SCHiM is a game that immediately caught my eye after coming across a Reddit post from one of its creators, Ewoud van der Werf, five to six years ago: its striking visuals, genuinely interesting idea, and simple but pleasing gameplay mechanics (where a frog-like creature is seen jumping from shadow to shadow within an urban city environment) were met with a lot of interest and excitement on the creator’s post. It’s a game I found myself thinking about from time to time, thanks to its undeniable charm and unique premise.
After finally playing through it on Switch (via Switch 2) a year after its July 2024 release, SCHiM does succeed in nailing its charming environments and providing an undeniably adorable shadowy protagonist, but its main strengths unfortunately end there, with the end result offering an aesthetically pleasing but ultimately shallow experience.

You’ll spend 65 similarly-structured levels traversing as a frog-like shadow, or “schim”—a Dutch word that translates to “shadow, phantom, or soul”—that repeatedly tries to reunite with its owner after being suddenly separated near the start of the story. The gameplay is simple: utilize the shadows of everyday, often urban objects—such as moving vehicles, flying birds, or wandering pedestrians—to reach a specific area at the end of each level and keep chasing after your ever-elusive human counterpart.
The game is devoid of any dialogue, rather relying on simple environmental storytelling, which ends up working well: you’ll briefly shadow the life’s journey of a young boy, where you’ll see him transition from boyhood to adulthood, experience his first breakup, graduation, and first job, which he suddenly loses. His job termination acts as a major catalyst for the plot, where a sudden fall causes you to split from the down-on-his-luck human tether and continuously chase after him in hopes of reuniting and helping steer his life onto a better course.

For its mechanics, you’re confined to jumping from shadow to shadow toward the end goal of each level, which you can preview at any time with the press of a button (ZR on Switch); this helps you stay on track if you happen to find yourself jumping to a dead end or chasing after optional hidden items peppered throughout most of the game’s levels. In addition to your main, long jump, you’re granted a much smaller hop to help reach your intended shadow, which works as a solid and well-implemented mechanic (I occasionally found myself juuust being able to reach my target thanks to this small secondary jump, which led to some satisfying moments).

Rotating the camera opens up more shadows and angles to play around with, adding a layer of slightly deeper strategy that helps fight the monotony that starts to creep in after a dozen or so stages (although the camera angles do occasionally feel obstructive and somewhat frustrating in tight corners, resulting in a hit-or-miss leap of faith; though to the game’s credit, this kind of situation turned out to be pretty rare).

After the visually charming, but admittedly uneventful, first twenty or so minutes, the game starts to pick up more momentum and intrigue once the phantom becomes disconnected from its user, where you navigate the shadows of simple, common objects—like a loose box or a street lamp—to try to catch up to your human host. The game really opens up at this point, offering an initially promising sandbox that urges exploration.
Timing and navigating moving objects, like a passing moped or a walking pedestrian, offers some welcome variation and puzzle platforming to the mix.
When the environment lines up just right, you can find a satisfying rhythm to the movement and traversal that immediately draws you into the experience more. While all levels feature a genuinely charming and visually pleasing color palette and flair, some areas, like those with rain or dynamic shadows, feel especially immersive and creative, with the level design inviting more planning and strategy to your end-level goal. The game’s menu looks stylized and visually appealing as well; the small detail of having the schim leap from level to level in the stage selection screen feels like a nice touch.

While many of the game’s levels do feel largely the same, despite their consistently charming design and changing color palettes, certain sections succeed in standing out more, offering a welcome break from monotony. A warehouse level, for example, feels like one of the game’s most satisfying, with the constantly moving machinery, clever jumping mechanics via slender/wire-line shadows, tricky conveyor belts, and an intricate level layout helping show off SCHiM’s true puzzle-platforming capabilities. (I really wish the game featured more levels like this one!)
Another favorite section of mine is a late-game area that reverses the roles of the shadow and its out-of-reach human, with the few levels offering a more surreal and daring feel to the game. At the same time, this area also unfortunately featured the sole glitch of my playthrough, with the glitched human—where he suddenly became stuck running in place, no matter where I moved—forcing me to restart the level. SCHiM never sends you far should you fail a jump or want to restart a level, but this moment was still a little surprising due to the game’s otherwise glitch and lag-free experience.

While your schim is given the opportunity to interact with any object it jumps into, the effects end up being largely insignificant (e.g. a lamp briefly rocking back and forth, trash bins spewing trash that surprisingly lack any key items or purpose, and humans that merely cough or look around); the biggest use of the button is to control traffic lights, which do affect vehicular and pedestrian traffic, making for some interesting puzzle-platforming.
While the interactable traffic lights do feel like a nice touch, and it does feel satisfying to find the hidden objects scattered throughout the levels—which help in significantly adding to the story’s otherwise short runtime—it can’t help but feel like a strongly missed opportunity not to utilize the schim’s abilities more and further play around with the world you inhabit, such as by having the dedicated interaction button carry a stronger sense of purpose throughout your journey. At best, this function feels like a believable distraction; while momentarily interesting, there’s often just nothing there to sink into.

Regarding its story (which, like much of the game’s mechanics, is very simple), while witnessing your human tether’s struggles and attempts in bettering himself (e.g. via different jobs, hobbies, etc.) does help you form a stronger connection to the journey, it admittedly starts to feel tiresome and repetitive in having to repeatedly see your target move just out of reach over and over again for 60+ levels. Crafting more narrative-driven reasons for the schim’s continual inability to catch up to its owner would have greatly elevated the plot and overall experience, a nagging feeling that came to mind for much of my time with the game.
The final section of the game does feel a bit more narratively-focused, with the levels offering some palpable tension, more complex puzzles, and higher stakes, but the ending still ends up feeling underwhelming, causing your continuous chases, leaps, and efforts to lack a more satisfying sense of accomplishment, both mechanically and narratively.
SCHiM’s post-game options offer some additional challenges for subsequent playthroughs, such as turning off the extra jump or only limiting you to a set number of lives before having to restart the game, but due to the game’s thin plot and overly similar levels, I personally didn’t find the urge to dive back into the shadows, despite the charm and visual appeal.

Verdict
SCHiM’s appealing and striking visuals, as well as its imaginative and charming premise, undoubtedly infuse this puzzle-platformer with lots of initial promise—but its repetitive gameplay loop, lack of stronger substance, and missed opportunities to explore its premise and mechanics further make for an ultimately underwhelming experience that never quite hits its stride.
I’m happy to have finally experienced the final product, and I found myself genuinely enjoying many aspects of the title’s beautifully crafted animation and ever-changing color palettes—I just wish there were more substance to complement its style.
6/10 OKAY
The Good
- Undeniably unique premise, stylish visuals, and charming atmosphere, all of which work well in pulling you into the unfolding game
- Moments of satisfying puzzle-platforming, especially in the more specific and themed levels
- Late-game sections feel more narrative-driven and offer a stronger sense of excitement
The Bad
- Gameplay loop quickly grows stale and often feels monotonous, causing the game’s short runtime to feel simultaneously overly long
- Plot feels loosely-woven, even for an action-platformer
- Missed opportunities to further explore and expand on the game’s premise, mechanics, and plot
- Optional post-game modifiers lack a more compelling reason to revisit the game once you’re done
Les spent around five hours platforming and finding collectibles in SCHiM on the Nintendo Switch 2.

























