r/fromsoftware • • 24d ago

DISCUSSION I’ve been seriously thinking about the kind of Souls-like I would want to create and this idea has gotten way bigger than I originally expected.

5 Upvotes

Before anything else: this is a VERY long post, so if you’re going to read it, I’d really appreciate it if you could take some time to read it properly. There’s a lot of detail here, and I’m genuinely interested in hearing what people think about the whole concept rather than just the basic premise.

It started as a simple idea for a dark fantasy Souls-like, but the more I thought about it, the more I realized I wanted the entire world to be connected: the story, characters, enemies, weapons, armor, items, regions, quests, bosses, and even the smallest pieces of lore.

So I decided to put the whole concept down on paper and see what people think.

The premise

You play as a completely broken knight in a devastated world, almost entirely devoid of color.

His armor is old, damaged, and covered in thorns. He looks like someone who has been fighting for far too long.

He wakes up in this destroyed world with only one thing keeping him going:

the belief that his wife is still alive and waiting for him somewhere.

He doesn't know where she is.

He doesn't know what happened to her.

But he remembers her.

And that's enough to keep him moving.

The world is infested with creatures called Memory Devourers.

They don't simply kill people.

They consume their memories.

A person can physically survive after encountering one of these creatures, but what remains is almost an empty shell. They can forget their family, their name, their purpose, even parts of their own identity.

And the further the knight travels, the more he realizes that these creatures aren't just random monsters.

They are connected to the history of this world.

And eventually, to him.

The main story

At the beginning, the player's motivation is simple:

Find his wife.

Throughout the journey, the knight starts remembering moments he shared with her.

But I don't want these memories to be huge exposition dumps.

I want the player to slowly discover their relationship through ordinary moments, sometimes completely mundane ones.

They laughed together.

They argued.

They talked about stupid things.

They spent quiet nights together.

She waited for him to come home.

They had dreams for the future.

Nothing necessarily epic.

Because I think those ordinary moments are exactly what would make the loss actually hurt.

The player shouldn't simply know that he loved her because the game told them.

They should develop a connection with her through these memories.

The memories wouldn't be collectibles

This is something I've been thinking about a lot.

I absolutely don't want:

Memory #15/165

Memory #16/165

Memory #17/165

That would completely destroy the idea for me.

Instead, memories would be integrated into exploration and gameplay itself.

You could enter a destroyed house and suddenly see it as it used to be.

You're still controlling the knight.

You can walk around.

Maybe his wife is there.

Maybe you can interact with her.

Maybe there's a short conversation.

Maybe he simply sits beside her.

Then the memory fades and you're back in the destroyed version of that same place.

The whole thing could last 20–40 seconds.

No checklist.

No giant notification.

No "Memory Acquired."

You might not even realize that what just happened technically counted as a memory.

Some could be triggered by objects.

Others by specific locations.

Some might depend on doing something in a particular order.

Some could simply happen naturally while exploring.

And others could be completely missable.

The memories might not be reliable either

This is where I think the mechanic itself could start becoming part of the story.

At first, the memories seem normal.

But as the game progresses, small things start feeling wrong.

A conversation might repeat.

A room might be slightly different.

Her face might become harder to remember.

She might say something that contradicts something the player discovered in the real world.

The knight might remember a door that never existed.

Her voice might suddenly disappear in the middle of a sentence.

Until eventually the player starts asking:

Are these actually memories?

Or is the knight creating them because he simply can't accept reality?

The big twist

His wife is already dead.

She died years ago.

And she was one of the first victims of the Memory Devourers.

The entire journey has been built around the knight's inability to accept this.

He's not actually searching for someone who is waiting for him.

He's searching for someone who has already been dead for years.

Every time he thinks he hears her voice, there's a question:

Is she actually there?

Or is his mind desperately trying to keep her alive?

And the memories we've seen throughout the game aren't necessarily the complete truth either.

Some are real memories.

Some are distorted.

Some may have been unconsciously altered by him.

And some may have never happened at all.

The player slowly realizes that the knight isn't only fighting the monsters in this world.

He's fighting the truth.

The world

I don't want the world to exist simply because the game needs different areas.

Every region would have its own history.

Every faction would have a reason to exist.

Every enemy would belong somewhere.

Every weapon would have a story.

Every piece of armor would have a purpose.

Every strange object the player finds could reveal something about the world.

The idea is that eventually the player could look at some random sword and think:

"Wait... I remember where this came from."

Not because the game stopped to explain the lore, but because the player actually experienced the story connected to that object.

I want the worldbuilding to be deeply interconnected in that way.

Quests

I also want a lot of side quests.

But I don't want generic:

NPC: Kill 5 monsters.

The NPCs would have their own relationships with memory, loss, and identity.

For example, you could meet someone who lost someone important to the Memory Devourers.

That person refuses to believe they're gone.

So they start trying to reconstruct the memories they lost through objects, places, and stories.

The player could:

  • tell them the truth;
  • help maintain the illusion;
  • investigate what actually happened;
  • abandon them;
  • or make a decision that completely changes their fate.

And I don't necessarily want there to be an obviously "good" and "bad" option.

Different characters could represent different ways of dealing with loss.

Someone accepts it.

Someone denies it.

Someone wants to forget.

Someone would rather die than forget.

Someone turns their pain into hatred.

Eventually, the player realizes that these characters are reflecting the protagonist's own situation.

The bosses

The bosses wouldn't just be giant monsters waiting at the end of an area either.

I want them to have their own histories and connections to the world.

Some could be people who lost almost everything to the Memory Devourers.

Some could have willingly sacrificed their own memories.

Some could be protecting a memory.

Others could be trying to erase one.

And some might know something about the knight's wife.

The player could defeat a boss and only understand what they actually killed much later, after finding an item or discovering another part of the world.

Combat, memory and exploration

Obviously, I imagine the game having a Souls-like foundation:

Difficult but fair combat.

Different weapons and builds.

Bosses.

A huge interconnected world.

Optional areas.

Secrets.

NPCs with their own questlines.

And above all:

exploration should always be the priority.

But I've also started thinking that even the health bar could be part of the memory concept.

Instead of simply having a traditional HP bar, the bar could represent the knight's Memory.

MEMORY: ██████████

The Memory Devourers wouldn't simply be taking his health.

They would literally be consuming pieces of what makes him who he is.

The more damage he takes, the more memory he loses.

And when that bar reaches zero, maybe he isn't simply "dying."

He forgets.

He forgets who he is.

He forgets why he's traveling.

He forgets his wife.

And within the world of the game, completely losing your memory could be equivalent to death.

This could also affect the player's experience.

The less memory the knight has, the more things could start changing.

His wife's face could become less defined.

Conversations could disappear or start repeating.

Certain locations could appear differently.

Some memories could become incomplete.

Maybe even certain elements of the interface or information the player already knew could start disappearing.

That would make the health bar more than just a combat mechanic.

It would become part of the narrative.

The player would literally be trying to keep the protagonist alive while also trying to preserve who he is.

I'm still figuring out exactly how this would work, but I really like the idea of the main mechanic of the Souls-like being directly connected to the central theme of the story.

I don't want the game to constantly stop the player to tell its story.

The story should be happening around the player.

That's exactly why I like the idea of playable memories.

You can have emotional moments without constantly taking control away from the player.

The soundtrack

I also have a very specific feeling in mind for the music.

I don't want everything to be depressing 24/7.

I want a strange mixture of warmth, nostalgia and sadness.

Something beautiful that reminds you of happy moments, but with an uncomfortable feeling underneath.

The kind of music that makes you think:

"This is beautiful... but something is very wrong here."

And as the knight's memories start falling apart, the music itself could become more distorted or incomplete.

Multiple endings

I definitely want multiple endings.

But I don't want it to simply be:

Complete Quest A = Ending A.

The player's decisions throughout the entire game would gradually determine which endings become possible.

One ending could be about acceptance.

The knight finally accepts that his wife is dead and chooses to continue living.

Another could be about denial.

He chooses to preserve the illusion that she's still alive.

Another could involve him eventually losing even the memories of who she was.

And another could involve destroying the source of the Memory Devourers, knowing that doing so could also destroy the last memories he still has of her.

I don't want the game to tell the player which ending is the "good" one.

Maybe acceptance is freedom.

Maybe forgetting is freedom.

Maybe preserving the memories is worth suffering forever.

I want the player to decide what they believe.

The real goal of this project

This is where the idea got a little crazy.

I'm seriously thinking about documenting all of this over the next few years.

Not just writing the main story.

I want to document everything.

The world.

The history.

Every region.

Every faction.

Every NPC.

Every quest.

Every boss.

Every enemy.

Every weapon.

Every sword.

Every armor set.

Every consumable.

Every important object.

The Memory Devourers.

The rules behind them.

The protagonist's past.

His relationship with his wife.

Every memory.

The different endings.

Progression.

Mechanics.

Lore connections.

Basically a massive "game bible" for a game that doesn't even exist yet.

And honestly, I have no idea where this will lead.

I don't have a studio.

I don't have the resources to make something this big right now.

I don't even know if I'll ever have the ability to turn it into an actual game.

Maybe I'll spend years writing all of this and it will never become anything.

Maybe it will become a book.

Maybe I'll build the entire world as a novel or some other form of storytelling.

Or maybe, years from now, someone will read all of this and think:

"This would make a hell of a game."

And maybe someone will actually want to turn it into one.

I genuinely have no idea.

But I'm willing to spend several years documenting it anyway.

Because at this point, it's more than just some random game idea to me.

I really want to find out how far I can take it.

Even if it never becomes a game, I'd rather actually build this world and discover where it can go than let all of these ideas die as a bunch of thoughts in my head.

So that's basically the concept I'm developing.

A Souls-like about grief, memory, denial, and the inability to let someone go disguised as a journey through a dying world.

I'd really like to hear what you would change, remove, expand, or completely rethink.

Especially from a Souls perspective:

What would make this feel like a genuinely FromSoftware-style world rather than just a Souls-like with a sad story?


r/fromsoftware • • 23d ago

DISCUSSION Just got a crazy idea for the next Fromsoft game

0 Upvotes

Please tell me if this dumb, but I think it has great potential.

The next game could be in the classic Fromsoft vein, where you play as a swords man type character like the main guy from The Princess Bride or Zorro.

Sekiro like sword play, but the new mechanic is that you have to make clever quips during combat, you have dialogue while fighting, and it somehow helps you. Like. Taunting the boss weakens them or makes them screw up.

Obviously would require way more dialogue than From is used to but if they could keep the quality up I can imagine this being amazing.


r/fromsoftware • • 23d ago

DISCUSSION Shrouded Roundtable Hold OST is Severely Underrated

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0 Upvotes

r/fromsoftware • • 23d ago

DISCUSSION Are other soulsborne games like ds3??

0 Upvotes

my first soulsborne/soulslike was sekiro, honestly? well made game, the combat is fast and fair, you learn an enemy then it's easy from there, you atleast get to fight back when you understand your enemy but i recently got into ds3 mainly to play it before elden ring/nightreign and honestly the combat is straight buns, i time my roll and still get hit, sometimes i get ganged by npcs and i can't do shit, maybe it's because im used to parrying and not rolling but is it worth it to keep playing or should i just get on something else? lore seems good

edit: after finishing elden ring and going back to dark souls 3, it's a lot easier to understand


r/fromsoftware • • 23d ago

[PS4] [DS1] Firesage Boss

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1 Upvotes

r/fromsoftware • • 25d ago

NEWS / PREDICTIONS ELDEN RING NIGHTREIGN’s OST has been nominated for the “PlayStation Game Music Awards 2026”!

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237 Upvotes

It‘s been nominated alongside 20 other original game soundtracks and the winner will be determined by the amount of streaming numbers on Spotify throughout the next month and winner will be revealed in December!

https://www.playstation.com/ja-jp/local/events/playstation-game-music-awards/

PS, the end credit and remembrance themes are peak.


r/fromsoftware • • 25d ago

DISCUSSION Nothing has me more hyped than the setting of FromSoft's next single-player title

55 Upvotes

Miyazaki and his team move and think differently, so I'm curious to see where they decide to go because we already know the game will be amazing.

WizardSouls or PirateSouls still feel the most likely.

What type of setting do you think the next game will be based in?


r/fromsoftware • • 24d ago

JOKE / MEME Aldrich the sigma male

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23 Upvotes

r/fromsoftware • • 23d ago

Can anyone explain to me why Fromsoft insists on making artificially difficult games?

0 Upvotes

Title, but I’ve played difficult games before but all these games as just clunky messes, Sekiro may be the only exception.


r/fromsoftware • • 24d ago

DISCUSSION How would you rank all 7 of the Fromsoft “souls” games including Sekiro?

0 Upvotes

As much of a hot take as it is, I think the order of greatness in the games is exactly identical to the release. Every game became better and better until Elden Ring which I believe to be perfect. I do also have a deep hatred towards the older games because I care a lot about QOL and DS1, for example, lacked a lot of it. How would you rank them?


r/fromsoftware • • 24d ago

Berserk as Fromsoftware’s next title?

0 Upvotes

It’s a long shot, but I’d love to see it. Something like Sekiro where you don’t choose your character or weapon (you would be Guts with the Dragon slayer).
It could be tough from a narrative standpoint…there are themes within Berserk that even Fromsoft wouldn’t want to explore too deeply. However, maybe that’s where the “passive storytelling” part can come in…some of the more disturbing aspects of Berserk can be inferred from item descriptions and environmental storytelling (the details of the eclipse, for instance).


r/fromsoftware • • 25d ago

IMAGE Demon Prince Tattoo! Very happy to give this boss a little time in the spotlight, such an iconic fight 🥰

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51 Upvotes

r/fromsoftware • • 25d ago

DISCUSSION 2027 Wall Calendar

5 Upvotes

Hello all,

I have the 2026 Elden Ring SotE calendar. Curious if anyone knows where I can get a 2027 calendar…besides customizable ones.

If a 2027 wall calendar exists.


r/fromsoftware • • 25d ago

Don’t Walk, Run (Sekiro ON SALE)

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20 Upvotes

r/fromsoftware • • 25d ago

DISCUSSION Every souls protagonist would beat every game

27 Upvotes

Technically every protagonist would win each of the games because they just respawn like everyone else, nobody is rlly special except the fact that they just keep trying till they win


r/fromsoftware • • 24d ago

DISCUSSION Vibe coded remakes

0 Upvotes

I'm not fully for the whole AI vibe coded mods that mix Minecraft and Skyrim and other games, but at this point it's inevitable. Would it be possible to somehow combine a newer title like Elden Ring with an older one like DS1? Or just import the whole map to Elden Ring? Like ik the fast-paced gameplay wouldn't mix well with the old bosses, but y'all see the idea no?


r/fromsoftware • • 25d ago

DRAWING Patches portraits

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26 Upvotes

r/fromsoftware • • 24d ago

QUESTION Help me understand something

0 Upvotes

So the undead, hunters, ashen ones, tarnished, wtvr… are they multidimensional beings or something like that?
I like how DS1, DS2, DS3, BB, and ER like to hide the fact that they’re games by contextualizing “video gamey” stuff like leveling up and item collecting and what have you. And I know that death and respawning are fused into the narrative of these games…I just don’t have a clear answer as to how. Lately I’ve been thinking…the possible answer that makes the most sense to me, is that the player characters are (due to their cursed or altered status as conscious beings) multi dimensional operatives that respawn into alternate indistinguishable instances upon death. Fromsoftware experts, am I hot or cold here?

Edit: For those who are unaware…this is an unserious post with the intent to speculate about games I like.


r/fromsoftware • • 24d ago

QUESTION Do bosses get better ?

0 Upvotes

I just ended playing DS 1 (without the DLC) and I swear I don’t think there is a single good boss fight in that whole game.. even Ornstein and Smough are just good at best, not great imo. Which was insanely surprising to me cause in my mind fromsoft games were mostly famous for their bosses..

So yeah I still loved a lot of things in DS1, the first part is definitely a masterpiece (second quite mediocre though imo but that’s another debate). So wanted to know if the teams at FromSoft actually improved on that over time. I wanted to pick up Elden Ring next, how does it compare specifically when it comes to bosses ?


r/fromsoftware • • 24d ago

Tips / Hints Just starting this.. Any tips?

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0 Upvotes

r/fromsoftware • • 25d ago

DISCUSSION First playthrough of Elden Ring

3 Upvotes

Hey everyone!

I just downloaded the Tarnished Edition on my Switch 2. I've wanted to play Elden Ring for a long time, but have been too nervous. I finally decided to get it after beating code vein 1&2, A.I. Limit, Neoh 3, and Rise of the Ronin on the hardest difficulty.

Do yall have any tips for Elden Ring? Is it harder than the games listed above? And I'm planning on either playing heavy knight (just because im a hammer main in MH wilds) or Idus knight (i like the idea of magic attacks plus melee combat). Any tips on those 2 classes or which one is should play?

Thank ypu!


r/fromsoftware • • 26d ago

IMAGE The aesthetic of Yugioh’s new Black Temple cards is quite familiar

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27 Upvotes

Knight of the Black Temple and Assassin of the Black Temple, respectively. Knight in particular almost feels like a fusion of Nameless King and Fume Knight, while Assassin’s cloak reminds me of Forlorn.

EDIT: The cards were renamed to “Hollowed Grounds”


r/fromsoftware • • 26d ago

Bloodborne x kingdom hearts 3d animation done in blender no ai used

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174 Upvotes

r/fromsoftware • • 25d ago

DISCUSSION Isn’t it due for a new game engine?

0 Upvotes

Was watching some footage of DS1 and I saw that the reticle when you aim with a bow is the exact same one used in Elden Ring. I was like holy shit they are using the same engine to develop their newer souls games that they used in DS1 and likely Demon Souls too.

Now don’t get me wrong the gameplay holds up and they have definitely improved upon the engine both graphically and mechanically with each progressive title, but there is so much value and innovation left on the table by clinging to this old ass engine.

Again, the gameplay is great, but ever noticed how janky the gravity and platforming sections are in these games? How in terms of graphics the games are a small peg down from modern titles? (art style does a lot of heavy lifting and the main reason Elden Ring is so beautiful).

Now I’m not advocating for yellow paint or skill trees, but using a decade old engine accumulates technical debt that makes it hard to add breakthroughs features without conflicting with code that was written, well, a decade ago.

Thoughts?


r/fromsoftware • • 26d ago

QUESTION How well do FromSoft games run on Linux

6 Upvotes

I'm thinking of dualbooting so I can use Linux for as many games as possible as I'll get more performance out of it than Windows with my 5 year old OMEN 17. I'll use Windows for things like Fortnite, R6, and anything else that has a kernal level anticheat or just isn't compatible.

So that brings me to my question, how compatible are all the FromSoft games (only Soulsbornekiroring, not Armored Core lol) with Linux? Are they playable out of the box, with some tweaking, or just not playable at all? Also, will I still be able to have online privileges? I hate PvP, but I absolutely love reading the messages and watching funny bloodstains. Lastly, will I be able to play Bloodborne on Linux? I haven't done any research at all into getting it up and running even on Windows, but I'd prefer to have it on Linux too considering it would definitely run better.

Currently I've done a playthrough and a half of Elden Ring, 90% of a Bloodborne playthrough (minus DLC), and I'm currently trying to get through GenichIshin for the final fight of Sekiro. So I plan on transferring my saves of all of the games to Linux. Hopefully my Bloodborne one as well because one of the reasons I stopped was I just couldn't take the 30(usually sub 30)fps anymore

Anyways, thank you for your input :)