Compare Shadow Blade: Reload prices across 50+ stores and find the best deal. Developed by Dead Mage. Published by Dead Mage. Released on 8/10/2015. Available on PC, Mac, Linux. Genres: Action, Indie. Metacritic score: 70/100.

Forget stealth fantasy - this one's a twitchy speedrunner wearing a ninja outfit, and when you stop fighting that, it clicks surprisingly hard.

I came into Shadow Blade: Reload half-expecting something soulful and shadow-drenched, a meditation on movement the way some of the best action-platformers manage to be. What I got instead was a caffeine hit in bite-sized chunks, and honestly, once I stopped mourning what it isn't, I found something genuinely satisfying in what it is. Dead Mage's PC rebuild of their mobile original strips the premise down to reflex and rhythm: get through the level fast, die in one hit, try again. The loop is old as the genre, but the controls here are unusually precise. Kuro's double-jump, air-dash, wall-slide, and shuriken throw chain together with a responsiveness that makes you feel capable rather than cheated when you stumble. The move set is small but considered. You have a katana for close-range slashing, shurikens that recharge over time for enemies with guns or rocket launchers, and a kusarigama chain-spear that yanks foes toward you. An air-dash strike that recalls Ninja Gaiden's flying swallow lands with real satisfaction, and a dive-bomb lets you bounce between airborne kills in quick succession. None of this is original, but it flows. What the game calls stealth barely qualifies - there are no vision cones, no hiding spots, no real shadow mechanic despite that name. Approaching an enemy from behind gives you a quick takedown, but mostly this plays as pure action with a thin stealth wrapper draped over it. That gap between the title's promise and the reality is the biggest point of friction. The level design across the game's seven worlds is where Reload earns its keep. Each stage is short, usually under three minutes, and built to reward replaying. A completion time counter and end-of-level grading push you toward mastery, and the hidden kanji collectibles and light orbs scattered through branching paths add a reason to slow down and explore. Higher difficulty tiers, unlocked after clearing each world on normal, actually reshape the level layouts rather than just inflating enemy numbers - more traps, tighter corridors, new routing. That design choice alone separates this from lazy difficulty padding. A challenge mode strips away story interruptions for pure timed runs, and a built-in level editor with Steam Workshop support means community-made stages exist if you exhaust the base content. Some technical bugs have been reported in the community, including level-progress blockers that Dead Mage, now seemingly inactive on the title, may never patch, so that is worth knowing before you commit. Soundscape-wise, the game does something small that I liked more than expected. Picking up collectibles triggers notes from a shamisen that form a little phrase as you move, which weaves ambient musicality into the act of exploration. The main soundtrack mixes Japanese flute for dojo sections with harder electronic textures in urban stages, and it fits the pacing better than I expected from a mobile port. Visually, the 2.5D art style has a clean, almost line-less comic-book quality. Character models are small enough that animations can be hard to read in busy sequences, and backgrounds grow repetitive within each world, but standout moments - battles in front of moving trains, cityscapes lit with neon - land with genuine style. The comic-panel cutscenes between stages look handsome if overlong, and the story they carry is cheerfully threadbare, a medallion, three warring clans, a kidnapped sensei - nothing that earns attention, but it knows how to stay out of the way. Who is this for? Score-chasers and anyone with a soft spot for the old Shinobi or early Ninja Gaiden cadence will find the rhythm quickly. If you want the deliberateness of Mark of the Ninja's stealth system, look elsewhere. But if you have an afternoon, a controller on hand - keyboard is genuinely rough here - and a tolerance for dying, Shadow Blade: Reload is a more committed little package than its mobile DNA might suggest. Kai, Scout Team

Shadow Blade: Reload
ActionIndie

Shadow Blade: Reload

Aug 10, 2015Dead Mage
GamerScout Says

Forget stealth fantasy - this one's a twitchy speedrunner wearing a ninja outfit, and when you stop fighting that, it clicks surprisingly hard.

PCMacLinux
Best Price Available
0.00
at N/A
Historical low: $

Compare Prices(0 stores)

Loading prices...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Screenshots & Media

Screenshot

About Shadow Blade: Reload

I came into Shadow Blade: Reload half-expecting something soulful and shadow-drenched, a meditation on movement the way some of the best action-platformers manage to be. What I got instead was a caffeine hit in bite-sized chunks, and honestly, once I stopped mourning what it isn't, I found something genuinely satisfying in what it is. Dead Mage's PC rebuild of their mobile original strips the premise down to reflex and rhythm: get through the level fast, die in one hit, try again. The loop is old as the genre, but the controls here are unusually precise. Kuro's double-jump, air-dash, wall-slide, and shuriken throw chain together with a responsiveness that makes you feel capable rather than cheated when you stumble. The move set is small but considered. You have a katana for close-range slashing, shurikens that recharge over time for enemies with guns or rocket launchers, and a kusarigama chain-spear that yanks foes toward you. An air-dash strike that recalls Ninja Gaiden's flying swallow lands with real satisfaction, and a dive-bomb lets you bounce between airborne kills in quick succession. None of this is original, but it flows. What the game calls stealth barely qualifies - there are no vision cones, no hiding spots, no real shadow mechanic despite that name. Approaching an enemy from behind gives you a quick takedown, but mostly this plays as pure action with a thin stealth wrapper draped over it. That gap between the title's promise and the reality is the biggest point of friction. The level design across the game's seven worlds is where Reload earns its keep. Each stage is short, usually under three minutes, and built to reward replaying. A completion time counter and end-of-level grading push you toward mastery, and the hidden kanji collectibles and light orbs scattered through branching paths add a reason to slow down and explore. Higher difficulty tiers, unlocked after clearing each world on normal, actually reshape the level layouts rather than just inflating enemy numbers - more traps, tighter corridors, new routing. That design choice alone separates this from lazy difficulty padding. A challenge mode strips away story interruptions for pure timed runs, and a built-in level editor with Steam Workshop support means community-made stages exist if you exhaust the base content. Some technical bugs have been reported in the community, including level-progress blockers that Dead Mage, now seemingly inactive on the title, may never patch, so that is worth knowing before you commit. Soundscape-wise, the game does something small that I liked more than expected. Picking up collectibles triggers notes from a shamisen that form a little phrase as you move, which weaves ambient musicality into the act of exploration. The main soundtrack mixes Japanese flute for dojo sections with harder electronic textures in urban stages, and it fits the pacing better than I expected from a mobile port. Visually, the 2.5D art style has a clean, almost line-less comic-book quality. Character models are small enough that animations can be hard to read in busy sequences, and backgrounds grow repetitive within each world, but standout moments - battles in front of moving trains, cityscapes lit with neon - land with genuine style. The comic-panel cutscenes between stages look handsome if overlong, and the story they carry is cheerfully threadbare, a medallion, three warring clans, a kidnapped sensei - nothing that earns attention, but it knows how to stay out of the way. Who is this for? Score-chasers and anyone with a soft spot for the old Shinobi or early Ninja Gaiden cadence will find the rhythm quickly. If you want the deliberateness of Mark of the Ninja's stealth system, look elsewhere. But if you have an afternoon, a controller on hand - keyboard is genuinely rough here - and a tolerance for dying, Shadow Blade: Reload is a more committed little package than its mobile DNA might suggest. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardsworkshopcloud-savestier:aaaSpeedrun-FriendlyOne-Hit DeathLevel EditorScore AttackTimed LevelsLocal Multiplayer RaceMobile PortCombo Chaining

System Requirements

Minimum

OS
Windows XP and up
Memory
1 GB RAM
Storage
900 MB available space
Graphics
Dedicated video card recommended
Processor
Intel Core Duo or faster

Reviews & Ratings

Metacritic
70

Game Info

Developer
Dead Mage
Publisher
Dead Mage
Release Date
Aug 10, 2015

Price Alert

Get notified when the price drops below your target!

Create Alert

More from Dead Mage