Styx: Shards Of Darkness Gets Delay, Gameplay Trailer

That’s the thing about stab-happy goblins: you can never be sure quite when they’ll pop up. Styx was meant to continue his merry little adventures in Styx: Shards of Darkness [official site] this year, but nah. Instead, Cyanide’s follow-up to the 2014 fantasy stealth game Styx: Master of Shadows will now arrive in early 2017. While we’ll need to wait longer to sneak around ourselves, today we can watch someone else do it, thanks to a new eight-minute gameplay video:

The video shows the edited highlights of the first half of a mission set around an airship port in the side of a honking great mountain. As before, Styx’s stealth involves a lot of going up and over things and down and around – more than many stealth games. Oh, and he’s got magical powers, able to go invisible, hock up clones of himself and possess them, and so on.

Patrick Pligersdorffer, CEO of Cyanide Studio, explained the delay thusly:

“With this new episode of Styx we updated our engine from Unreal 3 to Unreal 4. This update has brought so much to the Styx series, from graphical enhancements to new gameplay mechanics and features. The engine transition has required some time for our team to adapt to. We’re dedicated to providing the best stealth experience possible for players, so in agreement with our publisher Focus, we are delaying the game until the first quarter of 2017.”

Given that Cyanide’s games tend to have interesting ideas but rarely the polish to let them shine, a delay sounds hunky dory. Along with jumping to a newer, prettier engine, Shards of Darkness is meant to have a higher budget than the first game.

Graham quite liked the first Styx though he struggled with its flaws. He said, “But sometime five or ten years from now you’ll be talking about stealth games with a friend and you’ll go, ‘Oh, hey, remember Styx? That was pretty good.”


  1. Premium User Badge

    Oakreef says:

    Looks pretty similar to the first one – which is fine by me! The new mechanics with remote clone creation and teleporting to the clone looks really cool as well.

  2. Fabio Silva says:

    The first Styx is a bit rough technically speaking, which was expected for a non AAA game, but I had a lot of fun going full stealth. The verticality in the levels was also very well done. It took me around 40 hours to complete it and all side missions (I do like to take my time exploring each level in a stealth game). Looking forward to the new one.

  3. preshrunk_cyberpunk says:

    Styx is definitely my favorite stealthy goblin ninja.

  4. Rogerio Martins says:

    I wonder how Styx craft shit in silence.

  5. Aitrus says:

    Aaah, the token crafting system.

  6. Emeraude says:

    Original was definitely one of those rough games that ended up not half bad if you decided to stick with it.

    Hopefully Cyanide manages to learn and expand.

  7. Sic says:

    It sort of looks like a small stripped down version of Shadow of Mordor.

  8. mactier says:

    I think stealth gameplay somehow more immediately relates to our everyday experience than shooters, and it is no less satisfying as it is about “safety” and “liberty” in contrast to only self-affirmation.
    There you go.