Shadowrun Returns artwork$14.9988%Very Positive

Shadowrun Returns Magic and chrome on one mean street

Seattle, 2054: elves ride the bus, corporations own the law, and you are a shadowrunner, a mercenary for hire. A murder investigation pulls you from the slums to the megacorps in a turn-based tactical RPG where magic and machine share the same street. Short, sharp and beautifully written.

Is Shadowrun Returns worth it?

Shadowrun Returns is worth it if…

  • you want a story-first RPG you can finish in a handful of evenings
  • you like turn-based tactics with cover, spells and a squad of specialists
  • you enjoy detective plots that get stranger the deeper you dig
  • you have curious about the Shadowrun world and want a good way in
  • you like games that let other people's campaigns extend the fun

Screenshots

A murder mystery in a world where magic came back

The year is 2054. Magic has returned to the world, waking creatures out of legend, and technology has merged with flesh and consciousness. Elves, orks, trolls and dwarves walk the same sidewalks as corporate drones. You are a shadowrunner, a mercenary living on the fringes, taking jobs the powerful and the desperate need done by any means necessary.

The campaign starts as a murder case in the Seattle metroplex and follows the trail from the darkest slums of the Redmond Barrens to the offices of the most powerful megacorps. It is a proper detective story: clues, dead ends, and a plot that keeps twisting into stranger territory than you expect. The writing carries it, and the atmosphere does the rest.

Turn-based combat where every turn counts

Fights play out on isometric maps, one turn at a time, and each turn is a real decision. Move to better cover, charge into melee, or lob a fireball into a crowd of enemies. Weapons and spells give you plenty of ways to handle a bad situation.

A good run is rarely a solo job. Combat feels closer to a tight skirmish game than a sprawling war, with the focus on individual runners rather than a whole army. It is tense in the way good tactics should be: one wasted turn and the plan starts leaking.

Build any runner you like

You pick a starting archetype and grow from there, but the skill system is classless, so your character can go anywhere. Start as an ork Shaman summoning spirits and end up a cybered-up weapons specialist if that is where your fancy takes you.

The archetypes sketch the possibilities: Street Samurai and Physical Adepts dominate in close combat, Shamans and Mages call allies and throw spells, while Riggers and Deckers project their consciousness into drones and computer systems. Your choices shape how missions play out, since different builds open different approaches. And when the official campaign ends, the game is moddable, with user-made campaigns to keep the shadows busy.

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