Into The Shadows [PC/Saturn – Cancelled]

Into The Shadows [PC/Saturn – Cancelled]

“Into The Shadows” was a fighting game (not RPG as a lot of people believe) in development by Triton, an ex demo group from Sweden, active on the PC demo scene in the early-to-mid 1990s. Triton were previously known for the popular demo “Crystal Dream 2”, as well as the FastTracker / FastTracker II music editing applications. The game was to be published by Scavenger, who were also made up of many ex demo team developers.

The non-interactive demo shown in the video clip, was released in 1995, and the engine was considered superior to the Quake engine – showing realtime shadows, and aimed at running well on lower spec hardware (486 processor, compared to Quake requiring a Pentium to run at a playable speed).

Unfortunately, the game was cancelled around late 1997 / early 1998, when Scavenger went bankrupt.

In 1998, some members of Triton formed Starbreeze Studios, who merged with O3 Games in 2000. They later went on to create games such as “The Chronicles of Riddick: Escape From Butcher Bay” and “The Darkness”.

Thanks to Robert Seddon and derboo for the scans! Thanks to Paul for the description!


[Source: Segafreak –]


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U64 Staff & Contributors

U64 Staff & Contributors

Authors at Unseen64
Since 2001 Unseen64 archive beta and cancelled videogames, till the 7th generation of consoles. There are too many unseen games to preserve, but many people help us with their contributions, screens, videos and descriptions. Do you want to help too?
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11 thoughts on “Into The Shadows [PC/Saturn – Cancelled]

    1. monokoma

      Probably, but there were some rumors about a Saturn version too, if i remember correctly that first scan was from a Saturn Magazine! Anyway, i’ll add it to the PC section too :)

  1. Ross Sillifant

    EDGE magazine, July ’96 has it down as PC/PS/Saturn.

    Game was said to feature realtime torch flicker, detailed backgrounds impressive character models (Orcs, Wizards, Elves and an impressive Skeleton warrior, comprised of a complex network of bones, despite using less than 350 polygons).

    Game was described as coming across as a full 3D version of Double Dragon, just in the fantasy setting.

    The inverted crosses (symbol of Satanism) might have caused a few headaches for the publisher mind….

  2. Ross Sillifant

    Scavenger got into trouble with it’s publisher, GTI, who’d invested a claimed £2 Million into Scavenger of development and marketing cash, in order for them to end up delivering games 6 months late and the canning what GTI had hoped would be a Quake-beater, in form of Into The Shadows, which was Scavengers most anticipated game.

    1. scavenger team member

      Ross, your statement is in error…

      1. Scavenger was not late on any game delivered or to be delivered to GT.

      2. GT owed and was forced to pay Scavenger over $3 million dollars by the Supreme Court State of New York. Scavenger won on a summary judgement which means that GT owed the money and that they had no excuse for not paying it. There wasnt even a trial. GT just tried to get away without payment.

      This was a massive amount of money for a game developer in 1996 and forced Scavenger out of business.
      It was a nasty move by GT.
      At the time Electronic Arts entire marketcap (the business value of all of EA) was $500m and Activision was worth just $200m. That millions not billions.

      3. GT did not pay Scavenger because its own business was failing. GT went out of business shortly thereafter.

      4. GT was sued by over 7 companies for non-payment of money owed. They pulled the same shit on everyone. Id Software also had payment and trust issues with GT.

  3. Ross Sillifant

    More confirmation of it being planned for Saturn/PS1 as well:

    Edge issue Jan’96 said PC CD-Rom, but then 1 screenshot had caption of it being transfered to Saturn+PS1.

    Given the investment GTI put in, it’d make (commercial) sense for it to go multi-platform, to recoup the investment/turn a profit.

  4. Ross Sillifant

    Posting info up, as i steadily clear through old magazines.

    Ok, it seems game was originally planned as PC-ONLY, as it started off being nothing more than a set of graphical technologies for the PC and only when the programming tools were ready to build content, did the team decide what to do with the technology.The advanced Physics engine (Triton) the game employed had been worked on for 2 years, before being used in the game and it also used Scavengers real-time lighting routine, Real Light.

    Game was’nt just about fighting, but had a ‘significant’ exploration aspect-player was required to explore castle, find objects, discover secrets etc.

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