Fri Apr 10 2026
Battle Pass is here with expanded missions and rewards!, including Battle of Grimwald, The Cabal, Darkwood Halls, Wake the Dead, and Veil of Darkness.
We've also added skins, improved visuals and UI, and fixed a wide range of bugs, localization issues, and stability problems.
Shadowborn is a breath of fresh air for mobile RPG fans. Many games in this genre try to be too big and end up feeling bloated, but Shadowborn understands its platform perfectly. The 3-minute mission loops are genius—I can actually feel like I’ve accomplished something while waiting for a bus or during a quick break. The combat is punchy and satisfying, reminiscent of classic arcade brawlers but with the strategic layer of a modern ARPG.
I was particularly impressed by the 'Secrets' mechanic. It turns every level into a mini-exploration game rather than just a hallway full of monsters to kill. The contrast between the whimsical elements—like unicorns—and the dark, gothic horror of the Baron's Laboratory gives the game a unique personality. While the visuals are stylized and 'indie,' the performance is rock solid. It’s the kind of game that rewards skill over grinding, and the multi-class system ensures I'll be playing it for a long time.
Six unique character classes and a multi-class ability system.
Short 3-4 minute gameplay loops designed for mobile.
Rich world full of puzzles, hidden temples, and legendary loot.
Retirement system and heirlooms to enhance replayability.
Offline play support for gaming anywhere.
Every area in Shadowborn has a secret counter on the map. Look for visual cues like sliding bookcases or peculiar stone arrangements. Solving puzzles like the 'Weeping Angel' or finding the 'Sword in the Stone' provides massive boosts and unique gear early on.
Combat is built around responsiveness and timing. You can choose between traditional arcade controls or dual-stick movement. Mastering the dodge mechanic is essential for survival against bosses like the Lich Lord or Brood Mother.
Retiring a character allows you to unlock heirlooms and permanent bonuses that benefit your next hero, making each playthrough stronger.
The story and gameplay are decent for a mobile game. First play through I chose a sorcerer. Good spell choices, aiming interface leaves something to be desired. With it being on a mobile platform the lack of ability to lock on to targets makes casting more difficult. The major bug I found has already been mentioned in previous reviews. "Quest items" are not indestructible. For example, there is a secret in one of the levels where two eyes must be placed within a stone face. Without knowing better, I placed the first eye I'd found only to realize you needed both to "finish" the secret. Upon closing out of the menu, the quest items disappears (statue ate it or whatever) and thus far I haven't found a way to "re-do" those areas on this character. Even with the reset horn, the quest items do not reappear. Other than those two issues, decent game I would recommend to RPG lovers.
The limitations on gameplay are so severe you can hardly do anything at all. You will not get ANY new gear once you get stuck, unless you pay gems. The blacksmith won’t sell ANY new gear or even ONE item of mage gear, unless you spend gems. It’s a brand new game, but you cannot respect even once, unless you spend gems. I had to wait for the free potions to beat a boss, now they are gone so I’m waiting again before I can continue the next floor. Or, I could just spend gems. Well, let me tell you, this game has only given me 75 gems so far so if spend them every time I’ve needed them so far, I would’ve been flat broke within two hours. The gameplay style is one that I pretty much enjoy, and thankfully it it’s not another MMORPG. And they have treasure that’s just like a decorative gold statue you can sell for money in this game, it’s kind of nice to have that included after all loot in all games just being gear for so long. That’s as far as it goes though, it’s not like you’re decorating with them or increasing prestige. One other thing I don’t like, I am nearly through the first world map, maybe the only world map for all I know. And not even ONE item of mage gear has dropped from an enemy. Not even ONE. Every single loot item I have gotten is sword armor bow with some axes and clubs etc thrown in. And this is yet another game that wants to force heavy armor on mages too. There is no storyline at all, the daily rewards are useless because it’s gold to buy swords and bows from the blacksmith…
Design? Fine. Pricing? Abusive. You get almost no gems naturally and I wasted a lot on blue town scrolls not realizing they were gem paid because the regular red ones are coins based since I have 40k coins laying around I figured I’d use up coins. Edit: after playing the whole current game through on the knight, after you get the heavy chestplate the legendary rapier and the legendary side blade both having gem slots and a couple levels of after fight healing it makes it WAY more tolerable/almost broken the other way from how basically nothing could do lasting damage and it felt amazing like a duelist. The rat summons from the flute are less than worthless unfortunately like even the weakest hired merc or wizard summon even is stronger so the upcoming necromancer bettercome with a LOT of summon improvement or it’ll feel bad bad. Also I feel like it shouldn’t cost gems to get perks from other characters if anything we should be able to spend coins to unlock stuff beyond levels and of course the horn of chaos should be automatic not a gems purchase and or per account permanent as it is. Finally, we NEED to be able to put gems into armor because as is 3-6 slots or less makes them unhelpful entirely. Also the mage should be able to carry blades or something and use his fire spells because spells quickly don’t keep up on damage even with skill perks vs what weapon drops can do from what I’ve seen. Also should allow his book to hold and apply crystal bonuses to his spells which would get powerful fast. Edit: this lackluster greedy battlepass is something let me tell you…..even if you survive the missions the free path is insultingly bad and even if you add up both tracks rewards it’s basically laughable in terms of the number of stars gotten
I really love this game. I find myself looking forward to coming home from work and playing it. I spent a little money and got myself some extra storage and ability to purchase health potions, but it’s definitely playable without that. Simple intuitive controls, beautiful scenery, and locations. Just the right amount of customize ability in terms of equipment, spells, etc. Nice variety of monsters and creatures. Lots of secret areas and side quests. Darkwood Manor is truly a beautiful place from the pictures to the detailed chairs and I’m just blown away. if I had to critique anything, it could be a little bit harder and targeting could be a little more precise. Other than that five out of five, thank you and can’t wait for the next chapters.
This is a solid little ARPG with some surprising levels of thought injected into quests/puzzles. Combat is simple and it looks “good enough”. You have a basic “attack” mechanic that can be powered up by holding the button for a short period of time. Additionally, you can switch weapon builds quickly and without penalty. For example, warrior class can quickly switch to a range weapon. The “aiming mechanic when you charge your ranged weapon is not good. I would recommend a lock on function instead. Tap the mob, then either tap attack or hold down the attack button to charge it. Graphics look good. Your character somewhat reflect the armor/weapons he/she is using. I say somewhat because the shields don’t change - they merely get “bigger” and some of the helmet graphics are shared. I did have the equivalent to Excalibur equipped, which was a flaming sword. Very cool. RPG character building is OK. For a warrior, for example, most of the customization is for passive attributes: strength, cool downs, etc. Story/puzzles. The story and dialogue is nothing to write home about, but the puzzles - though simple - are thoughtful. For example, there is a riddle puzzle that lifts some Tolkien language and there is another quest/puzzle that speaks of strength, which of course means you need to build your strength. Again - simple but thoughtful. Looking forward to the update.
Game is fun, for about 10 hours. Which, is about the amount of time it took me to reach the end of the available content. It is a free to play game at its base level. Because it contained solid “Diablo” elements in its play style I opted to support the devs by purchasing the bag of holding, which is absolutely required if you want to enjoy your play through at all. There just is NOT enough default space for the items you are picking up in between town visits. Where I feel it falls incredibly short is that there is nothing to fuel the desire to keep playing once you have reached the end. In Diablo the replayability is gear, and finding those rare drops from monster drops, chests and broken pots. In Shadowborn, you literally have to pay $ to reset the maps. The faux hidden pay-to-play just sits poorly with me. I’d rather the devs just charge for the game up front and provide a play environment that didn’t require micro transactions to “progress”.
I really hate pay to play games, and downloaded this one without much hope for a good game. There are purchases that you can buy to make the game a bit easier or more customized, but it is completely playable all the way through without having to spend a dime. I actually decided to make a purchase just to support the team that made this game. As of right now, only about half of the game is developed. It ends after chapter 3. I’m not sure if the remaining game will be free once it’s released, or if you have to buy the rest of the game. I haven’t seen an option to purchase the remaining chapters, but I absolutely would if they were available. Great job, guys!
The graphics are stunning. Game play is top-notch. Story gripping. However, it is riddled with in-app purchases for gear, etc. which is all too common unfortunately. The main issue I have with this monetized game is that as incredible as it is, if the developer had simply had respect for the players & not barrier the prime items behind the pay to attain, they would have garnered much more respect & in the long term have beckoned fans to pay for a sequel game(s). I get it. You have to make $. So do all us players. We’d rather invest in something that not only do we appreciate but respects us all well. If this developer releases a new game for $10 or $20, I’ll bite: but it should be all inclusive. Tired of the bait & switch. We all are.