Shadow Legend VR on Steam - User reviews, Price & Information

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Shadow Legend is an exploration-RPG exclusively designed for VR where you play as the Grand Master of the Knights Templar in a story-driven medieval crusade. Freely explore densely filled worlds and use your sword, bow, and magic skills to save your kingdom from the destruction of Lord Adaroth.

Shadow Legend VR is a adventure, rpg and action game developed and published by VitruviusVR.
Released on March 07th 2019 is available in English only on Windows.

It has received 536 reviews of which 418 were positive and 118 were negative resulting in a rating of 7.4 out of 10. 😊

The game is currently priced at 20.99€ on Steam.


The Steam community has classified Shadow Legend VR into these genres:

Media & Screenshots

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System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 8
  • Processor: Intel i5-4590 equivalent or greater
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GTX 970 / AMD equivalent or greater
  • DirectX: Version 11
  • Storage: 18 GB available space
  • VR Support: SteamVR or Oculus PC. Standing or Room Scale
  • Additional Notes: VR Headset required, 2x USB 3.0 ports

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

April 2026
Got this game on sale and loved it. There's not a lot of content though, I thoroughly explored every area and got most objectives and runes and it took me less than 5 hours. Absolutely worth it on sale but I don't feel like there's enough content to justify full price. There are a lot of cool potential mechanics like crafting and weapon repair that you never actually need to use after the intro. I wish the Dev would add a mode where you could actually make use of everything. There's even the ability to grow crops but it has no use that I can find.
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March 2026
Before starting this review , I need to clear up a few things. Buying this game was actually a bit of a difficult decision for me. I hesitated several times because I saw a lot of people praising it, but also many saying it was disappointing or not what it looked like in the trailers. In the end, I decided to grab it during a good sale so I could judge it for myself. First, it is important to explain what this game is not. This game is not an RPG and it is not an open world game. Do not expect to explore huge biomes, discover large dungeons, craft equipment, or anything like that. About 90% of what you see in the trailers and screenshots is technically possible in the game, but most of those things are not part of the main gameplay loop. In many cases you will only do them once, maybe twice during the entire game. Because of that, the game feels closer to a VR tech demo showing what is possible in VR rather than a full RPG experience. Even so, for the price I paid, it ended up being a really good experience. With that said, let's get into the review. Played using Meta Quest 3 & Virtual Desktop [100% completed] Final Score: 8/10 Graphics & Performance This is clearly an indie game, so do not expect ultra realistic graphics. That said, the visuals are still pretty decent in my opinion. They are not amazing, but they are far from bad. Performance is actually very good. Since the game uses small areas instead of a big open world, it runs quite smoothly. I believe most PCs should be able to handle it without issues. There was only one moment near the second to last level where I had a noticeable FPS drop when looking in a specific direction of the map. Restarting the game fixed it immediately. Aside from that moment, I played the entire game with stable 100+ FPS. Gameplay & VR Controls As mentioned earlier, this is not an open world game. Instead, the game is divided into several small stages that you can explore with some limitations. You can climb certain surfaces, hang from ledges, and interact with objects around the environment. Exploration mostly revolves around collecting items and runes. In many ways the game feels like a small collectathon with a few light RPG elements. You can collect coins, jewels, and goblets which can be sold to a merchant for money. That money can then be used to buy weapons like swords, bows, and magical staffs from the same NPC. You can also collect the souls of defeated enemies to upgrade a few stats such as physical damage, ranged damage, and maximum health. However, money and valuables are extremely common in the maps. There is honestly no real need to collect everything since there is no special reward or achievement tied to it. Runes are a different story. They are fewer in number and hidden around the maps. Collecting them is important if you want to complete the game 100%. The good news is that after finishing the game you can return to previous levels to pick up any runes you missed. Each stage also introduces a different mechanic or mini activity. These mechanics usually appear once or maybe twice during the entire game. Examples include forging or repairing metal, feeding animals, doing tricks with a dog, climbing sections, solving riddles, searching for hidden objects, brewing healing potions, and more. This variety actually keeps the game from feeling repetitive. Each new area introduces something different, which makes exploring every corner of the map more interesting. It is a bit of a shame that these mechanics are not explored more deeply. There is a lot of potential here. For example, it would have been great if you could use mined ore to craft metal bars and then use those bars to forge your own weapons instead of just selling the materials. Combat exists but it is fairly limited. You can probably count the total number of enemies in the game on your fingers. That is not necessarily a bad thing though, because the combat system itself is not very polished. There is a parry system where you block enemy attacks with your sword. The idea is cool, but it can feel buggy at times and does not always work reliably. Luckily, as you don't have many enemies in the game, this is something you can handle I also saw some people complaining about the bow accuracy. Personally, after playing several other VR games with bows, I found it quite accurate and much easier to use than the magical staffs or the throwable axe. The VR controls work well overall, but the game could definitely use more polish. For example, there is no real haptic feedback while climbing, and during combat it can sometimes be hard to tell if your hit actually connected or if the enemy blocked it. Still, aside from those issues, the controls work fine most of the time. Edit: There's a speech system in the game, but I haven't tested at all, so I can't tell if it is any good or what can you do with it. Story & Characters This is easily one of the weakest aspects of the game. The game is very short and can be finished in just a few hours. There is no deep story, no major twists, and the NPCs do not have much presence. Interaction with them is quite limited. That said, the voice acting is actually pretty decent in my opinion. Finishing the Game & Achievements I completed 100% of the game, including all achievements, in just under five and a half hours. Yes, the game is definitely short. Personally, I would rather finish a game wanting more instead of feeling like it dragged on too long. For a VR experience, I think the game actually ends at the right moment. You can also return to any stage after finishing the game if you want to revisit mechanics or show them to friends. Because of that, the game also works really well as a VR demo for people who have never tried VR before. Most achievements are very straightforward. They involve completing all side quests in each area, collecting all runes, and doing a few other simple tasks. The only achievement that felt somewhat challenging was the ballista one. Aside from that, everything else can easily be completed during your first playthrough. If you miss something, you can replay any stage after finishing the game and complete what you skipped. Final Thoughts Even though it is short, Shadow Legend is still a very fun VR experience. Playing around with the different mechanics and mini games is genuinely satisfying and makes the game enjoyable from start to finish. That said, the lack of polish in some areas is noticeable. At full price, the game might feel a bit expensive considering the total playtime. If that is a concern for you, waiting for a sale is probably the best option. Overall, it is still a great experience for anyone who enjoys collectathon style gameplay, exploring small environments, and experimenting with different VR mechanics. Final Score: 8/10
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Feb. 2026
Shadow Legend VR, developed and published by VitruviusVR, is a VR-exclusive medieval fantasy adventure that fully commits to physical immersion as its defining strength. Designed specifically for motion-controlled virtual reality rather than adapted from a flat-screen experience, the game places players directly into the armor of the Grand Master of the Knights Templar. Set in the war-torn land of Anaria, the narrative frames your quest as a struggle between powerful divine forces, but the real emphasis lies in how you physically inhabit the world rather than simply observe it. One of the game’s most impressive qualities is the density of interactive elements woven into its environments. Nearly everything feels tangible. Weapons are not selected from menus but grasped with your hands. Shields must be physically raised to block incoming blows. Arrows are manually nocked, drawn, and released. Cooking food involves placing ingredients over fire. Forging requires hammering metal. Even mundane actions, such as rummaging through containers or interacting with merchants, are grounded in tactile motion. These interactions do more than provide novelty—they reinforce presence. Instead of abstracting systems into UI overlays, the game consistently tries to anchor mechanics within the physical space around you. Combat is built around weight and timing rather than frantic button-mashing. Melee encounters demand deliberate swings and careful positioning. Enemies block and counter, forcing you to read their movements and commit to strikes with purpose. Shields and parries become essential tools, especially when facing tougher foes. While the enemy AI can feel somewhat predictable at times, the physicality of combat keeps encounters engaging. There is a genuine satisfaction in successfully deflecting an attack and responding with a well-timed counterstrike. Ranged combat adds variety, with bows requiring steady aim and magical abilities expanding your offensive toolkit. Boss encounters raise the intensity further, often incorporating multiple phases that test endurance and adaptability. Exploration plays an equally important role in the experience. The world of Anaria is structured into semi-open zones filled with hidden paths, collectibles, and optional objectives. Runes scattered throughout levels unlock access to stronger gear, encouraging thorough exploration rather than linear progression. Environmental storytelling enhances immersion, with ruined cathedrals, crypts, and medieval villages providing atmospheric backdrops. The art direction leans toward gothic fantasy, delivering moody lighting and detailed architecture that translate well in VR. While not the most graphically cutting-edge VR title available, the consistency of its visual design creates a cohesive and believable setting. The role-playing elements are integrated through tangible systems rather than complex stat screens. Your inventory is represented by a physical chest that you carry, reinforcing the game’s commitment to diegetic design. Interacting with NPCs can even involve voice recognition, allowing players to respond verbally instead of selecting dialogue from menus. This feature, though not flawless, adds another layer of immersion that few VR games attempt. The story itself serves more as a guiding thread than a deeply layered narrative epic. The conflict between divine beings and your role within it provides context, but the emotional weight comes more from inhabiting the world than from cinematic storytelling. Comfort and accessibility options are thoughtfully implemented, acknowledging the varied preferences of VR players. Multiple locomotion settings—including teleportation, smooth movement, and snap turning—help reduce motion discomfort. These options make the experience approachable without compromising immersion for those who prefer full locomotion. The overall length of the campaign falls within a mid-range VR experience, typically spanning several hours depending on how much optional content players pursue. While some may wish for a broader scope or more varied enemy behavior, the game’s runtime feels focused rather than overstretched. It avoids filler and instead maintains steady pacing throughout its questline. Ultimately, Shadow Legend VR stands as a strong example of what a purpose-built VR RPG can achieve. It may not rival the scale of major studio productions, but its dedication to physical interaction and environmental immersion gives it a distinctive identity. The tactile nature of combat, the layered exploration, and the commitment to making nearly every action feel embodied rather than menu-driven elevate the experience beyond a simple fantasy adventure. For players seeking a medieval VR journey where presence and interaction take precedence over sprawling complexity, it delivers a satisfying and immersive crusade. Rating: 7/10
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Jan. 2026
I came back to play this game for the first time after playing Arken Age. It blew me away. This studio understands VR more than any other studio in the medium. I want the level of care and detail to be in all VR games. It does feel like a game that would have come out during the release year but that's to be expected. One aspect of the controls aren't the best in terms of climbing up onto ledges but it has been addressed in their latest body of work. It's still a beautiful showcase of what would come later when they release their Masterpiece Arken Age. Vitruvius has easily become my favorite VR studio and I will be checking out their next project once it is released.
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July 2025
Played on Quest 3, and everything worked perfectly through Virtual Desktop. I only checked out Shadow Legend because it’s from the same dev as Arken Age, and it kinda feels like a predecessor to that game. It’s pretty short, clocking in at about five hours to 100% it without rushing, but I still highly recommend it. It’s short, but sweet! And if you end up liking it, Arken Age is the natural next step. Same vibe, just better in pretty much every way. A few cons: The combat wasn’t so great for me, and it honestly felt kind of tacked on, like something they added late in development just to have that checkmark. It works, it’s just not a selling point for me. The game’s also pretty linear, and once you move on, you can't go back to earlier areas (though there is a level select after you've finished the game). It doesn’t really feel like a full RPG, but more like a bunch of ideas the devs wanted to try out before they really found their groove with Arken Age. That said, I still had a good time just wandering around, finding hidden stuff, and doing the light platforming and puzzles. The exploration side of things is definitely where the game shines for me, and it’s what kept me engaged the whole way through. Score: A solid 7 out of 10.
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Frequently Asked Questions

Shadow Legend VR is currently priced at 20.99€ on Steam.

Shadow Legend VR is currently not on sale. You can purchase it for 20.99€ on Steam.

Shadow Legend VR received 418 positive votes out of a total of 536 achieving a rating of 7.38.
😊

Shadow Legend VR was developed and published by VitruviusVR.

Shadow Legend VR is playable and fully supported on Windows.

Shadow Legend VR is not playable on MacOS.

Shadow Legend VR is not playable on Linux.

Shadow Legend VR is a single-player game.

Shadow Legend VR does not currently offer any DLC.

Shadow Legend VR does not support mods via Steam Workshop.

Shadow Legend VR does not support Steam Remote Play.

Shadow Legend VR is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Shadow Legend VR.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 25 April 2026 00:12
SteamSpy data 23 April 2026 04:50
Steam price 30 April 2026 12:28
Steam reviews 30 April 2026 10:04

If you'd like to dive deeper into the details about Shadow Legend VR, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Shadow Legend VR
  • SteamCharts - Analysis of Shadow Legend VR concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Shadow Legend VR compatibility
Shadow Legend VR
Rating
7.4
418
118
Game modes
Features
Online players
0
Developer
VitruviusVR
Publisher
VitruviusVR
Release 07 Mar 2019
VR VR Only
Platforms