Compare Shadows Are Alive prices across trusted key stores and find the best deal. Developed by Futura Games. Published by TheGamePublisher.com. Released on 10/28/2024. Available on PC. Genres: Action, Adventure, Casual, Indie, Strategy, Early Access.

If you can round up four friends on a Tuesday night, this Early Access 4v1 horror-puzzle hybrid has the bones of something genuinely fun. If you can't, close the tab.

I came into Shadows Are Alive looking for the same thing I look for in any PvP-adjacent multiplayer: is the cat-and-mouse actually tense, and does the design hold up once you stop being impressed by the premise. The short answer is: sometimes, and not quite yet. This is a 4v1 asymmetric survival game built around a 15-to-20-minute round structure where four players pick alter-ego characters and work through task-based objectives on a randomly generated map, while a fifth player controls The Shift, a dual-form hunter that can move in a physical state or shift into a fast, smoke-like state to close gaps. The Firefighter can blast The Shift's mana and cause temporary blindness, the Lockpicker handles mechanical tasks, the Psychologist manages sanity for the group, and the Inventor locates hidden objects. Each role feeds into the others, so random-queue play with strangers who ignore coordination is basically a loss screen on a timer. The map randomisation is the strongest idea in the game. Room layouts shuffle every match across a haunted mansion and a carnival setting, meaning you genuinely have to re-scout objectives each round rather than memorise a fixed layout. The proximity voice chat is a nice touch for atmosphere and callouts, and the art direction commits to a colourful-yet-grimy aesthetic where vivid player characters stand out against dark, run-down environments. Light management matters too: your lantern is both a navigation tool and a counter to The Shift's vision, which gives individual rounds a resource-pressure feel that a lot of games in this space skip entirely. Here is where the patience runs out. The bug count in Early Access is steep enough to interrupt momentum constantly. Reviewers and community members have flagged geometry clipping, items stuck on shelves, falling through floors, and getting locked inside wardrobes with no out. The tutorial is unskippable and has its own scripting bugs. More structurally, the game requires all five slots filled to reach its ceiling: without a human Shift the predator role falls flat, and The Shift AI is still listed as unfinished in the developer's own patch notes. Finding a full lobby through public matchmaking has been inconsistent, with the community flagging that random lobbies have come and gone. If you do not have a pre-made group of five, this is a much thinner experience than the mode variety suggests. The balancing pass still needs work too. The Shift catching survivors before they finish a single mini-game in the carnival map is a recurring complaint, and map corridors feel tight in ways that limit survivor strategy rather than create interesting pressure. The developer, Futura Games, is clearly active, pushing patches that address wall-clipping, mana feedback, and lockpicking feel, and there is a playtest channel with dense changelogs. That cadence is a good sign. But this is a game worth watching rather than a game worth buying for a solo player right now. For a group that already coordinates in Discord and can staff a full five-player lobby on demand, there is a genuinely fun session game underneath the rough edges. The role synergies work, the random maps keep it from going stale quickly, and playing as The Shift is legitimately entertaining when the netcode cooperates. Everyone else should put it on a wishlist and check back after another few patch cycles. Fred, Scout Team

Shadows Are Alive

Shadows Are Alive

Oct 28, 2024Futura Games TheGamePublisher.com
GamerScout Says

If you can round up four friends on a Tuesday night, this Early Access 4v1 horror-puzzle hybrid has the bones of something genuinely fun. If you can't, close the tab.

PC
Best Price Available
€0.39
at Kinguin
Lowest tracked: €0.32
Track this price

GamerScout Verdict

Best for pre-made five-player groups willing to push through Early Access bugs for the role-synergy payoff.

Compare Prices(3 stores)

KinguinBest price
StandardGlobalSteam KeyKey
€0.39
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€0.66-90%
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€0.68
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€6.89
Priced in EUR by the store
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Price History

Lowest tracked
€0.3224 Aug 2026
Current best
€0.39
Keyshops
€0.30€0.37€0.44€0.515 Jun29 Jun22 Jul15 Aug7 Sept
5 Jun — 7 Sept
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Screenshots & Media

About Shadows Are Alive

I came into Shadows Are Alive looking for the same thing I look for in any PvP-adjacent multiplayer: is the cat-and-mouse actually tense, and does the design hold up once you stop being impressed by the premise. The short answer is: sometimes, and not quite yet. This is a 4v1 asymmetric survival game built around a 15-to-20-minute round structure where four players pick alter-ego characters and work through task-based objectives on a randomly generated map, while a fifth player controls The Shift, a dual-form hunter that can move in a physical state or shift into a fast, smoke-like state to close gaps. The Firefighter can blast The Shift's mana and cause temporary blindness, the Lockpicker handles mechanical tasks, the Psychologist manages sanity for the group, and the Inventor locates hidden objects. Each role feeds into the others, so random-queue play with strangers who ignore coordination is basically a loss screen on a timer. The map randomisation is the strongest idea in the game. Room layouts shuffle every match across a haunted mansion and a carnival setting, meaning you genuinely have to re-scout objectives each round rather than memorise a fixed layout. The proximity voice chat is a nice touch for atmosphere and callouts, and the art direction commits to a colourful-yet-grimy aesthetic where vivid player characters stand out against dark, run-down environments. Light management matters too: your lantern is both a navigation tool and a counter to The Shift's vision, which gives individual rounds a resource-pressure feel that a lot of games in this space skip entirely. Here is where the patience runs out. The bug count in Early Access is steep enough to interrupt momentum constantly. Reviewers and community members have flagged geometry clipping, items stuck on shelves, falling through floors, and getting locked inside wardrobes with no out. The tutorial is unskippable and has its own scripting bugs. More structurally, the game requires all five slots filled to reach its ceiling: without a human Shift the predator role falls flat, and The Shift AI is still listed as unfinished in the developer's own patch notes. Finding a full lobby through public matchmaking has been inconsistent, with the community flagging that random lobbies have come and gone. If you do not have a pre-made group of five, this is a much thinner experience than the mode variety suggests. The balancing pass still needs work too. The Shift catching survivors before they finish a single mini-game in the carnival map is a recurring complaint, and map corridors feel tight in ways that limit survivor strategy rather than create interesting pressure. The developer, Futura Games, is clearly active, pushing patches that address wall-clipping, mana feedback, and lockpicking feel, and there is a playtest channel with dense changelogs. That cadence is a good sign. But this is a game worth watching rather than a game worth buying for a solo player right now. For a group that already coordinates in Discord and can staff a full five-player lobby on demand, there is a genuinely fun session game underneath the rough edges. The role synergies work, the random maps keep it from going stale quickly, and playing as The Shift is legitimately entertaining when the netcode cooperates. Everyone else should put it on a wishlist and check back after another few patch cycles.

Fred
Fred · Scout Team

Shooters

Tags

multiplayerpvponline-pvpcooponline-cooptier:sub-54v1 AsymmetricTask-Based ObjectivesProcedural MapsProximity Voice ChatLantern MechanicsRole SynergyAsynchronous PvPFriend-Group RequiredSanity System

System Requirements

Minimum

OS
Windows 10 or later
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
4 GB available space
Graphics
Nvidia GeForce GTX 1050 / Radeon RX 580
Processor
Intel i5 or new-gen i3 / AMD equivalent

Recommended

OS
Windows 10 or later
Memory
16 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
8 GB available space
Graphics
NVIDIA GeForce GTX 1660, 6 GB or AMD Radeon RX Vega 56, 8 GB
Processor
Intel i7 or AMD equivalent (AMD FX 9500+ Series)

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Game Info

Developer
Futura Games
Publisher
TheGamePublisher.com
Release Date
Oct 28, 2024

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Frequently asked questions about Shadows Are Alive

How much does Shadows Are Alive cost?

As of 7 September 2026, the cheapest in-stock offer for Shadows Are Alive is €0.39 at Kinguin, out of 4 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Shadows Are Alive cheapest?

The lowest in-stock price we track for Shadows Are Alive is €0.39 at Kinguin (7 September 2026). We compare 4 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Shadows Are Alive available on?

Shadows Are Alive is available on PC.

When was Shadows Are Alive released?

Shadows Are Alive was released on 28 October 2024.

Who developed Shadows Are Alive?

Shadows Are Alive was developed by Futura Games and published by TheGamePublisher.com.