Mission Badge System
Base
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.
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
| Parameter | Value | Type | Notes |
|---|---|---|---|
| Badges per mission | 9 | integer | Fixed number of challenge badges attached to each mission |
| Badge visibility | hidden / revealed | enum | Hidden on first playthrough; revealed afterward |
| Badge state | grey / red / earned | enum | Grey = possible; red = failed; earned = completed |
| Difficulty requirement | Hard | enum | One badge per mission requires Hard difficulty completion |
| Speedrun time limit | mission-specific (e.g. 05:30 to 30:00) | duration | Per-mission time limit for the speedrun badge |
| Journal hotkey | B (default) | key | Opens in-mission journal/log showing badge status |
| Timer display | Escape | hotkey | Shows elapsed mission time in upper-left corner |
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
- Stealth Detection System (Alarm-avoidance badges depend directly on the stealth detection and alarm response systems)
- Character Ability System (Many badges restrict or require specific character abilities, such as prohibiting disguise use or mandating stone distractions)
- Stealth Elimination Mechanics (Kill-method badges (e.g., environmental kills, specific weapon restrictions) rely on the elimination mechanics)
- Environmental Interaction System (Environmental-interaction badges (e.g., rock pushes, barrel explosions, cart rolls) require the environmental interaction system)
- Mission Objective Variety (Badges are attached to individual missions and evaluated against mission state and objective completion)
- Character Movement System (Movement-restriction badges (e.g., no climbing, no water, no hookshot) depend on character movement capabilities)
- Quicksave and Reload Iteration Loop (Save/load iteration is the intended method to earn mutually exclusive badges within the same mission)
12. UI Links
- Difficulty Selection Dialog - The Mission Badge System is disabled when Novice difficulty is selected. The dialog displays a warning that badges cannot be earned on Novice, linking the difficulty choice directly to badge eligibility.
- Post-Mission Results Screen - the UI displays mission-specific challenge badges in the right column of the Statistics tab, showing earned badges with gold skull icons and unearned badges with grey icons; badge conditions are evaluated from play session data
![Visual reference from Прохождение Shadow Tactics: Blades of the Shogun 1 - Осада Осаки Тракт Накасено [Профессионал] at 40:00-40:00](/published/media/shadow-tactics-blades-of-the-shogun/source-9-preview-e62215023c.jpg)
