In Hinomoto, the most dangerous thing a shinobi can carry is a name. Leave yours at the gate.
Three generations of uneasy peace held Hinomoto together — bound by the Accord of Smoke, a treaty written in ash on the night the last shogun vanished. Now the dojos are burning one by one, and each scorched threshold bears the same black origami crane. You are clanless, owed nothing and trusted by no one, which makes you the only one who can move through the wreckage without taking a side.
Preview the First RunHinomoto Burns
The Four Pillars of Infiltration
Infiltrate, Deceive, Vanish
Every mission is a hand-woven graph of nodes where infiltration, deception, and confrontation routes branch in real time. No two approaches through Hinomoto's burning provinces feel identical.
- Choose between shadow passages, forged credentials, and direct confrontation at each decision node
- Shadow Thread crafting lets you shape disguises or bribe gatekeepers before a node resolves
- The path you walk changes which contacts notice you and which grudges you inherit
Shadow Debt Never Sleeps
Exposure accumulates across encounters and follows you beyond a single run, drawing clan hunters onto your trail until the hunted becomes the mission itself.
- Shadow Debt rises with every forced kill, failed bluff, and lingering presence in hostile territory
- A visible Hunter Pursuit Clock counts down — survive long enough in one place and the mission objective changes
- Debt carries narrative weight: hunters remember your face, contacts remember your debts
Faction Intrigue Shapes Every Run
The Five Clans Remnant, the Hollow Crane, and the Unbound each pursue incompatible truths about the Accord of Smoke — and every choice you make shifts which of them will speak to you next.
- Clan elders offer contracts that contradict each other's version of the Accord's terms
- The Hollow Crane erases memory silently — their operatives don't fight, they disappear evidence
- The Unbound trade in survival and secrets; their loyalty lasts exactly as long as you remain useful
Procedural Missions, Permanent Marks
Each run generates a new mission graph across Hinomoto's four locations, but the reputation marks you leave — insults, favors, exposed faces — persist and reshape the world for every run that follows.
- The Clan Intel Layer reveals one Accord fragment per run — fragments stack across deaths toward the full conspiracy
- Reputation Bleed makes the world remember: a clan insulted three runs ago may now post hunters at the Veil Market
- Procedural graphs mean skilled players can master location logic without memorizing fixed routes
Hinomoto Burns
Silk & Shadow
What kind of game is Silk & Shadow?
Silk & Shadow is a tense, elegant roguelike set in the feudal provinces of Hinomoto, where you play a clanless shinobi navigating infiltration, deception, and faction intrigue across procedurally structured missions. Every run is a web of decisions that reshape your reputation and draw you deeper into a burning conspiracy.
How do runs connect to each other?
Each run you complete — or fail — contributes fragments of the Accord conspiracy to a permanent intel layer, slowly revealing the full truth behind the burning dojos. Contacts remember your favors, clans remember your insults, and the world shifts incrementally across deaths.
Can you recover from being exposed mid-mission?
Yes — Shadow Thread can be spent to forge documents, bribe gatekeepers, or don a disguise before a node resolves, buying you a second chance if you act quickly. However, every recovery costs resources, and a compromised composure makes future bluffs harder to land.
What is Shadow Debt and why does it matter?
Shadow Debt accumulates whenever you leave visible traces — forced kills, broken covers, or lingering too long in a restricted zone. When it climbs high enough, clan hunters appear on a visible countdown, turning you from the hunter into the hunted.
What makes each infiltration run feel distinct?
The Node Path System weaves each mission as a unique graph of checkpoints — you choose your route between infiltration, deception, and confrontation nodes, and no two runs thread the same way through a location. Faction standing, composure level, and accumulated intel all alter which paths are even available to you.
Who are you playing as in Silk & Shadow?
You are a shinobi without clan allegiance — a ghost-for-hire who sells silence to whoever pays and owes loyalty to no banner. That clanless status is both your greatest tactical freedom and your most dangerous vulnerability in a world where trust is rationed by blood.
What ends a run in Silk & Shadow?
A run ends when your Composure Track empties completely — every close call, failed bluff, or kill made under pressure drains it until your nerve breaks. You can also fall to hunter-shinobi if your Shadow Debt countdown expires before you escape the province.
Hinomoto Burns
Silk & Shadow
-
1
Accept a Contract
-
2
Choose Your Path
-
3
Manage Composure and Shadow Thread
-
4
Extract Intel, Watch the Clock
Two Faces of Survival
Silk Negotiations, Shadow Violence
At the Veil Market, stretched silk canopies hide a thousand quiet transactions — information sold in whispers, favors traded for passage, Unbound contacts who remember every debt you've left unpaid. Inside Kurogane Dojo, that elegance collapses into cramped corridors and old grudges carved into the walls; here, every hidden passage is both an escape route and an ambush waiting to be sprung. The game lives in the distance between those two rooms, and your composure is the bridge.
In Hinomoto, the most dangerous thing a shinobi can carry is a name. Leave yours at the gate.
Elder Kurohane
Five Clans Remnant, Kurogane Chapter
Silk & Shadow
Silk & Shadow is a tense, elegant roguelike where every infiltration run reshapes your reputation and pulls you deeper into a conspiracy of burning dojos and silent blades.
Silk & Shadow is a preview showcase. Features and systems shown represent the game's current design direction.
Preview the First Run