
The Citadel Project Shadows, crossbows and dark secrets
Escape a fallen dark fantasy Citadel as a prisoner who survives by staying unseen.
Is The Citadel Project worth it?
The Citadel Project is worth it if…
- you liked Thief and Dark Messiah and want a game that wears that influence openly
- you prefer planning a route through the shadows to winning a brawl
- you enjoy games where the lighting itself is a mechanic you manipulate
- you like exploring a grim, lore-rich world and reading the notes it leaves behind
- you can forgive some rough edges in a game made by one person
Screenshots
Outmatched on purpose, and better for it
Direct combat is a losing proposition here. You are at a disadvantage against the infected, with no spells to fall back on, so every encounter becomes a decision: hide, sneak past, or set up a kill that never turns into a fight. That constraint is the point. It makes a dark doorway feel like a plan and a lit corridor feel like a mistake. The combat is deliberate and punishing in the Souls-like tradition: learn how the guards move, pick your moment, and accept that a botched attempt costs you. When you do strike, it is assassination, not a duel. Tearing the gangrenous growths from an infected back only works if you were never seen.
A crossbow that solves everything
Your one tool that matters is a crossbow, and the bolts you find along the way turn it into a Swiss army knife of mischief. Water bolts snuff out torches and deepen the darkness you hide in. Rope bolts let you climb to routes the guards will never check. Fire bolts do the messier job. The choice of which bolt to spend, and when, shapes every run through a level. A torch dies, the doorway goes black, and you move through it while the patrol walks past none the wiser. Scavenging for ammunition matters too, so every shot you take is a small decision.
Gravity is also a weapon
You cannot beat the infected in a straight fight, but you can out-think them. Pushing is always available: shove a foe onto the ground, off a cliff, or onto a thorned barricade. The Citadel's vertical architecture invites worse ideas. Climb above a patrol, drop onto it, and let physics finish the job. The labyrinthine megastructure is built for this, with alleys, heights and depths that turn every level into a three-dimensional puzzle of routes. Just remember the housekeeping: a body left in plain sight puts the whole area on alert.
What should you know before starting?
Do you ever get to fight back directly?
Not in any honest sense. The infected cannot be killed by normal means, and you have no magic. Your options are stealth, assassination from hiding, and creative use of pushing and the Citadel's heights. If a guard spots you in the open, the smart move is usually to run and reset rather than trade blows.
What is the story about?
The Citadel was the last line of defense built by the Ancient Kings to preserve humanity against the Great Storm, and an evil force is consuming it from within. You start as a nobody, a prisoner escaping a cell deep inside, and uncover the dark secrets behind the downfall through notes and relics found while exploring.
How important is exploration?
It is the difference between surviving and thriving. Careful searching turns up ammunition, secret relics, precious artifacts and notes on the Citadel's history, and it can reveal entirely new paths through the structure. The levels reward taking the slow route and checking the corners everyone else would skip.

















