The spotlight: a love letter to Tenchu, built for today
Two decades after the classic stealth series went dark, Noble Shadows picks up its creed. Infiltrate strongholds across twelve handcrafted missions — lantern villages, mountain fortresses, pirate-held ports, snowbound passes — gather intelligence, and eliminate the corrupt, unseen.
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True light-and-shadow stealthDarkness is your armor. Enemy vision bends to the light, and every patrol can be studied, stalked, and ghosted.
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Grappling-hook traversalRooftops, ledges, and walls are your roads. Cross each stronghold above the guards' eyeline.
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Built for the controllerDesigned gamepad-first, the way the classics played — every prompt, every duel, tuned for your hands.
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A clan with a creedServe Hattori Hanzo directly as a blade of the Kizoku no Kage — a clan so secret it answers to no one else.
The road to launch
Twelve missions, one demo, one night the clan steps into the light. Here is the path from here to release.
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Dec 2026
Content lock
All twelve missions locked. The demo build gets its final polish pass.
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Feb 1, 2027
Demo lock
The Next Fest demo is frozen, tested, and submitted to Steam.
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Feb 22 – Mar 2, 2027
Steam Next Fest
The public demo goes live — the Mission 1 vertical slice, free for anyone to play.
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May 2027
Launch
Kizoku no Kage: Noble Shadows releases on PC via Steam.
Also from the studio
An earlier blade, still being forged — playable now in Early Access while development continues.
Samurai Fury — Blade of Vengeance
Play Shigemasa Katsuragi, a samurai of 16th-century Japan wielding the Kokoro-no-Kizu — the Blade of Vengeance, a cursed katana that holds back the Deadly Curse of the Mist eating at his bloodline, but grows stronger with every victory it claims.
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Free-flow combat — chain devastating combos and precision strikes in fast, fluid swordplay.
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Character progression — unlock new abilities, upgrade your gear, and sharpen your fury techniques.
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Still growing — new levels, combat styles, and Curse of the Mist abilities are on the roadmap, shaped by player feedback.
Tools
Tools from the studio, built for Unreal Engine developers. First up: AnimStitch.
AnimStitchC++ UNREAL ENGINE PLUGIN
AnimStitch is an NLE-style timeline editor for animation. Drop clips onto the timeline, blend them into a single sequence, and keep full control of how they join — project-agnostic, and non-destructive by design: your source assets are never touched.
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Timeline-first editing — drop clips end-to-butt, then drag to overlap for crossfade blends with Linear or Smoothstep curves.
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Non-destructive trims — trim handles shape the edit without ever modifying the source clips.
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Live preview — watch the blend in an embedded viewport, with scrub, as you build it.
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Root-motion authority — for every merge, choose which clip's root motion continues.
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Diagnostics on demand — ghost-preview and root-trajectory toggles for checking blends up close.
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Batch mode & reopenable timelines — run a blend across clip sets, save the timeline as a reopenable project asset, and lean on full editor undo throughout.
$29.99 USD20% off at launch — $23.99
Notify me on launchFrom the shadows
Screenshots from Kizoku no Kage: Noble Shadows — in development. Tap any shot to view it full-screen.
“Your honor is the last thing you will hold onto.”
As a shinobi of the Kizoku no Kage, your path is discipline, loyalty, and sacrifice. Failure is not an option. Dishonor is not acceptable.
One developer. No shortcuts.
Cybermash Interactive is the independent studio of Sherwin Espela — a veteran engineer who spent years building systems inside some of the industry's biggest teams before going solo to make the games he always wanted to play.
Noble Shadows is his debut commercial release: designed, engineered, and assembled by one pair of hands in Unreal Engine, and found by thousands of Tenchu fans entirely on their own — 4,300+ Steam wishlists with zero paid marketing.
- Meta Reality LabsAnimation systems — contract
- Unity TechnologiesLead Developer — contract stint
- AmazonSoftware engineer — contract
- Cybermash InteractiveFounder & solo developer
The blade is for hire
The same hands building Noble Shadows take on select contract work. Sherwin has shipped systems inside Meta, Unity, and Amazon on contract engagements — and now studios and indie teams can put that experience on their own project, from a single tricky system to a full vertical slice.
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01
Gameplay & Systems Engineering
The hard, invisible work that makes a game feel right: stealth systems, grappling and traversal, combat frameworks, save and pause architecture. Noble Shadows' entire stack — built solo, shipping on Steam — is the proof of work.
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02
Enemy AI & NPC Behavior
Guards that patrol, suspect, investigate, and hunt — vision cones gated by light and shadow, hearing driven by player noise, alarm systems that pull a whole patrol down on you. Enemies players respect, not just dodge.
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Game UI & Technical Design
HUDs, menus, and interfaces engineered to be played, not just looked at — designed gamepad-first with clean implementation behind them. Sherwin's UI engineering background runs from shipped titles to being recruited for an Epic UI Technical Designer role.
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Animation Systems & Rigging
Animation systems work from his Meta Reality Labs contract days, backed by a Walt Disney Studios VFX background in Maya modeling and rigging: IK foot placement on slopes, control rigs, and characters that move like they mean it.
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Unity / C# Game Development
Before Cybermash, Sherwin did a contract stint as Lead Developer at Unity Technologies — brought in as a contractor, not an employee. Gameplay features, editor tooling, and performance-minded C# — from the people who make the engine, for teams shipping with it.
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Agentic AI Tools for Game Dev
The newest edge of the studio: AI agents that work inside the Unreal pipeline — automating the repetitive parts of level building and asset work, running locally so your project (and your budget) stays yours. Early adopters welcome.
Have a system that needs building?Tell me about the project — scope, engine, timeline. One reply, no sales funnel.
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