Shadowrun: Dragonfall - Director's Cut

Harebrained Schemes' biggest Shadowrun game to date, and the definitive Shadowrun RPG experience available on PC. Now a standalone title with tons of new content & improvements!

Shadowrun: Dragonfall - Director's Cut is a rpg, cyberpunk and turn-based game developed by Harebrained Schemes and published by Paradox Interactive.
Released on September 18th 2014 is available in English on Windows, MacOS and Linux.

It has received 6,231 reviews of which 5,587 were positive and 644 were negative resulting in a rating of 8.7 out of 10. 😎

The game is currently priced at 14.99€ on Steam.


The Steam community has classified Shadowrun: Dragonfall - Director's Cut into these genres:

Media & Screenshots

Get an in-depth look at Shadowrun: Dragonfall - Director's Cut through various videos and screenshots.

Requirements

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

Windows
  • OS *: Windows XP SP3/Vista/Windows 7
  • Processor: x86-compatible 1.4GHz or faster processor
  • Memory: 2 GB RAM
  • Graphics: DirectX compatible 3D graphics card with at least 256MB of addressable memory
  • DirectX: Version 9.0
  • Storage: 2 GB available space
MacOS
  • OS: OSX 10.6
  • Processor: Intel-based Macs only (x86-compatible, 1.4GHz or better)
  • Memory: 2 GB RAM
  • Graphics: Modern 3D graphics card with at least 256MB of addressable memory
  • Storage: 2 GB available space
Linux
  • Processor: x86-compatible 1.4GHz or faster processor
  • Memory: 2 GB RAM
  • Graphics: Modern 3D graphics card with at least 256MB of addressable memory
  • Storage: 2 GB available space

Reviews

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

Dec. 2024
The best story in the Shadowrun Trilogy of HBS games
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Dec. 2024
This game is way better than its price asking for The game is a bit buggy and the UI is kinda crude but the gameplay , story and setting are really cool If you like CRPG and Xcom style combat and wanna read something real good. This is for you
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Nov. 2024
Great game! Interesting visual style, very solid plot well-grounded in Shadowrun lore, likeable characters, and INCREDIBLE writing. Seriously, the game is worth playing just for the amazing dialogue and characterisation. Mechanics / gameplay is pretty straightforward which I consider a win, but fans of more complex systems might find it lacking, I guess. There are still some bugs / glitches in 2024 and at times it's just a bit clunky, but these are minor and by no means overshadow how good the game is. Just remember to save the game from time to time and you're golden. Since the whole trilogy is on sale so often, there's really no reason not to get this if you're an RPG fan!
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Aug. 2024
Shadowrun: Dragonfall is a difficult game to evaluate. Not because I'm mixed on the game, because I'm not; I wholeheartedly recommend it. In every single metric that is usually brought up in game reviews, this game is good-to-great. Mechanics, story, characters, challenge, UI, art and world building are all really good. It was a positive surprise for me, because I didn't necessarily have any high expectations. There is no doubt that this game is good, maybe even great, and I think anyone could pick it up and have a good time with it. So, why am I hesitant? Well, while I didn't have any expectations on the game going in, I ended up picking up some after the first few hours. I was excited, because I really thought that this would be a cyberpunk game that actually lived up to the name (even though it has a bunch of fantasy mixed in, admittedly). It hints at larger mysteries, political complexities, questions on human nature – in short, all the good stuff that cyberpunk is about when it's at its best. The storyline is an actual mystery/thriller, something that makes you wonder and drives you forward to get some answers, and it's great. The characters are fun and feel human, they challenge you and develop throughout the game, with some really cathartic moments in their personal missions. Emotionally, I walked away from this game fully satisfied. But intellectually? Playing Dragonfall made me think of the Metro games. In Metro, the different factions with their respective ideology were fleshed out and commented on, with their own goals in changing the world. I didn't necessarily agree with the depiction, but at least it was an honest attempt at commentary. In this game, everything just... is. People sneer at the totalitarian companies, but they work for them anyway. You encounter communists, but they're actually just posers. Human nature is just a matter of some people being crap and others not. More than that, there are just no goddamn goals . No one actually seeks to change anything; at most, change just happens randomly. Only personal morality exists, while anything that is even close to structural is just "how things are". This might have been less infuriating if the set up wasn't so good. At the start, there is a sense that we have been caught up in something we don't understand. We're at the bottom of society, but now we're forced to look at the bigger picture to figure out who is hunting us. The stakes are personal and the tension is high. But that bigger picture? It's just a bad guy. No corporate meddling, no political games, just a crazy bad guy. And when you come out of the game, all that you've done is defend the status quo. The immediate crisis was averted, but nothing has changed and your life hasn't gotten any better. And that's a good thing apparently, given the game's tone. I wanted more from this game. Maybe it took on more than it could chew, like many other cyberpunk games, but there's also this word that keeps sticking to the back of my head: Cowardice. The game is just not brave enough to actually go anywhere or give any takes, instead choosing to take the turn into action/mystery and avoiding any potential speedbumps on the way. I guess that's fine, but I really wish it hadn't. There are some smaller things I could bring up. The fact that you can't swap between characters or pick items up with anyone else than your main is dumb. I get that it might be there to give you a sense of the gang being independent from you, but given that you can control them in battle I feel like a simple "Hey, can you pick this up?" option should have been added, especially in the Director's Cut. But anything else would just feel petty. I loved the XCOM-like strategy, the items and abilities, skill points being tied to mission progression and not an XP bar. I haven't gushed enough about the mechanics or the characters, but know that they are great and time will fly when playing this game. Overall, Shadowrun: Dragonfall is a good game. This review is probably very rambly and too critical compared to my actual feelings on it, but I had to let my thoughts out. I really, really like the game, which is why I wished that I could point to it as one of the best RPGs out there instead of just, well, a good one. I love this world and believe me, I will go and play the other Shadowrun games right after writing this. If that's not enough of an endorsement, then I don't know what is.
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April 2024
I really enjoy Philip K. Dick novels. Not because of his beautiful prose , but because they are a breeze to read even though they take place in settings that the reader is alien to. Take Ubik for example, even on the first page there are colloquialisms like teep, precogs, psis, inertials and Ubiks. PKD obviously doesn't expect you to understand all of them, but puts you in a situation where you can extrapolate the meanings and roles of various actors in that universe without needing an information dump that so many writers and especially RPG games are guilty of. In that sense Shadowrun: Dragonfall is narratively very close to a PKD novel that gives you just enough information to extrapolate from and trusts you to interpret events and actors based on your own experience with the story and not through the creator's intended lens. This works really well in conjunction with your role in the universe. Assuming the role of a shadowrunner, a wet works operative, your character is just a pawn on the chessboard of corporations, small and large political entities, dragons and deities. All actors in the game make moves towards their intrinsic goals, simulating a real life intricacy of clashing ideals, and economic realities rather than the usual (and tired) RPG convention of most powerful actors also being forces that reinforce the status quo. This creates a dynamism in the game’s world, making every manner of things move in Berlin. And even though you’re just a pawn, the game is already in play and you can shape it just by being on the board. This is where Dragonfall really shines, the setting. Cyberpunk Berlin, controlled by an anarchist organisation called the Flux State does wonders in putting the punk back in cyberpunk. I really loved [url=https://steamcommunity.com/id/barricadas/recommended/1091500/]Cyberpunk 2077 , but at the same time, I lamented how the diminished sense of community that is present in Night City makes it a much more depressing experience than it needs to be. We might be really heading towards that hopeless, individualistic future that Cyberpunk predicts but I like the antithetic utopianism of Dragonfall's Berlin as something fresh. Having a hub world Kreuzbasar, filled with outcasts and non-caricaturized anarchists that of course fuck the state but are also self-sacrificing people that care about the people around them is a great change of pace, and shows a surprisingly better understanding of anarchist politics than I usually observe in gaming space. I also loved that being a leader in this space is not derived from forceful hegemony over other many miniscule power struggles, but being a person that people look up to due to your actions and selflessness. Dealing with the newest corporate fuckery on missions then coming back to Kreuzbasar to help or just chat with its various inhabitants creates great pacing within the game, just like reading the Shadowland forums with wild theories about the missions you participated in. It makes the world feel more lived in . I really liked the fact that I didn't need to know each of Kreuzbasar's inhabitants' backstories. There are tens of regular people that we interact with daily but we don't need to know the details of their lives. Just because they exist, this existence creates a solid anchor that ties us to our immediate surroundings, to our community and to reality. In the streets of Kreuzbasar, there is an exotic dancer on the streets that you drop five nuyens every once in a while. You don't need to know her back story and you don't need to get in a romantic relationship with her. The fact that she exists and can dance on the streets is an anchor that tells you everything is alright. In the same manner, if something were to happen to her, you would lose that anchor and know that there is something wrong with your neighbourhood. It's not only your neighbourhood, every kiez in Berlin got its share from being the battleground of various corporations and political entities. Racist gang with questionable funding moves into the kiez next to you, another kiez are filled with lumpens that think stealing from an anarchist commune makes them Robin Hoods, in one kiez a gang ruled by a Rote Armee Fraktion sympathiser troll is in conflict with asshole mages. This weaves an intricate, beautiful network of Berlin districts where every location is filled to the brim with intrigue and conflict, not arising because the developers wanted some chaos in the setting, but because the actors in these kiezes have legitimate political and economic concerns that require a solution by force. Intervention by you is what usually becomes this "solution by force". I would love to see how other districts play things out between each other, but being a positive influence in how Berlin and Flux State is run is equally satisfying (of course you can be an asshole and help neo-nazis, corporations and deranged mages but then you're wrong and we don't need to discuss this any further). What's also equally satisfying is being a drugged-up dwarf that wields a shotgun that's her size, controlling two other drones and blasting every enemy that spawns in just one turn. But of course, this is in late-game. Builds in Shadowrun can be divided into two, simple builds that focus on gunplay that can be very efficient at the start of the game but fall off near the end game, and complex builds that focus on drones or magic that suffer in early game but turn into terminator in late game. My only gripe here is the one that has been present in RPGs for a long time, you need charisma for more dialogue options and etiquettes, so if you're not a magic user but want to experience every possible dialogue option, you're hampering yourself as the skill points have a set amount. There is also the issue that this is a turn based tactical game. Meaning that you're prone to breaking PC peripherals when you miss three shots in a row with 98%, stay far away from this game. It wasn't an issue for me, as on normal difficulty, you're not severely punished for missing shots but I can understand some people can be very frustrated by it. Although the soundtrack is beautiful, gun sounds lack the necessary punch, reducing the enjoyment I got from Shadowrun’s combat. All in all, Dragonfall is my favourite PKD novel. It even goes a step further than a standard PKD novel and ties inconceivably massive power struggles to a small, self-contained narrative. While playing it I kept thinking which one is the better "cyberpunk" game (not the better game overall) Cyberpunk 2077, or Shadowrun: Dragonfall and considering how much I loved Cyberpunk 2077, this is a very high praise for Dragonfall. Puts punk back in cyberpunk/10 P.S. There are a few points that the Steam word limit didn’t allow me to add in this review, you check out the comments for them.
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Last Updates

Steam data 18 November 2024 20:01
SteamSpy data 20 January 2025 04:48
Steam price 23 January 2025 04:44
Steam reviews 22 January 2025 19:45
Shadowrun: Dragonfall - Director's Cut
8.7
5,587
644
Online players
45
Developer
Harebrained Schemes
Publisher
Paradox Interactive
Release 18 Sep 2014
Platforms