Friday, October 10th 2025

Project Shadowglass: AI Pixel Art Aesthetic Can Work in Real Games

Starhelm Studios is building Project Shadowglass in the Godot engine, showing that the viral AI-generated pixel art style can actually be done for real. Indie developer Dominick John is making a stealth-focused immersive sim that looks like those "impossible" AI game concepts everyone's been sharing online, except this one's actually playable. The game draws inspiration from classic titles like Thief, Deus Ex, and System Shock, wrapped in a dark fantasy setting. Players will plan heists and sneak through forbidden areas while dealing with lasting consequences for their actions. The visuals feature glowing evening light, starry skies, and red moons across kingdom villages, all rendered in 3D pixel art that runs in real-time.

What makes this notable is the timing. Just weeks ago, artists and developers were saying games with this exact aesthetic couldn't be built outside of AI generation. Online discussions questioned whether anyone claiming otherwise was just making things up. Project Shadowglass answers that skepticism directly by existing. John has been posting development clips showing the game in action, all confirmed to use zero AI generation. The graphics come from unique 3D technology that creates nostalgic pixel art while allowing full 360-degree movement. Everything shown in trailers and screenshots is captured straight from the engine. The game is now available to wishlist on Steam as development continues.
Beyond proving a point, Project Shadowglass aims to deliver actual stealth gameplay where planning matters and mistakes leave traces. The Steam description promises "daring heists" and "priceless artifacts" in a world where actions have weight. For fans of immersive sims with retro aesthetics, it's shaping up as something worth watching.


Gameplay:
  • Navigate using light and sound: hide in the darkness, study patrol routes, and choose quiet surfaces over loud ones
  • Manipulate the environment: douse torches, create distractions, use surroundings to your advantage
  • Infiltrate secure areas: pick locks, pickpocket keys, and climb to forbidden places to gain the upper hand
  • Deal with threats: knock out guards, hide bodies and evidence, or risk deadly blade-to-blade combat
  • Complete the heist: gain access, steal treasures, and escape
Features:
  • Multiple approaches and solutions with a sandbox design philosophy
  • Unique rendering technology creates nostalgic pixel art in full 3D space
  • A reputation that follows you. Get caught and security heightens based on severity
  • Become known as a murderer and citizens flee on sight
  • Acquire your own research before a heist. YOU choose when to act, where, and how
  • Get apprehended alive, and you'll need to break yourself out of jail
Challenges You'll Face:
  • Guards armed to the teeth
  • Magical security systems with complex codes to crack
  • Imposing heights that mean instant death should you take the wrong step
  • The front door is the quickest way in, but the loudest
  • Traps set for unsuspecting thieves
  • Enemies will make use of lights and torches if they suspect something (or someone) is hiding in the darkness
Sources: Project Shadowglass @Steam, via Time Extension, @dominickjohn, Shadowglass
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28 Comments on Project Shadowglass: AI Pixel Art Aesthetic Can Work in Real Games

#1
john_
I guess, that's how games on the Amiga would look like in the 80s if Amiga had 10 times the computational speed and memory of the real model.
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#2
AGlezB
Pixelart for the sake of pixelart. No thanks.
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#3
QuietBob
An FPP game that retains a 2D aesthetic is an interesting concept. Though in this particular case I guess it's too early to judge.

I'll be keeping my eye on this title. I hope it delivers on being an imm sim in the vein of the classics.
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#4
RoryEjinn
I think the pixel art style could be interesting depending on the game, but those preview images are pretty grainy. It's also hard to see what you're actually looking at. So, I think a stealth game which famously relies on being able to see around you clearly is probably dead in the water with this art style.
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#5
Nomad76
News Editor
RoryEjinnI think the pixel art style could be interesting depending on the game, but those preview images are pretty grainy. It's also hard to see what you're actually looking at. So, I think a stealth game which famously relies on being able to see around you clearly is probably dead in the water with this art style.
Since it's in early development, there is a long way ahead.
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#6
vlad.coolish
Lets run Skyrim 320*200 and add a little post-processing, and you'll get the same result :p
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#8
erocker
*
Absolute trash. Machines don't make art they destroy it.
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#9
Shihab
"games with this exact aesthetic couldn't be built outside of AI generation"
What kind of moron who has absolutely no idea how an image is rendered or "AI" even works would ever say that?
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#10
TheDeeGee
vlad.coolishLets run Skyrim 320*200 and add a little post-processing, and you'll get the same result :p
It will be unplayable because the game was never designed for it.

Heck the UI wouldn't even work.
RoryEjinnI think the pixel art style could be interesting depending on the game, but those preview images are pretty grainy. It's also hard to see what you're actually looking at. So, I think a stealth game which famously relies on being able to see around you clearly is probably dead in the water with this art style.
It's easier to spot things in these games compared to modern photo realistic ones.

But that's just my experience prefering these pixel games over modern graphics.
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#11
cinemaware
erockerAbsolute trash. Machines don't make art they destroy it.
You didn't read past the headline, did you? ;)

To me, the whole outrage from around a few weeks ago seems a little bit overblown. Were "artists and developers saying games with this exact aesthetic couldn't be built outside of AI generation". Really? I've just seen that one initial gif/meme reposted zillion times with people raging "how dare he". But it seemed more of a joke or a lone troll because who in their right mind would say that this couldn't be done when it literally had been made numerous times before? Starting with Ultima Underworld or any other 2.5D game before or after it. And as if the pixelated look wasn't all the rage in modern 3D indies too.

As for the game itself it could be very interesting, especially when we move past the silly gfx thing and see that he actually talks about sort of follow up to Thief.
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#12
Vayra86
Sorry but this looks like absolute shit. Part of pixel art games is that movement isn't a jittery mess of artifacting pixels. And that you can actually see what you are looking at.

Staying far away
cinemawareAs for the game itself it could be very interesting, especially when we move past the silly gfx thing and see that he actually talks about sort of follow up to Thief.
Easy way to score nostalgia points with the bored millennial gamer crowd. These references do not impress me and they should not impress anyone. Its marketing, carefully aimed at the target audience. Gen Z ain't buying this...
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#13
cinemaware
Vayra86Sorry but this looks like absolute shit. Part of pixel art games is that movement isn't a jittery mess of artifacting pixels. And that you can actually see what you are looking at.
Umm, you realize this game hasn;t been released yet and is a WIP?
Vayra86Easy way to score nostalgia points with the bored millennial gamer crowd. These references do not impress me and they should not impress anyone. Its marketing, carefully aimed at the target audience. Gen Z ain't buying this...
Seems you missed the memo where a large chunk of current indie hits has nostalgia roots in some shape or form.

Whether this one turns out to be the real deal remains to be seen of course, but you could do much worse than aiming to follow on one of the most innovative games ever.
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#14
Vayra86
cinemawareUmm, you realize this game hasn;t been released yet and is a WIP?

Seems you missed the memo where a large chunk of current indie hits has nostalgia roots in some shape or form.

Whether this one turns out to be the real deal remains to be seen of course, but you could do much worse than aiming to follow on one of the most innovative games ever.
No, I'm exactly pointing at it mate.

So far there is absolutely nothing here that breathes 'Thief'.
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#15
Readlight
All system requirements in PC games are bulshit. Finding game special for your computer is hard.
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#16
Wirko
Take a look at the works of the painter Giuseppe Arcimboldo almost 500 years ago, and his way of "pixelating". AI on a PC today should be powerful enough to compose entire scenes this way at 120 fps.
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#17
bgx
Shihab"games with this exact aesthetic couldn't be built outside of AI generation"
What kind of moron who has absolutely no idea how an image is rendered or "AI" even works would ever say that?
That was EXACTLY my thought.

Does not seem very hard. Render 3D normally then add some shader program to give that feel.
On the contrary, i d like to see a real 3D game, pixel art or other, that uses genAI, without any glitch.
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#18
Figus
As a old man, that started playing with C64-128 and Amiga, I'm one that in steam has a filter to not showing pixel art title... Hate all those indie pixel art game that are trash if compared to the real 8-16bit of the 80s and 90s, so I really can't understand how even thinking of playing a game with that graphics in 2026, without the scanlines of crt, pixel loose most of their magic.
TheDeeGeeIt will be unplayable because the game was never designed for it.

Heck the UI wouldn't even work.


It's easier to spot things in these games compared to modern photo realistic ones.

But that's just my experience prefering these pixel games over modern graphics.
Maybe 320x200 won't work, but in a modern 32-45" lcd, probably even a 640x480 that is working in Morrowind (don't remember fo skyrim) will be ok as a start, just a little post processing and you are there.
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#19
BoxCutter
Shouldn't you be able to achieve something like this with just a shader?
erockerAbsolute trash. Machines don't make art they destroy it.
"John has been posting development clips showing the game in action, all confirmed to use zero AI generation." You need to learn to read the actual article first. Which admitedly somewhat applies to me.
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#20
Haile Selassie
Isn't this basically just a custom shader for the game ungine?
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#21
Vayra86
BoxCutterShouldn't you be able to achieve something like this with just a shader?


"John has been posting development clips showing the game in action, all confirmed to use zero AI generation." You need to learn to read the actual article first. Which admitedly somewhat applies to me.
Well John better start making something a whole lot better than this, because honestly, this is just painful to look at. Whether or not AI generated doesn't even come into play imho.

Minecraft is true 3D pixel art too, its not like new boundaries are explored here, contrary to what headline wants to say.
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#22
AGlezB
FigusAs a old man, that started playing with C64-128 and Amiga, I'm one that in steam has a filter to not showing pixel art title... Hate all those indie pixel art game that are trash if compared to the real 8-16bit of the 80s and 90s, so I really can't understand how even thinking of playing a game with that graphics in 2026, without the scanlines of crt, pixel loose most of their magic.
My feelings exactly. I undestand pixel art is easier to do well than 3D, not a minor concern for indie, but I'll take low-poly over pixel art every single day. There are a few exceptions like Dave The Diver but in general I just ignore pixel art games, even more so if it uses pixelated fonts in the UI. When I see a low-res pixel art in a modern game what comes to mind is "pixel crap". As an example, I've been wanting to play something like Zero Sievert for a while but every time I open the store page I just look at the screenshots and move along to something else.
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#23
GodisanAtheist
Shihab"games with this exact aesthetic couldn't be built outside of AI generation"
What kind of moron who has absolutely no idea how an image is rendered or "AI" even works would ever say that?
-Rignt? I've seen this "impossible" headline everywhere and it seems like it's a marketing play.

I find the visuals pleasing and nostalgic, but nothing about them looks impossible outside of a specially written retro shader or maybe a voxel based 3d engine.
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#24
Vayra86
AGlezBMy feelings exactly. I undestand pixel art is easier to do well than 3D, not a minor concern for indie, but I'll take low-poly over pixel art every single day. There are a few exceptions like Dave The Diver but in general I just ignore pixel art games, even more so if it uses pixelated fonts in the UI. When I see a low-res pixel art in a modern game what comes to mind is "pixel crap". As an example, I've been wanting to play something like Zero Sievert for a while but every time I open the store page I just look at the screenshots and move along to something else.
I would still urge you to play this

store.steampowered.com/app/881100/Noita/
GodisanAtheist-Rignt? I've seen this "impossible" headline everywhere and it seems like it's a marketing play.

I find the visuals pleasing and nostalgic, but nothing about them looks impossible outside of a specially written retro shader or maybe a voxel based 3d engine.
Frankly I think a single Photoshop filter would do the trick, or just janking half the colors out of the spectrum for whatever you've been making lately. It does in fact look a bit like trying to get your 256 color desktop back.
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#25
AGlezB
Vayra86I would still urge you to play this
Maybe I will, but the kind of stealth I prefer is the one where my enemies only become aware of me in their last few seconds, when strenght is already leaving their bodies as a consequence of a very well placed blade. I usually play those games at max difficulty too.

Thief-like games are not something I generally enjoy because most of them are just too arcadey for my taste. And, well, there is no denying I'd rather loot a place once there's nobody left to protest. :laugh:
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