Full notes
Full Shadowlift: Zero Trace update
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What changed
- Maps
- Gameplay
- Security
Hi everyone,
I wanted to share a quick look at how Shadowlift: Zero Trace is shaping up!
No two runs are the same
All stages in Shadowlift: Zero Trace are procedurally generated.
That means every time you play, the layout changes - new paths, new enemy placements, and new decisions to make on the fly. The goal is to keep each run feeling fresh, tense, and unpredictable.
Levels are built from modular systems I’ve been developing, allowing for:
Multiple floors
Varied weather (snow, rain etc)
Dynamic encounters
Multiple routes through each area
Replayability without memorization
NeoTech Security Forces
You’re not alone in these facilities.
The buildings are protected by NeoTech security forces - a mix of automated machines and elite operatives designed to stop intruders fast.
Some of what you’ll face includes:
Automated cameras that punish careless movement
Small drones that swarm and pressure you
Armed guards patrolling key locations
Heavy combat mechs controlling large areas
... and others for you to discover when you play the game!
Each enemy type is designed to force you to adapt - positioning, timing, and quick decisions are everything.
Built solo, evolving constantly
Shadowlift: Zero Trace is being developed as a solo project, with a big focus on:
tight, responsive stealth and combat
interesting enemy behaviors
varied procedural level design
There’s still a lot more to come - more stages, more enemies, and more systems to make each run deeper and more intense.
Wishlisting helps a lot
If this looks interesting, please consider wishlisting the game.
It really helps with visibility on Steam and makes a huge difference for development.
Thanks for following along - more updates soon!
Alex
Source
Changelog.gg summarizes and formats this update. How we read updates.
