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Shadows of Doubt News

Shadows of Doubt V 38.07 Experimental Branch Patch Notes

Hey folks, we have a brand new experimental patch up and ready for you all with a host of new fixes!

Experimental Branch: These builds are only found on our ‘experimental’ steam branch. You can access this by right clicking the game in your steam library, choosing ‘properties’, then the ‘betas’ tab. The experimental build should be in the dropdown list. Experimental builds may be less tested than the default branch builds. Most experimental branch patches will make their way to the default branch after a week or two (barring any issues discovered).

  • Reduced stutter when traversing areas
  • More memory leaks fixed
  • More aggressive rain detail slider for lower end system performance gains
  • New Steam Deck default settings for better performance on it
  • Increased font sizes at lower resolutions 1280x800 and under
  • Fixed: Some instances of AI getting stuck
  • Fixed: Can no longer control city editor camera controls while confirm message is active
  • Fixed: Can no longer interact with city editor UI when confirm popup is active
  • Fixed: Low performance during the popup tutorial message on the load screen
  • Fixed: Game did not restart to controller select screen after resetting gameplay preferences
  • Fixed: Some missing references in various V-mails
  • Fixed: When citizens decided to shower they immediately stripped to their underwear, even in public (!)
  • Fixed: Error displaying enter/return control glyph
  • Fixed: Some text overflow issues

Shadows of Doubt V 38.06 Patch Notes

Hey folks, we have a bunch of improvements and fixes going live today. Thank you to those who tested it out on experimental first and gave important feedback!


  • More memory footprint optimizations
  • City data and save game size reduction*
  • Guest passes will grant you access to echelon zones
  • Investigating a stolen item on an echelon floor will grant you with a guest pass, enabling you to legally explore the floor’s communal area.
  • Some tweaks to red-level trespassing zones
  • You can now navigate the menu with the gamepad stick
  • New skip control prompt for cut scenes
  • Empty input fields for save games, cases etc are now not allowed
  • Fixed: The game saved cities with the wrong file name if you renamed them from within the map editor*
  • Fixed: Possibility of a basement area for a building contained a power room area which was too small to spawn a telephone router*
  • Fixed: Some alignment/scale errors for keyboard control glyphs
  • Fixed: Sometimes when the player took photos within air ducts, the ducts weren’t visible
  • Fixed: (At least one) occurrence of citizens floating through the air
  • Fixed: Commercial coffee machine was spawning in weird places*
  • Fixed: Citizens floating while sleeping on bedrolls
  • Fixed: Citizens didn't sleep in the correct position when sleeping on the right side of a double bed
  • Fixed: Top of wooden fence featured an missing mesh face
  • Fixed: Some very small inconsistencies when generating two cities from the same seed
  • Fixed: Opening the player’s character in an evidence window would cause an internal error
  • Fixed: Text in popup messages could appear too small
  • Fixed: Selecting a new perpetrator from your evidence board would not update the arrest resolve question properly
  • Fixed: Certain murder resolve questions not working properly when loading a save game
  • Fixed: Some first person model animation oddities
  • Fixed: Telephone door’s glass did not move properly with the door frame
  • Fixed: CCTV tower no longer can spawn backing onto another street objects (preventing access to its terminal)*
  • Fixed: Street names no longer being overwritten when customizing streets in the city editor. (Thanks to the patience of one discord user. 🙌)
  • Fixed: Fixed some sympathetic bugs caused by city editor UI not updating properly when clearing existing city data.
  • Fixed: AI pathing edge-case prevents citizens from spawning at their saved position and being unable to move.
  • Fixed: Edge cases of having way too many blood spatter objects spawned
  • Fixed: Repeating or confused objectives when you had multiple jobs open on different stages
  • Fixed: A very rare RNG bug that could freeze the city generation process
  • Fixed: The player now will get crushed if they are pressed against the top of an elevator shaft by the elevator
  • Fixed: Upon loading a game, the décor edit button was only displayed if you left and re-entered a relevant address
  • Fixed: String display issues on cruncher apps when language is not set to English
  • Fixed: Removed some instances of ‘DNT’ appearing in non-English languages


* Requires a new city generation to appear/spawn/see

Any issues please let us know and do join the Discord to get involved in the conversation

Shadows of Doubt DevBlog #40: Writing Claw of the Fathoms

For this blog post we have a few words from our talented writer, Stark Holborn, in which they explore the process behind one of the more unique parts of the project: The fan-favourite in-game tv crime noir show! Without further ado, I'll hand you right over...

Whenever anyone asks me what my favourite part of working on Shadows has been, my answer is always: all of the things we didn’t have to do, but did. To be clear, I mean that in the loosest sense: things that wouldn’t make the game fall over if we took them away, but which – I believe – have a huge impact on the game’s atmosphere as a whole.

One of these is the screenplay for Claw of the Fathoms, the noir film that can be heard playing on TVs throughout the world. A bit of background: from an early stage, Cole wanted the televisions in the world to be interactable: there’s something so atmospheric about hearing the sound of someone’s TV through the wall, or the switching on a black and white set in a dark room in the middle of the night. In early internal builds, we used audio from a Public Domain movie called The Big Combo. That had the right tone, but didn’t necessarily fit the alt-history 1970s dystopian world we were developing for Shadows.



The solution? A totally ridiculous one in some ways. We’d write our own.

It’s something some developers or publishers might have dismissed as too extra; too much work for something that has no direct impact on gameplay. But not Cole or the Shadows team. Which is good because the script for Claw of the Fathoms remains one of my favourite examples of worldbuilding in the game, and is one of the best writing jobs I’ve ever had.

When it came to a starting point, I’d already developed a range of crime noir novels (with synopses) that can be found on bookshelves throughout the game: the Decka Gill mysteries by Madagan Fitch. So I took the basic building blocks of noir tropes – a jaded, world-weary PI, a gruff cop, a psychopathic gangster, some stolen art, a snitch – and Shadows-ified them. In-keeping with the diversity of the world, I gender-flipped the traditional private eye role, and made the central conflict one that revolved around the Fathoms/Echelons social division within the city.



For all those interested, here’s the cast list I ended up with:

  • Decka Gill: Private Eye
  • Leonid “Lennie” Blaise: Police Detective
  • Angel Harris: Crime Boss
  • Samuel Delaney: Crooked Art Dealer
  • Gruff Man: Mysterious Informant
  • Trent Franklin: Low-life Hood and Snitch


Then it came to writing the script. Obviously, I would have loved to write the entire screenplay for Claw but that was a bit much, even for us. We decided we needed around fifteen minutes of run-time.

I wanted the scenes to have that organic, just-switched-on-in-the-middle-of-a-movie feel to them. Which meant that each scene had to be a discrete chunk that would make sense in almost any order, while simultaneously establishing the tone and characters. I ended up with seven scenes, ranging from the interior of a police station to a bar, an antique shop, an interview room and a docks warehouse.



I’m a fan of film noir in any case (some of my favourites being Night and the City by Jules Dassin, High and Low by Kurosawa and The Hitchhiker by Ida Lupino), but to get the right vibe I watched a whole load of examples, aiming for a classic back-and-forth patter typical to 1940s/1950s crime noir films. Then I threw a noir slang glossary at the writing. Case in point:


DECKA GILL: Lieutenant.

LIEUTENANT BLAISE: What you doing here, Gill?

GILL: Same thing as you.

LIEUTENANT BLAISE: Now look here–

GILL: Look where? Down at that Alderman you're carrying these days?

LIEUTENANT BLAISE: I should send you to booking.

GILL: Oh, on what charge?

LIEUTENANT BLAISE: On whatever the hell charge I please.

Part of the joy of this whole task was the license to go hog-wild and be as noir-ish as I wanted. There’s a commissioner, bullets, rye and bodies piling up. But at the same time, this couldn’t be a noir written in our world, it had to be one written in the Shadows world. And that meant weaving as much lore into the script as possible.

In Decka Gill’s city, people light up Holy Smokes and are paid in Crows and suffer from Mustard Sickness. John Does are Jacques Does – thanks to the enduring influence of the Bourbon Empire. The scene with the most Shadows detail is probably the interrogation between Gill and Franklin, where she reels off all the things he stands to lose if he doesn’t talk:

GILL: Oh, I know all about you, Mr Franklin. I know you've made a deposit on a plot out in The Fields; just two payments left and it's yours. Far away from here, a patch of grass, four wall to call your own...

FRANKLIN: I said shut up!

GILL I'm afraid you have to kiss it goodbye, Mr Franklin. 'Cos you know what happens to that nice family of yours if you go down? They starve. They wind up in the Fathoms, living on trash and bleeding-heart funds, and all because you wanted to protect a rat like Angel Harris...

The character of Angel Harris – incidentally – is based on some of Richard Widmark’s classic villains. His monologue to Gill about Rossini is one of my favourite bits of the whole script. (Second only to the immortal: BON VOYAGEEEEEEE HOOOHOOO HAA HA HA HA, which Allen Enlow, the actor who plays Angel, ad-libbed on the day, so I can take no credit for).

Which brings us to voice casting. This all happened during one of the Covid-19 lockdowns, so there was no way we could record in-person. Luckily, there are many, many talented voice artists with home studios out there. We put out a call for the roles and found our dream cast: Sheree Wichard as Decka Gill, Allen Enlow as Angel Harris, Amir Yussof as Gruff Man/Franklin and Ben Britton as Lennie.

We were almost there. We had our script, our voice-acted scenes, but we still had to make them sound like a noir film. Step in Nick Dymond (aka monomoon), Shadows’ resident composer, sound and game designer and audio wizard. Using an extensive sound library, home-recorded foley, processing and mixing, he transformed the raw VO files into something that not only sounded, but felt like a movie.



I still get a kick out of hearing the scenes from Claw of the Fathoms in the game. The city’s citizens never seem to get tired of it, either, which is good as it’s the only film available for them to watch. (They do have sports games to break things up now too – but that’s a subject for another post…).

Even after hearing it hundreds of times, I’ll still pause to listen to Angel Harris’s insane cackle before the screen fades to static. Hopefully it’s a sign that – by going the extra mile – we created something truly unique and worthwhile.

Shadows of Doubt V 38.06 Experimental Branch Patch Notes

Hey folks, we have a brand new experimental patch up and ready for you all with a host of new fixes!

Experimental Branch: These builds are only found on our ‘experimental’ steam branch. You can access this by right clicking the game in your steam library, choosing ‘properties’, then the ‘betas’ tab. The experimental build should be in the dropdown list. Experimental builds may be less tested than the default branch builds. Most experimental branch patches will make their way to the default branch after a week or two (barring any issues discovered).

  • More memory footprint optimizations
  • City data and save game size reduction*
  • Guest passes will grant you access to echelon zones
  • Investigating a stolen item on an echelon floor will grant you with a guest pass, enabling you to legally explore the floor’s communal area.
  • Some tweaks to red-level trespassing zones
  • You can now navigate the menu with the gamepad stick
  • New skip control prompt for cut scenes
  • Empty input fields for save games, cases etc are now not allowed
  • Fixed: The game saved cities with the wrong file name if you renamed them from within the map editor*
  • Fixed: Possibility of a basement area for a building contained a power room area which was too small to spawn a telephone router*
  • Fixed: Some alignment/scale errors for keyboard control glyphs
  • Fixed: Sometimes when the player took photos within air ducts, the ducts weren’t visible
  • Fixed: (At least one) occurrence of citizens floating through the air
  • Fixed: Commercial coffee machine was spawning in weird places*
  • Fixed: Citizens floating while sleeping on bedrolls
  • Fixed: Citizens didn't sleep in the correct position when sleeping on the right side of a double bed
  • Fixed: Top of wooden fence featured an missing mesh face
  • Fixed: Some very small inconsistencies when generating two cities from the same seed
  • Fixed: Opening the player’s character in an evidence window would cause an internal error
  • Fixed: Text in popup messages could appear too small
  • Fixed: Selecting a new perpetrator from your evidence board would not update the arrest resolve question properly
  • Fixed: Certain murder resolve questions not working properly when loading a save game
  • Fixed: Some first person model animation oddities
  • Fixed: Telephone door’s glass did not move properly with the door frame
  • Fixed: CCTV tower no longer can spawn backing onto another street objects (preventing access to its terminal)*
  • Fixed: Street names no longer being overwritten when customizing streets in the city editor. (Thanks to the patience of one discord user. 🙌)
  • Fixed: Fixed some sympathetic bugs caused by city editor UI not updating properly when clearing existing city data.
  • Fixed: AI pathing edge-case prevents citizens from spawning at their saved position and being unable to move.
  • Fixed: Edge cases of having way too many blood spatter objects spawned
  • Fixed: Repeating or confused objectives when you had multiple jobs open on different stages
  • Fixed: A very rare RNG bug that could freeze the city generation process
  • Fixed: The player now will get crushed if they are pressed against the top of an elevator shaft by the elevator
  • Fixed: Upon loading a game, the décor edit button was only displayed if you left and re-entered a relevant address
  • Fixed: String display issues on cruncher apps when language is not set to English
  • Fixed: Removed some instances of ‘DNT’ appearing in non-English languages


* Requires a new city generation to appear/spawn/see

Investigations #14: Controller Support and a Kola Addiction

Detectives, today we have some cool news for you all in regards to console release and 1.0 optimizations and of course, more fun and exciting content brought to you by the amazing detectives in this community. Also check out the new update that's just dropped - full details here!

We have had a lot of detectives wondering about if there will be better support for controllers with the 1.0 launch + console release around the corner…YES. The team has been hard at work testing and optimising support for full controller use. On top of that, the controller support for consoles is also translating nicely into the Steam Deck as well!



Art contest winners are still on track to have their in-game art creations added to the game this Summer and we are excited to be able to bring the community in closer to creating this neo-noir world with content like this. Stay tuned for future competitions over in the Discord here



We’ve been seeing alot of really awesome and interesting bullet trajectory analysis since the sharpshooter assassins have made their way into the cities. Check this one out by Discord Detective Rhoko. This one got their victim through a wall on the toilet!



We always love seeing where you detectives sit and go through all of your evidence and crack your cases. Here’s a very cozy looking study from Steam Detective Sheber



To wrap this one up, we’d like to remind all detectives that if you are suffering from an acute Starch Kola addiction, there are resources to help you. Please get in contact with your local Starch representative and tell them Eden Kruger sent you. We see you out there, Discord Detective Nyi_List



See you in August detectives! Lots of exciting things to investigate before we head into the Fall season so don’t forget to join the Discord and follow us on X for the latest cases, updates and other great content.