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SHADE Protocol News

LOG.02 // AUG.25 Update - Momentum & Expansion

Hello everyone!
[p][/p][p]We’re back with our second DevLog, and this one comes with some incredible news. SHADE Protocol has officially reached over 50,000 wishlists on Steam in less than 3 months! 🎉[/p][p]We’re beyond grateful for the overwhelming support and for every one of you who decided to be part of this journey with us. Your feedback, excitement, and encouragement fuel our team every single day. Thank you for helping us get this far.[/p][p][/p][p]Let’s dive into what we’ve been working on since our last update.[/p][p][/p]
Development Highlights
[p]This month, we focused on refining Zura’s arsenal and enemy interactions. Alongside work on the Grappler and many net-new animations for Zura, we’ve also been expanding her move set. We've also taken the time to pay tribute to a dear friend's pet that passed away,[/p][h2][/h2][h2]1. Feature Spotlight: Evolving Combat Tools[/h2][p][/p][h2]The Piano Shield - Improving the fantasy of Defense[/h2][h3]
Shield Charge
[/h3][p]Again, thanks to great feedback from our community on Discord, we’ve made several improvements to the Nightfall Shield.[/p][p][/p][p]Recent changes:[/p][p]NEW! Shield Charge / Dash Attack – A high-impact offensive move that doubles as a gap-closer.[/p]
  • [p]Auto-deflects most projectiles[/p]
  • [p]Drags enemies along with Zura[/p]
  • [p]Ends with a big “swat” bash (still counts as Block/Parry).[/p]
[p][/p][p][/p][h2]The Flute Spear - Combat Flow and Closing the Gap[/h2][p][/p][h3]Spear Throw and Spear Rush (Teleport)[/h3][p][/p][p]We’ve been iterating on the Spear Throw, testing out one of the ideas that came directly from our community discussions: should the ability use a lock-on system or remain a freeform throw? Each approach has its own pros and cons, but so far, we really like how this experiment feels within Zura’s kit.[/p][p][/p][p]A quick note about the preview GIF: the speed may look a bit slow compared to actual gameplay. That’s intentional—we’ve slowed things down to clearly show each stage of the mechanic.[/p][p]
The ability itself involves two distinct inputs:[/p]
  • [p]Spear 1 → The initial Spear Throw.[/p]
  • [p]Spear 2 → A chain rush/teleport that follows up the throw.[/p]
[p]This layered design opens up new possibilities for combat flow and player expression, and we’re excited to keep refining it further.[/p][p][/p][p]Other examples:[/p]
  • [p]Single Target Spear Rush - Here you can see how the Flute Spear helps close the gap quickly.[/p]
[p][/p]
  • [p]Single Target Spear Rush (Airborne) - You can target airborne enemies and follow the Spear Rush with other Instruments, like the Guitar Axe Crash. The sky is the limit, literally![/p]
[p][/p][h2]2. New Enemies, Threats, and Combat Types[/h2][p][/p][h3]New Enemy Concept: The Grappler (Codename for now!)[/h3][p][/p][p]We’ve been working on a brand-new enemy type from the ground up. For now, it doesn’t have a final name, its codename is “the Grappler” (though the real name would give away a little too much).[/p][p]Unlike the Replicas you’ve encountered before, these machines belong to an entirely different faction. They aren’t inherently “evil,” but they also aren’t allies to Zura. Sentient, intelligent, and fully aware, they exist with a singular purpose, one that puts them directly in Zura’s path. While not as “human-like” as the Replicas, their focus and drive make them formidable adversaries.[/p]
  • [p]The first round of voting that we shared with our Discord community:[/p]
[p][/p][p]The Grappler fills a mid-range threat role. Its signature ability allows it to shoot out an arm, grab Zura, and fling her around the battlefield. In addition, it can perform wide, sweeping mid-range swings that are difficult to avoid. What really sets this enemy apart is its unblockable mechanic, the “get over here” grab cannot be blocked or dodged, forcing players to jump or counterattack to avoid being caught. This introduces a new layer of challenge to encounters, especially when the Grappler interacts with other enemy types (which we’ll reveal later).[/p][p]While not classified as an Elite like the Exo or the Deathletter, the Grappler has the potential to evolve into one if it becomes exciting enough in playtesting. Its design goal is to shake up combat flow by giving players a problem they can’t solve with simple blocking or dodging, demanding quick reactions and creative counterplay. We've added Zura on the left and the Xavior Exo sprite on the right to show you the sheer size and scale of this enemy![/p]
  • [p]Size comparison, color variations and details first pass:[/p]
[p][/p][p]We have revealed many more enemies in our Discord Community, more to come on those very soon![/p][p][/p][h3]3. Background & Worldbuilding[/h3][p][/p][p]The world of SHADE Protocol is expanding with new biomes and visual refinements:[/p]
  • [p]City Biome Expansion: A more intricate urban landscape (look out for Zura sprinting through it!).[/p]
  • [p]Rocky & Snow Biomes: New terrain adds variety and atmosphere (sneak peek below!)[/p]
  • [p]Perspective Guidelines: Fine-tuning our style for consistency across environments.[/p]
  • [p]Pickups in Progress: Beta versions of Health and Elythium pickups are in testing, complete with new animations.[/p]
  • [p]Special Doors & Effects: New asset work, including cryptic, thematic doors.[/p]
  • [p]Animated Tiles & Effects: Expanding environmental motion, like the evolving Shade Brambles.[/p][p][/p]
[p][/p][h3]4. Audio Systems[/h3][p][/p][p]SHADE Protocol continues to evolve not just visually, but sonically. This month we’ve made big strides in sound design:[/p]
  • [p]New Combat Sounds: Added SFX for Spear, Shield, and Axe combos, bringing more impact and clarity to combat.[/p]
  • [p]World Cut SFX + Violin Medley: Implemented fresh soundscapes that heighten immersion during cinematic moments.[/p]
  • [p]Attenuation System: Distance-based audio now rolls off naturally, making environments feel more alive and reactive.[/p][p][/p]
[h3]5. Systems and other Development Updates[/h3][p][/p][p]On the coding side, we’ve been expanding gameplay depth and stability:[/p]
  • [p]Unlockable Instruments & Talents: A new system lays the foundation for progression and player customization.[/p]
  • [p]More Interactable Objects: Terminals, moving platforms, chests, and more are now functional.[/p]
  • [p]Interactive Animations: Doors, switches, and other activatable elements have imported animations.[/p]
  • [p]Chakram Controls Revamp: Improved precision and feel for smoother gameplay.[/p]
  • [p]Snacklet Integration: Work continues on implementing every enemy variant.[/p]
  • [p]Katana World Cut Revisited: Multiple issues fixed for a more polished experience.[/p]
  • [p]Stability Improvements: Numerous bug fixes have made the game more reliable and consistent.[/p]
[p][/p][h3]6. Tribute to Mochi[/h3][p][/p][p]Not long ago, a dear friend of ours said goodbye to their beloved dog, Mochi.[/p][p]She wasn’t just a pet, she was a guardian, a companion, and a light in the lives she touched.[/p][p]To honor her spirit, we’ve immortalized Mochi in SHADE Protocol, as you can see in the image below. In our world, her footsteps will continue to echo, running beside travelers even in the shadow.[/p][p]Mochi also inspired a system we hadn't considered but we're now looking to expand; friendly animals and other creatures (maybe tiny robots?) that Zura will get to interact with, sit by, and definitely pet.[/p][p][/p][p][/p][p]Run free, Mochi.[/p][p]Your song will never fade.[/p][p][/p][p]Once again, we can’t thank you enough for being part of this adventure with us. Your support continues to shape SHADE Protocol into the best version of itself, and we’re excited to share even more in the coming months.[/p][p][/p][p]Don't forget to Wishlist and Follow SHADE Protocol, and join our Discord to chat with us directly![/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]Until the next signal,[/p][p]—The Little Legendary Games Team[/p][p][/p][p]Previous Signals[/p][p][/p]

LOG.01 // SHADE Protocol

Hello world!
[p][/p][p]We couldn’t be more excited with the overwhelming response from the community since we unveiled SHADE Protocol. From the flood of support on social media to the incredible energy on our Discord, thank you. Sincerely.[/p][p]We officially revealed our game to the world at the end of May, with a huge boost from the OTK Games Expo, where SHADE Protocol made its debut. Since then, we’ve been pushing hard to keep up with the immense reception and to share our development progress every step of the way.[/p][p]Today marks a special moment: our very first DevLog. [/p][p]Let’s dive into what we’ve been building so far.[/p][p][/p][h2]What is SHADE Protocol?[/h2][p][/p][p]In case you’re just joining us, SHADE Protocol is a 2D cyber-fantasy Metroidvania where tight, precision-based combat meets fluid movement and layered storytelling.[/p][p]Set in a decaying world corrupted by Elythium, a sentient metal that turned on its creators, you play as Zura, a prototype Replica capable of recompiling reality. As the last hope of both humanity and free-willed machines, she must uncover lost technologies, confront impossible odds, and challenge an enemy that’s rewritten existence itself.[/p][p][/p][previewyoutube][/previewyoutube][p][/p]
Development Highlights
[p][/p][h3]1. Evolving Combat Tools[/h3][p][/p][h3]Guitar Axe[/h3][p][/p][p]Thanks to some great feedback from our community on Discord, we’ve made several improvements. Your input is shaping the game in real time! If you want to be part of the process, now's a great time to join us on our Discord![/p][p][/p][p]Recent Changes:[/p]
  • [p]Combat Flow: Reduced the delay between the first and second attacks for smoother, more responsive combos. [/p]
  • [p]Axe Redesign: The Axe has been fully reworked (you may have seen an early version last time), and now features: [/p]
    • [p]A new, larger model: About 20% bigger [/p]
    • [p]An electric visual effect to match the sound cues [/p]
[p][/p][p]Coming next:[/p]
  • [p]Axe: Further sound design and impact polish[/p]
  • [p]Spear: Revisiting details and fine-tuning functionality[/p]
  • [p]Shield: Enhancing sound effects and hit impact feedback[/p]
[p][/p][h3]Spear[/h3][p][/p][h3]Spear Combo[/h3]
  • [p]The first Spear input knocks enemies back a set distance, though some enemies may resist and only shift slightly. The second input recalls the Spear, or causes it to appear behind enemies, and pulls both the weapon and affected targets toward Zura. This pull functions like a short-range AoE "get over here" with a capped range. For example, if an enemy is 500 units away and the pull effect covers 100 units, they'll end up 400 units out. If an enemy is only 75 units in front of Zura, the pull won’t drag them past her.[/p][p][/p]
  • [p]There’s an alternate version under consideration where the pull brings enemies directly in front of Zura instead of using fixed distance, but that needs playtesting to evaluate feel and balance. Pulling enemies completely off-screen is likely out, since it doesn’t align well with the intended design.[/p][p][/p]
  • [p]Zura stays relatively stationary during this combo, which is intentional for now. We’re open to testing a light forward slide during attacks, though that may reduce the overall impact and weight of the moves.[/p]
[p][/p][p][/p][p][/p][h3]Throwing mechanics[/h3][p]We originally designed the Flute Spear as a ground-based horizontal throw, but after prototyping and feedback, we’re now developing multi-directional throwing mechanics. This gives players a valuable tool against aerial threats while maintaining the fast-paced melee core of SHADE Protocol.[/p][p]We still want to encourage up-close action, but flexible ranged tools like this help keep the flow of combat smooth and satisfying.[/p][p][/p][p]Top: Old Version | Bottom: New Version[/p][p][/p][h3]2. Feature Development Spotlight: Enemy Evolution[/h3][p][/p][p]We’ve been designing some truly exciting enemy types, and yes, they’re adorable and deadly.[/p][p]Enter the Snacklets: deceptively cute little bots that can fuse into stronger forms when encountered in the field. Their fusion system introduces a modular challenge where combinations vary and evolve as players progress.[/p][p][/p][p][/p]
  • [p]Tier 1: Tiny and basic in behavior, but dangerous in numbers.[/p]
  • [p]Tier 2: Medium-sized, more aggressive, and pack a stronger punch.[/p]
  • [p]Tier 3: Big, tanky, and absolutely unforgiving if you’re not prepared.[/p]
  • [p]Tier 4: Miniboss level of complexity and danger.[/p]
[p]These fusions are dynamic and add layers of unpredictability to combat encounters. Don’t underestimate them![/p][p][/p][h3]3. Audio Systems[/h3][p][/p][p]Sound matters. Especially when your weapons are literally instruments.[/p][p]We’re experimenting with how to balance weapon sounds with background music, especially since we want the Instrument system to be rhythmically tied to the combo mechanics. It's a tricky balance, but one that we believe will make the world of SHADE truly sing.[/p][p][/p][p]Audio Update:[/p]
  • [p]New sound effects have been added for weapon combos, giving combat a sharper and more responsive feel.[/p]
  • [p]We've finalized the overall direction for both the soundtrack and sound effects. This is now reflected in the Game Design Document.[/p]
  • [p]Currently mixing the latest build to ensure audio levels feel balanced and cohesive across gameplay.[/p]
[p][/p][p][/p][h3]4. Code Implementation[/h3][p][/p][p]Significant progress across core gameplay systems, with major strides in combat, AI, and level design tools.[/p][p][/p][p]Programming Update:[/p]
  • [p]Bosses: The first boss fight is nearly complete. Core behavior and mechanics are in place.[/p]
  • [p]Level Design Tools: Ongoing improvements to the toolkit to streamline level creation and iteration.[/p]
  • [p]Combo System: Introduced a new mechanic for one of the Spear attacks, along with updated visuals to match.[/p]
  • [p]Enemies: Work is underway to add a new enemy type, the Snacklets, into the game.[/p]
  • [p]Character Controller: General polish pass with various improvements and lots of minor fixes to improve responsiveness.[/p]
  • [p]Enemy AI: Continued refining enemy behavior with a range of small improvements and bug fixes.[/p]
[p][/p][h3]5. Background & Worldbuilding[/h3][p][/p][p]We’re working to add more life, motion, and story to the environments.[/p][p]For instance, we’re considering adding robot NPC workers in the Blue Sector, pushing crates, moving hover carts, and interacting with destructible environments. It’s not just for aesthetics; these elements could even open up gameplay possibilities like secret loot paths or puzzle opportunities.[/p][p][/p][p]Before [/p][p][/p][p]After[/p][p][/p][p]Here’s what we’ve been working on:[/p]
  • [p]Animated Tiles & Backgrounds: Small touches like moving elements and layered animations are adding a lot of depth and atmosphere.[/p]
  • [p]Destructible Objects: We added destructible objects. Yes, you will be able to smash certain parts of the environment, because breaking stuff is fun.[/p]
  • [p]Loot Pickups: Various collectible items have been added to reward exploration.[/p]
  • [p]New Biomes in Progress: We've started early work on a few new areas. Can't share too much yet… but things might be getting a little frosty.[/p]
[p]Before[/p][p][/p][p]After[/p][p][/p][h2]A Huge Thank You[/h2][p][/p][p]To everyone in our Discord and across social media: your feedback, theories, and excitement have been the fuel behind our progress. We're keeping detailed notes of every suggestion, and many are already shaping the game.[/p][p][/p][p][/p][p]SHADE Protocol has been in full-scale development since roughly January 2025, and this is just the beginning.[/p][p]We can’t wait to show you what’s next.[/p][p][/p][p]Don't forget to Wishlist and Follow SHADE Protocol, and join our Discord to chat with us directly![/p][p][dynamiclink][/dynamiclink][/p][p]Until the next signal,[/p][p]—The Little Legendary Games Team[/p]