Shadow of the Colossus, like any game, had several different development periods. This is a list of all of the known ones, with details for each one. The dates were taken from the ICO and Shadow of the Colossus Collection Booklet.
They are divided into "World Eras", each marking a major change in the shape of the game.
- World Era 0 = Planning > Prototype
- World Era 1 = Test Stages > Parts Library Map
- World Era 2 = Height Map > 24 Colossi Map
- World Era 3 = Colossi & Map Reduction > Final Shape
Period names are subject to change
World Era 0[]
Planning Period[]
In September 2001, the presentation of the new concept to the staff was done. Two types of games were conceived, a 3D action game for a male audience (男ゲー) and a 2D puzzle game for a female audience (女ゲー) that would have made use of a touchpad peripheral.[1] The game for a male audience was chosen as the team's next project.
Sketches of designs drawn by Kazuhiro Numata for the boss design of the pilot movie, shared on the developer's twitter account.
In late-January 2002, the first storyboard draft for a presentation demo was completed.
In March 10th 2002, the staff rode horses on a training camp at Mount Fuji. The horses were observed and their movements studied. The motivation of the staff was increased.
Prototype Period[]
Nico tech demo - Shadow of the Colossus
In mid-May 2002, a real-time demo depicting a group of horned boys taking down a colossus was completed. It is available in the Nico bonus DVD, showing the battle against the colossus that would turn into the 2nd colossus. However, the background soundtrack in the video from the Nico DVD wasn't yet created. As stated in the World of Fumito Ueda artbook, originally the demo used the opening track of Sam Raimi's Spider-Man as Fumito Ueda thought it would be perfect for it.
In June 2002, Team ICO began trial production of "NICO (Tentative name)" and developed a test version with a small group of people. Ueda worked with coders on the deformation collision for six straight months which involved creating a flexible pole, "kind of like a plant" and having the player character climb on it.
In July 2002, started recruiting staff on the web and in magazines. Since the scale of development would be larger compared to the previous work, Team ICO was recruiting ready-to-work staff from the general public.
World Era 1[]
Masked Boy Period[]

In May 2003, Team ICO began production of "NICO" and presented a prototype at an internal meeting. Development approval was given after the first presentation. This is the time in development when the player was still a horned boy in a mask. The colossi were few and still rather simple and were tested in separate stages with no seamless map; that is, the open world divided by quadrants from the final game.
Clips of it are available in the Nico bonus DVD.
Overcast Sky Period[]
At some point in 2003, the clear sky was replaced with an overcast one that would shape the game's visual identity going forward. This iteration of the sky featured cloud billboards that would be removed going forward. The only evidence of this period is a single short clip in the production reel, showing the player character and their horse in an unknown test stage.
Horned Boy Period[]

Later in 2003. Many colossi were in the works and their environments were taking shape. The player character lost the mask, while still keeping the horns, blue shirt and pants. Development on the unused colossus named Saru stopped around this period.
In July, the first monitor meeting was also done, which was a survey of the public's reaction to the game's core design.
Some pictures of the artbook and clips featured in the Nico bonus DVD show this phase.
Full-scale Development Period[]

By September 1st 2003, the staff was moved from the building on Nakano-Sakaue to Aoyama. Full-scale development began in the new studio. The player character had developed further, losing the horns, and having a 'tunic' instead of the shirt and pants of earlier phases. One of the key aspects of identifying this phase is by looking at the simplistic HUD.
Pictures and clips of it are available in the artbook, in the Nico bonus DVD and in trailers.
Parts Library Map Period[]
At the start of 2004, the HUD was changed again, this time lasting a long time, only being replaced in the final phases. The first seamless map was also created around this period using the "parts library", which was mostly flat. Many colossi were placed on a quadrant with no arena, such as the case with Spider. Any footage that was taken on a vast dry area was in this first seamless map. G0, B2 and the old I7 found in the preview version and earlier are all remnants of this time. Development on the unused colossus named Griffin stopped around this period.
Pictures and clips of it are available in the artbook, in the Nico bonus DVD and in trailers.
World Era 2[]
Height Map Period[]

After the start of 2004, the design of the world map was decided to be changed completely. The shape of this new map was first done via a 2D height map, which would then be auto-generated into 3D land that would serve as a base for most of the areas, before being modelled by hand. Wander's model was also changed once again, having improved facial features and leg wrappings.
Slow Period[]

An unknown amount of time later, in-between the previous period and the next, Wander's design was slightly modified to include sleeves instead of not having any like in previous phases, and is only seen briefly in a Leo's Cave clip featured in the Nico bonus DVD. The clip also showed the game was starting to render distant quadrants instead of just the one you're currently at, by utilizing super low (slow) resolution models.
Pre-Showcase Period[]

Mid-2004, the game's title was finally chosen as "Wanda and the Colossus". The seamless map was further developed and the arenas were all placed. The seamless loading still didn't look up to par, as the game still lacked the bloom effects from the next phases. The design of the player character was very close to completion, having brown clothing instead of the blue one.
Pictures of it are available in the artbook and in the Nico bonus DVD.
TGS Period[]
Footage of Roc from rare promo disc
Around July 2004, the bloom effects were finally added, as well as a yellow tinted sky. Many promotional pictures and footage were taken in order to show the press, making it the most famous beta phase. The game was later shown to the public in order to garner reactions and adjust the game in response.
World Era 3[]
Reduction Period[]
Late 2004 to the start of 2005, due to the reception, lack of time, lack of budget and some developers leaving, several colossi and locations were decided to be removed before being finished, eventually leading to the final version we have today. The player character was unchanged from the previous phase.
A short teaser released in December 2004 shows the early design of the 2nd colossus[2].
Arms Period[]
Throughout 2005, several builds were distributed to the press, game conventions and the like. The game was already in its final touches, with the player character finally being the finished Wander. It is what is known by the community as the "Arms build", as the HUD has the text "Arms" on it.
In the pre-E3 showcase that took place in April 2005, Sony showcased the game and revealed that the name was changed to Shadow of the Colossus to releases outside of Japan.[3]
Some textures for the logo in the main menu for several builds from this period are listed in the PS3 data sheets, the dates of the build are in their names. Below is a list of them and a short description if information is available:
- April 18th 2005 - E3 Build 1
- April 19th 2005 - E3 Build 2
- April 25th 2005 - E3 Build 3
- May 2nd 2005 - E3 Build 4
- May 12th 2005 - E3 Build 5
- This is the build dubbed the E3 Demo, as it was the one playable at E3. The bridges and paths are all blocked off, but the rest of the map can be accessed by modding or hacking.
- May 13th 2005 - E3 Build 6
Besides these, there are a few other builds around this period (released officially or not) that are publicly available. They are:
- June 21st 2005 - OPM Demo
- Despite being also named "E3 Demo" in the main menu, the OPM Demo is not the same as previous E3 builds. Bridges and paths are blocked off like the E3 Demo, although the rest of the world map is not in this build, with only the 9 central quadrants being in the files.
- July 7th 2005 - PSU Preview
- This build is like the E3 Demo and Preview versions, in that every quadrant is present. Unlike the E3 Demo version however, all quadrants are accessible without any modding or hacking needed. However, only 3 colossi are in this build, the 1st, 2nd and 3rd.
- July 11th 2005 - PSU Demo
- Just as the OPM, this demo only has 9 quadrants in total.
- August 9th 2005 - Preview
- The Preview version, despite not having the "Arms" text in the HUD, can also be considered part of this period.
Release[]
October 18th 2005, the final American (NTSC-U) version is released, receiving critical acclaim from reviewers. In October 27th 2005 the Japanese (NTSC-J) version released, and then in February 2006 the International (PAL) was released to the rest of the world.
| The game | ICO ( Demo • Revisions from U.S. version • Ico HD ) | |
| Characters | Ico • Yorda • The Queen • Shadows • Shinkan | |
| The Castle | Altar • Warehouse • Spiral Stairs • Old Bridge • Stairs • Trolley 1 • Trolley 2 • Crane • Chandelier • Drawbridge • Main Gate • Graveyard • Dark Room • Windmill • Sunbeams • Stone Pillar • East Crag • East Arena • East Idol Stairs • East Reflector • Waterfall • Sluice • Cogwheel • Gondola • Water Tower • West Crag • West Arena • West Idol Stairs • West Reflector • Cage • Pipe • Elevator • Wharf • Queen's Room • Sandy Beach | |
| Items | Stick • Sword • Queen's Sword • Mace • Light Saber | |
| Miscellaneous | Idol Gates • Runic language • Sofas • ICO Stages | |
| Unused Content | Castle Soldiers • Unused Locations (Dynamite Room) • Unused Objects | |
| Other Media | Credits • Ico ~Melody in the Mist~ • Official Game Guide • Ico: Castle in the Mist • Development Timeline of ICO • Interview Archive | |
Walkthrough | |
|---|---|
| Characters | Wander · Mono · Agro · Dormin · Lord Emon · Guards · Shadows |
| Colossi | I · II · III · IV · V · VI · VII · VIII · IX · X · XI · XII · XIII · XIV · XV · XVI |
| Locations | The Forbidden Lands · Shrine of Worship · Colossus Arenas |
| Main Items | Power-ups (Lizards · Fruit) · Weapons (Ancient Sword · Sword of the Sun · Queen’s Sword · Sword of Dormin · Bow & Arrow · Ancient Bow · Harpoon of Thunder · Life Sword) · Collectibles (Relics) |
| Gameplay | Hard Mode · Save shrines · Time Attack · Reminiscence Mode · Watermelon · Barrel |
| Media | Roar of the Earth (OST) · Official Art and Guide Book · Nico Bonus DVD · Film · Interview Archive |
| Releases | OPM Demo · PS2 original · PS3 remaster · PS4 remake · Credits |
| Early Builds | Preview version · PSU Preview version · E3 Demo |
| Unused Content | Unused Colossi · Colossus Test Stages · Unused Locations · Beta Mountains · Development Timeline of Shadow of the Colossus |
References[]
- ↑ https://www.4gamer.net/games/120/G012071/20111020037/
- ↑ https://www.youtube.com/watch?v=D9J55-oHfTU | Short teaser of the 2nd colossus from December 2004.
- ↑ https://www.gamespot.com/articles/sony-renames-wanda-and-the-colossus/1100-6123318/ | Sony renames Wanda and the Colossus.


















































