Where Shadows Slumber


Where Shadows Slumber is a brooding puzzle game that takes place in a shadowy, abandoned world. You will aid the main character in his search for redemption - a search that spans numerous worlds and introduces you to a cast of mysterious figures. Who rules this forgotten land? And who will be left once the adventure draws to its inevitable conclusion?

The only tool at your disposal - besides your intellect - is the chaotic nature of the universe. Anything that is not touched by light has the freedom to change. This governing principle will be your guide in the darkness, but also your undoing. After all, if you are not touched by the light, you have the freedom to change as well. What will you become?

This app is a short demonstration of the full game's stunning worlds, mind-bending mechanics, and haunting story. The full game will be released at a later date, to be determined.


Where Shadows Slumber was designed for both phones and tablets.

Hey, RMG community! I've put a few of my games up here but this is the first one that has a strictly commercial purpose and a long-term goal of financial success.

Where Shadows Slumber is actually a collaboration between myself and Jack Kelly (I'm the artist, he's the engineer) and is being formally published by my new studio, Game Revenant. (www.GameRevenant.com)

Enough background, I'll cut to the chase here. This is just a demo. A demo we've been working on for over a year in our spare time (Jack works full time, I manage the studio full time and there's always multiple projects going on). Our goal is to use this demo as a springboard to complete the final game by the end of 2017.

Please play it and let us know what you think we should keep for the final game. What should we toss? What did you like? What didn't you like? What's missing? What is there too much of? The answers to all of these would help greatly.

The final game will retail for $5 on the major app stores, but this demo is free and always will be. You can download it on your phone from the following links:

App Store  | Google Play

We're planning on adding the following to the demo right after MAGFest 2017:

  • Two more levels
  • Story teaser
  • Redesigned character
  • UI Improvements
  • Polish on existing levels

I don't know how realistic it is to get all that done, but it's on the agenda! Christmas is going to throw a wrench in the gears, most likely. Expect those in the second week of January, if all goes according to plan.


Enrik 5 months ago

Mechanics Level Design
You have a very good concept here. The gameplay mechanic is original and nice. Maybe you should try to add more visual help at the beginning because sometimes the player don’t know if something has changed.

The main problem here is that besides the great concept and the shadow mechanic it’s very hard to do original and awesome levels. It’s like the last levels are just about finding a switch in the shadows to get one piece of the way. I usually find myself wandering around to find the hidden switch instead of thinking about the solution of a puzzle.

The other parts of the game are wonderful. Nice graphics and sounds. The shadow effect need a little improvement (maybe just some blur or more rounded edges). Everything fits good together and the ambience is awesome.

Yoshgunn 5 months ago

Thanks for the feedback! Shadow blur has been added to our list of things to do. You're right about the intro at the beginning, too.

We'll try to make the levels feel more like you're in control and need to solve them. I agree that currently they can be solved too easily by just wandering around. We thought people would like that, but we've gotten mixed feedback.

Enrik 5 months ago

Well, I like puzzle games a lot and I like when there are hard so maybe I’m not the average opinion here. But as you can see in the comment on the Play Store a lot of people compare your game with Monument Valley. MV is an easy game but they mix both the exploring part with the puzzle part in a good way. Sometimes just exploring makes the players stop and say “wait a moment” if I do this and that…” that’s the part that makes the players feel good and “Smart”. I you manage to make some levels with that feeling then you have it.
You already have an awesome concept and mechanic, now you only need some nice levels that makes the player say “wow” because the initial “wow” of the shadow mechanic is going to fade away in a few levels.
But like I said maybe I’m not the most representative player here. I think you already know all I comment here, lol. Good luck.


Jofus 4 months ago

Mechanics Level Design
I like the shadow aspect of the game but I think there needs to be a better way to deliver puzzles. At this point I feel like the game is to find every switch to pass the level. Perhaps there can be shadows that put you further from your goal that you have to work around. Great proof of concept so far.

Yoshgunn 4 months ago

I agree, a lot of the levels in the demo seem more like "progress bars" than puzzles. Lots of walking around but not a lot of thinking. We'll try to rectify this over the coming year. Thanks so much for your candid feedback :)

TheRichCourt 3 months ago

Game Graphics Level Design
I've already played this game before I saw it here, which I didn't expect to happen! I think this game has amazing potential. I agree with others that some levels did just feel less like puzzles, and more like just pushing through to the end, but please don't be disheartened by that - puzzle design is hard to get right, but your core mechanic is solid, and you obviously have some talent so I've no doubt you'll get there.

And don't get me wrong - some of the levels are great already. That initial discovery that things change when shadows pass over them is great, and comparable to first realising you can do impossible geometry in Monument Valley, or walk through portals in Portal.

I look forward to the full game :D

Yoshgunn 3 months ago

Thanks so much! We have heard this feedback often and I intend to make sure the puzzles feel just right. No more "push through the end" puzzles! I quite agree.

I appreciate that you are following the development of this game. Feel free to make use of RMG or social media if you ever have more feedback. The comparison to two great games is flattering, but tough feedback is even better so don't hold back! The earlier we hear constructive criticism, the more we can do about the game's flaws.

Also (OPEN OFFER TO ALL READING THIS) if you'd like to be a TestFlight volunteer tester for iOS, all you have to do is ask! There's not much in it for you, but you do get to see the game in its earliest, nakedest state if that's your thing.

TheRichCourt 3 months ago

I'd love to help with that, but I use Android, sorry. While I've got you though, would it be cheeky to ask if you'd offer some feedback on my game? I'd be really chuffed if you did, but don't worry if you don't have time :) https://roastmygame.com/game/outbreak

Yoshgunn 3 months ago

I checked out the page earlier and I'm interested - let me get my full thoughts on there a bit later, after work today!

TheRichCourt 3 months ago

Thanks :D

Khouske 3 months ago

Level Design Physics
I love the concept and the personal approach of your calculated cognitive work ethics. You'll surely have a game that will continue to grow as users players will demand it. No reason you won't achieve the goals you've set for executing this truly unique and exceedingly work of passion.

Yoshgunn 3 months ago

Thanks Khouske! I see you chose "Physics" as something you disliked. Since we don't have a Physics engine, can I assume you chose that as a "N / A" option?

I appreciate your kind remarks. If there is anything you think we should change though, be sure to let me know!
Roast Em


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