About the Game
Your Uncle Murray has requested your aid at his antique shop in Ocean City, but upon your arrival the old man is nowhere to be found. Your investigation into his disappearance and the artifacts he’s been collecting takes a turn when you stumble across some shadowy plots (and a bunch of squirming eldritch tentacles) that threaten to bring about the end of the world.
Explore a sprawling open world chock full of danger, quests, puzzles, and stick figures in this single-player comedy adventure/RPG set in the prohibition era of the Loathing universe. See how many enemies you can stuff into a phone booth as the athletic Pig Skinner, control the curds and whey of the cosmos as the cunning Cheese Wizard, or march to the beat of your own inscrutable purposes as the hip Jazz Agent.
Features:
- Thousands and thousands of jokes, gags, and goofs
- A bunch more locations, items, friends, foes, and familiars than West of Loathing
- The same quality line art you’ve come to expect, but way more of it
- Superior stick-figure customization
- Strategic turn-based combat (but only if you want it)
- A corrupt government for you to overthrow at your leisure
- Authentically baffling 1920s slang
- Multiple cursed antiques
- Inappropriate fishing
- Non-Euclidean horrors from beyond the edges of the screen
- A time-travel side-quest given to you by your future-self
- An infinitely tall building
- Sentient math, talking frogs, and pettable cats
- No booze, as far as the feds know
Screenshots
8 imagesVersion Information
Steam Patch Notes
Official update history
Dropping a small patch today, mostly to fix a vulnerability that was discovered in the Unity game engine that we use to build Shadows. There are a small number of additional tweaks that are rolling out as well:
Fixed an off-by-one error in the random encounter logic which would occasionally give encounters that should not have been possible.
Jazz Agent combat music is now much more consistent and not a randomized selection of possible tracks every fight.
Adjusted some XP rewards for a handful of interactions.
Fixed a few issues with the background parallax layers and with some variant dialog displays.
Added a couple of hidden bugs so that you wouldn't get bored and would still have things to report to us!
- Splashing water on your face now properly removes the Regretful debuff — we would regret that bug being around so long, but we've already splashed some water on our face
- Jazz Agents should now be able to get the Venomous Riff skillbook from the bookshelf where it is supposed to be found
- Molly no longer immediately grows her hair out after meeting you
- Pacifists may now discover the Largemouth Bass & Sons questline
- Barbara Yargara will no longer continue to face you if you defeat all of her friends at once
- Wormskin boots are a guaranteed drop again, and should really not auto-equip when acquired this time
- AP regeneration can no longer give you more than your maximum AP
- You can no longer open the NPC store interface while the game is paused and then walk around inside the store preview window (as fun as that sounds)
- The game is now more fully compatible with the contents of the Collector's Edition
- Also fixed a rare memory leak, some small UI issues, and a handful of typos
Thanks as always for your phenomenal support and encouragement! We're hard at work on more Loathing projects, some of which we hope to be able to share with you soon.
- Tooltips have made a triumphant return.
- Various interactive elements that may have been strangely missing are back in their expected locations.
- The shoebox in the cryptography boxcar is usable again.
- Deviled clams now have proper button text in inventory.
Thanks for your patience, and for reporting issues!
Without further ado, here's what's fixed in this patch:
- If your favorite Cheese Wizard encounters the bugged situation where there's only one person left in line at the DMV, they should leave the DMV and return -- the singleton customer should now be gone and the clerk should be serving your ticket number (we’re hoping to figure out what is causing this bug and prevent it from happening in the first place, but for now this band-aid should help folks who are otherwise stuck)
- It should no longer be possible to become trapped at the beginning of the sickle uncursing area by exiting the game in the middle of the Scarecrow intro sequence -- you should now be able to knock on the door again to restart the Scarecrow intro when you reload the game
- It should no longer be possible to move to the right of the boxing robot in the junkyard shadow rift and get trapped behind it like some sort of technological Cask of Amontillado situation
- Pacifists should no longer be given the option to fight Occams Gator
- Friendly characters should no longer show up in a strange position in the ZOO Frat jocklin combat arena; let this be a lesson to us all not to name decorative elements the same as combat position variables
- Your companion will no longer magically appear to fight by your side in one circumstance inside the Gatorman Fortress when they are stuck outside
- That same Gatorman Fortress fight will also no longer appear to occur behind an abandoned boxcar outside of Ocean City (we'll just pretend that fight was a hallucination before, which explains both issues)
- Terrence now walks around in combat like (most) other people do, rather than slipping mysteriously along the ground like a greased-up statue (that's how folks move statues, right? Lots of grease?)
- Terrence now actually wields the weapon he claims to have brought to the fight in the Big Moist on day four
- Dark Noël should now have her proper pronouns in combat
- Dented bugles should now properly be classified as ranged weapons (instead of delicious snacks that double as witch fingers)
- Posters at Hilbert House should no longer have a very small chance of trying to pick a word out of bounds of the list of possible words
- Fixed a placeholder message on the Chemicals classroom chalkboard that we somehow missed before launch (whoops!)
- Robotechtronics programming buttons should no longer scale weirdly based on your screen size
- Mouse clicks outside of a modal dialog window can no longer sometimes get through to UI in the background (sorry, mouse clicks, you just wanted to be free but it caused too much havoc)
- The options menu is now more compact, but also somehow roomier
- Fixed lots of various typos and other minor issues
Happy holidays! Thanks for being the best players any game developer could ask for. <3
We've got a ton of stuff still on the list to fix (so much so that we're not even going to bother with the "known issues" list this time), and will be diving into all that this week in earnest. But we wanted to get these fixes out, especially the Obie mini-game fix, cause we know that's been a major drag for a bunch of folks.
- Obie’s note-following mini-game is now completed after playing a nine-note sequence (this will hopefully resolve the weird anomalous activity that sometimes happened when the sequence went to ten notes)
- Molly's rapid fire shooting should no longer cause Tin Lizzy Welders to repeat their death animations a bunch of times (as comical as it might have been, it was also clearly broken)
- If you use the cursed key to unlock a camaro you can no longer do so over and over again (you may be experiencing temporal anomalies, but that is not an intended one)
- You can no longer complete the quest at Grode Valley Orchard twice (in two different ways) to get two jars of cherries
- Cheese-Chi will now properly double the damage of the next Mysticality weapon attack you make (as opposed to doing nothing like it was doing before)
- Hobos will no longer come to your aid in combat if they sense a dark presence inside you
- You can no longer get trapped behind your companion in the Radio Shack (it is a little old place where you can get together, but we didn't mean for you to get stuck together!)
- The train coroner should no longer be completely unresponsive in rare situations in the Key’s curse
- Asking Albert for a 60% cut should not immediately end the conversation for Jazz Agents
- Inventory filter cycling is now handled by the right stick on controllers, allowing d-pad to resume normal inventory navigation functionality
- Fixed a rare possibility of loading into the same combat arena you just visited (complete with the grayed out corpses of your former adversaries) while wandering
- Fixed (we hope!) a very rare possibility of saving your game in the final title screen, preventing you from returning to the main game to play
- We're now setting the default Windows graphics settings to Direct 3D 11, which should work more reliably for more folks, you can select Direct 3D 12 via launch option if desired (-force-d3d12)
- We've enabled OpenGL rendering on MacOS, to help some older Macs display the game (it may still need to be switched on via launch option)
- The pacifist achievement will now properly be awarded, and pacifists who elected for Phys. Ed at S.I.T. will not be blocked from achieving it
- Pacifists are now properly locked out of fighting at Mudhenge, no matter how little clothing they are wearing
- Using the cursed key on the Securebus locks will no longer sometimes result in a door that is non-interactive, and characters currently in this situation should now find the door to be open
- The right arrow in Obie’s minigame in his vignette quest should now work properly, instead of not at all like it was before (should have called it the "wrong arrow" amirite?)
- Calendula no longer introduces herself to you every time you meet her in the hobo camp and also no longer takes your Meat for nothing in return
- Doc, the hobo from Beppo’s hole, is no longer missing conversation portraits upon a second chat in the hobo camp — you could say his conversation has been doctored
- Tossing a handmade pep pill in the H***hole will now return an item instead of nothing (sorry about the loss of your pep pills, take comfort in knowing they're having a great time in H*** without you)
- Certain elements that did not respond to mouse-based movement are working again, in particular:
- Talking to the author in the bomb shelter
- Talking to the President in the Exceptionally Fitful Dream
- Entering Alphonse’s hovel
- Talking to the author in the bomb shelter
- The Call for Backup skill can no longer be used an infinite number of times by a version of yourself from the future (I love that this is a real and important patch note for this game)
- All combat areas should now have appropriate music — in particular a few Government Valley combat areas are no longer silent — your tax dollars at work!
- Combats in the past are now appropriately sepia-toned
- Combats with mushmen should be a bit better about having small hard-to-select-with-a-mouse combatants hidden behind larger opponents — a more general fix for potentially-blocking large spider bodies (from the arachnophilia option) will have to wait for a bit cause working with spiders is more complicated than working with mushrooms (little known fact)
- You can no longer click on the shelves in Snacklemills combats, causing non-fight popups to appear and halting combat
- The speedrun timer should now properly stop when you’ve set an ending in motion
- Marvin’s end credit’s sequence will now more accurately represent what happened for him
- It’s no longer possible for speedy players to re-run some elements of the cutscene at the Fridge Factory
- You will no longer be told about the presence of a ghostly reporter when there isn’t one around (let us know if you'd rather we reverse this and talk about ghostly reporters constantly)
- New characters will no longer have a “NEW” label attached to their Basic Humanity perk
Known issues and stuff that's on our to-do list:
- The spider buddy from the arachnophilia option is having some weird positioning issues that we haven't tracked down yet
- A few places in the game currently lock you out permanently even though there might be something more to do in there, this is often trickier to fix than it sounds like it might be, but we're working on it
- Several doors in the game should really have a smaller hitbox to reduce the frequency of accidental traversals
- A few optional quests on Day Two don't have to-do list tracking yet
- Objects meant to be placed on the shelves in your room are currently being held by ghosts a few inches in front of the shelves instead of resting on the shelves themselves; the ghosts are friendly but the whole thing looks weird as you traverse the room so I think it's time to ask them to move on
Patch Notes
- Wandering from the Sandwich Museum while you are looking for Delia’s key should now always give you a message about how it is fruitless without some sort of device — please let me know if you’re not seeing this, as folks should have been seeing a one-time version of this message but no one seems to have which is very weird and confusing
- The Duck Call’s Curse should no longer “soft-lock” you inside it if your computer is much fancier than anything we used to originally test it
- You can no longer get past the mob goons at the Fridge Factory toll booth without learning about Goldthwait Park — characters that accidentally did exactly that have been granted retroactive knowledge of it much like how we patched the "Berenstein Bears" typo in reality itself a while back
- The grindstone ring will no longer sometimes cause you to return to your starting location when trying to move on the Ocean City mapkin — in these cases there are very few unique fights available to you, so you’ll see more other types of encounters despite the ring’s enchantment
- Companions will no longer have the “PASS” ability in combat (it was a debugging feature we forgot to turn off, whoops)
- Fondue Deluge is now actually only useable once per fight, as described
- The target description for a certain friendly worm will no longer include raw HTML — we don’t even use HTML behind the scenes, so this was a weird typo
- Farmer Chekov is no longer facing away from you in your conversations with him, sorry if that made you think he was particularly aloof, he's actually a really nice guy who's head was just attached backwards for a little while
- Fixed a missing wince face for one of the player heads
- Fishing practice at the boardwalk with a salty fishing rod no longer looks like you're controlling the line with the power of telekinesis
- Added support for the DualSense controller
- Unmapped key-bindings will now show up as [?] instead of a really long weird string
- Corrected several typos, added a few more to spice things up
Known issues and stuff that's on our to-do list:
- The spider buddy from the arachnophilia option is having some weird positioning issues that we haven't tracked down yet
- A few places in the game currently lock you out permanently even though there might be something more to do in there, this is often trickier to fix than it sounds like it might be, but we're working on it
- Several doors in the game should really have a smaller hitbox to reduce the frequency of accidental traversals
- A few optional quests on Day Two don't have to-do list tracking yet
- Objects meant to be placed on the shelves in your room are currently being held by ghosts a few inches in front of the shelves instead of resting on the shelves themselves; the ghosts are friendly but the whole thing looks weird as you traverse the room so I think it's time to ask them to move on
Current Release
Build 20409891
Uploaded Nov 02, 2026
System Requirements
How to Install
Shadows Over Loathing\Shadows Over Loathing.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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