As a kid, I remember imagining what it’s like to be able to move while you are only under a shadow. And I feel like that particular thought is something we as humans, across different cultures, have came across in one way of another, just like imagining someone running along the roadside when you gaze out of a window of a car. Whatever label we may classify ourselves are, we’re all humans after all, and the human nature of playfulness is intrinsic to us all, it seems.
In fact, Schim begins with a kid jumping on top of shadows. And that’s the basis of this brilliant game. What if you can move and hop across shadows? What would it be like if that’s the only way you can move?
This simple premise is paired with a rather touchingly told slice-of-life story. And together, Schim is certainly a special game that’s worth your attention.

Presentation
Schim’s visuals is a striking one. The 3D world is drawn in just outlines and use only four accent colours. It’s to draw more attention to the shadows which are your way around each level. But the world itself is filled with character.
Make no mistake, with all these bike lanes and pedestrian walking at sidewalks this is clearly based in the haven for urbanist (or at least urbanist YouTubers) that is the Netherlands. The levels have some good variety in scenery, from the riverside towns to supermarkets to the beach and many other surprises awaits your journey in Schim.
But what’s really striking is the music. I have no idea how to describe what genre the music is, but it has chirpy chill vibes. It’s sweet but not entirely saccharine. It will get you on the move with its energy, but just enough for a good power walk rather than a full burst sprint.
And more importantly, it has range to evoke many other emotions as you experience the story without taking the spotlight on itself. Listen in closely and you’ll hear some very comfy music that can awaken your supressed emotions. I can see myself putting the soundtrack on loop when not playing Schim. In fact, I wrote this review while vibing to the game’s main menu music.
There’s no voice acting, and very little text. The storytelling is done mostly by visual. And it’s good that the faceless people are expressive in how they move and act (the game uses motion capture).
Gameplay
In Schim, you control the frog-like apparition that can jump from shadow to shadow. And technically you are the shadow of a particular person. You see them grow up, and during a big life moment, you are separated with this person. And now you’re hopping across town from one shade to the next to catch and reunite with said person.
There are two things you can do in Schim: you jump and you interact with an object. This is a platformer after all, so how is the jumping? Pretty good. It has the right amount of floatiness, good mid-air control, and the length of your button press affects how far you jump. The shadows (i.e. the platforms) can be really tiny sometimes, so thankfully there is some leeway. You will usually stick to the shadow if you land close enough but not quite there. But you also get a second, weaker jump should you fall on lit ground to recover back into the shadows. The window before respawn is decently long too, so you can miss your jump but then get picked up by a moving shadow just before you have to restart from a checkpoint.
The object interactions range from silly “press button to hear a funny sound or a funny thing happen” to something you need to go for puzzles. It’s fun to just press the interact button everytime you jump into something new just to see what the reaction is. But after the tenth time you made a person cough or sneeze or hear the same horn honk for a car, it gets old. It was fun while it lasted.
How much variety can you make out of the premise? A good amount apparently. Jumping from shadow to shadow is pretty straightforward. But then the game starts to make you think about jumping from a shadow of something moving to another. This is a platformer, and it wouldn’t be a good platformer if there isn’t any challenges where you have to jump across moving platforms. And in the case of Schim, that can be cars, bikes, pedestrians, even animals like birds and cats. It’s all fair game.
Some objects are technically spring platforms, like a specific signage that can catapult you to shadows afar, or a parasol that can be aimed at any direction, or a clothesline which acts like a trampoline. There’s definitely variety in the platforming.

The camera is isometric and can be rotated at will. Which should help in finding elusive shadows that may be out of view. The shadow length also changes based on what time the level is set on. Late afternoon levels can see the shadows construed to be longer and slimmer. Night levels are tricky. Rather than having darkness act as shadows hence trivialising the challenge, instead you can only jump on shadows the are created by an object that blocks a light source. Which means you have less shadows to jump around in. Throw in flickering lamps and you get yourself some tough platforming sequences where platforms can appear and disappear requiring precision platforming and timing.
For the most part, the game does a good job at pointing where the direction you need to go. Sometimes, it doesn’t. Holding right trigger on the controller will pan the camera to the objective you to to hop, or at least a checkpoint that will lead to the level exit later. Sometimes it’s unclear if an object lets you do a big leap that is required to get to a long distance shadow (good luck finding that toaster).
At least most levels are linear, so you will naturally find that one path to get there. Though some levels, especially the ones involving crossing multiple roads and manipulating traffic lights, can be a bit unclear as to where exactly you should be heading. Jump on the wrong car and they’ll head to the level boundary rather than lead straight to the exit.
Overall, Schim works well as a platformer. It has some faults, but for the most part it is beautifully exected.
Content
Schim offers a good three hours of playtime from start to finish. Short? Maybe. But I do find it actually be a bit too long. 64 levels feels like 32 too many for me. Especially when there’s so many of these are what I call “transitionary” levels where you just do simple, straightforward platforming to get you to the real, more elaborate levels.
And those real, more elaborate levels (i.e. set-pieces) don’t come as often. They’re memorable- I love the use of abstract art displays in the museum to throw some wacky shadows, and the warehouse one is pretty involved.
But I will say that the levels with a focus on storytelling is actually pretty nice. It’s a slice-of-life story, filled with wholesome moments but it’s also not afraid to show the person’s lowest point (again, it’s sweet but not entirely saccharine). And it’s all very relatable, and for some, hits close to home. The video games industry has been suffering from so many layoffs as of late. The story does feel a bit stretched out, but it’s worth seeing to the end.

Personal Enjoyment
Schim is one of those games where its elevator pitch is enough to have me sold. It’s a riveting (ribbitting?) concept. Hop around like frogs where shadows are your platforms you can land on.
The presentation here is perfect for what it wants to do, whether that is to portray a cosy European town life or a subtle propaganda to show how nice walkable cities, with all the shade, can be. And I genuinely get goosebumps over the title music, it’s an absolutely beautiful medley.
I would have enjoyed it more if it’s actually shorter. My big worry about Schim if the novelty of shadow-jumping wears out too quick. And in some ways it does wear out from having too many non-consequential and forgettable levels. But its high moments sure sticks the landing, and that for me is good enough.
Verdict
Schim is, without a shadow of a doubt, a wonderfully creative platformer. Jump in for the solid 3D platforming, but stick around for the touching storytelling and its subtle yet moving soundtrack.
Schim showcases the wonderful potential independent games have and why they should stick around. Video game developers can be creative. Video games can be creative. And this game should inspire us to look at the world in more playful ways. Like we as kids once did.
Played on PC. Review code provided by the developers.
Schim
Schim is, without a shadow of a doubt, a wonderfully creative platformer. Jump in for the solid 3D platforming, but stick around for the touching storytelling and its subtle yet moving soundtrack.
- Presentation 10
- Gameplay 8
- Content 8
- Personal Enjoyment 10