius, normal runners produce standard radius, loud runners produce expanded radius
  • Verify crouching allows undetected movement through the outer vision-cone region for all archetypes
  • Verify ability use is blocked while climbing, swimming, or carrying a body
  • Verify disguise breaks immediately upon climbing a vine or entering water
  • Verify snow footprints spawn correctly and fade over time
  • Verify standing water splash noise alerts enemies within the correct radius
  • Verify body carrying reduces speed and increases visibility/detection probability
  • Verify body dragging allows movement through outer vision cone without detection
  • Verify leaping kills work from all valid elevated positions (rooftops, walls, cliffs)
  • Verify ladder climbing works for all characters and does not break disguise
  • Verify grappling hook ascent is only available at designated hook-ring locations
  • Verify jump distance is consistent across all agile characters
  • Verify heavy object carrying (stones, barrels) reduces speed to slow walk for heavy archetypes

11. Mechanic Dependencies

References

  1. 1.

    Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L0-200 of 116)

  2. 2.

    Steam Community :: Guide :: Shadow Tactics: Blades of the Shogun 101 (L4-100 of 101)

  3. 3.

    Shadow Tactics: Blades of the Shogun (L4-50 of 52)