# SHADOWFRAG > A ninja Movement FPS in development for Windows and Linux, focused on fun movement, performance, raw mouse input and responsive netcode. These Markdown pages are generated from the same public content as the website. Development articles describe the build and experiments at their stated dates; use the current game pages for the current overview. The game is in development, not a released download. Each listed page provides an index.md version. HTML pages also advertise their Markdown alternate and support Accept: text/markdown. The forum is live community content and is not included in this static export. ## Game and community - [SHADOWFRAG — A Fast & Fun Movement FPS](https://shadowfrag.com/index.md): A ninja Movement FPS for Windows and Linux. Play Shogun conquest across Highlands, classic multiplayer and offline Precision Dojo aim training. Access by invitation. - [Movement, Shogun conquest and aim training](https://shadowfrag.com/game/index.md): Explore SHADOWFRAG’s movement, Shogun’s multi-point conquest, Precision Dojo aim training, the story tutorial and configurable multiplayer matches. - [All 21 multiplayer maps](https://shadowfrag.com/maps/index.md): Explore SHADOWFRAG’s 21 multiplayer maps, including Moonspire, Shogun Highlands, Cloudbreak, Jade Deck and Dojo. See actual engine scenes and overhead views. - [Weapons, cosmetics and ninja avatars](https://shadowfrag.com/arsenal/index.md): Explore SHADOWFRAG weapons, weapon skins and cosmetics. Download 42 transparent ninja avatars rendered with the current game models. - [Movement, hit registration & current network tests](https://shadowfrag.com/netcode/index.md): Explore SHADOWFRAG’s current PicoQUIC netcode, server-validated combat, 64-player baseline, conditional 128-player Highlands research and dated traffic archives. - [Game, movement and netcode glossary](https://shadowfrag.com/glossary/index.md): Plain-language definitions of SHADOWFRAG movement, Shogun, weapons, netcode, performance measurements and development tools. - [Shadow Council — Shape SHADOWFRAG before launch](https://shadowfrag.com/shadow-council/index.md): Shape SHADOWFRAG through the Balance Council, Map Makers, server moderation, content or regional events. Council contributors receive invitation priority and credits. - [Media kit](https://shadowfrag.com/media-kit/index.md): Download original SHADOWFRAG wallpapers, battle artwork, logo files and the key art poster. Full-resolution PNGs and ZIP collections. - [Forum](https://shadowfrag.com/discussions/): Live community discussions, questions, bug reports and maps. ## Development journal - [Development journal](https://shadowfrag.com/blog/index.md): Read SHADOWFRAG development history: movement, Vulkan, netcode optimizations, weapon cost research, 64-player testing, cosmetics and demos. - [64 players, and what happened at 128](https://shadowfrag.com/blog/capacity-beyond-64/index.md): What the 64- and 128-client SHADOWFRAG LAN tests established, where higher-count tests failed, and why the configured game limit remains 64 including bots. - [Removing work between input and the server](https://shadowfrag.com/blog/less-work-between-input-and-server/index.md): SHADOWFRAG’s move to PicoQUIC by default, stable paged storage and readiness-based networking, with the workload limits behind CPU and retry reductions. - [Getting Shogun bots across the Highlands](https://shadowfrag.com/blog/shogun-bots-across-the-highlands/index.md): How squad assignments and a one-unit cover adjustment brought Shogun bots onto southern Highlands routes, with measured results and remaining balance limits. - [Giving SHADOWFRAG its sound](https://shadowfrag.com/blog/giving-shadowfrag-its-sound/index.md): The October 26 SHADOWFRAG sound pass adds weapon readiness, ninja effort sounds, tutorial narration and live Sound Studio editing with prepared local audio. - [Keeping multiplayer updates fresh](https://shadowfrag.com/blog/keeping-multiplayer-updates-fresh/index.md): The October 25 investigation into stale multiplayer scenes, bounded delivery work and retry lookup, with rejected variants and short-LAN-test limits preserved. - [SHADOWFRAG is a Movement FPS](https://shadowfrag.com/blog/movement-fps/index.md): Why Movement FPS describes SHADOWFRAG’s arena fights, Shogun conquest and training, with 21 multiplayer maps and a 64-player limit including bots. - [Building Shogun Highlands](https://shadowfrag.com/blog/building-shogun-highlands/index.md): The routes behind Shogun Highlands: six settlement districts, bridge crossings, linked outposts and steerable skyways, with bot and human testing kept distinct. - [A HUD for duels and distant objectives](https://shadowfrag.com/blog/hud-and-tactical-map/index.md): SHADOWFRAG’s configurable HUD and tactical map show combat status, objectives and friendly supply, with local layouts and no enemy-player radar. - [Precision Dojo: aim training with ninja movement](https://shadowfrag.com/blog/precision-dojo/index.md): Practise SHADOWFRAG’s real movement and weapons in Precision Dojo, with fourteen offline forms, repeatable setups and results tied to the chosen conditions. - [Shogun: conquest across the Highlands](https://shadowfrag.com/blog/shogun-conquest/index.md): How SHADOWFRAG’s Shogun mode links outposts, settlement captures, gold, equipment and tickets across the Highlands, within the 64-player limit. - [The Crimson Path: learning the game by playing it](https://shadowfrag.com/blog/the-crimson-path/index.md): SHADOWFRAG’s Crimson Path tutorial teaches movement, the armory and linked capture objectives through a story mission separate from the multiplayer roster. - [A texture change I can undo](https://shadowfrag.com/blog/a-texture-change-i-can-undo/index.md): How Texture Workshop previews materials across SHADOWFRAG maps, stages complete packages and supports guarded undo without changing geometry or collision. - [Recording a match I can inspect](https://shadowfrag.com/blog/demos-for-players-and-referees/index.md): How SHADOWFRAG demos separate playback from live matches and let players and referees inspect recorded decisions, timing and missing evidence. - [Making the menu fit the game](https://shadowfrag.com/blog/making-the-menu-fit-the-game/index.md): The October 22 SHADOWFRAG menu pass organized cosmetics and crosshair controls, clarified when choices apply, and checked input, layout and saving. - [Small geometry. Big personality.](https://shadowfrag.com/blog/small-geometry-big-personality/index.md): The shape and motion choices behind SHADOWFRAG’s hats, weapons, spree auras and kill effects, with combat geometry kept separate from appearance. - [An atlas made from the game](https://shadowfrag.com/blog/twenty-one-live-maps/index.md): How SHADOWFRAG’s map atlas uses scene and overhead captures from the game, preserving the original twenty-map work and later twenty-one-map update. - [Why I stopped the server limit at 64](https://shadowfrag.com/blog/why-the-limit-is-64/index.md): The private-LAN tests behind SHADOWFRAG’s 64-player limit, including the slower feedback at 80 clients and the limits of the evidence. - [A ninja that moves like a ninja](https://shadowfrag.com/blog/a-ninja-that-moves-like-a-ninja/index.md): SHADOWFRAG’s directional flips, leaning poses and local movement effects make actions visible while preserving movement physics and combat hit volumes. - [Teaching the network to say less](https://shadowfrag.com/blog/a-smaller-language-for-combat/index.md): How SHADOWFRAG reduced repeated network data, and what the historical 32-client comparison’s 33.1% payload reduction actually measured. - [A weapon does not have one network price](https://shadowfrag.com/blog/measuring-the-price-of-a-bow/index.md): An archived bow-and-shadow bandwidth study: why the first model failed, how fresh runs tested its revision, and where the resulting estimates apply. - [A fast frame is only half the story](https://shadowfrag.com/blog/vulkan-and-the-input-loop/index.md): Why SHADOWFRAG separates input and network work from rendering, and what an 8.7% frame-time reduction did—and did not—measure. - [Showing the movement, then the match](https://shadowfrag.com/blog/guided-tour/index.md): How the SHADOWFRAG tour introduces movement, weapons and cosmetics before a bot match, with clear limits on what its October 20 capture shows. - [Testing the map while I build it](https://shadowfrag.com/blog/inside-map-studio/index.md): How Map Studio shares SHADOWFRAG’s renderer, movement and collision, keeps asset revisions stable, and turns an edited map into a local playtest. - [Seeing an object before I place it](https://shadowfrag.com/blog/placing-an-idea-in-the-world/index.md): Map Studio’s object-placement pass, from a green preview and rotation controls to tested cancellation, repeated placement, undo and camera restoration. - [More than a single shot](https://shadowfrag.com/blog/from-instagib-to-shadowfrag/index.md): The move from ninja instagib to SHADOWFRAG, including the shared movement, player-profile migration and Linux checks behind the rename. - [Making room for the bow—and the target](https://shadowfrag.com/blog/making-room-for-the-bow/index.md): A measured look at SHADOWFRAG’s bow framing: less screen coverage in standard and ultrawide views, with gameplay and other weapon images preserved. - [The game I am building](https://shadowfrag.com/blog/welcome/index.md): Why I am building SHADOWFRAG around connected movement, configurable matches and the same rules for practice and multiplayer. - [Building a movement vocabulary](https://shadowfrag.com/blog/movement-is-your-first-weapon/index.md): How SHADOWFRAG connects leaps, air steps, chi-jumps and shadow warps, and why testing a whole route matters more than testing each move alone. - [Shorter leaps, better room to fight](https://shadowfrag.com/blog/shorter-leaps-better-duels/index.md): The October 18 movement balance passes shortened SHADOWFRAG’s horizontal travel while preserving leap height, airtime and connected movement abilities. - [Letting the rules change the fight](https://shadowfrag.com/blog/your-arena-your-rules/index.md): How SHADOWFRAG combines match objectives, equipment and protection, from flag scoring and Scroll survival to shields, armor and weapon choices. ## Optional - [Request an invite code](https://shadowfrag.com/newsletter/index.md): Request a SHADOWFRAG invite code and receive development updates. Anyone can request access; Shadow Council contributors receive priority when invitations begin. - [Privacy](https://shadowfrag.com/privacy/index.md): How SHADOWFRAG handles invitation requests, email consent, Discord introductions and forum accounts. - [Community guidelines](https://shadowfrag.com/community-guidelines/index.md): Guidelines for discussions, bug reports and shared work on the SHADOWFRAG forum. - [Complete public text](https://shadowfrag.com/llms-full.txt): All exported pages in one Markdown document. - [RSS feed](https://shadowfrag.com/rss.xml): Development updates. - [Sitemap](https://shadowfrag.com/sitemap.xml): Canonical HTML pages.