From HandWiki - Reading time: 9 min
| Shadow Tower | |
|---|---|
North American PlayStation cover art | |
| Developer(s) | FromSoftware |
| Publisher(s) | |
| Producer(s) | Shinichiro Nishida |
| Designer(s) | Daisuke Ito Hiroyuki Kani |
| Programmer(s) | Hiroyuki Arai |
| Composer(s) | Kota Hoshino |
| Platform(s) | PlayStation |
| Release | |
| Genre(s) | Action role-playing |
| Mode(s) | Single-player, multiplayer |
Lua error in Module:Lang/utilities at line 332: attempt to call field '_transl' (a nil value). is a 1998 action role-playing video game developed by FromSoftware for the PlayStation.[2] The game was originally released in Japan by FromSoftware on June 25, 1998 and in North America by Agetec on November 23, 1999. Shadow Tower shares many similarities with the King's Field series of video games. A sequel, Shadow Tower Abyss, was released for the PlayStation 2 exclusively in Japan.
Shadow Tower is an action-oriented dungeon crawl very similar to King's Field. It features a first person style of gameplay where the player engages in combat with enemies, searches for hidden items and traps, and interacts with NPCs. Unlike most RPGs, it does not feature a system of experience points which the player character uses to grow more powerful. Instead all creatures are non-respawnable and every type of enemy killed will raise fixed stats on the player, so in order to increase specific stats a variety of different enemies need to be killed. The game also includes an item which allows the player to increase any stat by a few points manually, allowing for some character customization. A common issue for new players is that stat names don't refer to what they might be used to from other RPGs; for example, the stat Strength doesn't affect the character's attack power, but their hit points instead. Each piece of the character's equipment has a durability rating, meaning that it will wear down over time and must eventually be repaired or replaced. The game also features no music and no automap. Some differences from the previous King's Field installments are a shield that acts as an actual usable item that must be raised to block attacks, a more in-depth equipment screen, and the new progression system.
The game is set on the continent of Eclipse, in the Holy Land of Zeptar. The player takes the role of a mercenary named Ruus Hardy. Returning home to Zeptar, he finds that the entire city, as well as the central tower, have been sucked into the underworld. He meets an old man who gives him the Dark One's sword, the only weapon which can injure the demons responsible. Swearing to rescue the old woman who raised him, as well as the rest of Zeptar, Ruus descends into the underworld.
Shadow Tower was developed by FromSoftware, a Japanese game company that had made its name with the King's Field series, with which Shadow Tower shared several gameplay and thematic elements.[3] While it bears several tonal and mechanical similarities to the King's Field series, the team wanted to create an entirely different franchise.[4] The aesthetics were inspired by Western fantasy, while the goal with the gameplay was to have it difficult yet rewarding for players.[5][6] It used a similar engine base to the King's Field series, though it was redesigned and polished.[4] The game was produced concurrently with Echo Night, and had some crossover with the sound staff.[7] The game's soundtrack was composed by Kota Hoshino. As the game uses little in-game music, many of his contributions were unused, though some were later used for Evergrace.[8] It was originally published by FromSoftware in Japan on June 25, 1998.[9] The game was localized and published by Agetec, who had previously released multiple FromSoftware titles.[10][11]
| Reception | ||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ||||||||||||||||||||||||||
The game received an average of 49% according to the review aggregation website GameRankings.[12] In Japan, Famitsu gave it a score of 27 out of 40.[2]
|title= specified when using {{Cite web}}" (in Japanese). Archived from the original on March 24, 2004. https://web.archive.org/web/20040324071743/http://www.st-abyss.net/top/column/03_settei.html. Retrieved 2 November 2020.
|title= specified when using {{Cite web}}" (in Japanese). Archived from the original on March 1, 2004. https://web.archive.org/web/20040301014233/http://www.st-abyss.net/top/column/02_kaihatsu.html. Retrieved 2 November 2020.
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
Wikidata has the property:
|