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Shadow Empire - Major Update (v1.08.01)

In an effort to keep improving the game and offer more hours of fun to new and experienced players, we have released a major update for Shadow Empire.

The update brings you two new planet classes and stratagem crafting. Also, now Sentient Alien Life can evolve on Planets, so watch your back as they'll try to make contact. Following your feedback, we've also been working on improving the AI turn speed.

Have a look at the complete changelog.

[h3]WELCOME HYDRA AND MORGANA[/h3]



Here we see the new Hydra Class Planet which can have up to 40% water surface, serving as a perfect habitat for alien lifeforms.

The Morgana Class Planets are arid and dry instead, but you'll find oases and lots of water spots.

[H3]SENTIEN ALIEN LIFE[/h3]

Sentient alien life can now evolve on Planets. If this happens on the Planet you are playing on you'll very probably face some Alien natives during your game.



Alien natives will be present as Minor Regimes. You can send Xeno Diplomats to them, but they can also directly contact you.



Alien natives will usually have some Tech and thus weaponry, but they'll also field domesticated Critters against you.



Sentient life tends to develop on Planets where evolutionary competition between different species is high.

[h3]STRATAGEM CRAFTING[/h3]



You can now discard the stratagems you don't need and gain scrap points. Scrap points can be used to craft new stratagems: the crafted Stratagems are random and procedurally generated and thus always a surprise.

[h3]HIGHEST DISCOUNT EVER[/h3]

As part of the Slitherine Publisher Weekend, Shadow Empire is now 35% off for the very first time. Get it now and don't miss one of the best 4X games ever released on PC.

https://store.steampowered.com/app/1154840/Shadow_Empire/

Shadow Empire - v1.07.01 Update

A new patch for Shadow Empire is now available and it brings several bug fixes and improvements to the game. A huge thank you to all the players who provided us with feedback and helped us by joining the open beta.

Check out the full changelog for version 1.07.01.

Asterix (*) at end of item means it requires a new game start to go into effect.

v1.07.01 – 07th January 2021
• No longer access to RPG Infantry Brigade in Tech 4 start (you’ll have to develop a Model + Formation first)
• Road construction at very long distance from SHQ now also possible (was a glitch)
• Reduced XP spending on Resist Influence, Endurance and some other Skills
• Added chance for learning a random skill, not often, but possible. Much more chance if no other skill qualifies for spending XP on.
• Added in some securities for AI to not go overboard with Airbase construction and not produce any aircraft models with to low range either.
• Upgrading and Replacing in same hex and SHQ should now always work, even if logistical points is at 0.
• Fixed a glitch where some Major Stratagems where presented as not accessible due to not the right Faction in Power (unless accessed by Regime Tab in the bottom). This is fixed now.
• Have been making fixes to the AI garrison algorithms, especially for Minors, which were still leaving empty their City in some cases.
• A number of spelling and missing “00” corrections. *
• Fixed a calculation error in Dogfight Modifier during Air Combat.
• Fixed a crash with Management Tab if you had an Asset/Hex Perk at 0,0 hex.
• Fixed glitch with Mot/Mech Storm Grenadier Bat *
• Closed an exploit with Attract Free Folk Stratagem *
• Easier Logistics game variant now also doubles range of Supply Bases (the variant is more consistent like that)
• Fixed quite a major bug that caused “Maximum Storage” not to be transferred to SHQ in some circumstances, which led to some big Item losses in SHQ inventory.
• Made some nudges to Minor AI tactics (both for non-slow and slow AI mode)
• Fixed crash in combat window when doing combat with insane amount of enemy troops
• Fixed some Colonist/Recruits mouseover qty’s missing double zero behind 00
• Also fixed some wrong ratio in Replace Popup and Scrap and Upgrade Results
• Diminished Hi-Tech costs for Beam and Plasma Guns *
• Fixed some typo’s and spelling errors *
• Unification and Annexation Stratagems are a bit more difficult in general now, but also a bit more variable in difficulty (based on the aggression of the target culture) *
• AI now disbands old equipment piling up in its SHQs.
• A major AI now has 40% chance to always try to keep Airforce in the Air (instead of switching fully to Flak Gun production) *
• Fixed a sort of “hanging” request for Scientific Cooperation by a regime you already refused or at this time are even at war with *
• I speeded up a noticeable interface delay when clicking units a lot in some Militia cases / Units direct under SHQ cases.
• Added protective code for the crash issue with the permissions/virus checker for Steam version MyDocuments access. If system does not support internal savedgames/ directory will now be used.
• Added the relation change logbook entries to the mouse-over in the Leader Popup Window
• Added relation changes caused by Leader Feats to the relation change logbook of Leaders
• Fixed a nasty code bug which caused population happiness to malfunction.
• Fixed a glitch that caused Regime Overview Reports to disappear in rare cases
• Rule change: early Fate Stratagems will no longer disappear once you cross to respectively Tech Level 5+ or Culture Level 5+
• Added Max Size an Aircraft can transport through Air Bridge to its detailed popup.
• Added some mouse-over improvements for using Strategic Transfer through Air Bridges
• Added some map-arrow improvements for using Strategic Transfer through Air Bridges
• Fixed an Air Bridge calculation error were sometimes land connection got preferred. Should be fixed now. But keep an eye on it.
• Scrapping outside Zone was working well, but I have fixed the textual feedback to be a bit clearer.
• Prevented some map clicking when also clicking on a tab in the top
• Made a speed improvement to the slow AI that will hardly or not at all affect its quality of moves
• Beam Gun on Heavy Tank now rendered correctly *
• Veteran Sgt / Lt. will now longer trigger for Air Units *
• Added some protective code to avoid showing wrong Difficulty for Provocation Stratagem.
• Fixed an eternal loop "freeze" with Preview Points calcs
• Fixed crash with battlegroup transfers (finally!)
• Repaired the Roaming thieves decision, now targets private Food *
• Decreased Machinery cost for SAM Launchers *
• Fixed effect of Research Bonus on binary Tech advances
• Improved history flow with the battles now showing the original situation + combat results and only in the next step the after-battle state.
• Air Bridge SFX during turn startup are now really gone
• Fixed Leader Suitability Rating for Airforce Council
• Explosion before Combat with Air Recon gone for good
• Fixed a crash/corruption with Air Bridge calculations when enemy intercept became possible
• Combat sounds with Air Bridge intercept now also muted as you are not seeing their results and they are calculated behind the scenes, so to speak.
• Fixed a glitch for Tactical Nuke weapon, description of tech fixed and can now be used with Automated Turret as well *
• Machinery treasures have less quantity now (was a bit over the top) *
• Moved 5 Linear Weapon Improvement Techs from Military Research Council to Applied Science Council *
• Treasure Hoard Stratagem, AI giving you discovery and other similar events/instances will now NOT give certain techs that will be of no use because you do not have the earlier techs or because planetary conditions are not met. Did a manual pass tech by tech and it should be done right this time. *
• Fixed older game starts played with 1.06.02 or higher that were getting weird skill growth due to
the newly added personality modifiers on skill choice in 1.06.02.
• When establishing Air Bridges with the Air Bridge order they now limit you to the initial Air Bridge mission maximum range (which might be below optimal due to lack of AP or Rdn)
• A little bit more consequences from playing the Ask for Help Stratagem (to often). Also tuned down the amount of Credits you can ask for. (could be excessive in later game)*
• Fixed AI air unit relocation mechanism that was not using full range of its aircraft causing some to get stuck in airbasisolated areas.

Shadow Empire - Out on Steam

Shadow Empire is out on Steam and it comes with a 20% week-long launch discount. Together with the Steam release, Shadow Empire receives a massive free new update introducing flying units and improved Alien Fauna.

https://youtu.be/p8XAh8Wii4k

Shadow Empire is considered by critics and players to be one of the best and most flexible 4Xs ever produced.

Check out the critics' reviews:

"Shadow Empire has something for everyone: there’s a complex combat system pulled from wargames, the strategic resource management and exploration of 4X games, and even the character development layer you’d expect to find in Crusader Kings III. It even pulls from Dwarf Fortress in its fiendishly detailed world generation process at the outset of every game." - PCGamesN

"Shadow Empire is a triumph. It has been years since I played a 4X game that truly captivated me, and I had largely given up on the genre. Shadow Empire is different. It pushes the genre in directions that I did not expect it to ever be able to go." - Turn Based Lovers

"I’ve really been enjoying my time with the game, and I’m sure anyone who wants to experience a 4x game with detailed wargaming systems, engaging world generation, and deep interpersonal RPG-like interactions, should keep an eye out for Shadow Empire." - Wargamer.com

Alien Fauna is coming to life on December 3rd

Alien Fauna is coming to life with the newest version of Shadow Empire and you’ll be able to enjoy it when it launches on Steam on December 3rd.

This militia is moving in to push these squid-like "Mungos" out of the way.

There were only around 6 different graphics used to display all the possible xeno-biological evolutionary results in Shadow Empire. Now, thanks to artist Mike Tenebrae, there are over 120 different graphics in different sizes and colours. This ensures that every new alien critter you’ll meet feels new and unique.

5 meters is tall and with a lot of bulk, combined with chitinous armour these "Mungo" critters will be tough cookies for your militia to handle.

Originally, you could observe some of the offensive/defensive/competition statistics that any potential Alien Fauna had in the evolutionary phase of planet generation. This is still possible, but now these factors are used to assign over 40 different Alien Fauna Feats. Examples of these Feats are things like: Acrobat, Entangler, Metallic, Swimmer, Killer and Grazer. Most Unit Feats have 5 different levels to allow for even more variety and also for some extremely dangerous lifeforms.

The attack begins on a big group of omnivorous Salamanders

In addition to the new Alien Fauna types, you’ll often but not always find more diverse Alien Fauna species on your Planet. This is due to the introduction of new subspecies generation. There are different variations based on abstract family species. This ensures more surprises.

In the north the pinkish and omnivorous Supernod-Allactaga. In the south the more purplish and solitary herbivore Supernod-Periotes. 2 somewhat different subspecies of the same family.

Critters will also have different strengths and weaknesses and more importantly different on-map behaviour. Each Alien Fauna will now have its own area to which they might migrate and from which they might guard from human incursions. Some species might try to avoid you, others might try to ambush you or even start a “crusade” against you. The behaviour depends mostly on Fauna Feats. This means you will be required to think a lot more about how to tackle wildlife challenges.

A scary Planet with 20 meter tall monsters called “Biters”. Roaming the prairies in their thousands... some caution is advised...

New features:
* Over 40 new Alien Fauna Feats
* Over a 120 new Alien Fauna graphics
* Subspecies introduced

New Air Units

Shadow Empire will be released on Steam on December 3rd and it comes with an exciting development: air units will be added to the game. Air forces are the first big post-release addition to the rules of Shadow Empire.

When setting up a new game you can explicitly choose to have the Air Force rules enabled or disabled as well.

Air Forces Basics
Air forces allow you to use many new tactics and strategies. From reconnaissance missions, to ground support airstrikes, to organizing Air Bridges.

However, Air Model types are a type of equipment that requires careful Model design depending on the type of planet where you find yourself.

A Planet with hardly any atmosphere will not be able to support Propellor Engines or Jet Engines, as there is nothing for them to use to create lift, but Rocket Engines might well enable you to take to the skies.

Planets with both low gravity and a reasonable atmosphere will make it extremely easy to fly and airpower will likely be important on these kinds of worlds. In the right circumstances (air pressure > gravity) Thopters will also be a viable option.

Air Model types are special in the fact that they can be very lethal but are also very vulnerable at the same time. They do not have a lot of hit points and thus are vulnerable to anti-air weaponry and interceptors.

It does require a certain level of investment, however, to develop your own Air Force. Research needs to be done and Model types have to be discovered and then designed. You’ll also need the infrastructure in the form of an air base to properly service your air units.

A planet with relatively low gravity, but relatively thick atmosphere will give your aircraft good ranges.

Additions to the Model type tree



The Model type tree has been extended with 8xAircraft Model types, 3xHelicopter Model types and 3xThopter Model types as well as Manpads, Flak Guns and Sam Launchers.

What should have been a devastating attack on the enemy ground forces turns sour when an unexpected SAM Launcher opens fire.

Aircraft come in 8 frame sizes. From the Ultralight Aircraft Model type to the Extra Heavy Aircraft Model type. The larger the frame the more engines and weight it can carry. They will also need air bases to operate from, unless you have developed VTOL technology.

When inspecting an aircraft in detail you can see that the aircraft in Shadow Empire have been meticulously modelled.

Keep an eye on the dogfight score as it acts as an important modifier in air-to-air combat.


Helicopters come in 3 frame sizes. The largest one even has two rotors. All helicopters can take off and land anywhere they please, though they are notoriously slow compared to Aircraft and Thopters equipped with Jet Engines.

Thopters are superior to Helicopters in that they have the same advantage in being able to take off and land anywhere but being equipped with Jet Engines means they can have much higher speeds and thus a higher Dogfight Score.

In many ways Thopters are ideal as they combine the speed of jet engines with the vertical landing ability of a helicopter.
New Air Missions
All these elements come together to grant you so many new options to rule your Empire. Build a new organization dedicated to Air Force Research and execute Air Missions.
  • Scout unknown territories with Air Recon missions.
  • Attack your opponent by launching Air Strike missions.
  • Allow your Air Force to shuttle items or troops from one hex to another with Air Bridge missions.
  • Set Air Intercept orders for each air unit.
  • Defend your hexes with Anti-Air Intercept missions.


Air Bridges allow you to use your Air Force to shuttle items or troops from one hex to another. Keep in mind these operations are vulnerable to enemy Air Interceptions or Flak artillery in the operating area.