Compara los precios de Shadow Gambit: The Cursed Crew en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Mimimi Games. Publicado por Hooded Horse. Lanzado el 17/8/2023. Disponible en PC, Xbox. Géneros: RPG, Strategy. Puntuación Metacritic: 85/100.

Mimimi's farewell to the genre they helped resurrect - a supernatural pirate tactics puzzle with eight deeply asymmetric crew members and more decision points per mission than most strategy games offer per campaign.

I've tracked Mimimi's output since Shadow Tactics, and the studio's final game before its closure lands as a genuine refinement of everything they built, even if it isn't quite the giant leap that some launch-week reviews declared it to be. The core loop is real-time stealth strategy: isometric islands, enemy vision cones with solid and checkered detection zones, and a three-pirate squad that you coordinate to silently dismantle Inquisition patrols. Shadow Mode lets you queue up actions in a paused state and then watch them execute simultaneously - same fundamental mechanic as Desperados 3, but the supernatural character toolkit here is dramatically wider and weirder than anything the studio has shipped before. The roster of eight characters is where the design thinking really shows. Suleidy the ship's doctor can plant cover bushes anywhere mid-mission, converting open sightlines into safe corridors. Gaelle can knock out a guard with a portable cannon and then stuff the body into that same cannon to knock out a second guard. Pinkus von Presswald can body-snatch an enemy soldier entirely, using Peruse Mind to walk freely through a patrol area and scout guard rotations before disposing of the host. Each character has movement restrictions too - some can't swim, others can't climb - so squad composition becomes a genuine pre-mission planning exercise, not just a power fantasy assembly. Crucially, the game was built so that any combination of three characters can complete any mission; the difficulty shifts, the approach changes, but the lock is never unpickable. That design decision cuts both ways: it makes the game accessible and endlessly replayable, but it also smooths out the razor-sharp challenge that made Desperados 3's hardest levels so memorable. The open structure is the biggest structural change from Mimimi's previous work and also the source of the game's main criticism. Rather than a linear campaign, you navigate a world map of islands and choose your own mission order, unlocking crew members along the way. The freedom is real and the non-linearity is smartly implemented. The downside is that revisiting the same island layouts multiple times across the campaign can blunt the puzzle-fresh feeling that made earlier levels exciting. A handful of islands feel like mandatory busywork against an otherwise strong map. The third act partially compensates by adding a full set of personal backstory missions for each crew member, plus the lighter Crew Tales vignettes aboard the Red Marley add comedic texture between raids. The quick-save system, here re-framed as the ship literally capturing your memories, removes the stigma of frequent saving and makes the game substantially more newcomer-friendly than its predecessors. For someone new to the genre, this is actually the best entry point Mimimi ever produced. Per-character tutorial missions, an accessible alarm system where reinforcements only trigger if a bell-wearing guard is alerted, and the freedom to choose easier missions first before tackling harder ones all lower the barrier without dumbing the game down. Veterans of Shadow Tactics or Desperados will feel the slightly reduced difficulty ceiling, but will find enough crew synergy depth and optional challenge modifiers to stay engaged. The modding tool released post-launch extends the lifespan further. Two paid DLC packs, Yuki's Wish and Zagan's Ritual, add additional crew members and missions if you want more after the base campaign. This is a studio closing the book on a legacy it built, and the production quality - voice acting, island art, character animation - reflects that intention clearly. Diego, Scout Team

Shadow Gambit: The Cursed Crew

Shadow Gambit: The Cursed Crew

17 ago 2023Mimimi GamesHooded Horse
GamerScout opina

Mimimi's farewell to the genre they helped resurrect - a supernatural pirate tactics puzzle with eight deeply asymmetric crew members and more decision points per mission than most strategy games offer per campaign.

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Acerca de Shadow Gambit: The Cursed Crew

I've tracked Mimimi's output since Shadow Tactics, and the studio's final game before its closure lands as a genuine refinement of everything they built, even if it isn't quite the giant leap that some launch-week reviews declared it to be. The core loop is real-time stealth strategy: isometric islands, enemy vision cones with solid and checkered detection zones, and a three-pirate squad that you coordinate to silently dismantle Inquisition patrols. Shadow Mode lets you queue up actions in a paused state and then watch them execute simultaneously - same fundamental mechanic as Desperados 3, but the supernatural character toolkit here is dramatically wider and weirder than anything the studio has shipped before. The roster of eight characters is where the design thinking really shows. Suleidy the ship's doctor can plant cover bushes anywhere mid-mission, converting open sightlines into safe corridors. Gaelle can knock out a guard with a portable cannon and then stuff the body into that same cannon to knock out a second guard. Pinkus von Presswald can body-snatch an enemy soldier entirely, using Peruse Mind to walk freely through a patrol area and scout guard rotations before disposing of the host. Each character has movement restrictions too - some can't swim, others can't climb - so squad composition becomes a genuine pre-mission planning exercise, not just a power fantasy assembly. Crucially, the game was built so that any combination of three characters can complete any mission; the difficulty shifts, the approach changes, but the lock is never unpickable. That design decision cuts both ways: it makes the game accessible and endlessly replayable, but it also smooths out the razor-sharp challenge that made Desperados 3's hardest levels so memorable. The open structure is the biggest structural change from Mimimi's previous work and also the source of the game's main criticism. Rather than a linear campaign, you navigate a world map of islands and choose your own mission order, unlocking crew members along the way. The freedom is real and the non-linearity is smartly implemented. The downside is that revisiting the same island layouts multiple times across the campaign can blunt the puzzle-fresh feeling that made earlier levels exciting. A handful of islands feel like mandatory busywork against an otherwise strong map. The third act partially compensates by adding a full set of personal backstory missions for each crew member, plus the lighter Crew Tales vignettes aboard the Red Marley add comedic texture between raids. The quick-save system, here re-framed as the ship literally capturing your memories, removes the stigma of frequent saving and makes the game substantially more newcomer-friendly than its predecessors. For someone new to the genre, this is actually the best entry point Mimimi ever produced. Per-character tutorial missions, an accessible alarm system where reinforcements only trigger if a bell-wearing guard is alerted, and the freedom to choose easier missions first before tackling harder ones all lower the barrier without dumbing the game down. Veterans of Shadow Tactics or Desperados will feel the slightly reduced difficulty ceiling, but will find enough crew synergy depth and optional challenge modifiers to stay engaged. The modding tool released post-launch extends the lifespan further. Two paid DLC packs, Yuki's Wish and Zagan's Ritual, add additional crew members and missions if you want more after the base campaign. This is a studio closing the book on a legacy it built, and the production quality - voice acting, island art, character animation - reflects that intention clearly.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaReal-Time TacticsShadow ModeIsometric StealthCrew SynergyNon-Linear CampaignSupernatural AbilitiesQuicksave-FriendlyGenre Entry PointPirate SettingSwan Song

Requisitos del sistema

Mínimos

OS
Windows® 10 (64-bit)
Memory
8 GB RAM
DirectX
Version 11
Storage
28 GB available space
Graphics
NVIDIA® GeForce® GTX 750 Ti (2 GB) / AMD® Radeon™ HD 7870 (2 GB)
Processor
Intel® Core™ i5-7400 (quad-core) / AMD® Ryzen™ 3 1200 (quad-core)

Recomendados

OS
Windows® 11 (64-bit)
Memory
16 GB RAM
DirectX
Version 12
Storage
28 GB available space
Graphics
NVIDIA® GeForce® GTX 970 (4 GB) / AMD® Radeon™ RX 6500 XT (4 GB)
Processor
Intel® Core™ i5-8400 (hexa-core) / AMD® Ryzen™ 5 1600 (hexa-core)

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Reseñas y valoraciones

Metacritic
85

Información del juego

Desarrolladora
Mimimi Games
Distribuidora
Hooded Horse
Fecha de lanzamiento
17 ago 2023

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¿En qué plataformas está disponible Shadow Gambit: The Cursed Crew?

Shadow Gambit: The Cursed Crew está disponible en PC, Xbox.

¿Cuándo se lanzó Shadow Gambit: The Cursed Crew?

Shadow Gambit: The Cursed Crew se lanzó el 17 de agosto de 2023.

¿Quién desarrolló Shadow Gambit: The Cursed Crew?

Shadow Gambit: The Cursed Crew fue desarrollado por Mimimi Games y publicado por Hooded Horse.

¿Merece la pena comprar Shadow Gambit: The Cursed Crew?

Shadow Gambit: The Cursed Crew tiene una puntuación Metacritic de 85/100, lo que lo convierte en uno de los títulos destacados de RPG. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.