GAME GUIDE

Go up at night, get back before dawn, build a colony underground. Every system in Shadow Colony, from the first night to the New World.

1. The core loop

One morning the sun changed: the ozone layer tore open in three weeks and daylight became deadly. The survivors took refuge in metro tunnels and mine shafts. You are the leader of one of these shelters.

The game is built from two interlocking loops:

Night: the surface

Ride the elevator up, loot crates and buildings, fight or flee from enemies, and get back to the elevator before dawn.

Day: underground

Use what you brought back to dig rooms, put your people to work, craft, research, grow the colony and prepare for attacks.

Resources keep accumulating while you're on the surface and even while the game is closed. Every raid grows the colony, and a growing colony prepares you for harder raids.

Descending underground by elevator

2. The first night, step by step

  1. Go up: the GO TO SURFACE button in the shelter spends one ticket and takes you up by elevator.
  2. Head for crates: walk to glowing crates; looting starts automatically when you get close. Filled bag slots appear at the top left.
  3. Watch the clock: the timer at the top shows how long until dawn. Get back before it runs out.
  4. Return to the elevator: if you make it back alive, everything in your bag goes to the colony and any gear you found goes to storage.
  5. Spend it in the shelter: dig a new room with scrap and assign idle people to work.
Your first 5 raids are loss-free: even if you faint, you keep your loot. Use them to learn the game without pressure.

3. Night raids

Night raid

Tickets and short patrols

Dawn and the sun

Bag, Safe Pouch and fainting

Map, fog of war and the horde

Crates, buildings, the smelting furnace, survivors

Rare crate

A heavy safe with a golden glow. Drops parts, blueprints and good gear; usually guarded.

Enterable building

Hospital, school, factory… Inside are lockers and a locked room opened with a keycard, holding the best loot.

Makeshift smelting furnace

Melts scrap from your bag (3 scrap → 1 ingot). Smelting makes noise and light; nearby enemies will come.

Survivor

Someone trapped. Defeat the guard, free them and return to the elevator together: they join your people.

Night conditions

After a few raids, about half of all nights come with a special condition. It's shown in advance on the expedition panel:

ConditionEffect
Foggy nightShort sight, haze everywhere; mutants notice you 30% later · loot +15%
Full moonMutants 15% faster and see farther · +1 rare crate
Quiet night30% fewer enemies · loot −15%
Crimson night30% more enemies · loot +40%

Weekly storms and night events (e.g. Golden Night, Blood Moon) also change the rules. Every region has a boss night.

4. Regions

Four regions unlock in order. At the edge of each region is a region gate leading to the next: a yellow gate is repaired with a kit crafted in the Lab, a green gate can be passed through.

RegionIdentityBoss
I · RuinsA suburb sinking into desert sand. Every colony starts here.Ash Giant
II · Abandoned CityShopfronts and dead neon: the mutants' city.Molten Giant
III · Military BaseSandbags, watchtowers, robot patrols. Electronics and power cells are here.War Robot
IV · SpaceportRusted docks, sealed hangars and the last colony shuttle.Orbital Warden

Defeat the boss to clear the region and earn rare gear. Finish the Spaceport without fainting to unlock Nightmare tiers (up to 10): stronger enemies, richer loot.

5. Enemies

Mutants

Mutants: those who stayed in the light and didn't die

EnemyBehaviorHow to deal with it
Burnt mutantRoams at night and follows sound; flees to the shadows at dawn.Move quietly; lure it elsewhere with a flare.
RunnerThe fastest, but fragile.You can't outrun it: wait at a corner and strike when it closes in.
Tank mutantHuge, slow, three times tougher; hits hard if it catches you.Easy to escape, costly to kill: think about your ammo.
SpitterSpits acid from range and backs off when you approach.Get behind a wall or rush it: it's weak up close.
ExploderFull of gas; explodes when it reaches you or dies.Shoot from range and pop it next to other enemies.

Robots: the soldiers of the ships

EnemyBehaviorHow to deal with it
Watcher robotFlies and doesn't attack, but sounds the alarm when it sees you: every enemy nearby comes.Shoot it before entering its sight, or go around.
Guard robotGuards the Base and the Spaceport. The cone in front of it is its field of view.When the red line lights up, a laser is coming: dodge sideways. Silence it with EMP.
Dawn robotImmune to the sun; drops in from the map edge at dawn.Ignores flares. Drops electronics when destroyed.
Flares lure mutants into the light, but not robots. EMP only silences robots and has no effect on mutants.

6. Weapons and gear

Inventory and gear

There are four gear slots: weapon, headgear (against the sun), bag (slots) and charm (lucky charm: loot · heart locket: health · wind feather: escape).

WeaponTypeNote
Crowbar, Machete, SledgehammerMeleeUses no ammo.
PistolFirearmPistol ammo; your starting weapon.
ShotgunFirearmThree pellets per shot; devastating up close.
CrossbowFirearmSilent, long range: doesn't wake enemies.
Hunting rifleFirearmLong range, one heavy shot; rare ammo.
Machine gunFirearmAutomatic fire; eats ammo.

Consumables (quick item slots)

Two slots around the ATTACK button hold consumables; tap » to switch items.

ItemEffect
Signal flareLures mutants into the light (robots aren't fooled).
GrenadeDelayed blast with area damage; the noise wakes distant enemies.
EMP bombSilences robots for 6 seconds: no shooting, moving or alarms.
Smoke bombEnemies lose track of you for 5 seconds: made for escaping.
SyringeInstant +40 health.
First aid kitInstant +100 health. Hard to craft: requires Lab Lv3 and an Infirmary.

Before a raid you can pick a raid meal from your farm produce (soup, milk and eggs, meat stew, fruit) for bonus health, damage or speed.

7. Shelter and rooms

Underground colony

The shelter has 3 floors (144 rooms in total) and a population cap of 200. Walk into an earth wall to dig a room; adjacent rooms of the same type merge into a hall. Every room can be upgraded, and a room without workers produces nothing.

RoomWhat it does
GeneratorProduces energy. Without energy, production stops.
Solar PanelFree energy by day, nothing at night.
BatteryRaises the energy cap; stores daytime energy for the night.
Water PurifierProduces drinking water.
Water TankRaises the water cap.
GreenhouseVegetables; wheat and fruit (unlocked with seeds).
BarnCows and goats: milk and meat. Drinks water, yields more food than the Greenhouse.
CoopChickens: eggs and meat. Drinks little water.
Mess HallCooks reduce consumption; with all four food sources, balanced meals boost morale.
Cold StorageRaises the food cap and slows spoilage.
Main StorageAdds slots to the storage grid and capacity to the scrap cap.
DormitoryAdds beds: room for the population to grow.
VentilationAir for 12 people per level.
Climate ControlKeeps the shelter in the 16–26°C comfort range.
InfirmaryThe wounded heal faster; shortens the fainted leader's rest.
SchoolTrains people and raises mastery (★5 only in the School).
LabAll crafting: ammo, consumables, gear, repairs, upgrades, research.
BarracksSoldiers: they hold the entrance during attacks and join you on raids.
Shield RoomReduces sun damage on the surface.
Raid Prep RoomRefills tickets faster.
RadioPicks up signals from new regions and decodes radio logs.

Resources

Water · Food · Energy

The vital three. If one runs out, morale drops first, then health.

Scrap

Digging, upgrades, repairs. From the surface and from expeditions.

Parts · Electronics

Parts from rare crates; electronics from robots. Weapon upgrades, gates, the vehicle.

Ingots · Fuel

Ingots come from the furnace and go into crafting. Fuel powers the vehicle and boosts generators.

Power cell

The most valuable: rare crates at the Base and Spaceport, the robot boss. Needed for the Spaceport gate and the shuttle.

Crystals · Tickets

Crystals are for looks and cosmetics only; power is never sold. Tickets are your right to go up.

Food chain

Greenhouse

Life support: air and temperature

8. People and colony management

Every colonist has a name, a personality and a separate mastery (★1–★5) for each job. A master produces twice as much as a ★1. Working the same job earns stars over time (up to ★4); ★5 requires the School. Move someone to another job and they're a beginner there.

Families and generations

Family

Crises and decisions

When something happens in the colony (famine, migrants at the gate, an epidemic, a morale collapse, the aftermath of an attack), a decision card with two choices appears. As the colony grows, generational decisions come too: should children work or study, should elders retire, how to prepare for winter. Every decision has a price, and its effect lasts for a while.

Decision card

Seasons

Each season lasts 8 game days, and a year is 32 days. Seasons have no effect in the first week, then grow stronger over time.

SeasonEffect
SpringWater +15%, food +10%
SummerWater −15%, food +10%
AutumnFood +25%, raider attacks are stronger
WinterFood −20%, stronger hordes, frequent epidemics; heating costs scrap or energy

9. Shelter defense

Siege

As the colony grows, the shelter gets attacked. A warning starts, the siren sounds and the attackers come down the elevator.

AttackWeak point
HordeGets stuck at walls: Defense Wall and Shield Room.
RaidersWeak against soldiers; full storage attracts them.
RobotsRadar and the Lab disrupt them.

10. Crafting, blueprints and research

11. Progression

The journey bar on the quests screen shows the big goal: Ruins → City → Base → Spaceport → Shuttle → Finale → New World. Daily and weekly quests, a 7-day login streak and achievements reward you along the way.

Leader level and skills

Raids level up your leader. Every 5 levels grants 1 skill point; there are 8 skills with 3 tiers each. You can't take them all, so choose your style; respeccing is free.

SkillEffect (grows per tier)
Silent StepMutants notice you only from closer.
Quick HandsCrates open faster.
ToughMore health on the surface.
MarksmanMore weapon damage.
RunnerFaster running.
ThriftySome shots use no ammo.
Broad BackAdds inventory slots.
ScavengerMore crate loot.
Leader skills

Mega projects

Colony › PROJECTS: turn surplus resources into permanent power. Only one stage progresses at a time and each stage takes longer; after 5 stages, Master levels begin.

Water Tower

More water and a bigger water tank.

Fusion Reactor

More energy for every room.

Hydroponic Dome

More food, happier people.

Defense Wall

Against attacks, especially hordes.

Radar Network

Sees attacks coming and disrupts robots.

The shuttle, the final night and the New World

Colony shuttle

The robots sealed the last colony shuttle at the Spaceport and scattered its fuel cells across the port. Collect the power cells, repair the shuttle and launch it on the final night: the pioneers set out for a habitable planet.

Afterwards you can migrate with your colony to a New World whenever you like. Everything starts from scratch, but Legacy points, crystals, robots, looks and Nightmare tiers come with you. Spend Legacy points on permanent perks; every new world has its own rules.

12. Expert tips

Greed has a limit. When your bag is full or the timer is half gone, think about heading back. Fainting costs you every item from that night.
Never leave the Safe Pouch empty. Parts, power cells and electronics go there first.
Air, water and food come first. Don't forget Ventilation as the population grows: when air quality drops, production quietly falls.
Don't reassign your masters. Moving a ★4 worker to another job means starting over at ★1 there.
Build the Barracks early. Attacks grow stronger with the colony; the entrance guards are your first line of defense.
The crossbow is silent. The best weapon for picking off scout robots and sleeping hordes without waking anything.
Read the shadows. At dawn, the shadiest path to the elevator keeps you alive, not the shortest one.
↑