Viper
"Nobody hears me coming."
- Kit
- Silent takedowns, crouch, carries bodies out of sight.
- Weak point
- No ranged option. Can't open doors or hack cameras.
Read the cone. Find the gap. Get through unseen.
A tactical stealth game in the spirit of the classics, cut down to fit a coffee break. Lead a five-person squad against the Meridian Group, one 15–20 minute mission at a time.
Shadow Unit is coming soon to Google Play.
Coming soon to Google PlayOn paper, Meridian Group is a private security firm. Off paper it moves weapons, launders data, keeps prisoners, and runs a smuggling network from a quiet coastal relay station all the way to a fortified headquarters inland.
No army can touch them without starting a war. So the job goes to a unit that doesn't officially exist: five specialists, no backup, and one rule above all the others: don't get seen.
[INCOMING TRANSMISSION]
GHOST Patching in.
BISHOP Scope up.
MIRAGE Blending in.
VIPER On it.
ANVIL Charges ready.
A smuggling ring is coordinating shipments through a coastal relay. Plant a tracker on the tower and get out.
The relay's traffic is laundered through a shell company on a skyscraper's top floor. Pull the drive and reach the roof before security locks the building down.
An informant is locked in a shipping container across the harbour. Free them and get back to the boat before dawn takes away your cover.
The warehouse district is too bright and too well guarded to cross. Take the substation, and the lights go out on everyone.
Meridian is growing something in a remote research station. Destroy the lab before it ships, without harming the captive scientists.
Cameras, laser tripwires and a sealed room: the best-guarded place you've seen yet. Get the whole squad through it.
Each operative joins the unit with a mission built around them, and each one has a weak point the others have to cover. The squad grows mission by mission, and so does the puzzle.
"Nobody hears me coming."
"Cameras are my business."
"One shot. No noise."
"They won't look twice."
"Anvil. Let's make a door."
Every threat is on screen: every cone, every patrol, every camera sweep. When you get caught, it's because the plan was wrong, not because the game cheated. Study the patrol, find the gap, then go.
Red means you're seen. Amber means a guard is getting suspicious: let it fill and they stop, stare, and walk over to check.
Crouch in a bush and you're invisible. Leave a body in the open and the next guard to find it raises the alarm, and every guard sees further from then on.
Ghost blinds the camera, Bishop drops the sentry on the tower, Viper slips through the gap they made. Every operative on the map is there for a reason.
Missions take 15–20 minutes. Reaching the objective saves a checkpoint, so one slip on the way out doesn't cost you the whole run.
One for finishing, one for never raising the alarm, one for a ghost run with no takedowns at all. The second run is always cleaner.
Thirty story missions, one new idea at a time: dogs, disguises, blackouts, convoys, lasers. Finish the story and challenge mode is waiting.
The demo opens the first mission of five chapters. Meet four of the five operatives and see if you can earn every star.
Plant a tracker on a smuggler's relay tower and get out.
Squad: ViperSteal the drive from a shell company's server room, then reach the roof.
+ Ghost joinsFree an informant from a container across the harbour before dawn.
+ Bishop joinsThe real ledger is on paper. Someone has to walk in the front door.
+ Mirage joinsDisable the kennel before the dogs are loosed, then get the defector out.
New threat: dogsRuns in any modern browser. No account, no sign-in.