Shadow Rush is Andrew Teo’s new solo isometric action RPG, combining fast manual combat with roguelite runs, collectible Shards and frequent build rerolls. Its free Windows demo launched on Steam on 12 June 2026, and development is continuing toward a developer-estimated completion date of 16 April 2027.
What Shadow Rush is
Shadow Rush is designed around short, repeatable runs rather than a long sequence of conventional role-playing-game zones. Andrew Teo describes it as an “isometric RPG with roguelite elements” focused on fast-paced combat, quick runs, build experimentation and re-rolling. The project is being developed as a solo side project alongside work associated with Ghostlore.
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The intended audience is action-RPG players who want direct control and meaningful build decisions without a large collection of hotkeys. Shadow Rush is not a hands-off survivors-style game: attacks still require the player to act manually.
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How the combat system works
Simple movement and attacks
The basic controls are deliberately compact:
- WASD: move your character.
- Left mouse button: perform a manual attack.
- Right mouse button: dash.
The small control set does not mean the combat is passive. Positioning, attack timing and dashes remain player-controlled, while the build system determines which additional effects appear during those actions.
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Four phases determine spell triggers
Every attack or dash cycles through four phases, labeled I, II, III and IV. The current phase controls which equipped Shard abilities trigger. In practice, players are encouraged to watch the phase sequence, choose when to attack or dash, and assemble Shards that complement the phases they use most often.
This creates a layer of timing without requiring a separate button for every spell. A build can be shaped around a particular phase, a sequence of phases, or the way attacks and dashes move through the cycle. The result is a combat loop in which basic actions remain easy to execute while equipment choices provide the complexity.
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What Shards are
Shards are collectible, equipable spells. They are the central build-customization system: players collect them, equip them to a character and swap them to alter the spells triggered by the four-phase attack and dash cycle.
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Why the phase-Shard relationship matters
- Attacks and dashes advance the phase cycle.
- The active phase determines which equipped Shards activate.
- Changing Shards changes the spells associated with those triggers.
- Different characters can use the same collection, allowing cross-roster testing.
Teo has described the design as intentionally focused: instead of spreading customization across many independent systems, Shadow Rush places most of its build experimentation in the interaction between phases and Shards.
How it differs from Ghostlore
Shadow Rush is not presented as a sequel to Ghostlore. Teo has described it as a clean-slate project that is intentionally smaller and more focused.
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| Aspect | Shadow Rush | Ghostlore |
|---|---|---|
| Customization approach | Centers on the phase-triggered Shard system. | Uses multiple customization systems. |
| Run structure | Emphasizes short, repeatable runs, experimentation and rerolling. | Broader scope, with more systems contributing to character development. |
| Design goal | A streamlined action RPG with fewer hotkeys while retaining manual attacks. | A larger project whose systems provide wider customization breadth. |
The practical distinction is breadth versus concentration. Ghostlore offers more separate avenues for customization, while Shadow Rush asks players to explore one tightly connected system in greater depth. That narrower scope is deliberate, not an indication that the game is intended to replace Ghostlore.
Demo availability and current development
Free Windows Steam demo
The developer announced “Steam Demo is released!” on 12 June 2026. SteamDB lists the demo as free, supported on Windows, and developed and published by Andrew Teo, with a release timestamp of 12 June 2026 at 09:28:28 UTC. Anyone evaluating the combat loop can use the demo to see how movement, manual attacks, dashes, phases and Shards fit together.
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Updates after launch
Development has continued after the demo release. Official Steam updates document balance changes and a planned sub-boss update. The official itch.io development log also records ongoing work, including a Dodge update dated 5 October 2026. That log currently labels the project a prototype and credits ghostlore and dorkster.
When Shadow Rush is coming out
The developer has given 16 April 2027 as a comfortable completion estimate. This is an estimate rather than a confirmed release date, so it should not be treated as a guaranteed launch day. The continued balance work and planned content indicate that the demo represents an active development build rather than a finished product.
What to expect from a first session
- Choose one of the available characters and enter a run.
- Use WASD to position yourself, then attack with the left mouse button and dash with the right mouse button.
- Observe the current phase— I, II, III or IV—as attacks and dashes cycle through it.
- Collect Shards and equip combinations that trigger useful spells in the phases you rely on.
- Reroll or start another run to test a different Shard arrangement or character.
The game’s intended rhythm is experimentation rather than permanent commitment: learn how a combination behaves, adjust it, and try again. Players looking for a large, multi-layered progression system should note that Shadow Rush is deliberately more compact than Ghostlore.
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Who should try the demo
- Players who enjoy manual action-RPG combat but prefer a small control scheme.
- Players interested in testing builds through repeated, short runs.
- Ghostlore players curious about Andrew Teo’s more focused design approach.
- Anyone willing to evaluate a work-in-progress prototype while balance and content continue to change.
Players seeking a finished campaign, a fixed feature set or a confirmed launch date should wait for later development announcements. The currently available build is best understood as an early demonstration of the phase-and-Shard combat concept.
Quick Recap
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