Gameplay frame showing active mission HUD with timer display and character portrait panel, confirming real-time mission context where badge evaluation occurs.Visual reference from Прохождение Shadow Tactics: Blades of the Shogun 1 - Осада Осаки Тракт Накасено [Профессионал] at 40:00-40:00Review frame showing console HUD layout with Shadow Mode command UI and character selection, providing visual context for how journal/badge UI integrates with active gameplay.Visual reference from Shadow Tactics: Blades of the Shogun Review – Is This the Best Version Yet? at 3:00-3:00
Materials v

Mission Badge 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 performance-based achievement system that rewards players for completing missions under specific constraints and accomplishments. Each mission contains nine badges spanning categories such as restrictive playstyles (pacifist, no-alarm, ability restrictions), environmental feats (environmental kills, object interactions), completionist targets (eliminating all enemies), difficulty milestones (Hard mode completion), and speedrun time limits. The system drives replayability and mastery by layering optional challenges above primary mission objectives, with badge conditions hidden during first playthroughs and revealed afterward via an in-mission journal.

2. Tags

badgeachievementmissionreplayabilityspeedrunpacifisthard_modehidden_objectivejournalprogress_tracking

3. Design Intent / Job Story

When replaying a mission, I want to attempt optional challenge constraints, so that I can earn badges that demonstrate mastery and unlock cumulative rewards.

4. Role in Gameplay Loop

  • Provides optional challenge layers on top of primary mission objectives
  • Encourages mission replayability through mutually exclusive and hidden constraints
  • Rewards diverse playstyles: pacifist, speedrun, environmental exploitation, ability restriction
  • Progresses meta-achievements that span the entire campaign

5. Preconditions

  • Player has started a mission
  • Badge constraints are evaluated continuously during mission execution
  • For revealed badges: player must have completed the mission at least once (first-playthrough badges remain hidden)

6. Parameters

ParameterValue
Badges per mission9
Badge visibilityhidden / revealed
Badge stategrey / red / earned
Difficulty requirementHard
Speedrun time limitmission-specific (e.g. 05:30 to 30:00)
Journal hotkeyB (default)
Timer displayEscape

7. Core Rules

  • Each mission contains exactly nine badges.
  • On the first playthrough of a mission, all badges are hidden; their conditions are not displayed to the player, but they can still be earned.
  • On subsequent playthroughs, badge conditions are revealed in the in-mission journal/log.
  • Each badge has a real-time evaluation state: grey (still achievable), red (failed and no longer achievable), or earned (persistently saved).
  • A subset of badges within a mission may be mutually exclusive (e.g., choose path A vs. path B).
  • One badge per mission requires completing the mission on the highest difficulty setting.
  • One badge per mission requires completing the mission within a mission-specific time limit; the in-game timer is accessible during play.
  • Badge progress is evaluated continuously during mission execution; failing a constraint marks the corresponding badge as red immediately.
  • Earned badges are saved persistently; reloading a save does not revoke an already-earned badge.
  • All mission badges across the campaign contribute to a cumulative meta-achievement.

8. BDD Scenarios

Scenario: First playthrough with hidden badges

Given
the player is on their first playthrough of a mission
When
the player opens the mission journal
Then
all badge conditions are hidden from view But the player can still earn them by satisfying constraints

Scenario: Revealed badges on replay

Given
the player has completed a mission at least once
When
the player starts the mission again
Then
all nine badge conditions are visible in the mission journal

Scenario: Badge state transitions to failed

Given
a mission badge requires not sounding the alarm
When
an enemy triggers the alarm
Then
the alarm-related badge turns red in the journal
And
it can no longer be earned on the current playthrough

Scenario: Speedrun badge success

Given
a mission has a time limit badge of 11 minutes
When
the player completes the mission in 10 minutes 30 seconds
Then
the speedrun badge is earned and saved

Scenario: Mutually exclusive badges via save/load

Given
a mission has two incompatible path-choice badges
When
the player saves the game, completes path A to earn badge 1
Then
both badges are permanently saved
And
reloads the save, then completes path B to earn badge 2

Scenario: Hard difficulty badge

Given
the player completes a mission on Hard difficulty
When
the mission ends successfully
Then
the hard-difficulty badge for that mission is earned

9. Edge Cases

  • Player performs an action that invalidates multiple badges simultaneously (e.g., killing a civilian fails both "no civilian kills" and "no kills" badges).
  • Player earns a badge, then dies before reaching a checkpoint; the badge remains earned due to persistent save.
  • Incompatible badges cannot be earned in a single playthrough; the system must handle save-scumming attempts.
  • Timer behavior during pause menus or journal inspection is not explicitly confirmed in sources.
  • Hidden first-playthrough badges may be accidentally earned or missed without player awareness.
  • Mission failure or restart resets all badge states for that attempt.
  • Difficulty can be changed mid-mission; the hard badge requires the mission to be completed on Hard.

10. QA Notes

  • Verify all 9 badges exist for each mission and are correctly wired to mission events.
  • Verify badge status updates in real-time (grey to red) when constraints are violated.
  • Verify earned badges persist across save/load, mission restart, and game exit.
  • Verify hidden/revealed state toggles correctly based on mission completion history.
  • Verify timer accuracy for speedrun badges; check timer behavior during pause.
  • Verify hard difficulty badge is only granted when mission is completed on Hard.
  • Verify mutually exclusive badges can both be earned via separate playthroughs.
  • Verify journal UI correctly displays badge names, descriptions, and current states.

11. Mechanic Dependencies

References

  1. 1.

    Прохождение Shadow Tactics: Blades of the Shogun #1 - Осада Осаки | Тракт Накасено [Профессионал] (40:00-40:00)

  2. 2.

    Shadow Tactics: Blades of the Shogun Review – Is This the Best Version Yet? (3:00-3:00)