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SIX SECOND SHADOW

A neon precision platformer where every room lasts six seconds — and your own shadow chases you, repeating your moves one second behind. 90 verified rooms plus ESCAPE: ten long maps with no clock and no way back. Outrun yourself.

Developer
Publisher
Release
September 10, 2026
51 days ago
Steam Reviews
2 user reviews2 reviews100.0%
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Game contextLatest: IGF Team
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Updated: Aug 12, 2026Developer scaleThe operating scale of the game's developer.
Updated: Aug 12, 2026Publisher scaleThe operating scale of the game's publisher.
Updated: Aug 12, 2026Publisher statusHow the game's publishing relationship is classified.
Search Google: How is SIX SECOND SHADOW and Tilewise funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for SIX SECOND SHADOW and Tilewise?Creative controlWho appears to retain creative control of the game.
Updated: Aug 12, 2026Release statusWhether and how the game has been released.

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About the Game

Six seconds. One room. And a shadow that repeats your every move — one second behind you. Touch it and you die.

SIX SECOND SHADOW is a lightning-fast precision platformer set in a neon-soaked night city. Every room gives you just six seconds on the clock. Grab time crystals to stretch the timer, dodge saws, lasers and spikes, ride wind columns, bounce off springs — and never stop moving, because your own shadow is hunting you down.

FEATURES

  • 90 handcrafted rooms — every single one hand-checked end to end, so there are no impossible jumps. Ever.
  • The Shadow: a dark copy of yourself replaying your moves with a one-second delay. Standing still is death. Outrun yourself.
  • A six-second timer, stretched by time crystals scattered along the route.
  • ESCAPE mode — unlocked after the campaign. Ten maps up to 158 screens wide, no timer at all: just you, the exit, and a shadow half a second behind. No collectibles, no detours, no way back — every step backwards is a step into yourself.
  • Dash, springs, wind columns, moving platforms, crumbling blocks, teleporters, keys and locked doors, saws, presses and timed lasers.
  • A difficulty curve tuned by data: rooms are ordered by measured completion times — from a gentle warm-up to finger-twisting finales.
  • Infinite lives. Death is instant, retry is even faster.
  • Arcade mode: endless procedurally generated rooms and a score chase.
  • 8 unlockable character skins.
  • A story told in two pieces: why the city sells time, and what waits behind the last door.
  • Full localization: English, French, German, Spanish, Russian and Simplified Chinese.

Every room is a door-to-door sprint: get in, grab what you can, get out — before the clock runs dry or your shadow catches up.

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