Three games. One legend. The series that began as a university final-year project in 2001 — built alone, from scratch, in C++ and DirectX — and became the seed of an entire omniverse. Shadow Fighter is back.
A parallax scrolling shoot-em-up series in the spirit of Raiden — the arcade classic that inspired a young David Ellams to learn C++ from scratch and build something that had never been done before at his university.
The game that changed everything. Built in the final year of David's Computing & Informatics degree — entirely alone, entirely from scratch. Vertical parallax scrolling shoot-em-up inspired by Raiden. 25 levels. Upgradeable weapons. Epic boss battles. Hidden cheats. Original graphics, sounds, music, storyline and user manual — all created by David himself.
"I went from 12pm to 4am every single day. I never set foot in the university that whole final year. I just built."
The sequel takes everything that made the original legendary and turns it up. New ships, new enemies, new worlds, deeper lore, expanded soundtrack and the first multiplayer modes — powered by the OASIS network layer.
The Shadow Fighter universe expands. The stakes get higher. The shadows get darker. Originally planned years ago — now finally arriving with the full power of the OASIS behind it.
The ultimate evolution — Shadow Fighter goes fully 3D. Originally planned as a 3D follow-up to the original, now reimagined with the full power of the OASIS Omniverse: Our World integration, HoloNET P2P, cross-reality play and a universe-spanning narrative.
Your OASIS avatar, your karma, your NFTs — carried into the final battle. The shadow has a name. The fighter has a destiny.
It was 2001. David Ellams was 21 years old, in his final year of a Computing & Informatics degree, and everybody else was building boring desktop apps in Delphi. He'd already taught himself HTML and built websites in notepad back in 1999 when the internet was barely a thing — so he needed a real challenge.
He started with Snake 3000 in VB6. Then he added AI. Then he added network code. Then VB6 started choking — too slow to sync across a network. So he did what any aspie with a burning obsession does: he taught himself an entirely new language. C++. Low-level DirectX. From scratch. In the middle of his final year.
Then he built a full vertical parallax-scrolling shoot-em-up. Original graphics. Original sounds. Original music. Original storyline. A full user manual. All of it made by one person, alone, going from noon to 4am every single day. He never went into university that entire final year. He just built.
The result? Shadow Fighter. A 1st class honours. And a project so impressive that his university used it as the foundation of a brand new games development class and module for future students. A 21-year-old taught himself C++ and shipped a commercial-quality arcade game — and the university built a whole new course around it.
"It was during those all-nighters that I started to really become aware of my gifts. My aspie superpower was switching on. I just didn't have the words for it yet."
Shadow Fighter didn't just earn a degree. It redefined what was possible as a student project. The university was so impressed that it spotlighted the work and used it as the foundation for a brand new games development class and module — taught to future students for years afterwards.
One aspie. One all-nighter at a time. Zero guidance. Maximum ambition. That's the Shadow Fighter way.
Every single element of Shadow Fighter was created entirely by one person — no assets bought, no templates used, no team. Pure obsession, pure craft.
Written entirely in C++ with low-level DirectX — taught from scratch mid-project because VB6 wasn't fast enough for the network sync. The engine handles parallax scrolling, collision detection, AI and multiplayer.
Every sprite, background, explosion and UI element was created by David himself. Ships, enemies, environments, bullet patterns — all hand-crafted, pixel by pixel.
Music and sound effects composed and produced by David. The full audio experience — engine roars, weapon blasts, explosions and a driving soundtrack — all original.
A full narrative universe — lore, characters, factions, the story of the shadow — written entirely by David and woven through every level of the game.
Custom enemy AI with formation flying, adaptive attack patterns and boss behaviours — all hand-coded. The AI that started as a Snake 3000 experiment evolved into a full combat intelligence system.
The reason VB6 had to go — network synchronisation code that enables real-time multiplayer. The technical challenge that forced David to learn C++ and ultimately produced something extraordinary.
A comprehensive user manual covering installation, controls, gameplay mechanics, storyline and technical documentation — all written by David as part of the original submission.
Multi-layer parallax scrolling backgrounds creating a deep sense of speed and space — the signature visual effect of the Raiden-era shoot-em-ups, faithfully recreated in DirectX.
End-of-level boss encounters with unique attack patterns, weak points and multi-phase battles — the set-piece moments that define the shoot-em-up genre, brought to life from scratch.
Shadow Fighter didn't just launch a game — it launched a 25-year journey that would eventually produce an entire technology universe.
While classmates built Delphi desktop apps, David taught himself HTML and built websites in Notepad — the internet was barely starting. Then built Snake 3000 in VB6, added AI, added networking... and hit VB6's limits.
VB6 too slow for network sync. Solution: learn an entirely new language mid-project. C++, low-level DirectX — from scratch, mid final year, going 12pm–4am every day. The aspie superpower switches on.
Full parallax scrolling shoot-em-up. Original graphics, sounds, music, AI, network code, storyline and user manual. All by one person. 1st Class Honours. University spotlights the project and builds a whole new games development module around it.
David pauses games development to pursue his deeper mission — Yoga4Autism. The aspie superpower he first felt during those Shadow Fighter all-nighters needed to be unlocked in others. Nearly 3,000 members. Zero advertising.
10 years in his cave. No funding. No team. Every library, every networking layer, every storage system — built by hand. The technology platform that would fund Y4A and bring Shadow Fighter to the world.
The trilogy is back. Powered by the OASIS Omniverse, HoloNET P2P, Our World integration and a global karma system. The game that started it all is finally ready to reach the world it was always meant for.
Shadow Fighter is not just a game — it's a fully integrated OASIS OAPP. Your avatar, your karma, your NFTs travel with you across every game in the trilogy and across the entire OASIS ecosystem.
Shadow Fighter runs on the same OASIS layer powering Yoga4Autism, GHN, Noah's Ark, GraceBook, the Justice League Academy and Our World. One avatar. One karma score. One identity across every reality.
Every game session earns karma on your OASIS avatar — the same karma that unlocks opportunities across the entire OASIS Omniverse. The better you play, the more powerful your avatar becomes everywhere.