Shadowveil: Legend of The Five Rings on Steam - User reviews, Price & Information

Train unique samurai, embark on missions, and play the cards dealt each run on an epic roguelite adventure in the Legend of the Five Rings universe. Each defeat opens new strategic skill tree options and more powerful cards to face the growing threat in the Shadowlands.

Shadowveil: Legend of The Five Rings is a adventure, strategy and rogue-lite game developed by Palindrome Interactive and published by Palindrome Interactive and Amplifier Studios.
Released on March 04th 2025 is available only on Windows in 7 languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil and Simplified Chinese.

It has received 340 reviews of which 258 were positive and 82 were negative resulting in a rating of 7.1 out of 10. 😊

The game is currently priced at 24.99€ on Steam.


The Steam community has classified Shadowveil: Legend of The Five Rings into these genres:

Media & Screenshots

Get an in-depth look at Shadowveil: Legend of The Five Rings through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10 64-bit
  • Processor: Intel Core i5 2500 / AMD FX-4350 or equivalent
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce GTX 1070 / AMD RX 580 with 6GB of VRAM or equivalent
  • DirectX: Version 12
  • Storage: 10 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

March 2025
I'm a lot more lukewarm on this game than I expected to be, given the setting and inspirations. There are a lot of genres here that the devs are trying to combine and it feels like they hinder each other more than cooperate. [*] The autobattler is undermined by the roguelite progression. You're encouraged to keep the same units between runs and upgrade them continuously so instead of getting varied builds, you get largely static ones. It gets even more ridiculous when you fight the first single goblin encounter at the start of a run but your deployment count has quadrupled and everyone is max level. [*] The roguelite elements undermine the narrative. Most similar games create a narrative contrivance for why one expedition/run/playthrough isn't enough. The villain will return in another generation. The protagonist dies and reincarnates. In this your character just sort of says a the end of each run "I'm feeling kind of sleepy now, lets go home and repeat everything tomorrow." [*] The RPG progression is stymied by the roguelite 'runs'. If you recruit a new character and want to train them up, they can't level up during a run. Instead you need to drag a useless level two character through three acts of combat and then watch afterwards when their level shoots up by an order of magnitude. If they're part of a class you haven't unlocked all the upgrades for, they'll be even more useless. [*] The deckbuilding is held back by the RPG progression. You might find cards and items that enable certain playstyles but not have embarked with units built to make use of them. This is especially pronounced with the multiple classes that make use of both physical and magic stats, since you're liable to have specialised when choosing their traits and level ups. The individual systems all feel competently made, but don't communicate well with each other. I only encountered a single run-ending bug in my entire time, but it feels like not enough thought was put into how these systems can enhance each other. I'm curious to see where the game can go post-release, whether in terms of future content, mods or successor games. I feel like removing one of the above gameplay pillars would result in the others better demonstrating their strengths. [*] A more true "roguelike" mode where you units don't level up at camp and instead gain their levels fresh each run. The deckbuilding and event choices become more meaningful. [*] A truer autobattler where the classes are more static and can therefore fit into set builds rather than the trait bonuses and level path determined by the player. This creates more strategy outside of what upgrades you choose at the watchtower. [*] A permadeath mode, where embarked soldiers (except the PC) are removed from the roster on death and requiring you to churn through replacements, or choose to retreat early. Not my cup of tea but I can see it better appealing to darkest dungeon fans. [*] A more narrative focused experience where you can skip the first act and not have to subject that poor tutorial goblin to another violent beatdown at the hands of eight veteran samurai. He's suffered enough. My final verdict is that the game is worth playing, but for a narrower range of people than I might initially have thought considering the different audiences its trying to capture. Edit: Found another layer of the mechanics fighting against each other shortly after writing the review. There are special artifact items that can only be used by certain characters (not just classes, but named characters). They fit into a specific build so you can find out 10 hours into the game that you built the main character "incorrectly" to use their unique item.
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March 2025
Okay, so as both a longtime L5R fan (CCG player from Obsidian Edition thru the FFG Buyout, even won a Kotei!) and a huge fan of roguelites and auto battlers, this game was like MADE for me. Is it perfect? No, it's clear that the team, while passionate and very lore-accurate, aren't industry giants as the game is a little rough around the edges with performance and bugs at launch, but those can be cleaned up over time. The core gameplay loop is wonderful though, and what I didn't expect was an actual evolution of the series hallmarks. You've got a roguelike where you develop not only passive benefits, but also improve characters in RPG-like fashion between runs. The game features an actual campaign that gives you narrative hooks and reasons for each run, similar to how Hades treated each run slightly different, and the goal of "winning" just pushing the narrative further. The game also takes great auto-battler design to push all of the strategic choice making happen before battle starts, with traits (akin to TFT) that get better the more units who have them on your board, and diverse passive abilities that makes every map a sort of puzzle to figure out with your team of diverse Crab Clan heroes. My only real complaint is that as L5Rs first real videogame representation, this game centers on only a very small part of what makes this setting so beloved by it's small but fanatical fanbase. The crab fighting demons in the shadowlands, the nature of Oni, and the different flavors of Bushi and Shugenja are both well represented and incredibly lore accurate. That being said, outside of a few sidequest shoutouts, there's no representation by other clans, no diplomacy elements, no dueling, etc. Now of course, I can't hold those elements against this game, as those aren't what the game is about, but a part of me hopes that this project is successful enough that we can get a sequel that takes some mechanics but brings them elsewhere in Rokugan. Give me a Lion vs Crane campaign, with courtier traits that support the bushi and shugenja on the battlefield. Or, if you want to keep the setting more auto-battler against monsters, give us a campaign akin to the Day of Thunder where we can create characters from all the clans and customize them. That would be my dream. I recommend this game if you are a fan of creative roguelikes and/or autobattlers, particularly if Samurai drama is interesting to you. It's worth it, and the team should get more credit than they are for how creative and well put together this project is for how small their team likely is and how limited their budget.
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March 2025
As someone who loves grand strategy and do not normally play roguelite games, the thing that hooked me with Shadowveil was the depth of the systems, and the focus on high level strategy and decision making over micromanagement. Focusing on how to long term build up and develop your units over multiple runs, choosing the quests to pursue, the paths to take during expeditions and where to spend the resources you gather for me nail the high level strategy part of games that I really enjoy. It does however start out a bit slow, and it takes a few hours before the game really starts coming alive when you unlock multiple classes and start developing your characters and units. Wrapping that in an interesting setting with cool characters, narrative and a sense of narrative progression between the expeditions make this a really engaging and a unique blend of genres I've never seen before in a game.
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March 2025
This game is amazing. Dont let my current playtime fool you, I have played the *demo* for over 50 hours. This is the first game set in Legend of the Five Rings, and it absolutely nails the theme. It feels like the dev team have a deep understanding of the setting, and the Crab clan is well represented. This game is a roguelike autobattler, but it is far more deep and nuanced than you might first assume. You will recruit characters and level them up through multiple runs. During a run, you are presented with a branching path filled with combat encounters and events, and an array of rewards. You can equip your characters with items and skills that are found on a run, each skill can be leveled up by finding additional copies of the skill at the same rank, and items can be combined to form more powerful, more impactful equipment. The skill load out, equipment loadout, party makeup and deployment make for a very nuanced, strategic game, far more than other 'autobattlers' that i have tried. While you do not control the characters attacks directly, your level of input makes it feel more like you are commanding your forces and they are acting out your orders. Some classes grant adjacency bonuses, some abilities are more powerful when other battlefield conditions are met, staggering your skill placement within a characters ability slots will allow you to determine the exact order in which the skills are used. This is just a phenomenal game. 10/10
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March 2025
Looks great, plays ok. Really has the feel of L5R from the CCG era and RP books, would recommend to any long time fans based on that alone. May be a pleasant surprise to anyone new to the IP, though would suggest trying the demo first. Be interesting to see what kind of updates come post launch, has a lot of potential for further story arcs.
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Last Updates
Steam data 02 April 2025 23:23
SteamSpy data 02 April 2025 05:43
Steam price 03 April 2025 12:51
Steam reviews 03 April 2025 10:07

If you'd like to dive deeper into the details about Shadowveil: Legend of The Five Rings, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Shadowveil: Legend of The Five Rings
  • SteamCharts - Analysis of Shadowveil: Legend of The Five Rings concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Shadowveil: Legend of The Five Rings compatibility
Shadowveil: Legend of The Five Rings
7.1
258
82
Online players
20
Developer
Palindrome Interactive
Publisher
Palindrome Interactive, Amplifier Studios
Release 04 Mar 2025
Platforms