
Shadow Empire
Shadow Empire is a deep, turn-based 4X wargame with a unique blend of military focus, procedurally generated content and role-playing features. Players take the seat of the supreme ruler of a small nation, with the goal of reconquering a devastated planet.
Set in an alien universe , Shadow Empire immerses players in a dark and unforgiving future, where they take command of military conquests and engage in delicate diplomacy. Control the nation's budget, recruit and oversee governors and commanders, build the economy, and develop infrastructure. Every decision plays a pivotal role in shaping the fate of the empire.
Shadow Empire is one of the most ambitious games VR Designs has ever made. It offers a rich experience and stands out as a truly unique game, one unlike anything players have experienced before.
The game’s complex systems require players to make agonizing choices in response to events affecting the nation, the demands of leaders, or external pressures from factions like cults and crime syndicates. Stratagems offer the opportunity to craft responses to crises or create new opportunities for growth.
Leaders with diverse skill sets can be recruited and become zone governors, council directors, army commanders or advisors. Leaders can have over 40 different skills and can receive Leader feats to augment their statistics.
Political systems, including parliaments, senates, or politburos, can be established and evolve as the game progresses. Political bodies will vote on laws, which introduce new dynamics to gameplay. The outcome of these votes can have far-reaching consequences on the direction of the empire.
Diplomacy with neighboring factions is also a key component of the game. Minor regimes can be coerced to become vassals. Major regimes can be tied down with pacts and deals, ensuring a peaceful coexistence or you can use your spies to manipulate their politics and reveal their military forces.
Managing the expectations of both the populace and the ruling class is a delicate balancing act. There is a strong role-playing and human dynamics element to Shadow Empire, and mismanagement can lead to discontent, strikes, corruption, or even full-scale rebellion.
Thanks to specialized procedural design, Shadow Empire offers extensive replayability, allowing players to experiment with various strategies.
Detailed, procedurally generated planets that adhere to the rules of Astrobiology can be explored. Including detailed climate, rainfall, deserts, snow, glaciers, lava streams, deep forests, alien evolutions, mountain chains, resources, rivers, biohazard levels, respiratory hazard levels and more.
The game features a huge variety of mining operations : water, metal, rare metals, oil and even radioactive materials. Prospecting is often necessary for discovering resources that could be mined and you‘ll need to scavenge through the ruins of fallen empires and discover rare artifacts from a lost age.
There is also a separate system for d iscovery of technology, formations and units . Research and development paths are different in every game and this ensures that the route to success is different every time, too.
More than 200stratagems can be explored and deployed.
Stratagems are complete plans and series of actions that allow players to complete vast swathes of micromanagement tasks simply and easily. This system can also help respond quickly to crisis or unforeseen situations. It’s even possible to craft procedural Stratagems.
30+ different unit types such as light tanks, walkers, missile launchers, aircraft and much more can be designed to fit the needs of the army, choose their loadouts, balance speed and armor and create the exact land and air forces that the nation needs. Each unit type can be customized upon design by choosing its component parts like gun and engine type. Shadow Empire comes with over 100 different formation types , deploy Infantry regiments, Siege Battalions, Tank Divisions and so much more.
Combat is deeply operational, with detailed resolution based on factors like readiness, morale, supply, experience, entrenchment, landscape, recon, rivers, weapon and armor technologies, concentric attacks, leader skills and posture stratagems. Strategic planning is essential to victory, as forces must be carefully managed across numerous specialized unit types and formations.
Over 100 different fields of technology can be discovered. The game starts at a low level of technology as the nation drags itself out of the ruins of a galactic collapse, but at the end of the tech tree players will find knowledge that enables the construction of exciting advanced technologies such as ICBMs, laser guns, atomic missile launchers, walkers, shield-generators and more.
Players have to manage a realistic supply chain that has real consequences : running out of ammo could mean that the military is unable to attack or defend itself. Running out of food could have even more dire implications.
Logistical network capabilities can be extended by building roads or rails as well as constructing truck stations, maglev stations and supply base assets. The development of transport helicopters and cargo planes is essential to set up Air Bridges to support Invasions or to drop supplies into isolated positions.
Please note: The game features AI-generated portraits, created by combining a base image with layered facial variations. Using advanced AI tools, elements such as eyes, mouth, hair, and aging effects are rendered separately and overlaid dynamically to create diverse and evolving character appearances.
Дополнения и DLC
Системные требования
Минимальные
- Нужны 64-битные процессор и операционная система
- ОС: Windows Windows 8, Windows 10
- Процессор: 1.5 GHZ
- Оперативная память: 2 ГБ ОЗУ
- Видеокарта: 8MB video memory, 1280x768 or higher resolution
- DirectX: версия 9.0c
- Место на диске: 1 ГБ свободного места
- Звуковая карта: DirectX Compatible 9 Sound Card
Рекомендуемые
- Нужны 64-битные процессор и операционная система
- ОС: Windows Windows 8, Windows 10
- Процессор: 1.5 GHZ
- Оперативная память: 2 ГБ ОЗУ
- Видеокарта: 8MB video memory, 1280x768 or higher resolution
- DirectX: версия 9.0
- Место на диске: 1 ГБ свободного места
- Звуковая карта: DirectX Compatible 9 Sound Card
Отзывы
Steam · Very Positive
Все отзывы в Steam1 652 положительных из 1 979 отзывов
Игрок 6272Рекомендует25 ч в игре
This is a longwinded review. It was a negative review but I can't stop thinking about and playing the game. The setting, lore and what it does well has hooked me. I do recommend it. It has some shortcomings but what it does well, it does really well. Shadow Empire is extraordinarily ambitious. Each campaign takes place on a procedurally generated planet, and you lead a ragtag Mad Maxesque state out of a dark age and towards becoming a modern industrial nation. Between the character interactions, political factions, public economy and surprisingly convincing private economy it often feels like you are guiding a living, breathing society, which makes its shortcomings particularly frustrating. One moment from my campaign shows what the game does brilliantly. I was fighting another major power across a front stretching almost from pole to pole. Our conventional forces were broadly equal: infantry, tanks, artillery and so on. The difference was that I had Walkers (the copyright friendly term for battlemechs) and they didn't. I only had around 600 mechs scattered across an enormous front 10s of thousands of kilometers long with over a million combatants between both sides, but wherever they appeared they transformed the battle. They spearheaded offensives, sealed breakthroughs, encircled enemy formations and destroyed forces my tanks and infantry struggled against. They helped produce an overall casualty ratio of roughly 5:1 in my favour. However, the mechs were electrically powered and consumed a vast amount of Energy. Before the war I'd begun replacing oil fired power plants with nuclear plants, solar power and other alternatives. War broke the system. Even with the nuclear plants and my old fossilfuel stations running, the mechs pushed my Energy balance into deficit. Meanwhile my conventional mechanised and armoured forces ran out of Fuel because the power stations were burning the same Fuel they needed. I faced a wonderful Catch-22: the mechs were winning the war, but powering them starved the rest of the army of Fuel. Expanding electricity production required more industry and labour at exactly the moment population growth was being swallowed by mobilisation and casualties. That is exactly the sort of strategic dilemma I want from a game like this. Shadow Empire does this extremely well. However, there are problems. Internally, politics can feel almost like Crusader Kings. International diplomacy, by comparison, feels barebones. In the same war I had a Victory Pact with another major power. I declared war knowing they would not automatically join an offensive war, but assumed I could later ask them to intervene and open a second front. Only after the war began did I discover there was apparently no diplomatic action to call an ally into a war. Later they joined on their own and began being pushed back. I then discovered I could not simply move my forces through their territory to help them. That is a strange contrast. Shadow Empire models internal politics in enormous detail yet lacks diplomatic interactions that have been standard in strategy games for decades. Games far less interested in simulation like Civilization, Total War and countless others, let you request military assistance and move forces through allied territory. For a 4X game, it feels like a major omission. I haven’t read anything the dev has written but if they have fallen into that irritating modern trend where game developers get high off of the smell of their own farts and remove basic features to achieve some vague “vision” and call it “innovation” like modless Elden Ring not having a pause function, that doesn’t satisfy me. My other problem is what the game chooses to abstract. Shadow Empire calls itself a 4X wargame, yet land warfare receives vastly more attention than the other domains. Aircraft exist, but air warfare is much less central. I didn't build a single aircraft in my playthrough and never felt at a disadvantage. Naval warfare doesn't exist at all in the base game despite planets containing oceans. Oceania adds maritime systems, but naval warfare seems heavily abstracted. I understand why. A game turn is 2 months of time, and a hex is 200 km per the manual. In the American revolutionary war, a British fleet could sail from the UK to Boston in 6-8 weeks. A distance of 5200 kilometers, or 26 in game hexes. If a wooden sail ship from the 1700s could move 26 in game hexes in a turn, oil/nuclear powered ships would be able to circumnavigate the entire map in a single turn. An enemy nation whose ports and navy are 40 hexes away across a vast ocean and at peace when you click end turn could have declared war on you, taken all your ports, sunk your navy and landed several divisions on your shores by the time your next turn starts. So I get it. Which brings me to what Shadow Empire does not abstract: administration. Suppose you decide you want mechanised infantry in APCs. That is already a meaningful strategic decision. You need enough industry, raw materials, Fuel, workers and logistics to build and sustain the vehicles. Shadow Empire then adds bureaucracy on top. You fund the relevant research. You discover the necessary technology. You research it. Your Model Design Council discovers the APC model type. You contact them again and design the actual vehicle, choosing its engine, armour and weapons. Even after you possess a functioning APC that your factories can manufacture, your army may still be unable to raise mechanised infantry. You then need to fund the Staff Council's formation work. They must separately discover a formation type using APCs. Then you call them again and tell them to operationalise it. Only then can you finally raise the mechanised infantry formation you decided you wanted several turns ago. You repeat variations of this process for many new equipment and formation types. Shadow Empire too often takes a single strategic decision like "I want mechanised infantry" and breaks it into five or six administrative actions across multiple councils, menus, sub-menus and turns which isn't meaningful complexity. Grigsby's games are enormously complex, but their complexity generally exists because the things being simulated are themselves complex. Managing rail repair matters because rail logistics mattered. Organising Soviet formations matters because force structure mattered. Shadow Empire too often takes one decision and makes you repeatedly reconfirm it to different departments. Rather than confronting interesting political, military and economic problems, I frequently found myself in a liminal UI space dealing with menus, submenus, phoning ministers, adjust budget, waiting several turns, phone another minister, change another task, wait again. It is bureaucracy as gameplay. This is ultimately why I cannot recommend it. While clicking through another chain of menus to implement a decision I had already made, I would look at the sea sat between my empire and the enemy and think about all the strategic possibilities it could have created. Instead that ocean was completely irrelevent. The interdepartmental paperwork however was simulated in exquisite detail. I would buy a sequel almost immediately, provided it was made for an audience wider than middle aged project managers and civil engineers. Shadow Empire does things almost no other game attempts. The procedural planets are fascinating. The lore is excellent. The transition from scavenging postapocalyptic militias to industrialised armies fielding advanced tanks and mechs is fantastic. At its best, the game produces strategic dilemmas that feel completely organic. If a sequel kept those strengths, expanded diplomacy and the nonland aspects of warfare, and was more willing to abstract administrative project management, I think it could appeal to a much wider audience without losing what makes Shadow Empire special.
Игрок 6694Рекомендует27 ч в игре
鲸翻汉化+纯AI兽娘头像包(不是捆绑的,只是放一起了,大小加起来也才2.2兆) —————————————————————————— 说明: 出问题可以在评论区告诉我,也可以自己修试试,里面文档啥的都有,可以直接把整个汉化包丢给AI解析。 注入式汉化,支持旧存档,应该支持不同游戏版本(AI和我说的,我用官方6月份的那个版本测了也可以)。 相比覆盖版兼容性更好,但是文本对齐啥的就差一些了,开局设置的星球历史那里会截断,如果强制切分增加换行又会导致长对话选项被挤出去。 有些地方翻译可能不太准确,也有一些短词汇存在中英混杂,没办法,一词多义太多了,翻译了可能会导致其他地方也出问题。地名、生物学名也是同理,很多都是几个词根拼出来的。 ———————————————————————————— 兽耳娘头像包要在先开个存档,然后在设置里把新版头像取消勾选才行,新版头像只有13个槽位,旧版有76个,头像包原理是把其他图层变成透明的。
Игрок 1119Рекомендует12 ч в игре
Just wanted to support this game, it gets undeserved bad reviews - politics with RPG elements?- check - economics with all explanations and spreadsheet- check - wargaming and troops customizing?- check - deep procedual generation of planets and etc?- check 7$ is a steal for the game like this
Игрок 5714Рекомендует120 ч в игре
This game is incredible. I have a lot more hours played than shown here, so just believe me- its one of if not the most complex grand strategy/4x game out there. Once you get to grips with the UI, you'll be hooked. The UI is really well designed, contrary to first impresions- the complexity is necessary, and once you familiarise yourself with it, navigating it becomes second nature.
Игрок 5762Не рекомендует26 ч в игре
Хотел бы дать нейтральный отзыв, ибо совсем отрицательного игра точно не заслужила. Но лучше пусть будет так, нельзя на такое глаза закрывать По факту игра - это обычный гибрид варгейма и самой обычной цивилизации, где тебя наказывают не хардкором, а костыльным UI, плохой обратной связью и самыми топорными механиками. Плюсы: все что связано с боевыми действиями и созданием шаблонов юнитов/подразделений. Классический военный варгейм, но где мы действует не как какой-то генеральчик в линейных миссиях, а сами управляем государством и ведем боевые действия. Котлы, окружения, перестрелки с тонной математики морали, опыта, местности - все на месте. к этому добавляется по сути полу-процедурная механика с созданием шаблонов юнитов (изучаете прописанные в игре технологии, комбинируете компоненты и исследуете, где игра с рандомным разбросом может выдавать характеристики юниту, причем, как я понял, они при испытании разных моделей в бою постепенно улучшаются). Рехюмируя, сделанно круто и классно, если в этом разобраться Минус, и самый жирный: какого-то административного политического симулятора от слова тут нет - просто переусложненное топорное управление ресурсами, которое в своей сути (пусть более проработанной, детальной и при этом интересной, что в вакууме даже плюс) не ушло далеко от цивилизации. Регулирование бюджета - садизм. Балансировка ресурсов - мазохизм. Управление городами - цива 1в1. строй новые города, нанимай миллионы губернаторов и ручками каждому протыкивай бюджеты и зарплаты. Я бы лучше рекомендовал поиграть в викторию или стелларис, просто за счет того, что игры хоть и более казуальные в просчетах ресурсов и логистике, но при этом геймдизайн дает просторы к стилям игры, реагированию на игровые ситуации и выбору стратегии. Тут игра ощущается в этом плане крайне линейно. По сути рекомендовал бы брать ее только тому, кто не имеет высоких ожиданий от административного управления и хочет больше повоевать с управлением городами, которое напоминает усложненную цивилизацию (ну, по крайней мере, именно такое ощущение у меня и сложилось, на истинность претендовать не стану)
Игрок 4670Рекомендует153 ч в игре
Good game, if only the game would give player the option to turn off report about Zone city upgrade and Creating new council. It keep pestering me every few rounds. Also have to manually move every unit is tiresome.
Игрок 5952Не рекомендует4 ч в игре
Refused to run until I edited the text file "direct2d" changed the two lines to false. Not for me though. I think I need a little more game in my games.
Игрок 5014Не рекомендует2 ч в игре
Does not work on Linux, game will not load past the launcher. Posting this negative review is the only way that I feel I can meaningfully provide feedback that encourages Linux support & I'll remove it once I can launch the game. I played the game in the past (but didn't get too far) and it seemed very compelling, at some point I purchased the 1st expansion and wanted to give it a go again, but unfortunately, I can't.