Share this project


Share this project

Photo original
Experience Shadowrun with your friends and plenty of enemies in an action strategy game and determine the future of the 6th world!
6,003 backers pledged $558,863 to help bring this project to life.

Recent updates


5c08a05958a4f90da6e9239695fea562 original
712e84e83246277dd29b1ba16851fc98 original
1c7e48a1322f28f0185c4767827ac3d1 original
345682057144beda0b2c29a21a04fc2c original

New Update is online: Trolls, Skills & Linux!


Hoi Chummers,

September has passed – and you know what that means: There’s a new update for Shadowrun Online. And the good news is: When you are reading this, you can already check it out! So make sure to update your clients, as the new version will introduce you to Trolls, Weapon Skills and bring the often requested Linux version!

Here are the Patch Notes:

New Features

  • New Metatype: Trolls are now a playable race and selectable in character creation.
  • Karma Reward: At the end of any completed mission you will gain Karma for finishing the run.
  • Weapon Skills: You are now able to increase your skill in a weapon category by spending Karma gained by completing a mission. The cost for progressing from one level to another increases in these intervals: 2/6/12/20/30. Players start with 20 Karma. Increasing your skill increases the probability to deal maximum damage.
  • Portraits: Players are now able to select a portrait for their character in the character customization screen. This image will be displayed in missions next to the character and in the character and henchman selection
  • Alpha Linux: We have added a Linux version to Steam. Please keep in mind that this version has only been tested with Ubuntu 14.04 LTS. Please spread the word to other Linux fans and help others in the new Linux-Feedback-Thread with YOUR experience on how to get the game to run on other distros. Help us to reach as many Linux-Gamers as possible!
  • Mission Intros: All missions have new intros (containing dialogue) that gives the runs backstory. These replace the mission intro screens.
  • Size Matters: Different metatypes have different sizes now
  • Player Bar: In the top right corner of the main menu there is a bar stating the player's current Karma and name
  • Spawn Warning: Possible spawn locations for enemies are now marked. There is also a counter in some missions showing when reinforcements will arrive. This replaces the old alarm level system.
  • Mission Goals: The currently active goal will be shown in the mission at mission start and as soon as the goal changes. The goal window can also be triggered by a button.
  • Loading Screens: The loading screens prior to the missions will tell the player what he has to do to win the upcoming run.
  • Move & Attack: Some new melee skills allow you to move and take an action at the same time.
  • Camera Rework: Being spotted by a camera no longer increases the alarm level. Functionality of cameras will be reworked. Currently being spotted by a camera will give the spatted character the "Marked" status effect.
  • Disable Scrolling: You can now disable border scrolling via menu (Menu>Controls) and set the left mouse button for scrolling if you prefer that in the same menu.
  • New Weapons: Several new Weapons have been added to the game.
  • New Skills: New Skills have been added to the game and are attached to various weapons


  • Attacking turrets with Weapon overload will no longer cause errors in the log file.
  • Aztec Rangers have proper ragdoll animations now on death.
  • Fixed that ambience sound played although the respective slider is set to 0.
  • Machete doesn't clip through Tassle Kilt (Lower Body) on Orc male and female anymore.
  • Fixed that some tiles in mission "Back alley" were marked as walkable but couldn't be reached by characters
  • Aztech mages are now more keen on fighting and won't hide until you are close enough.
  • Shield effect now disappears correctly when the character dies while Shield is still active.
  • Hairstyle "Ponytail" doesn't intersect with large weapons equipped on the back any more.
  • A previously selected henchman but will now stay active in an subsequent mission.
  • Status effect icons no longer flicker during the enemy's turn.
  • AI characters have a selection of skills available now and will select them according to a given probability.
  • The daily mission in which the player has to find the box containing the correct item can no longer be won with only one surviving character.
  • Henchman selection now has a character selected by default.
  • Updated credits
  • Small weapons, cyberdecks and fetishes are now correctly placed on characters if not used.
  • Ranged enemies will face their targets properly now when attacking
  • Tooltip of "Controlled Burst" displays the correct ammo consumption in all of its variants
  • Fixed the misplacement of the build number in menu
  • Header of error messages displays "error" now instead of "confirmation"
  • Mission UI no longer persists if the player issues an order after the win condition has been met
  • "Damsel in Distress" mission is no longer rushable 

7th LIVE Q&A with the Devs

A new update also means that we are going to host a new Q&A Session with the Devs! Be sure to join us on October 6th at 19:00 CEST (10am PDT) on Google Hangouts where we discuss not only the new update but will also tell you what the future holds for Shadowrun Online and of course answer your questions! 

Help us!

Perhaps some of you have noticed the new update to the Steam client that was published last week. It not only changed the visual of the clients, but also allows other players to find games based on your reviews and recommendations. So if you’d like to help us to spread the word and make sure Shadowrun Online becomes a success, there are two things you could do:

1) Start Curating! A Curator is someone who publicly recommends games to others (see an overview here). So if you are a curator (or plan to become one), please consider adding Shadowrun Online to your list; the more people do that, the more people will notice our game is out there! 

2) Leave a User Review! We know Shadowrun Online is still in Early Access and not without flaws in its current state, but we’d like you to voice your opinion about the game publicly. At the time of writing this, we were at 68% positive reviews – please help us increase this percentage!

Dev Diaries

Since it’s been a while since the last update, we also released a couple of Dev Diaries. If you haven’t checked them out yet, here’s what you missed:

#12: Answering a technical question

Dev-Diary #11 led to a rather intersesting technical question. So our lead programmer took some time to look away from the code and answer it in today’s dev-diary. (Read more) 

#13: Gurkinators

In this week’s Dev-Diary we let you in on the secret of the Gurkinator. “What’s that”, you ask?  (Read more)

#14: The Road to Linux

When you release a game – even if it’s „just“ early access – you will get a lot of questions regarding when it will be out on a specific platform. After all, there are lots of players who either only have access to a certain type of gaming device or just prefer to play on a specific one. (Read more)

See you in the game, Chummers!

The new update is coming tomorrow!


Hoi Chummers,

With August gone and September already among us, it’s time for a new update for Shadowrun Online. We’re proud to announce that the new version will be out tomorrow, September 3rd. The servers will go down at 10am CEST and should be up again with the new version half an hour later.

What can you expect from the next update? Here are the patch notes:

New features:

  • Rent-a-hench: Choose your henchman for the next mission from a list of other player-generated characters
  • New Metatype: Elves have been added as playable characters into the Character Creation
  • New Missions: Three new runs round out our prequel campaign about the missing girl Alisi
  • New Outfit: The Tribal Shaman outfit has been added to the Character Customization
  • In-Mission-Chat: When playing Coop or PvP, players now switch to a dedicated chat-channel, allowing easier in-mission communication.
  • Character name as nick name: The name of your character is now used as your name in the chat
  • Action Counter: A new indicator shows you how many actions each character has left in this turn.
  • Know who you run with: The name of the character you're playing with is now shown in Coop missions.
  • Know what your partner does: Floating texts above a character now show which skill is used, allowing you to see what your Coop-Partner is doing.
  • What comes next? The name of the next mission is now shown in the main menu.
  • Quick switch: The animation for switching weapons doesn't delay the gameplay anymore.
  • Longer Names: The number of allowed characters for the player name has been increased to 18 up from 12
  • 3D-Sound: Sound effects are now played on the corresponding speaker, depending on the camera position.
  • Improved Effects: Visual weapon effects have been reworked:
    new Shield effect
    Machete's "Stimulants" now increases character animation speed
    new Mana Bolt and Spark effects
    new bullet streaks for Rifle, Pistols, Shotgut
    blood splatter now look more voluminous
  • Updated info screens: Credits, Options and Help screen have been reworked. 


  • Fixed a lot of clipping issues in character customization
  • If matchmaking gets aborted by a matched opponent an appropriate error message is shown.
  • Options menu can now be opened and closed using the ESC key
  • Credits have been updated
  • It's not possible anymore to press any hidden buttons while the news screen is shown.
  • Players don't see the opponent’s chance to hit display during PvP- and Coop-matches anymore.
  • Fixed an issue that made the UI of the mission visible in the debriefing

A new update of course also means we will hold a new LIVE Q&A with the Devs! We’d like to invite you to sit down with us, discuss the new update, hear what we are working on and bombard us with your questions!

The 6th Q&A Session will be held on September 8th at 9:01pm CEST / 12:01pm PST on Google Hangouts here.

Since it’s been a while since our last update, we have also posted several Dev-Diaries on in the meantime. Here’s what you have missed:

#7: Thank you!

You might have heard some developers say you shouldn’t get too close to your prospective players while you’re working on a game as this might taint your vision. Others will tell you that working with your community provides a very unique experience and opportunity. As always the truth might be somewhere in-between, but ever since we started this journey to make Shadowrun Online, we were leaning towards the latter side. The last weeks proved to us that this was the right choice. Case in point? Your Graffiti. (Read more)

#8: Making a Pair of Pants

It seems many of you have already taken a liking to find a cool, crazy or even gender-bending outfit, so it’s only fitting that in today’s dev-diary Stefan, who worked (and still works) on the various pieces of clothing, talks about what it takes to make a pair of pants. (Read more)

#9: Convention Season

It’s that time of the year again, Chummers: As summer starts to draw to a close (at least in some countries, Austria alas included), everywhere conventions try to attract the big crowds. And we Cliffhanger People are right among them at two special events. (Read more)

#10: Convention Season (Part 2)

Hoi Chummers! Those of you who follow us on Twitter, Facebook and/or Google+ may have heard a lot about our ventures to Cologne, Indianapolis and Boston this week. But those who haven’t – or can’t get enough – here’s our follow up to last week’s diary and our tales of convention season. (Read more)

#11: Some Nostalgia

In this week’s Dev-Diary our lead programmer Tom Kment looks back at what Shadowrun Online looked like waaaaaay back – and he’s even got us some pictures so everyone can see how far we’ve come since we started on this journey! (Read more)

We’d also like to take this opportunity to thank everyone who came to visit us at gamescom and Gen Con – it was nice meeting so many of our Backers in person!

See you in the game soon, Chummers!

New Update tomorrow and Q&A next week


Hoi Chummers!

As all of you who read our last update know, there's a big update for Shadowrun Online going live tomorrow, August 7th, bringing Character Customization and Random Coop (among other features). Those of you eager to play this new version can now start their countdown:

It will be online August 7th at 11:00 CEST / 4am PDT.

Here are the patch notes:

New features:

  • Character Customization: Design your own Character, choose his name, metatype (currently only Orc and Human are available), gender, outfit, weapons and who shall accompany him on his mission!
  • Your Avatar in the missions: All runs are now played with your self-designed Character, accompanied by his chosen henchman.
    Random Coop: Don't want to play solo anymore? With Random Coop you can play a random mission with another, randomly-selected player instead of your henchman.
  • Fatigue: Magical attacks now consume "Fatigue", which regenerates only one point per turn - so be careful not to spam spells or you won't be able to cast at a critical moment!
  • Immunities: Some enemies are now immune to certain types of damage, so make sure to adapt your tactics accordingly!
  • Second Weapon: Unused weapons are now visible on the characters' backs.
  • Updated UI: The user interface has been updated, allowing easier switching between characters by clicking on their portraits.
  • Shortcuts: By popular demand we have added several shortcuts:
    Select next character: TAB
    Directly select player characters: F1,F2,F3
    Skills: 1,2,3,4,5,6
    Reload: R
    Move camera to active agent: Space
    End Turn: Backspace or End
  • Updated Main menu: We have cleaned up the main menu:
    "Player Character" opens the Character customization screen
    "Campaign" starts the latest unlocked mission
    "Daily mission" starts the currently available daily mission
    "Play Coop mission" queues you for a Coop mission
    "Player vs. Player" starts looking for a PvP-match
    "Mission Archive" opens a list of all already played missions, allowing you to replay them.
  • Sound Effects: Mission completion and failure now have an appropriate sound
  • Auto-Reload: Weapons are automatically reloaded upon switching to them
  • Character Shader: Characters now have self-illumination and a rim shader.
  • New Animations: Female walk animations and customisation scene idles have been added.


  • Fixed an issue with floor decoration that overlapped the movement marker
  • Camera gets centered on a character if he is selected using their character portrait
  • Fixed an issue where activating hotspots was blocked by a character standing in front of it.
  • Opened body drawers provide half cover now
  • Fixed a typo in the mission debriefing displayed after finishing 'Damsel in Distress'
  • The 'Skip Turn' button shows an appropriate tool-tip
  •  The movement range delimiter in daily mission levels is displayed above dirt layers and objects for better visibility
  • Fixed a gap in the wall of two daily mission levels
  • It's no longer possible to move the camera outside of the scene in several resolutions in mission 02
  • Improved weapon switch animation so it doesn't look "jumpy" anymore.
  • Logo has been removed from the main menu
  • Fixed an issue where Bri's gun had to be reloaded despite the fact that there was still ammunition left
  • Audio sliders in the options menu behave correctly now

5th LIVE Q&A with the Devs!

With another month over and another update on the horizon it’s time to do another live Q&A-Session with the devs! Join us next monday, August 11th on Google Hangouts on Air at 7:00pm CEST / 10:00 PST here.

We will discuss the Update that will be released on August 7th (so be sure to play over the weekend so you can ask questions about it!), talk about what we are currently working on, what events we’re heading to and of course answer the questions you have for us.

 See you online, Chummers!

Next Update & Conventions


Ready for a game changer, Chummers?

The next update of Shadowrun Online is coming and will contain features we know you have been looking forward to for a long time! Here’s a little sneak peek:

Character Customization: Now YOU decide what your Character looks like and what outfits and weapons he will carry into battle!
Random Coop: Bored of playing runs all by yourself? Team up with another, randomly selected runner and experience missions in a new way!
Fatigue: Mages can’t just spam spells anymore – they have to keep an eye on their fatigue or they might not be able to cast at a critical moment!
Some enemies are now immune to certain types of damage, so make sure to adapt your tactics accordingly!

The 5th Early Access update for Shadowrun Online will release on August 7th!

We'd also like to announce that we'll be at not one, but two conventions this August: We'll be at gamescom in Cologne, Germany as part of the Indie Megabooth in hall 10.1 (open to the public from 14th to 17th of August) and you'll be able to meet Game Designer Tom Weilguny at Gen Con (also open from 14th to 17th of August) at the Indiana Convention Center. If you're going to be at one of those events, make sure to drop by, say hello and play Shadowrun Online!

Finally we'd like to bring our latest Dev-Diaries to your attention:

#5 The Sound of Silence

One of the things most of you have liked so far is the fact that our characters have voices. Despite fully voiced characters being a major headache for any dev team we felt that it would give much more atmosphere and life to the world we hope to create. The system we implemented for the first-look alpha (and that you have seen so far) is mission based, but doesn’t know anything about specific characters. That means that if someone does something within a mission, which causes a text to be triggered the person who caused this is picked, and gets the first line. (Read more)

#6 I Dream of Excel

Hi there! Most of you who read this will probably know me from the forums or as the guy sometimes visible in the Q&A-Vids, however just to be certain let me introduce myself: I’m Florian AKA Soundrel, one of those guys who make sure you’re kept in the loop about what’s going on here at Cliffhanger (among other tasks). Today I will not tell you what the devs are planning or about a new, upcoming feature however. I will tell you the tale of why my dreams lately have been plagued by spreadsheets. (Read more)

Okay, Chummers, time to end this update. We hope to meet at least some of you at Gen Con and gamescom and are looking forward to see your newly created characters in Shadowrun Online on August 7th.

See you in the shadows!

It’s almost time, Chummers!


While we already told you in our last message that the next update will be out on July 8th, we didn’t specify back then when the servers would restart with the new content, including the Free Initiative System, Camera Border Scrolling and the new Daily Missions. Now it’s time to remedy that: The new update will be out on …

July 8th, 11:00am CEST / 4am PDT!

Here are the patch notes:

New Features:

  • Free Initiative Selection: Choose which character you want to play with by clicking on the character in your turn, giving you a lot more tactical options. Beware: The End Turn button now ends your whole team's turn, discarding all remaining actions!
  • Improved Visualization: Characters now have a lean-animation around corners. This shows you better why and where they can see other characters.
  • Camera Border Scrolling: Moving the mouse cursor towards the edges of the screen now causes the camera to scroll.
  • Daily missions: Each day another mission (out of a pool of three) is playable. Mission changes at midnight server time (CEST).
  • Drop that weapon: Killed characters now let go of their weapons when being killed.
  • New Sound Options: Effects and VoiceFX can be separately manipulated, as can Music and Ambience.


  • Fixed the damage calculation for shotguns so that they now deal damage dependent on Chance to Hit.
  • Fixed that the sound effect of Bri's "Data Spike" didn't get muted with the rest of the sound effects.
  • Tooltip of Payday's Double Tap has been changed to reflect that a critical hit can deal 5-6 damage.
  • Fixed an issue that displayed Bri's "Reflex Boost"'s Chance To Hit incorrectly.
  • Fixed an issue that the weapon UI was visible in the debriefing.
  • Adapted Takshak's posture when taking full-cover with his rifle.
  • Fixed the tooltip of "Shield" to reflect the changes to +5 resistance.
  • Fixed a typo in the briefing before "Heart & Soul".
  • Fixed that the turn order notification was shown upon every single action of the characters.
  • Fixed an issue that missions where only unlocked after relog.
  • Clients no longer need to be restarted for the chat to work if the chat service is lost temporarily.
  • In regular and special attack animations shouldering a rifle is now illustrated more accurately.
  • Bri's portrait icons are now displayed correctly.
  • Cameras can now be targeted on the whole of their chassis correctly.
  • It's not possible any more to miss with 100% Chance To Hit.
  • Fixed an issue with asymmetrical Line-Of-Sight-detection meaning that enemies saw you, but you couldn't see them and vice versa.
  • PvP matches have their correct briefing now.
  • Fixed that characters were able to stand in a half-open locker in mission "Organ Farm"
  • Fixed that one tile was not walkable in "Organ Farm"
  • Fixed an issue in one of the daily missions where the mission end message was not displayed when the characters were killed by gas in the starting area.

We’d also like to point out that we released a new Dev-Diary on Friday, discussion the anatomy of the Fireball. Here’s an excerpt:

Hi, in today’s Dev-Diary I will be telling you a bit about what goes into making one of our Mage’s most iconic effects, namely the fireball! This handy skill can be used in all kinds of different situations. Just point it in the general direction of things that you feel are in need of a good burning and shoot. Simple, right? At a closer look however the fireball actually consists of many different parts that all work together to create the impression of a deadly little ball of mayhem. But before I get into that, let’s take a look at the humble beginnings of what finally became known as the “Spark” spell in the game. [read more]

See you online, Chummers!