Source: https://shadowfrag.com/blog/guided-tour/

# Showing the movement, then the match

By the SHADOWFRAG developer · Development · Oct 20, 2026 · 3 min read

A fast fight can hide how the movement works. I built the tour around separate demonstrations, then used a local [bot](https://shadowfrag.com/glossary/#term-bot) match to show the same actions together.

[Watch the video](null)

3 min 24 sec · In-engine development footage, captured 20 October 2026. Movement demonstrations, weapon and cosmetic previews, a local [bot](https://shadowfrag.com/glossary/#term-bot) match and map walkthroughs.

[Download the video](https://ds9.dynostatic.com/media.php?id=01M5MDF4AV5G32RJGCPENAG7N0&revision=1)

In a busy fight, a ninja can disappear, reappear and leap away before a new viewer has worked out what happened. I wanted the tour to make those actions understandable. I captured them separately first, then followed the demonstrations with a local [bot](https://shadowfrag.com/glossary/#term-bot) match on Windwalk so viewers could see how they fit together.

The original footage was captured on October 20 in my local timezone. Validation finished after midnight UTC, which accounts for the October 21 timestamps on the retained files. It shows that development build; later models and map finishes should not be read back into it.

## Showing each move before combining them

Twin Castles gave the movement demonstrations recognizable landmarks. Against that background, I could show a [directional leap](https://shadowfrag.com/glossary/#term-directional-leap), the extra [air step](https://shadowfrag.com/glossary/#term-air-step), an aimed [chi-jump](https://shadowfrag.com/glossary/#term-chi-jump) and a [shadow warp](https://shadowfrag.com/glossary/#term-shadow-warp) one at a time. The Windwalk match then puts movement and shooting together, using those actions to cross lanes, change height and get away from opponents.

I gave the weapons the same room to explain themselves. The bow preview lets you see a draw and release without losing it in combat. It also helps separate cosmetic models from weapon behavior: Shinobi, Spear and Thunder are three looks for the same rail weapon, while Yumi, Bamboo and Oni share the bow's rules. Stars and [shrapnel](https://shadowfrag.com/glossary/#term-shrapnel) change the timing of an attack and how cover matters, so they needed their own demonstrations.

Suits, headbands, capes, carried flags and effects for kill sprees also have a place in the tour. A quiet preview gives you time to see those choices; in a match, the same details may pass the camera in a few frames.

## Keeping the capture honest

The audio check verifies silence during cosmetic previews and map tours, with game sound retained for movement and combat. That keeps a quiet camera tour from suggesting there is an unseen fight nearby.

The source capture was validated at **1080p and 60 [frames per second](https://shadowfrag.com/glossary/#term-frames-per-second)**. Those numbers describe the video file, not the performance a player should expect on their own machine. The website edit retains the movement demonstrations, weapon handling and walkthroughs of Twin Castles, Ironworks and Sky Temples. The accompanying [map atlas](https://shadowfrag.com/maps/) documented 20 maps in that version of the site.

The tour works best when a viewer has a chance to recognize an action before seeing it at combat speed. If you want to try the routes yourself, [the movement entry](https://shadowfrag.com/blog/movement-is-your-first-weapon/) explains the controls behind them.

[Back to blog](https://shadowfrag.com/blog/)[Browse the glossary](https://shadowfrag.com/glossary/)

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