| Developer | IndieLab |
| Publisher | Neon Doctrine |
| Release Date | 2026 |
| Genre | Card Battler Deckbuilding |
| Platform | PC |
| Where to Buy/Wishlist | Steam |
If you’re into roguelikes, deck-builders, or games that get a little meta, Just A Shadow Game might be your next obsession. I recently played through the early demo, and while the learning curve took me for a loop at first, I walked away impressed with what this quirky, genre-blending game is trying to do.

In this early look, I got a feel for its mix of auto-battler mechanics, roguelite map progression, and card-based strategy. You’re not just building a deck—you’re sacrificing cards to summon creatures, placing buildings to defend your offering, and navigating a foggy map where every path feels like a gamble. Add in some VHS-style overlays and partial controller support (though I stuck with mouse), and you’ve got a game with a distinct vibe.

The demo drops you into battles that resolve automatically but require big brain moves beforehand. I’ll admit, I was confused at first—there’s a lot going on, and the tutorial could be clearer—but once it clicked, the strategy started to shine. You’re juggling souls, sacrificing units, and reacting to what’s on the board, all while trying not to get wiped by waves of creepy enemies.
Then it got real weird, in the best way. A developer-avatar pops up mid-play and starts breaking the fourth wall, asking you to help him escape the game in the full version. It gave big Pony Island energy and I was here for it.

Overall, Just A Shadow Game is creative, clever, and full of potential. It’s got some polish left to do before its 2026 release—better onboarding, stronger UI—but it’s already got the bones of something cool. If you love roguelites or deck-builders with personality, toss it on your wishlist and keep an eye on its development.

