Overview
Stealth is an optional approach to encounters in Silver Palace. Players can choose to sneak up on enemies rather than fighting them head-on. The stealth system connects to the investigation and combat systems, offering alternative ways to gather intelligence and eliminate threats.
The approach options below were documented in the Monotype Beta, also called the Identity Test. The Dichotomy Beta rebuilt the combat layer around them without restating the takedown menu itself, which is why the status section at the foot of this page matters.
Sneak Attacks
Approaching an enemy from behind without being detected opens up a stealth takedown opportunity. The player can knock the target unconscious with a physical strike. If the stealth approach is detected at the last moment, a QTE prompt appears. Succeeding at the QTE recovers the stealth takedown; failing it triggers a regular combat encounter.
This QTE recovery mechanic means a failed stealth attempt does not result in an automatic penalty. The player always gets a chance to salvage the approach before the situation turns into open combat.
Syringes
Players can carry consumable syringes filled with anesthetic. Using a syringe on an unaware target silently incapacitates them without the noise and risk of a physical takedown. Syringes are a limited resource, which means players need to decide when silent incapacitation is worth the consumable cost versus a regular stealth knockout.
Interrogation From Stealth
Instead of immediately knocking out a target, players can choose to interrogate them. Stealth-based interrogation provides intelligence about enemy positions, objective locations, or clue-related information that feeds into the Evidence Board. Information gathered through force (stealth interrogation) may differ from information obtained through diplomacy (dialogue-based questioning), giving players different evidence depending on their approach.
Three Stealth Options
When approaching an unaware enemy from behind, three options are available:
Option | What it does | Cost |
|---|---|---|
Knock unconscious | Physical takedown. A QTE prompt appears if the approach is spotted at the last moment, and clearing it recovers the takedown | None, but a failed prompt drops the player into open combat |
Interrogate | Yields intelligence on enemy positions, objective locations or clue material that feeds the Evidence Board | None |
Syringe | Silently incapacitates an unaware target with anaesthetic | Consumes one syringe |
Enemies in Disguise
Some hostiles move through Silvernia dressed as ordinary civilians. An alert flags them: scanning the surrounding crowd marks the figure that does not belong, and exposing it starts a fight. That alert is what keeps investigation instincts live during otherwise peaceful exploration, because a threat can surface anywhere in the city's streets.
No on-screen name for the alert appears in any published material, so it is recorded here by what it does. Its open-world face, a red marker that bulges toward the hidden figure, is covered on Exploration.
Stealth in the 11-Minute Gameplay Show
The game's original 11-minute gameplay show from May 2025 demonstrated the stealth system. The footage showed a player approach a guard from behind, choose the syringe option, and silently incapacitate them before proceeding. The show also demonstrated the QTE recovery mechanic when a second stealth attempt was partially detected. Stealth is one of the game's distinguishing features compared to other party-based action RPGs.
Status After the Combat Rebuild
The account above describes stealth as it worked in the first closed beta. The combat rebuild for the second test was described without reference to takedowns, interrogation or syringes, which left the system's status unclear for a time.
The post-test report published in August 2026 resolves the larger question. It names stealth and assassination as main-story gameplay sequences and commits to adjusting their controls, camera behaviour and sound effects, which confirms both that they survived the rebuild and that they are story content rather than an optional overworld flourish. It does not itemise the three-option takedown menu, so the specifics above should still be read as first-test material until the current build restates them.
Revealer Light
The same report names a detective mechanic that had not appeared in any earlier public material: the Revealer Light. It is given as an example of a detective-related mechanic the team plans to surface more often through the main story. Nothing has been published about what it does. The name points toward exposing something not visible in ordinary light, which would put it beside the disguise alert above as a tool for finding what a scene is hiding, but that reading is inference rather than a stated function and should be treated as such.