Shadowrun Returns

Shadowrun Returns

The Clean Fire
42 Comments
Slam  [author] 26 Jul, 2019 @ 4:41pm 
@DIATH Hey there. As soon as we're both logged on Steam at the same time, I'll see what I can do to help you. Don't hesitate to hail me on the chat too.
DIATH 26 Jul, 2019 @ 9:04am 
hello, I can't start the game, it gets stuck when loading at 10 or 20%.
Slam  [author] 1 Jul, 2018 @ 3:16pm 
Nice catch. I'll make sure to correct it, it'll be an easy fix.
Ma'virr 1 Jul, 2018 @ 10:25am 
Very interesting story, thank you! I did notice a thing you might want to fix - after disabling the fire arriers if you talk to the scientist and ask about the fire again most of the companions will stay in the room again and there's no way of fixing it. Wasn't much of an issue for me though.
DrWilyeCoyote 30 Jun, 2018 @ 8:17pm 
nice,ill keep an eye out for it.
Slam  [author] 29 Jun, 2018 @ 4:22pm 
Oh, right. I didn't think about that. Canadian summer here. :-) So probably around the end of August.
Frenne Dilley 28 Jun, 2018 @ 11:59pm 
USA summer i presume? :praisesun: here... well, winter is come, and i am frozen.
Slam  [author] 28 Jun, 2018 @ 8:01pm 
Sadly, not yet. I expect to publish the end during the last half of summer. I can notify you personally when it'll be done if you wish.
DrWilyeCoyote 26 Jun, 2018 @ 11:23am 
is this finished?
Frenne Dilley 19 Sep, 2017 @ 1:11pm 
loving it! thanks heaps, always looking for more good content for my games :Kurumi_Emoticon:
Slam  [author] 26 Jun, 2017 @ 6:38pm 
I'm glad you like it so far. I'm still actively working on it.
æther 25 Jun, 2017 @ 3:38am 
really nice maps, the intro is also quite creative. i haven't beaten it yet but seeing how incompetent they are i'm surprised that "dream team" didn't get killed by the pigeons on the way home. they can't shoot for shit lol. from what i've seen so far this is some great ugc, i hope you keep making stuff.
Slam  [author] 15 Mar, 2017 @ 2:52pm 
A sleazy merchant selling fake copies called Saelder-Klurp drones and Excraliblur decks, that would be funny.

More seriously, I'll try to recreate the bug on my side and make sure it won't happen again. Thanks again for pointing it out.
Zane Grey 15 Mar, 2017 @ 11:25am 
That's my main problem so far, the lack of even starting gear. I don't remember ever being at the docks, but I'll look around harder.

Regarding the program that didn't load into the deck I bought, my only guess is perhaps a Berlin program is incompatible with a Seattle deck, and vice versa? This needs some debugging, unless it is your intention that the tech merchant sells cheap Chinese knockoffs that inevitably fail even after your run goes south.
Slam  [author] 14 Mar, 2017 @ 5:31pm 
Thanks for the comment Zane Grey. This UGC was never intended as a street samurai only campaign. The design philosophy is that there is always some alternate strategy for every archetype, but it will never completely bypass a combat situation. Sometimes a decker can create an explosion to harm the enemies, or a shaman can calm some aggressive spirits in their way.

I agree with you that money is tight, especially for a decker, the most expensive archetype by far. I'll work on something to make life easier for them, maybe even a new ability to make them funnier to play outside the Matrix.

[Very minor spoiler alert]

If you're interested in a second playthrough when the final act will be published, you can get each archetype's basic gear in the introduction mission in the docks, right before you get to the main hub for the first time. It includes a deck and 1or 2 low level programs. You don't need to buy them yourself.
Zane Grey 13 Mar, 2017 @ 1:21pm 
You really did a knockout job with this. It's well written and thorough. This makes it all the more disappointing to find that, although there are some decking spots I couldn't have accessed as a Street Samurai, but this seems to be yet ANOTHER UGC in which Street Samurai is required but doesn't warn me in the description.

Starting cash is tight. Yeah, I get that. Fortunately Motherboard is some free backup. So basically there's no point to being a decker at all. I spent my entire life savings on a deck and a single program (which wouldn't even load into the deck for some unexplained reason), only to be blasted to drek by an opposing decker who came fully loaded on the first mission.

The plot is good enough to warrant a second try. Please add in the description for others that only Street Samurai can make it through, or else give us enough nuyen to make other classes worth their salt.
Slam  [author] 11 Sep, 2016 @ 9:26pm 
To anyone willing to do some playtesting for the other half of the module, I uploaded a Beta version for mission by mission bugfixing. It's is not public right now and not meant to be yet. I published it on the Shadowrun Nexus and on Steam with Friend-only visibility. Just add me as a friend.
CallMeKes 18 Jan, 2016 @ 4:52pm 
It might me user error, me being too dumb or something, but I can't access the end at all. I've run through the city countless times talking to everyone repeatedly and I can't get anything to happen. I'supposed to be identifying the traitor. I thought that meant talk to everyone and figure it out then report back to Motherboard. But I can't talk to her about it. Can you help?

Also you might want to delete this message so it isn't a spoiler for anyone playing for the first time.
Slam  [author] 6 Jan, 2016 @ 8:34pm 
@CallMeKes True, I'll experiment with that.
CallMeKes 6 Jan, 2016 @ 7:44pm 
Some more clear to read or specific signs might be a pretty easy fix?
Slam  [author] 6 Jan, 2016 @ 1:52pm 
Thats some very detailed and constructive feedback. Thank you! I'll work on these aspects and make sure they're corrected when I'll release the second half of the mod. I mostly know where I'm going to improve what you talked about, except for the hard-to-navigate-map. I may try to add some more distinctive landmarks to make the environment more memorable.
CallMeKes 5 Jan, 2016 @ 3:02pm 
(Part two of previous message)
The map was a little hard to navigate/remember though I don't think it could be improved much more than it already is.

I think there should be one or two more side quests/runs as it was really hard to get enough money and karma to make full use of the world you've built there. But no more than one or two more runs otherwise the game might end up too easy.

The characters were great, I liked them a lot but some could some more story or personality. They were so likable that I wanted to learn more and have more reason to interact with them.

Other than a couple of other small glitches that didn't really interfere much with the game, that's all I have to say.

It was a wonderful play and I will probably play it through more times. I'd like to see how it is if and when you improve upon it.

I hope this helped, Great job!
CallMeKes 5 Jan, 2016 @ 3:01pm 
(This will be a two part message)
Hello again. I've all but finished your game and thought I'd give some feedback.

This was worthy of the actual game makers in theory (in my opinion) but there are a few things that need work as well as a few things that should be pointed out to congratulate you on.

The first thing I would say is you should get an English speaking beta reader for your dialogue. You did a lovely job, to be honest I am impressed with your vocabulary given it is not your first language. But there were some things like past and present tense being mixed up and other similar errors.

The difficulty was great in my opinion. Just challenging enough but still easy enough to not be frustrating. I would suggest more karma awarded so the player can get full enjoyment of the skill allocation and how they might dynamically effect the game.
Mumbls 4 Jan, 2016 @ 2:52pm 
This looks like a good map to download, what do you think?
Slam  [author] 27 Dec, 2015 @ 9:20am 
@CallMeKes I hope you'll enjoy it. I'm eager to hear about your experience.
CallMeKes 27 Dec, 2015 @ 7:25am 
All I can say so far is you wrote a good description. I'm really stoked to play this.
gohdan 12 Dec, 2015 @ 2:18pm 
Nice adventure, thank you for your work! Story is interesting, characters are appealing, difficulty is a bit hard - these drones with grenades, arr - but I like it. Typos I didn't notice, but English is not my native language, too. I thank you one more time and will wait for continue!
Slam  [author] 9 Dec, 2015 @ 12:44am 
@Trifoilum That's some very constructive and detailed feedback. I will follow your suggestions almost to the letter. When I created the first part of the module, I wasn't experienced enough with the editor to create more complicated stuff like Character-specific banter within a run. I've learned a lot since and I will be able to integrate these kind of features in the finished product.
Trifoilum 7 Dec, 2015 @ 1:02am 
I enjoyed this a lot, and am definitely waiting for more. Thank you for your hard work~

Impression :

Pro:
+) Decently fleshed out characters. I am definitely waiting for their story arc.
+) an intriguing plot and subplot, with an unique beginning.
+) mystery! dun dun~
+) Also the surrounding city is quite well-developed.

Con:
-) Pacing. There's really not much of a.....growth, both stats wise and development-wise.
-) The quick pacing atm also results in a reduced connection to each runners (and definitely affects the impact of the end of Act 2 for me). Am sure this will be rectified by the end, though.
-) Maybe it's just me but I don't see any characters commenting on the runs they are in. Would love to have that as extra development.

Etc:
*) ....just a more personal preference but I actually would like to see the corporate beginnings be more expanded. Give the PC more...background. Give the player more idea of just how boring a life as a wageslave is.
Beef Testosterone, Man's Man 27 Nov, 2015 @ 11:53am 
Left me begging for more.
ashdown32 30 Oct, 2015 @ 12:45pm 
The Story is cool and I wait for more of this Story
Mystic Exarch 11 Oct, 2015 @ 2:36am 
A problem I had was that decking was really hard. I was playing a decker, with good intelligence and decking skill (4 each i think). The ICE and enemy decker in one of the missions were impossible to hit, 30% chance or something like that. Is this a bug or something? Shouldn't be that low.
psionichelmsman 29 Sep, 2015 @ 5:13pm 
Downloading now to see what this is. It looks good so far! Bless you and I hope you finish the module!
Slam  [author] 22 Sep, 2015 @ 10:09pm 
@axiomakarou Yes, you reached the end of the module so far. The rest is actively in development (In fact, I'm working on it tonight.) To everybody else, thanks for the feedback and the critics. Reading a new comment is always a big boost to motivation.
Mikemarine99 22 Sep, 2015 @ 8:13pm 
hey ive got a question. When you have the conversation about the end of the module is that the end?. I know it is a work in progress but has the mission about identifying the traitor been completed as i cannot proggress any further.
apostrophejj 18 Sep, 2015 @ 1:18pm 
Amazing work! This sets the level on user content.
I was frustrated by how quickly the plot picked up away from your wageslave persona, how it could could have been more fleshed out, but afterwards, whoa! what awaited for me! Loved the runs, the ramifications within them, the lack of loading screens!, tactic and dialogue options for differents archetypes, the ethic reacting the events ask for, the 'runner hiring mechanic you did for the runs. Narratively, it's perfect, the only downfall... it ended! Pick up, or spawn more gold for us!
Isobela 18 Sep, 2015 @ 1:18pm 
I loved this mod so far! It all felt very real to me and I can't wait to continue the story. I was a little bit taken out of it by the typo's though. If you want, I could work on that for you. Just let me know.

I liked that the combat wasn't too difficult for a more casual adventurer like myself.

I did see something strange in the matrix at CatCo: I got to a turret-control node, but couldn't do anything with it.
ttawers 15 Sep, 2015 @ 7:10am 
An Awesome work!!!. Really nice proyect, fantastic plots, and very well for the description of every runner and the history of his nickname. No problem with the languages, only details. I said you for better construcition, only as constructive chek: In Matrix some enemis appears as blue skins in state of red one. When you are intercepted in graveyard exit would be grafull the opcion to go for de memory seller and breaking him something ;). Like to see the repercusions to calm de spirits in front of the people get hungry. A few nuyes more would be great in order to so much items to recibe in the maps
Zebber 13 Sep, 2015 @ 6:40am 
Excellent job! Very well done! Very few languange issues... understandable... hell.. i do worse typos and english is my main language. I really enjoyed the story... wage-slave put in a difficult situation :) The missions were entertaining and fun! My only critique is that (I played on normal setting as a hacker/rigger with a few points in pistols and spell casting) the game was a bit easy. Ramp up the difficulty and make it more of a challange if you like ;) (or not.. appeal to the masses... lol) I enjoyed this campaign so much that I would back you if you did a crowd-funded campaign to raise money to make more :) Keep up the good work!!!
Cruzader 22 Aug, 2015 @ 6:25am 
I sense potential. Keep it coming, bro. You got a new follower.
Pangaron 30 Jun, 2015 @ 11:50am 
Very nice, I have had fun so far and I am looking forward for more. Although the module is not finished yet, I can see great potential, because the basics are done well. Specifically: Decent hub location, story, characters (could use more interaction, maybe specific side quests, just to get to know them better). Difficulty is good, I died just a few times on normal so it is how it should be I think. I like the choices and different outcomes, they are always the corner stone of any good RPG and there are never too many of them. The "sidekick" choice made me happy ;) Anyway, this is how I imagine a good looking module for Shadowrun under developement :)
Nishizawa 22 Jun, 2015 @ 1:52am 
Nice! Entertaining storyline, good mechanics. No bugs! I look forward to the next installment