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Shadow Runner header art

Shadow Runner

The first FPS where enemies are invisible? You see only their shadows. To fight, you must follow the light—control it, even create it. With one gun, fireflies, and fireworks, survive a little longer. A minimalist system with unexpected depth. An FPS poem about light, shadow, architecture, and memory

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Search Google: Who developed Shadow Runner?Developer scaleThe operating scale of the game's developer.
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About the Game

About This Game

This is an FPS where enemies are invisible.

You never see them—only their shadows. 

You have one gun and fragile sources of light: fireflies, light balloons, and fireworks.

Every encounter is a choice: create light, or remove an enemy.

Survival is only the requirement.

Reclaiming light is the goal.

The system is minimalist, but the experience runs deep. 

“Let there be light,” and there was light.

Light is not decoration or atmosphere.

It is how you find enemies and shape space.

Light can be followed, controlled, and—briefly—created.

 

An FPS poem about light, shadow, and memory.

 

Features

Invisible enemies revealed only through shadows

Shadows emerge from the light you create

Minimalist combat with a single gun and light-based tools

Simple, intuitive interactions grounded in light and basic physics

Around ten self-contained arena levels, each offering distinct possibilities of light and shadow

The performance of Shadow Runners is tracked on Steam leaderboards

An optional enemy-free mode focused purely on immersion

A focused, experimental FPS experience

 

※Gameplay footage is shown for clarity and atmosphere.

Actual difficulty may vary.