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Shadow of the Road - All News

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Friday - March 01, 2024
Saturday - January 20, 2024
Saturday - December 30, 2023
Saturday - October 14, 2023
Saturday - September 30, 2023
Friday - August 11, 2023
Thursday - July 27, 2023
Wednesday - July 12, 2023
Wednesday - June 28, 2023
Wednesday - May 31, 2023
Thursday - June 30, 2022
Wednesday - February 23, 2022
Wednesday - February 09, 2022
Thursday - May 07, 2020
Sunday - March 08, 2020
Box Art

Friday - March 01, 2024

Shadow of the Road - Development Update #14

by Hiddenx, 17:57

Couchpotato spotted a new Shadow of the Road devlog:

What we’ve been working on lately… #4

In today's devlog we'll be focusing on updates related to the combat system...

Samurai!

We're super pumped to be back and ready to spill the beans on what we've been up to lately. Hope you're just as stoked about these new developments as we are!

In today's devlog we'll be focusing on updates related to the combat system. We've poured our hearts and souls into polishing this aspect of the game because… Hey, we're gamers too, and we know how crucial it is to the whole experience.

Co-op Skills

Let's kick things off with Co-op Skills. We see this mechanic as absolutely pivotal in the game, rooted in the connections between characters. These relationships will evolve based on player choices, the progression of events, and more. And when those links hit the sweet spot, get ready for some seriously epic special moves!

Check out the sneak peek video below and let us know what you think!

[...]

Saturday - January 20, 2024

Shadow of the Road - Development Update #13

by Hiddenx, 08:53

Learn more about the environment of Shadow of the Road:

The Diverse Environment of Shadow of the Road

Environment is one of the aspects that we continually improve...

Samurai!

We are thrilled to once again connect with you and share the exciting developments happening at our studio. Lately, our plate has been full, both in terms of growing the studio and continuously refining the game itself.

We've been hard at work, polishing and incorporating new ideas to enhance gameplay and provide a deeper, more enjoyable experience.

Diving into the depths…

Environment is one of the aspects that we continually improve. Our goal is to ensure that each level immerses players profoundly. To achieve this, we're diligently working on diversifying the levels on multiple fronts, and we want to make sure that in the vast world of Shadow of the Road, you'll traverse different landscapes.

You might be journeying through frozen realms where every breath freezes, and the next moment, you can find yourself in the vicinity of an active volcano, where the temperature becomes just one of the many formidable adversaries.

[...]

Thanks Couchpotato!

Saturday - December 30, 2023

Shadow of the Road - Development Update #12

by Hiddenx, 08:44

Couchpotato spotted devlog #12 for Shadow of the Road:

What we've been working on lately… #3

Our silence has been filled with the bustling excitement!

Samurai!

It's been a while since we last connected, but rest assured, our silence has been filled with the bustling excitement of the holiday season and intense dedication to making Shadow of the Road the best game it can be.

We're thrilled to see your ongoing interest and are eager to share the fruits of our recent labors!

Volcano

Let's dive into what we've been working on lately - the Volcano. This fiery environment offers a stark contrast to the frosty landscapes we showcased previously. As you might expect, it's a level teeming with danger, yet irresistibly captivating. Every step must be calculated, and only the strongest samurai will survive there!

 [...]

Saturday - October 14, 2023

Shadow of the Road - Development Update #11

by Hiddenx, 11:47

Henriquejr spotted the development update #11 for Shadow of the Road:

What we've been working on lately… #2

We're back with another exciting peek into the world of Shadow of the Road!

Greetings, Samurai!

We're back with another exciting peek into the world of Shadow of the Road! As always, we're thrilled to have you on this journey with us, and we've got some great updates to share that we believe will make your wait for the game more enjoyable.

Today, we'd like to discuss the three primary aspects we are currently focusing on. Let's dive into the first one!

Combat Animations

As you've probably noticed, we've been hard at work improving the finer details of our combat system. They may seem like small things, but they have a significant impact on the outcome.

Character Rotation (without IK)

Character Rotation (with IK)

The newest animations will add a new layer of immersion to the game, making combat feel more fluid and responsive. It's still a proof of concept, but there's a high likelihood that it will find its way into the game. Visual effects are impressive, right?

Verticality

What’s more, we’re enhancing verticality in combat! We’ve got some exciting ideas in the pipeline, including the ability to throw enemies at one another and more intricate environmental hazards. Imagine being able to use the surroundings to your advantage, like shoving an opponent onto a barricade or impaling them on spikes!

This is (Shadow of the) Sparta

The possibilities are endless, and we can't wait for you to explore them. Just take a look at the WIP version of this feature! Looks painful…

Let it snow, let it snow…

And here's a little treat for you, gamers. We're crafting the next landscape in our game and we're eager to show you a few screenshots to whet your appetite. The winter holidays are approaching quickly, so we already have snow on our minds.

We haven't shown much of the winter environment yet, so this could be your first peek at the frosty challenges that you can expect. We've got some stunning visuals in store, and we can't wait for you to dive into this world.

That's it for today!

Our goal is simple - we want to make this game an unforgettable experience, and we're thrilled to have you along for the ride. Keep an eye out for future devlogs and, as always, feel free to share your thoughts and feedback with us.

Your input is invaluable in shaping the game into something truly special. And if you want to stay up-to-date with everything and actively participate in the creation process, join our Discord server!

Thank you for your unwavering support! Stay tuned for more exciting updates on Shadow of the Road…

Cheers
Another Angle Games

Saturday - September 30, 2023

Shadow of the Road - Development Update #10

by Hiddenx, 09:25

Henriquejr spotted the development update #10 for Shadow of the Road:

Let’s talk about the Initiative System…

We're bringing you a devlog straight from the heart of our game development process!

Samurai Warriors!

Recently, we treated you to an interview with our sound magician, and today we're bringing you a devlog straight from the heart of our game development process!

Have you ever heard of an initiative system? It's an incredibly vital component in many turn-based RPGs! And the situation is no different in Shadow of the Road, where it plays a fundamental role. In simple words - its primary task is to determine the order in which characters get to make their moves.

Let us share a bit of the history of how this system has evolved in our game…

In the past…

At first, we had a very “XCOM-like” approach where players could make moves with all characters in any order (and multiple times within their turn, using available action/movement points). In other words, the player would switch between characters, take actions, end their turn, and after that the game would switch to AI which would act similarly.

We showcased this combat system at PAX in 2020. And while it served its purpose, we felt that our game needed something more… Something deeper! We needed a system that would allow players to anticipate enemy moves, analyze situations, and have full influence on what is happening on the battlefield!

So now!

The current iteration of the system draws its inspiration from samurai battles, where it's crucial to observe everything and make decisions that significantly impact the course of the clash.

The core of this mechanic revolves around character initiative.

All characters participating in the battle are sorted based on their initiative values and the one with the highest value starts the whole action. Default initiative values are predefined, but can change as the game develops. Several factors influence the status, such as an initiative penalty for taking damage and side effects.

By introducing this system, we were able to incorporate more combat mechanics that enhance its depth.

The main innovation here is delayed attacks!

These attacks are more effective, but carry a risk of failure. A delayed attack is carried out as a new element on the timeline. So the character initiating it cannot move and automatically ends their turn. If they are attacked before executing the attack, it will be interrupted.

This system also operates in rounds, with each unit making one move per round.

Unfortunately…

Introduced changes also have some drawbacks that make this solution less than perfect. Notable issues include:

  • Delaying attacks by a fixed value can lead to situations where nobody on the battlefield can counter or interrupt them. We attempted to solve this by delaying attacks based on factors like the number of characters, but this fix won’t be good enough.
  • Time axis shifts are inconsistent. We couldn't find a solution that would allow us to predictably and fairly move a unit, for example, to the next round. A character that received a high amount of damage would end up at the end of the queue in a given round.
  • The chance of having a negative initiative value. After receiving a sufficient amount of damage, a unit might have a negative initiative value, which isn't considered a valid value. While we could theoretically try to soften this effect by increasing base values, it wouldn't eliminate the entire problem.

But guess what…? These issues prompted us to work on another version of the system!

What the future holds…

Treat this like a small sneak peek, but…

In previous systems, the gameplay was divided into rounds in which action points and character movement reset at the beginning of each subsequent turn. The new system will have an additional dimension, and we will be abandoning the concept of rounds. However, we don't intend to reveal too much just yet, as there's more to come.

Rest assured, everything is continuously evolving!

Stay tuned!

To stay in the loop regarding our progress, come join our Discord community! And once again, thank you for being a part of this incredible journey!

Best regards
Another Angle Games

Friday - August 11, 2023

Shadow of the Road - Development Update #9

by Hiddenx, 20:13

Redglyph and Henriquejr spotted the development update #9 for Shadow of the Road:

Tactical World of Shadow of the Road

We'd like to delve into the genesis of the idea...

Warriors!

Hello again! In today's post we want to shed some light on the creative process behind Shadow of the Road and its evolution as a representative of the tactical RPG genre.

We'd like to delve into the genesis of the idea, our approach towards the environment, and the significance of skills. So, without further ado, let’s see where it all started!

Our passion for this genre runs deep…

…From hours spent battling in turn-based strategies to the immersive worlds of games like Final Fantasy, X-COM, Unholy War, Front Mission, Temple of Elemental Evil, Etherlords, and many more. Years ago, we used to play together some of the finest representatives of the genre – for example, the Fallout series (especially Fallout: Tactics).

One could say that the opportunity to create a world that would hold as much significance for players as in the titles we mentioned is almost like a dream come true. We’re sure that many of you could understand it very well!

Moving on!

Some time ago we mentioned the verticality of certain levels. It’s important, but that's not the only interesting aspect in the context of the environment! Soon you'll find special interactive zones that add depth to the gameplay and maximize immersion.

For example - imagine scenarios where you're ablaze and you can jump into the water to extinguish the flames, or have the ability to ignite oil for strategic advantage. Sounds great, huh? We want the environment to be a backdrop to the narrative events and a part of them at the same time.

What about skills?

Skills are a cornerstone of the tactical RPG genre, and it’s no different in our game. They're not just decorative – they shape the core of the gameplay. Our focus lies heavily on the tactical depth within them. Well, it’s safe to say that we have plenty of intriguing aspects planned, but we'll save those juicy details for future updates… ;)

Certainly, it's worth mentioning the Yokai system, which will be almost a fundamental aspect for us. Summoning them to add a new dimension to battles will be something unique in the realm of other tactical RPG games. The system might share some similarities with Guardian Forces from Final Fantasy VIII, but there will be many more differences than resemblances. We can't wait to present it to you - you’ll love it!

More to come!

Before we wrap up, we want to extend a heartfelt thank you for sticking with us and supporting the whole development process. Your active participation in our journey is invaluable, and your passion fuels our dedication to making Shadow of the Road the best it can be.

To remain informed about our advancements in the game's environment and other components, we extend an invitation for you to connect with us on Facebook, Twitter, Instagram, TikTok, and Discord.

Stay tuned for more updates, and remember – the road ahead is full of adventures and tactical brilliance!

Thank you once again
Another Angle Games

Thursday - July 27, 2023

Shadow of the Road - Development Update #7

by Hiddenx, 16:08

Another Angle Games posted a few words and a few pictures about the world of Shadow of the Road:

The Beautiful World of Shadow of the Road

Today we'll delve into a crucial aspect of Shadow of the Road - the environment...

Hello, Warriors!

It's nice to be writing to you again! Firstly, we are grateful for your support and continuous feedback. We truly appreciate your patience as we worked through each step of the development process. We’re getting closer!

Today we'll delve into a crucial aspect of Shadow of the Road - the environment. We're well aware of its significance in turn-based RPGs, and it's a paramount element in our game as well.

Beautiful World

As the game is set in Japan, during the fall of the Empire's feudal era in 1868, the surroundings are reminiscent of the 19th-century Land of the Rising Sun. To create an environment that truly captures it, we had to dig through loads of pics from back then.

Luckily, some photos have survived the passage of time. We found pictures of rich people, villagers in their settlements, ports, markets, bridges, and even abandoned castles… But we didn't stop there – we also checked out artwork from earlier times, showing how they built temporary fortifications!

[...]

Thanks Redglyph!

Wednesday - July 12, 2023

Shadow of the Road - Development Update #7

by Hiddenx, 15:39

Another Angle Games posted a new devlog on Shadow of the Road, discussing lighting techniques, verticality, a new skill, and a little extra:

What we've been working on lately...

Today, we would like to share some new exciting updates...

Warriors!

It's great to be back and we are truly grateful for the warm reception of our previous devlog, which focused on the gore aspect of the game (by the way, if you haven't checked it out yet - here it is).

Today, we would like to share some new exciting updates that we have been working on lately. Consider this as the first of many dev diaries to come in the future. We want you to know what is happening with the game, so you’ll be one of the first to hear about the latest milestones!
Lighting

Let’s start with something important!

We have been experimenting with different lighting techniques to enhance the overall atmosphere of Shadow of the Road. We strive for global illumination to be believable and applicable to both characters and environments.

We believe that the right lighting can help players truly immerse in the game's world and amplify the sense of danger lurking around every corner.

It's the work of the tiniest details, but worth every drop of sweat!

Verticality

Next, we want to give you a glimpse of something exciting. For example, take a look at one of the stages. What makes this encounter particularly interesting is… The abundance of ladders, adding a unique multi-level dimension to the fight!

Yes, fight! We must let you know that this is where you’ll find dangerous enemies, so you better watch out and get ready. Samurai must be strong, but also wise - remember to use the environment around you! Get ready for intense vertical combat!

New skills

Another interesting thing we want to introduce you to is a new skill called "Glacial Fangs". We won't reveal all the details just yet, but we can show you how spectacular this attack is in motion.

Stay tuned for more updates, and believe us - you’ll be able to use many more thrilling skills in the game. Enemies will be terrified!

Something extra…

As a little surprise and a token of our gratitude for being with us, we would like to show you something exciting and truly satisfying. You see, during the development of Shadow of the Road, we've been having an absolute blast, and the fruits of our labor have seamlessly merged into captivating elements that breathe life into the very fabric of the game.

For example - let's take a moment to admire the way this bridge is generated. Trust us when we say, we can't help but feel an overwhelming sense of pride due to how incredible it looks!

Till next time!

Before we wrap up, we want to invite all of you to follow us on our social media platforms - Twitter, Facebook, TikTok, and Instagram to stay up-to-date with the latest news and announcements.

Above all, we highly encourage you to join our Discord server, where everything happens first! Thank you for your continued support and enthusiasm.

Warm regards
Another Angle Games

Thanks Redglyph!

Wednesday - June 28, 2023

Shadow of the Road - Development Update #6

by Hiddenx, 17:23

Another Angle Games has posted a new gory update on Shadow of the Road:

The Brutal World of Shadow of the Road

Today we want to talk about the concept of gore in our game...

Samurai!

First of all, hello again! We want to thank you for your support and for following the development of Shadow of the Road. It means the world to us!

Gore

Today we want to talk about the concept of gore in our game.

As many of you may know, the phrase refers to brutal graphic and violent aspects often depicted in pop culture. It's an element that can evoke strong reactions and emotions - let’s be honest, it could be even disgusting for some people.

You can see an example below, but be aware that all of the materials here are a work-in-progress.

[...]

Thanks Redglyph!

Wednesday - May 31, 2023

Shadow of the Road - Development Update #5

by Hiddenx, 15:42

The latest development update for Shadow of the Road looks at some enemy types:

Shadow of the Road - Enemies

Samurai!

How are you doing? Hope all is well! We are continuously working on our game and although there is still some time until the release, you can observe how the game is evolving, taking on different colors and shapes.

Some of you ask about the release date. Well, we’re not ready to reveal it just yet. At this moment, we can only guarantee that there will be several closed tests before the game's launch, in which you will have the opportunity to participate. They are getting closer, so join our Discord to make sure you don’t miss them!

Feel invited - click here.

Enemies

Alright, alright, enough with the introduction! Today, we would like to present a very important element of the game. The enemies!

We guarantee that there will be no shortage of them in Shadow of the Road, and we're striving to make them highly diverse. We’re not going to show you all of them today, but we will introduce you to four types that will shed some light on our vision. Here they are:

Ninja:

Ninjas are basic enemy units skilled in the art of stealth and close combat. Armed with a deadly katana, they can swiftly evade attacks and strike from a distance using shurikens. Their agility and quick strikes make them a formidable opponent.

Wolf:

Wolves are the basic wild creatures that accompany the bandits and fight alongside them. They are agile and can be relentless in their attacks. Be cautious of their biting jaws and swift movements when facing them!

Prowler:

Prowlers are ranged units armed with a bow, making them a threat from a distance. They have exceptional situational awareness and can react to events on the battlefield with their “Overwatch” ability. If you get too close, prowlers switch to wakizashis for close-quarters combat.


That’s all… For now!

These are just a few of the basic enemies. In the final game there will be many more, so you'll definitely need some good training before embarking on an adventure in this world that combines Japanese folklore and steampunk.

Thank you for being with us, and we can't wait to show you more surprises! If you have any questions, feel free to reach out. We're always here to chat with you!

Until next time
Another Angle

Thanks Couchpotato!

Thursday - June 30, 2022

Shadow of the Road - Sneak Peek

by Hiddenx, 21:50

Henriquejr spotted some pictures of the road to Tokai in Shadow of the Road:

Road to Tokai location sneak peek

[...]

Wednesday - February 23, 2022

Shadow of the Road - Kenjiro's Residence

by Hiddenx, 23:03

Henriquejr spotted some Shadow of the Road screenshots:

See the Kenjiro's Residence location!

Shadow of the Road will lead you to many different areas and environments! Among the first is the residence belonging to aging nobleman Sugiyama Kenjiro. Kenjiro's Residence will introduce you to some of the most significant combat challenges that await your party in the game! Take a look at how it came to life from the ground up! More on the game coming soon.

[...]

 

Wednesday - February 09, 2022

Shadow of the Road - Dev Update

by Redglyph, 17:17

It has been a while, Another Angle Games posted news about their project!

Shadow of the Road Status Check

You may be wondering where we’ve been all this time?

Were we led astray by the cries of Kawa akago, the red children of the streams? Did the invisible wall Nurikabe block the entrance to the office? Have several of our keyboards come to life as Tsukumogami and tried to bite our fingers?

Well, no. The truth isn’t nearly that mysterious, so let us tell you why we’ve actually been quiet for a while!

Shadow of the Road is an ambitious project, and the scale of the work done for it is appropriately large. The entire team worked restlessly to bring it to fruition and our silent period comes with all sorts of cool milestones and achievements to show for it.

We have completed character dialogues for the entire first half of the game. We have diversified the game with levels set in gloomy underground passages and treacherous uncharted forests. And of course, put significant work into the characters you will encounter as you play Shadow of the Road!

Let’s put a number to some of the things we’ve wrapped up as of late:
- Wrote roughly 50k words of dialogues and other in-game texts;
- Finished modeling over 30 different characters and enemies;
- Finished 4 levels with 13 more in the pipeline and waiting to be braved.

There is much to look forward to, so stay tuned!
You can also join our Discord server to keep up with everything that is going on with the project!
See you there -> https://discord.gg/MADNsptA

Thursday - May 07, 2020

Shadow of the Road - Development Update #2

by Silver, 23:36

The latest development update for Shadow of the Road looks at Yokai dimension, Oni & stealth.

Yokai dimension, Oni & stealth

Hey guys,

As you can see, we're not slowing down! Here's another update for your viewing pleasure. We're incredibly excited to share some more news with you!

Yokai dimension

Combat is not just a straightforward mechanic in Shadow of the Road. We're working on some features that will only apply while fighting in the yokai dimension. A small preview can be found below. We're still experimenting with those ideas, but we really like the way this is going!

loading...

We have already shown you the yokai versions of Satoru and Asuke. Today we would like to show you Ishida's yokai form. We chose the name Oni and even though it is usually associated wth regular demons, we wanted to add our own spin to it and make it relate to Ishida both in the way of looks and in the way of character. We can't share too much information about Ishida because we don't want to spoil the story, but you can be sure that the connection between Ishida and Oni is indeed a very interesting one.

loading...

Stealth mechanics

We have not mentioned before that free exploration will not just be limited to travelling from point A to point B. While travelling you will have to make sure to keep a low profile in some locations as sneaking past your enemies could prove essential and sometimes even save your life. Sometimes being cautious is the best way to avoid unsuspecting enemies that would normally destroy you in an uneven match.

loading...

[...]

Sunday - March 08, 2020

Shadow of the Road - Hands-on @KnowTechie

by Silver, 18:46

KnowTechie reports on Shadow of the Road which is a turn-based RPG set in feudal Japan.

loading...

While not too much was playable at PAX East, the team was able to show off the rather beautiful setting and a single battle where you can control a team of five. To really get an idea of the game, make sure to watch the video above.

While the gameplay was somewhat straightforward, a few of the characters had some truly unique movies and made the action much more engaging. To give but one example, one character can literally transform into a giant spider, giving herself new moves and a larger footprint on the battleground grid.

[...]

Thanks Farflame!

Information about

Shadow of the Road

Developer: Another Angle Games

SP/MP: Single-player
Setting: Historical
Genre: RPG
Combat: Turn-based
Play-time: Unknown
Voice-acting: Unknown

Regions & platforms
Internet
· Homepage
· Platform: PC
· To be announced
· Publisher: Another Angle Games