Compare Shadowrun: Hong Kong prices across 50+ stores and find the best deal. Developed by Harebrained Schemes. Published by Paradox Interactive. Released on 8/20/2015. Available on PC. Genres: Adventure, Indie, RPG, Strategy. Metacritic score: 81/100.

A tight isometric CRPG set in cyberpunk Hong Kong where magic, megacorps, and street-level heists collide, and your squad actually has things to say.

Shadowrun: Hong Kong is a turn-based isometric CRPG set in the Shadowrun tabletop universe, a world where neon-lit megacorporations run everything, shamans summon spirits in back alleys, and your mercenary crew takes jobs nobody official wants on the books. Harebrained Schemes built this one as the third entry in their Kickstarter-backed series, and it shows the accumulated confidence: the writing is sharper, the city feels denser, and the companion characters have actual arcs instead of just sidekick dialogue. If you bounced off Dragonfall because the Berlin setting felt cold, Hong Kong's cramped wet markets and Triad politics pull you in faster. The core loop is planning and executing shadowruns, illegal operations for shadowy clients, interrupted by quieter hub scenes where you talk to your crew, buy upgrades, and piece together the main plot. Combat is squad-based and positional, rewarding cover use, action-point management, and class synergy. You pick from archetypes like Street Samurai (raw physical damage and cyberware), Decker (hacking into Matrix cyberspace for mid-combat advantages), Shaman (spirit summoning and area control), or Rigger (drone deployment). Mixing them in your hired team matters. A Decker who cracks a security node during a firefight to cut enemy reinforcements is the kind of interaction that makes the system feel alive rather than decorative. Build variety holds up well into the late game, though the systems never reach the baroque depth of a Pathfinder: Wrath of the Righteous. Think of it more like a very well-paced Infinity Engine game than a spreadsheet simulator. The writing is where Hong Kong earns its reputation. The main cast, especially the fixer Duncan and the spirit-haunted mage Is0bel, get genuine character work. Side conversations at the hub reward curiosity rather than punishing you for clicking around. The city lore, Wuxing corporate intrigue, Cantonese street slang, the tension between old supernatural traditions and modern tech, is handled with more care than most Western studios bring to Asian settings. It is not flawless. Some mid-campaign runs drag, functioning more as XP corridors than meaningful story beats. A few antagonist motivations arrive underbaked. And the Extended Edition's bonus Shadows of Hong Kong campaign, while a solid six-plus hours, feels slightly disconnected from the emotional close of the main story. Choices matter in the way a smaller linear CRPG can make them matter: they shape tone, affect companion loyalty, and occasionally redirect an encounter. Do not come expecting BG3-level branching. Do come expecting a story that respects your intelligence, a combat system that punishes button-mashing, and a city that has more going on beneath the surface than the tutorial implies. For the price of a used paperback, you get a focused 20-25 hour run with a cast worth caring about. Monika, Scout Team

Shadowrun: Hong Kong
AdventureIndieRPGStrategy

Shadowrun: Hong Kong

Aug 20, 2015Harebrained SchemesParadox Interactive
GamerScout Says

A tight isometric CRPG set in cyberpunk Hong Kong where magic, megacorps, and street-level heists collide, and your squad actually has things to say.

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About Shadowrun: Hong Kong

Shadowrun: Hong Kong is a turn-based isometric CRPG set in the Shadowrun tabletop universe, a world where neon-lit megacorporations run everything, shamans summon spirits in back alleys, and your mercenary crew takes jobs nobody official wants on the books. Harebrained Schemes built this one as the third entry in their Kickstarter-backed series, and it shows the accumulated confidence: the writing is sharper, the city feels denser, and the companion characters have actual arcs instead of just sidekick dialogue. If you bounced off Dragonfall because the Berlin setting felt cold, Hong Kong's cramped wet markets and Triad politics pull you in faster. The core loop is planning and executing shadowruns, illegal operations for shadowy clients, interrupted by quieter hub scenes where you talk to your crew, buy upgrades, and piece together the main plot. Combat is squad-based and positional, rewarding cover use, action-point management, and class synergy. You pick from archetypes like Street Samurai (raw physical damage and cyberware), Decker (hacking into Matrix cyberspace for mid-combat advantages), Shaman (spirit summoning and area control), or Rigger (drone deployment). Mixing them in your hired team matters. A Decker who cracks a security node during a firefight to cut enemy reinforcements is the kind of interaction that makes the system feel alive rather than decorative. Build variety holds up well into the late game, though the systems never reach the baroque depth of a Pathfinder: Wrath of the Righteous. Think of it more like a very well-paced Infinity Engine game than a spreadsheet simulator. The writing is where Hong Kong earns its reputation. The main cast, especially the fixer Duncan and the spirit-haunted mage Is0bel, get genuine character work. Side conversations at the hub reward curiosity rather than punishing you for clicking around. The city lore, Wuxing corporate intrigue, Cantonese street slang, the tension between old supernatural traditions and modern tech, is handled with more care than most Western studios bring to Asian settings. It is not flawless. Some mid-campaign runs drag, functioning more as XP corridors than meaningful story beats. A few antagonist motivations arrive underbaked. And the Extended Edition's bonus Shadows of Hong Kong campaign, while a solid six-plus hours, feels slightly disconnected from the emotional close of the main story. Choices matter in the way a smaller linear CRPG can make them matter: they shape tone, affect companion loyalty, and occasionally redirect an encounter. Do not come expecting BG3-level branching. Do come expecting a story that respects your intelligence, a combat system that punishes button-mashing, and a city that has more going on beneath the surface than the tutorial implies. For the price of a used paperback, you get a focused 20-25 hour run with a cast worth caring about. Monika, Scout Team

Tags

steamTurn-Based TacticsCyberpunkSquad ManagementNarrative ChoicesHacking MechanicSpirit SummoningHub-Based RPGIsometricCyberpunk FantasyCompanion-Driven NarrativeIsometric RPGBuild VarietyDecker GameplayStory-RichExtended Edition

System Requirements

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Reviews & Ratings

Metacritic
81
Steam
87%(4,786)

Game Info

Developer
Harebrained Schemes
Publisher
Paradox Interactive
Release Date
Aug 20, 2015

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