Shadow Of The Orient Interview: A Retro Action Tribute With A Modern Flair

The game takes inspiration from classic action platformers like Ninja Gaiden and some modern titles like Blasphemous.

Story Highlights

  • Shadow of the Orient is a 2D action-platformer that blends retro-modern elements from ’80s games and movies.
  • A possible prequel titled “Trouble in the Orient” is in the works if the current game does well financially.
  • We interviewed the developers at Spacelab Games to get their insights and future plans.

Shadow of the Orient is a retro-inspired action platformer that blends fast-paced combat, atmospheric environments, and dynamic AI with a nostalgic 16-bit aesthetic. The best way to describe it would be to call it a love letter to ’80s action/martial arts cinema and side-scrolling adventures.

It is an indie passion project that has found itself a solid audience, and the developer plans to cater to them in the long run. To discuss more about the strategy for future content and the challenges in the development process, I spoke with Spacelab Games in an email interview.

Shadow of the Orient
Shadow of the Orient’s Art Style Was Inspired By Modern Retro Hits Like Blasphemous And Huntdown.

Shadow of the Orient has made its way across multiple platforms, from mobile to consoles. What were some of the biggest challenges in making the game work across different devices, and what were the most rewarding moments in that process?

The mobile version was more challenging than I thought because mobile players are very picky about on-screen controls, and they tend to complain about things like translations not being available or live shops being a scam, which, unfortunately, results in a low review score. The Steam version, however, seems to be more well-received by players as they prefer playing these types of games with a controller. 

It’s also a more pleasant experience developing for Steam as opposed to mobile since you don’t have to worry about integrating ads and other annoying elements like a live shop, which can rub mobile players the wrong way. As for the console ports, I didn’t play any part in that – those ports were handled by my publisher, Dolores Entertainment.


The game captures that classic 16-bit retro look but still feels fresh and modern. How did you strike the right balance between nostalgia and innovation during development?

The art style for Shadow was inspired by more recent action platformers such as Blasphemous and Huntdown while the gameplay elements were inspired by older titles (and movies) that I enjoyed during my childhood back in the 80’s. Since this was my first game I decided to create Shadow as a straightforward action platformer with interesting platforming elements that I felt would challenge players in different ways.


With its rich pixel art and setting inspired by the Orient, what cultural or historical influences played a role in shaping the game’s artistic style and story?

I grew up playing a lot of action platformers on the NES, such as Ninja Gaiden, Shinobi, and beat ’em ups like Double Dragon and Teenage Mutant Ninja Turtles, and I was always intrigued by the oriental nature that each of those games shared. I also watched a lot of martial arts films as an 80s kid, so I decided that my first would be a tribute to my childhood. As for the story, I took inspiration from films like Indiana Jones and Big Trouble in Little China to flesh out a simple storyline.

Shadow of the Orient
The Music Was Composed Remotely By Genatari.

Shadow of the Orient is known for its dynamic enemy AI and tough but engaging environments. What was your approach to designing these mechanics to keep players challenged yet entertained?

I wanted the enemies in the game to be responsive based on where the player was in relation to the enemy character to make interaction more dynamic. When you approach an enemy they respond by detecting your distance or being in their line of sight after which they transition to an aggressive state and unleash their attack on the player. As for the platforming, player’s will have to use their judgement on timing and approach to complete different platforming challenges throughout each level.


The soundtrack by Genatari has been widely praised for adding to the game’s atmosphere. Can you share how that collaboration came about and how the music was crafted to enhance the gameplay experience?

The collaboration for the soundtrack was not an easy one to say the least as we were working entirely on a remote basis and communicating my ideas on how I wanted the tracks for each act to sound was difficult. I had to find a lot of reference tracks from other games to get my ideas across but when all was said and done I think the soundtrack turned out great.

I wanted each track in the game to complement the environment to make the player feel engaged and motivated during their adventure while setting a distinct tone. For example, the cave levels have their own unique track which really sets the tone and mood for that darker environment while the boss battles feature a unique track to set the tone for the battle ahead.


As an indie studio, getting the word out can be tough. What strategies did Spacelab Games use to market Shadow of the Orient and connect with players across different platforms?

When I first launched the mobile version I mainly promoted my game through social media channels and ran some google ad campaigns for a few months which got me some good results on downloads. Now that I have a publishing partner, Dolores Entertainment, we are promoting the game together so that’s definitely been a big advantage for me as an indie dev.

Shadow of the Orient
Development Of Shadow of the Orient Was More Enjoyable On Steam Than Mobile, Thanks To Fewer Monetization Hassles.

Looking back at the development process, were there any major roadblocks or unexpected lessons that shaped how the final version of the game turned out?

I think the only real roadblock was my financial situation – I self-funded the game, and not all of the ideas I had in mind made it into the game, unfortunately. I am happy with how the final version turned out, but it definitely could have been better if I had more financial resources at my disposal. It’s tough for an indie dev to compete with studios that have more financial backing and are able to create a more polished game as a result of that.


The indie gaming space is incredibly competitive. What do you think makes Shadow of the Orient stand out, and what advice would you give to other indie developers looking to launch on multiple platforms?

I set out to make a fun action platformer for players who enjoy these types of games, and in general, I think the overall presentation of the game itself is what makes it stand out and unique. There are indie devs out there who add cloth mechanics to their game and then call their game a clothavania to make it “stand out” which I think is absolutely ridiculous. Personally, it’s always been about the presentation of the game and story that engages me. For example, games like Huntdown or The Mummy Demastered didn’t really do anything groundbreaking for the action platformer genre but I really enjoyed those games for their presentation, gameplay, and soundtracks… these are the things I look for in a good game.


Keeping players engaged after launch is key. Are there any plans for future updates, DLC, or expansions for Shadow of the Orient?

If I manage to earn a decent amount of revenue then yes I am planning on reinvesting a portion of that revenue into some sort of the DLC or expansion with new gameplay features.

Shadow of the Orient
The Game Pays Tribute To Classic NES-Era Platformers While Offering Modern Gameplay Twists.

Have you considered bringing Shadow of the Orient to Xbox Game Pass? If so, is that something currently being discussed?

No, I have not, but I may consider it if my publisher, Dolores Entertainment, feels it’s the right move.


As an indie developer, do you see Game Pass as a good opportunity for exposure and financial stability, or do you have concerns about how it might affect sales and long-term revenue?

Given that my game is only 3 to 4 hours in length I don’t really think Gamepass would be a good fit but it’s something I may explore in the near future with my publisher.


What’s next for Spacelab Games? Are there any new projects in the works, or could we see more content in the Shadow of the Orient universe?

At the moment, I am just focused on making Shadow of the Orient a better game based on player feedback. If the game becomes a financial success, I would like to create a full prequel called Trouble in the Orient, which tells the origin story of the Dark Lord and Guailong, the father of the protagonist Xiaolang.

Shadow of the Orient
Enemy AI In The Game Reacts Dynamically Based On Your Position And Line Of Sight.

Shadow of the Orient is a 2D action-platformer developed by Spacelab Games and published by Dolores Entertainment. The game was released on mobile and PC via Steam on October 6, 2024, and on Xbox Series X|S, PlayStation 4, PlayStation 5, and Nintendo Switch on March 27, 2025. We appreciate the developer for their time and Jesús Fabre for assisting with the interview.

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Mudassir is a seasoned journalist with a passion for uncovering the stories behind our favorite virtual worlds. Armed with a trusty notepad and a keen curiosity, he dives headfirst into the gaming industry's most exciting personalities. His knack for insightful questions and his ability to connect with developers and gamers alike makes his interviews a must-read. While on the lookout for the next person to interview, Mudassir keeps himself busy by writing news surrounding the gaming universe. Experience: 4+ Years || Senior Journalist || Education: Bachelor's in Psychology.

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