Fresh details about the upcoming *Assassin's Creed Shadows* have surfaced online following the apparent leak of an artbook, which reportedly first appeared on a website known for hosting adult content—including hentai. The leaked material has sparked widespread attention across gaming communities and forums.
The artbook, titled "The Art of Assassin's Creed Shadows", was initially discovered on the subreddit r/GamingLeaksAndRumours and quickly gained traction across various platforms. It features hundreds of pages filled with concept art, behind-the-scenes development insights, and quotes that offer a deep dive into the creative process behind the next installment in the iconic franchise.
While the original gallery has since been taken down from the suspected source, copies have resurfaced on multiple file-sharing sites and image repositories, keeping the content accessible to fans eager for more information.
IGN has reached out to Ubisoft for official comment regarding the leak, but no formal response has been issued yet.
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Among the most intriguing aspects of the leak are the detailed illustrations of historical figures, meticulously crafted cityscapes, and an array of weapons inspired by Feudal Japan. While nothing is officially confirmed until launch, much of the artwork appears authentic and may hint at key plot elements from *Assassin's Creed Shadows*. Naturally, any potential spoilers should be taken with caution until the game releases.
Anticipation Builds Ahead of March 2025 Launch
This leak comes just ahead of the game’s scheduled release date of March 20, 2025, which was pushed back from late 2024 to early 2025 earlier this year. During a recent preview event, IGN spoke with *Assassin's Creed Shadows* Game Director Charles Benoit, who explained that the delay was primarily focused on refinement rather than overhauling major systems.
“It was mostly about polishing,” Benoit stated. He added that the team made “a couple of things in progression more engaging” and adjusted balancing, but highlighted one particular challenge—the parkour system. Adapting it to the unique architecture of Feudal Japan proved especially complex.
“The Japanese architecture, the roofs, are super complex,” he noted. “Probably the most complex I’ve ever worked with, compared to Odyssey and Syndicate. We needed specific code and animations to support smooth transitions and make the parkour feel even more fluid. That was one of the key areas we wanted to improve, and it has definitely gotten better over the past few months.”