Shadowrun Returns: Complete Guide

A guide to Harebrained Schemes' 2013 turn-based cyberpunk-fantasy RPG and its Dead Man's Switch campaign: character creation, builds, combat, the Matrix, spirits and drones, and how Returns fits alongside Dragonfall and Hong Kong.

Researched September 2026 — current as of version 1.2.7 (July 30, 2014), the last announced update. Live games change; check the linked sources if something differs.

Quick Start

  1. You can save anywhere now. At launch the game only saved at checkpoints; an update added save-anytime, so save before every fight and conversation that matters.
  2. Karma is your XP. You spend it on attributes and skills. It comes from story and objectives, not from killing things, so optional objectives are worth doing.
  3. The system is classless. The six archetypes are just starting templates. Any character can learn any skill, but specializing is far stronger than spreading karma thin.
  4. Cover is everything. Half and full cover icons appear as you move; end every turn in cover, and flank enemies to deny theirs.
  5. Hire runners before missions. You can recruit extra shadowrunners with nuyen to fill the gaps in your build (a healer, a decker, a heavy hitter).
  6. Bring the right tool for the level. Deckers need jack-in points to use the Matrix; shamans summon spirits at marked spots; riggers bring drones. If nobody in your team fills a role, you miss content or take a harder route.
  7. Charisma unlocks dialogue. Etiquettes open alternate conversation options — sometimes skipping fights or getting better rewards.
  8. Don't overdo cyberware as a spellcaster. Cyberware reduces Essence, which weakens magic. Mages and shamans should stay mostly "clean".
  9. Stock consumables. Medkits and grenades in your inventory save runs; shop between missions.

Setting and Story (spoiler-light)

It's 2054 in the Seattle metroplex. Magic has returned, elves, dwarves, orks and trolls walk the streets, and megacorps run everything. In Dead Man's Switch, you receive a posthumous message from an old running partner, who has been killed by the serial killer known as the Emerald City Ripper. His "dead man's switch" pays you to find the killer. The trail leads from the slums of the Redmond Barrens to corporate towers, and toward the Universal Brotherhood, a seemingly benevolent organization hiding something far worse.

Character Creation

Races

Race Notes
Human Flexible; no big strengths or weaknesses
Elf Leans toward Quickness and Charisma
Dwarf Tough and strong-willed; good for shamans and riggers
Ork Big Body and Strength; natural street samurai
Troll The toughest; excellent melee and heavy weapons

Race sets starting points and attribute caps, so pick one that matches your plan.

Archetypes

Archetype Plays like Core attributes
Street Samurai Guns and cyberware; the most straightforward Quickness, Body
Physical Adept Magic-enhanced martial artist Strength, Quickness, Willpower
Mage Damage and support spells Willpower
Shaman Summons spirits and uses support magic Willpower, Charisma
Decker Hacks the Matrix; carries a cyberdeck Intelligence
Rigger Controls drones as extra combatants Intelligence

Attributes

Shadowrun Returns uses the six classic attributes: Body, Quickness, Strength, Intelligence, Willpower and Charisma. Each attribute caps the skills under it, so raise the attribute first, then the skills you use.

Check the skill screen in character creation to see exactly which skills sit under each attribute before committing karma.

Build Archetypes That Work

Gun-focused street samurai (easiest)

  1. Pump Quickness and your chosen firearm skill; add Body for survivability.
  2. Buy cyberware for accuracy and toughness — you have no magic to lose.
  3. Hire a support caster or shaman for healing.

Mage (high damage, fragile)

  1. Willpower first; then spellcasting.
  2. Stay in full cover; spells don't need line-of-sight tricks as much as guns do.
  3. Avoid cyberware (Essence loss hurts magic).
  4. Hire a street samurai or troll bruiser to hold the front.

Shaman (summoner)

  1. Willpower and Charisma, then your summoning skill (check which attribute caps it on the skill screen).
  2. Spirits are summoned at marked points on the map. Scout for them before a fight starts.
  3. Spirits spend AP like extra units, so a shaman's turn is really two turns — plan both.
  4. Charisma also adds Etiquette dialogue options.

Decker (Matrix specialist)

  1. Intelligence and decking skills; carry the best cyberdeck you can afford.
  2. When you find a jack-in point, you can project into the Matrix, where you fight Intrusion Countermeasures (ICE) to open doors, disable defenses and grab data.
  3. Your body stays in the real world — protect it with cover and teammates while you're jacked in.
  4. Decking often gives the best rewards and alternate routes.

Rigger (drone commander)

  1. Intelligence and drone skills.
  2. Drones act as extra units; they consume your actions to control, so plan turns carefully.
  3. Great for scouting and flanking.

Combat Basics

Mechanic How it works Tip
Action Points (AP) Characters start with a base of two AP per turn for moving, shooting, casting Moving far then shooting often costs your whole turn — plan positions
Cover Half and full cover reduce hit chance Flank to make cover useless for the enemy
Weapons Characters can carry a backup weapon alongside their main one Carry a backup for out-of-ammo moments
Reloading Costs AP Reload between fights
Spells Many have cooldowns Open with your big spell, then use cheaper ones
Grenades Area damage Great against clumped enemies behind cover
Hit chance Shown before you commit to an attack Don't take low-percentage shots from the open; reposition instead

Walkthrough Tips (Dead Man's Switch)

The campaign is linear and story-heavy, with a hub bar between jobs where you rest, shop, talk and hire runners.

Dragonfall and Hong Kong

Editor and Steam Workshop

Shadowrun Returns ships with a full editor, and the Steam Workshop hosts a large library of community campaigns — including fan remakes of classic Shadowrun stories and many original adventures. Workshop campaigns are a big reason to keep Returns installed after finishing Dead Man's Switch.

Common Mistakes to Avoid

Advanced Tips

FAQ

Can I save anywhere? Yes. The original release used checkpoint saves only; save-anytime was added in a later update.

Is Dragonfall included in Shadowrun Returns? Dragonfall began as an expansion for Returns, but the definitive version is the standalone Dragonfall – Director's Cut, a separate purchase.

What's the best starting archetype? Street samurai is the easiest to play; decker and shaman offer the most unique content.

Can I change class later? There are no fixed classes — any character can learn any skill with karma.

How long is Dead Man's Switch? It's the shortest campaign in the trilogy — a good weekend-length game.

Are there mods? Yes, the built-in editor and Steam Workshop host many community campaigns.

Sources