A Game by Yifan  · 

Destiny of Silence

Scroll
Documentation Video

The Shinobi

Most "ninja" games prioritize superhuman agility or constant combat, overlooking the historical reality of the shinobi as an intelligence operative. Destiny of Silence seizes the opportunity to create a genuine tactical investigation experience — one that rewards patience and analytical thinking over reflex, using the intricate social and architectural structures of Shogun-era Japan as a living puzzle.

The experience is centered on the cycle: Preparation, Observation, and Execution. Success is determined before a blade is ever drawn. Players act as true ninja — every action a deliberate choice based on collected intelligence.

01

Information Gathering

Eavesdropping on NPC dialogues and discovering hidden documents to identify guard rotations or secret architectural passages.

02

Environmental Analysis

Utilizing tools like Goshiki-mai for non-linear navigation and tracking, studying traditional estate layouts to turn terrain into advantage.

03

Calculated Intervention

Engaging in combat or movement only when necessary. Every action is deliberate — making the player feel like a ninja, not a simple warrior.

Experience Intent

"Destiny of Silence redefines the player's relationship with the shinobi mythos. By shifting focus to observation and information, the game provides a deep sense of satisfaction. Players shouldn't just feel like they are playing a game — they should feel like they are executing a professional mission."

Target Audience

Designed for strategy and simulation enthusiasts, as well as history buffs interested in the authentic tools and political atmosphere of the Edo period.

Strategy Enthusiasts History Buffs Simulation Players Immersive Gaming

Development Journal

Explore the full documentation of research, iteration, and design decisions behind Destiny of Silence — from initial concept through playtest findings and refinement.

View Public Journal  →
制作   Production

Credits & Acknowledgements

Role

  • Solo Developer — All Disciplines
  • Level Design / Narrative / Combat / UI·UX / Audio

Tools & Technology

  • Unity Engine
  • Google Gemini
  • Claude Code
  • GitHub Copilot

Art Assets

Commercial licenses acquired from:

  • LuizMelo
  • SpellSoft Pixel