Reviews from

in the past


Broke: wanting a love like the Joker and Harley

Woke: wanting a love like Gomez and Morticia

Bespoke: wanting a love like Plague Knight and Mona

Plague Knight is such a fun character in so many ways, from his design to his dialogue to his relationships with other characters.

I just wish some of that fun extended to his controls.

This is the second game in the whole Shovel Knight shebang and honestly, despite being the same/similar levels in Shovel of Hope, I had quite a bit of fun with it! Perhaps even more. A lot of times it felt like some abilities and combinations were a little useless, but when I found a couple of enjoyable combos and weapons that worked, it was an absolute blast (no pun intended). Also, the ending made me happy :)

Muy buen juego de plataformas, buen diseño de niveles y jefes que pueden dar batalla. Muy entretenido en ambos modos de juego.

Pretty fun remix of the original game. One of the most creative platformers I've played from a movement standpoint. The bomb customization allows for a lot freedom on how you want to tackle each problem. I felt my gear having a significantly greater impact on my play style than in the original game, which is definitely an improvement. At times, however, it felt a little like Shovel Knight With Extra Bullshit. The boss fights are pretty free, at the cost of screens that were simpler in the original becoming much more difficult. While frustrating sometimes, it does mean that they did a good job differentiating the two characters. This game is also way funnier than the original, which already had a good bit of charm. This was a fun challenge and I enjoyed this game a lot


I played and LOVED Shovel Knight back when it came out after I helped Kickstart it, and I've been sitting on my hands for AGES on playing the free DLC's for it. First up is Plague of Shadows, an alternate quest where you get to play through as Plague Knight, one of the bosses from the original game. Design-wise it isn't super different from the main game, but it's still loads of fun.

Most of the levels are more or less unchanged unless it's to encourage you to use Plague Knight's new controls or getting rid of bits that only Shovel Knight could use. Instead of the Duck Tales-style pogo-stick jump that Shovel Knight has, Plague Knight has powers similar to how he fights in the game as he can throw bombs, explode up or at an arc to the side for traversing stages, as well as a small second jump he can do after his tiny normal jump. Moving around the stages with the vertical detonation jumps is super quick and super responsive. The curio sub-weapons can still only be used by a combo of Y+Up, but a couple in particular really stand out in letting you climb all over the place as they either give you an uppercut for more air or an explosive platform to launch off of. It takes some getting used to, but it's great fun to fight as Plague Knight before long.

Verdict: Highly Recommended. Other than a changed story to reflect our new hero Plague Knight instead of Shovel Knight (although Shovel Knight is still here sometimes XP), the bosses, map, and even levels are mostly unchanged from the main Treasure Trove game, save for a changed final boss. This isn't particularly a bad thing, but it may make Plague of Shadows a difficult sell if you've only just beat Shovel Knight: Treasure Trove and want something noticeably different. All the same great animation and level design are still here, just with a new playable character with his own new great playstyle and music. If you loved the original Shovel Knight, the first expansion is a pretty safe bet that you'll enjoy it.

My least favorite of the 4 campaigns. The movement was interesting, but quickly became repetitive as the solution to most platforming was the exact same series of inputs to move. It also felt like some of the potion modifiers you would never ever use. The best way to play this game is with the cheat code that randomizes your kid every few seconds. Despite all this, every Shovel Knight game is very good and has great design, I just wish Plague boy's was a little tweaked. Story is great.

Unpopular opinion, I like Plague of Shadows more than Shovel of Hope. I think the bomb system was very interesting and innovative.

My favorite in the Shovel knight series but that’s mostly because i absolutely adore Plague Knight

So it's just Shovel of Hope but with a new character that feels horrible to control thrown in levels not designed for him...hmm.

Shovel Knight fans disappointed to get yuri (actually good) instead of a fourth shitty platformer

Ao mesmo tempo melhor e pior que o Shovel of Hope

To me, it's probably the weakest of the 4 playable campaigns in this game, but that's not to say it's bad. It's still great and would be rated higher if it wasn't for the other 3 being so good.

This review contains spoilers

Lo siento caballero que usa una pala, pero el doctor de plaga se queda con la gótica culona

This review contains spoilers

So, Plague of Shadows seems to be a pretty mixed bag overall. I'm not familiar with what the fanbase thinks of this one, but I felt that, although this DLC is still really good, it has more cracks in it than the base game. Perhaps that is to be expected; Plague of Shadows was the first DLC campaign and got released only a year after the base game. Still, I enjoyed my time with this one and I don't want to make it seem like I didn't.

The best way I can describe Plague of Shadows is that its a sort of "dark mirror" for Shovel of Hope. It has some original stuff, mainly through the bonus levels, but you will quickly notice that the level layout is mostly the same here as it was in Shovel of Hope. I especially noticed this in the latter half of the game, since Tinker Knight, Polar Knight, and Treasure Knight's stages felt virtually unchanged outside of small and infrequent additional segments, even though I found all the secrets in them. Both Tower of Fate levels are exactly the same as in Shovel of Hope, except for two extra bosses at the very end. On the other hand, the Explodatorium was considerably different and was easily the longest stage in my opinion, which...well, considering that it is Plague Knight's home turf from Shovel of Hope, perhaps that's to be expected. I think this mode still manages to stand out despite its similarities due to just how different Plague Knight feels to play. He has a weak jump, so to do most of the game's platforming you'll need to get into the groove of using a charge burst (hold B then release B) to propel yourself at an upward angle. It sounds frustrating, which it sometimes is, but you get used to it and it even starts to feel good to use once you do. Trust me, I hated this when I first started playing, and I distinctly remember Plague of Shadows was the only DLC I didn't beat (before King of Cards came around) because of it. Playing it now, though, Plague Knight feels refreshingly different, and I got so into the groove of playing him that I might have liked playing him more than I did Shovel Knight himself. Plague Knight being so slow and floaty is offset by him being a ranged fighter, chucking bombs to blow up his foes. As you can imagine, this makes melee enemies more annoying, but it's balanced since you can also blitz them down before they even touch you. Generally, Plague Knight's play style being so weird encouraged me to slow down, in contrast to my playthrough with Shovel Knight where I was complaining that he didn't have a run button and felt rather sluggish. Plague Knight also has a more expansive and considerably more interesting repertoire of tools for fights or even for help in platforming. There's a cool system involving modifications you can purchase for your bombs in which you can adjust the throwing arc, the powder (affects how many you can throw and the effects of the explosion), and your charge burst in various ways. Make yourself float gracefully whenever you charge burst, make your bombs prioritize going straight up instead of straight down, make the fuse shorter or longer, and SO much more. There's a startling amount of options that spices gameplay up if you swap between 'em. Plague Knight also doesn't use the Relics that Shovel Knight used, instead quite literally trashing them in favor of Arcana. The Arcana are pretty much the same idea as Relics, except they use a rechargeable meter instead of a limited resource; it seems Yacht Club didn't want another repeat of the Phase Locket, so you can actually experiment with different ones now that there is no one obvious best Arcana. Overall, I grew to really love playing Plague Knight, but the initial curve in learning how to play him is really rough, and I wish that this campaign didn't feel mostly like a copy-paste job of the original.

I think I got more to talk about with the story and characters here than I did with Shovel of Hope. The story for Plague of Shadows almost gives off a kind of Saturday morning cartoon villain vibe, with your own evil lair and your own entourage of evil minions to serve you. I thought it was really amusing how it flips certain aspects of Shovel of Hope's story on its head: Shovel Knight goes to the village and is not perceived as a threat, while Plague Knight has the aforementioned evil lair he gets into by blowing up some poor guy's house and traveling through the sewers. You get to really feel like a villain, with my favorite examples being Plague Knight destroying the Hall of Champions and defeating any guard in his path as well as the time Plague Knight raids the armorer village with his goons to conquer it for himself. There's also a running gag I found amusing that Plague Knight never truly defeats Shovel Knight; he will win a fight and then Shovel Knight breaks out of the stun and wreck Plague Knight. Its almost like Shovel Knight has some kind of plot armor because he can't canonically lose, or at least that's how I interpreted it. As for the main plot, Plague Knight is a member of the Order of No Quarter - the group of antagonist knights led by the Enchantress - but he decides to betray them because he wants to create a potion using the essence of each knight. This potion is said to contain the ultimate power. Its natural to assume that he's just doing it to take over the world in some generic, but still potentially fun, villainous plot, but, as the story goes on, his motives go into an unexpected route. While he is still a mischievous little miscreant who likes blowing stuff up and causing chaos, Plague Knight is actually trying to get this potion of ultimate power purely because he feels he needs it for fellow alchemist Mona to love him. She is his partner in crime that helps him throughout the game. The game's story makes it rather obvious they both have feelings for each other but are too awkward to confess, which is a rather cliché but still pretty cute dynamic. They even throw in some relationship drama, since the Magician (the same woman who gave you mana upgrades in Shovel of Hope) is also in love with Plague Knight and thinks he's trying to impress her. Mona leaves him after thinking he's gotten with the Magician, but Mona comes back at the very end once Black Knight explains to her that Plague Knight is actually not in a relationship with the Magician. Its too late, though, and Plague Knight has already made the potion. One boss battle after a freak accident later, and now that both Mona and Plague Knight know they love each other, Plague Knight decides to use the potion to blow up the Tower of Fate, claiming he doesn't need unlimited power anymore because he now has all he ever wanted. A sweet little ending, in which Plague Knight's villainous group becomes recognized as heroes and an adorable end credits scene of the two dancing the night away at the laboratory plays. I really liked this game's story; although its nothing special, its carried by the fun characters and that signature fun writing Shovel of Hope also had (though I'd argue its even better here). Who would've thought this silly villain just wanted the love of a tall goth girlfriend?

Overall, Plague of Shadows is great, but unfortunately does have some issues that Shovel of Hope didn't have. I'm especially disappointed that the levels are mostly the same, and, in some cases, almost (or quite literally) the exact same. Plague Knight's move set surely could have inspired more totally unique level design. Nonetheless, I enjoyed my time a lot with this one, and I suppose the fact that I had more to talk about with this one is worth something. A very solid 4.5 stars from me.

مميز و ممتع حتى مع تفضيلي للطور السابق

Plague Knight's story is the most interesting in shovel knight, and his character, design, and traversal are all really fun. Throwing little potion bombs are great, and it's more shovel knight! Really expands the overall scope of the original story, too.

Excelente juego!! Recomendado para todos los niveles

I need to actually beat this one but it did not hit the same as the other campaigns. I do really like how different it is compared to the other campaigns though. Plus, lil bro got a bad bitch!

La expansión más simple de todas.

En cuestión de niveles son los mismos que los de Shovel of Hope pero controlando a Plague Knight, lo mismo con los jefes, a excepción de que aquí cambian los diálogos.
El ataque básico es lanzar bombas y un pequeño salto extra si cargas antes de lanzar la bomba.

Como siempre hay mejoras para estas 2 mecánicas, aunque varias de ellas están bastante meh como bombas burbuja, que sirven únicamente para momentos muy concretos.

La historia es diferente, se explora más la personalidad de varios secundarios del juego principal, mostrando que había más escondido en el reino de lo que vio Shovel Knight y el poder que tenía realmente Plague Knight a nivel social.
La historia con Mona es mona ( me van a echar de aquí por chistes malos ), la moraleja de la historia está bien y el final es muy bonito, de mis favoritos de Shovel Knight.

The Shovel Knight-palooza continues, but on a new console! My hands were really starting to cramp after so many hours holding the NEW 3DS XL, so decided to spring for a Switch copy of Shovel Knight to give my back and hands a rest from using the 3DS so much ^^;. It's been a little under 2 years since I last played Plague of Shadows, so it's way fresher in my mind than Shovel of Hope was. That said, it was still surprising just how much about it I'd forgotten. It took me a little over 5 hours to beat the game on normal mode and getting all the collectibles.

This is not a prequel, but an alternate story telling what Plague Knight was doing in the meanwhile of Shovel Knight's quest to rescue the kingdom from the Enchantress. He wants to brew a potion of ultimate power, and to do that he needs to steal the essence of all of his "friends" in the Order of No Quarter. Plague Knight is a really eccentric character compared to someone a bit more muted like Shovel Knight, and the wacky way he views the world and interacts with people is a fun window with which to view this sideways glance into the world of Shovel Knight. Out of all the expansions, I'd say this one has the strongest writing, as Plague Knight's quest and what the actual ultimate goal is may not be the most original story in literature, but the way its told here is a really sweet counterpart to the bittersweet twist of the original Shovel Knight.

This being the first expansion of Shovel Knight's eventual three, Plague of Shadows exists in a weird middle ground of "new but not quite that new" content. Plague Knight himself plays radically differently to Shovel Knight. Where Shovel Knight is more about pogos and jumps and slashes, Plague Knight has no use for traveling along the ground. Just as his boss fight does in Shovel of Hope, Plague Knight has all sorts of bombs he can throw to attack. More than just attacking, however, he also can charge his main attack to do a detonation on himself that sends him flying for a ton of extra distance, and that's in addition to a small double jump. This new method of platforming takes a while to get used to and can be really daunting at first, but luckily one of the first power ups you can buy is something that gives your explosive burst jump less damage power but a slow hovering fall after instead of a hard drop to the ground.

You can get all sorts of sub weapons (which this time work on a recharging mana bar rather than Shovel Knight's meter bound by mana pickups) as well as tons of different blast jump effects, fuse timers, bomb types, and explosion effects. You can also hold R to quickly freeze time and toggle between these different main attack varieties. It can be a bit of a pain doing these toggles all the time to deal with different enemies, and it would've been really nice if you could've used the ZR and ZL buttons to toggle between presets or something. However, given this had to be a game that would work on the original 3DS (which lacked such buttons), the absence of such an option is understandable though unfortunate.

All that said, the main reason I think all of these different types of weapons are at your disposal and can be swapped between at any time are as much an addition of necessity as they were a creative design choice. Plague Knight for the most part (aside from a few optional side-stages) has almost no levels crafted specifically for him. He's going through all of Shovel Knight's stages from Shovel of Hope, but with some slight changes here and there to incorporate using Plague Knight's bomb jumps. Even the bosses are largely exactly the same with only a couple new additions (although with how different Plague Knight has to fight them, that is a pretty insignificant lack of change compared to the lack of new levels). Even the music is mostly reused from Shovel of Hope, or the remixes are very similar (they seemed largely exactly the same to me).

The lack of new stages isn't entirely bad, as I dread to think just how incredibly difficult custom-crafted stages would be if they really took advantage of just how much you can do with Plague Knight's platforming abilities, and they do feel quite different to go through given how different your mode of travel is. This is yet another aspect of Treasure Trove's earlier campaigns that look bad more in retrospect than in and of themselves simply due to how much more ambitious the later two expansions were.

Verdict: Highly Recommended. It may not have changed that much from Shovel of Hope, but that doesn't ultimately matter that much. Aside from just being a free bit of content in Shovel Knight: Treasure Trove in the first place, Plague Knight's new attacking and platforming abilities breathe new life into old stages and boss fights in a way that isn't immediately obvious when you look at how little has been changed on paper. It may not be my personal favorite out of the Treasure Trove, but it's still a fantastic 2D action platformer well worth your time.

a timeless campaign, far from just another take on shovel knight's story, though it does undoubtedly compliment it. forever one of my favorite games, and it isn't even sold standalone

I'm literally him.

My boy, my little beak unable to dance boy. We're one of the same

My mom liked watching this one the most

I think what makes this one stand out as even better than the already really good base game is the way it taps into the same primal mystique that motivates us to put characters into games they shouldn't be (be it official bonus modes or fan mods) and works that into both the game design and the story. Plague Knight is an outcast, both in a narrative sense where they're shunned by the local villagefolk and forced to live in an underground lab and in a mechanical sense where it is abundantly clear that the main campaign's levels were not made with them in mind. Sometimes it's in the sense of unintentional side effects of a character with drastically different attacks, movement physics, etc. like many such cases in Propeller Knight's stage and other times it's parts of levels hard coded to not work like they did in Shovel Knight's campaign such as the flying bushes in Specter Knight's stage and the rainbow bridges in Polar Knight's stage. However, while this might seem like something that only works to Plague Knight's detriment, it also leans the other way around. Plague Knight's sheer quantity of movement options allow them to cheese many platforming challenges that would have given the cerulean coward trouble and the increased range and spammability of their attacks makes cheesing bosses even easier. Controlling Plague Knight feels like controlling a character modded into a game they very much weren't supposed to be (ex. that Sonic Generations mod from a while back that allows you to play as Mario 64 Mario, complete with their very specific movement physics) and also playing the role of the cartoon mad scientist character that Plague Knight is clearly riffing on; never having a chance of winning if you play fair and square but instead getting success through being a cheating bastard. The world wasn't made with Plague Knight in mind but goddamnit if they aren't going to hang on by any means necessary.
Also, Plague Knight and Mona are yuri to me.

Maybe im just retarded but i couldnt get past the first level #filtered


Ngl it’s kinda too similar to Shovel of Hope compared to the others and I don’t really like the new mechanics but it’s still well designed and fun so can’t complain too much

Al principio no me gustaba para nada el gameplay de Plague Knight, mientras fui jugando se mejoró mi percepción de él, pero aún no tengo razones para recomendar Plague of Shadows más que Shovel of Hope más que por completar todo el contenido de Shovel Knight XD Eso si, su trama está chida

a mona despertou coisas em mim

Nota-se o capricho dos desenvolvedores no game, a gameplay não é tão fluída no entanto quanto o game original por isso vou tirar meio ponto.