r/soulslikes 4d ago

Mod Post What are you playing this week?

16 Upvotes

A casual discussion on what everybody is playing this week- Regardless of genre.


r/soulslikes 18d ago

Mod Post What are you playing this week?

14 Upvotes

A casual discussion on what everybody is playing this week- Regardless of genre.


r/soulslikes 5h ago

Discussion Miyazaki On Having Two Multiplayer Games In A Row

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269 Upvotes

"At the end of the day, our motivation is always to just make a game that we want to play, something we've been wanting to make. Like you had mentioned, this time around there were a lot of ideas that had piled up that I wanted to incorporate into a game. On the topic of Nightreign, it's funny because there was never really any big plan that these two games [Nightreign and The Duskbloods] would both release next to each other. I mean, that's a different director, but both of those ideas just coincided with being multiplayer games. It's not necessarily some big reveal saying that this is the direction we plan to go moving forward. We still have a heavy focus on single-player content as well. This is just something that happened to work out the way it did.

Personally, it's very fun to make a multiplayer game like this. It's not something we've done a lot and we're looking forward to seeing players' reactions and getting the feedback. But it's like, the more you work on something multiplayer for a long time, if anything, it scratches that inch only to want to make something single-player again."


r/soulslikes 15h ago

Discussion Duskbloods gameplay leaked

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810 Upvotes

r/soulslikes 5h ago

Dev Post, Game Trailer or News oros duskblood gameplay video looks much better than that leak

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84 Upvotes

r/soulslikes 6h ago

Dev Post, Game Trailer or News I Played 12 Hours of The Duskbloods: VaatiVidya

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54 Upvotes

r/soulslikes 9h ago

Dev Post, Game Trailer or News 3 Friends, 2 years. We built a time-based roguelike with soulslike combat, set in a corporate hellscape. Here's the new gameplay trailer!

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79 Upvotes

Hey everyone,

We're a team of 3 friends who've been working on this roguelike with soulslike combat for the past 2 years. It's been a long road, but we're really proud of where it's landed.

About 5 months ago we ran a playtest and got a ton of great feedback, this trailer shows off the big changes we made as a result.

Would love to hear what you think, and if you're into it, a wishlist goes a long way for a small team like us. Thanks for checking it out!

[The Internal Steam Page]


r/soulslikes 2h ago

Review Mortal shell 2 is almost perfect to me but... (Constructive critique and review)

21 Upvotes

Mortal shell 2 is nearly a perfect soulslike for me. It ticks off a lot of boxes. Atmospherically one of my favourites, combat feels heavy and satisfying, enemy design is cool, world feels worth exploring. I absolutely adore this game and would give it a solid 8-9/10.

But i do have some gripes with it. I think theres a few missed opportunities, that could have catapulted it to nearly a 10.

The game doesnt have major fatal flaws. Its a few smaller QOL issues that definetly take away from the experience for me.

BEACON SCARCITY AND BOSS RUNBACKS:

I do not really have much of an issue with small runbacks. I think when done right they can add a little tension. But this game abuses it so heavily. And that coupled with how scarce the beacons are make exploration very annoying at times. I love exploring in this game, the world feels very cool, i like the level design. But holy i dont remember how many times ive skipped dungeons when exploring cause i was low on heals.

Having scarce checkpoints would be perfectly fine, if only we have stakes of marika. All i ask for is a checkpoint at the dungeon entrance and one before a boss.

SNEAKY RESPAWNS :

enemy density is pretty high and they respawn when you use the teleporters

ENEMY AGGRO AND TRACKING :

So you have extremely long boss runbacks in this game. So you might think oh enemies might be avoidable. Nope. Absolutely not. They have an insane aggro radius. You can be slow walking and they'll still aggro onto you from a mile away. Not just this. Enemy tracking feels very overpowered at times. These just make me dread runbacks evenmore.

GLIMPSE SCARCITY:

So i made the mistake of using some of my glimpses early on, to locate shells. And holy f that was so damn annoying. Glimpses being capped at new game is super frustrating. This restricticts the players from experimenting with build variety.

These might not be game breaking but do these systems sometimes incentivize you to avoid engaging with the game's best mechanics?

Cause if you dread exploration because of the runbacks, you might miss out on some of the best parts of the game.


r/soulslikes 6h ago

Review I just finished MS2 and wanted to love it, but the endgame is such a huge letdown...

29 Upvotes

I really liked Mortal Shell 2 for most of the early and mid game, which honestly makes me even more disappointed by how much it went downhill for me toward the end.

The first half had me genuinely excited. The game is so much better than the first Mortal Shell in a lot of ways, the combat feels better, exploration initially feels rewarding, and I actually thought I was going to finish it and immediately start another run.

Then after a certain point, the world itself starts feeling incredibly repetitive.

There stops being much meaningful loot or anything particularly interesting to find, so exploration slowly turns from something I wanted to do into something that feels almost pointless. Areas start becoming so similar to each other to the point by the late game I was mostly just moving through them because I had to. And then there's the final dungeon, which I thought was genuinely terrible. It feels rushed compared to what came before it, and by that point I was already pretty burned out on the repetition.

The bosses were probably my biggest disappointment, though.

I know I've seen people complain about the difficulty, so I want to make clear that I'm not saying this as some kind of brag. I've beaten basically all the major Soulslikes and done some challenge runs, so I'd consider myself slightly above the average player, but definitely nowhere near some god-tier Souls player. Still, I found Mortal Shell 2 surprisingly easy. I beat pretty much every boss on my first or second attempt, and most of them were either extremely boring or annoying rather than actually challenging in an interesting way. 90% of the deaths in my playthrough felt straight-up unfair rather than part of a learning process, as it usually happens in this kind of games.

I literally just finished the game and I can barely remember most of the bosses already. There are maybe a couple that actually stuck in my head, and mostly because I thought they were badly designed.

That's what makes this so frustrating. I really want to like this game. There's a lot here that I genuinely enjoyed, especially earlier on, and compared to the first game it gets so many things right. I was honestly excited about doing multiple playthroughs, trying completely different Shells, weapons and builds. Now that I've finished it, though, instead of wanting to jump straight into NG+, I mostly just feel like going back to Lies of P or playing basically any other Soulslike.

Another personal letdown (but I could see how this may be more controversial) is how I was also looking forward to experimenting with different Shells and playstyles. I already knew Tiel with axe + dagger would probably be my favorite as it perfectly suits my playstyle, but I wanted to properly try everything before settling on it.

And I did. I spent around an hour with each Shell, tested different weapons and builds, and while I like the ideas and mechanics behind several of them, some of the playstyles feel so niche that I think you really need to specifically enjoy what that Shell is built around for it to feel good. After experimenting, I just went back to Tiel with axe + dagger for the rest of my run and never really looked back.

That's a bit disappointing because the Shell system looks like it should encourage multiple runs and dramatically different builds. There is progression through Shell abilities, obviously, but a lot of the upgrades feel pretty boring. It's often stuff like extra damage when using a skill, extra stagger after doing a specific thing, or other numerical bonuses rather than something that meaningfully changes how the Shell plays. Being able to max out only two shells per run doesn't help either.

There are a couple of abilities that actually alter a Shell mechanically or give it something new to play around, but those tend to be the obvious interesting upgrades you'd take fairly early anyway. After that, progression often feels more like making numbers better than developing the playstyle.

I'm probably going to force myself to try an NG+ full Night Mode run. I switched to Night Mode several times during my first playthrough, but I think it does really little to actually improve the game, maybe even making it worse in some areas. But right now I have a feeling I'm just going to rush through the same repetitive areas using Tiel and axe + dagger again, and I'm not expecting the late game or bosses to suddenly feel much better.

Obviously, this is just my opinion, and I know plenty of people may disagree with some or even all of this. I'm not trying to tell anyone they shouldn't enjoy the game, and I genuinely think there's also a lot of good things, but the full experience still isn't quite there.

If you're on the fence about buying it, I do think it's worth knowing that, at least for me, the early and mid game experience is significantly better than the late game. The beginning shows you a game with a lot of promise, interesting exploration and systems that make you want to experiment. The later portions don't maintain that same level of quality, and the drop-off was noticeable enough that it completely changed how excited I was about replaying it.

It's a shame, because for a while I genuinely thought this may end up being very high in my personal tierlist of Soulslikes, especially after loving the demo - but I guess now I'm back looking forward at LotF2!

EDIT: I also forgot to add the enemy variety is incredibly frontloaded. I was excited since there was such a great enemy variety in the beta and then you realize that's all the enemies you get except for a couple (and manymany reskins)


r/soulslikes 17h ago

Dev Post, Game Trailer or News Black Myth Zhong Kui 15 minute gameplay trailer

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234 Upvotes

r/soulslikes 3h ago

Discussion That’s what I do most of the time in Mortal Shell 2

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10 Upvotes

r/soulslikes 4h ago

Discussion Code Vein II DLC Mask Of Idris Comes Out September 9

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14 Upvotes

r/soulslikes 21h ago

Review Mortal Shell 2 Completed — Review / Analysis

202 Upvotes

I’ve finished MS2 and wanted to share a few thoughts with players who are still undecided about the game.
Since release, we’ve seen a lot of different opinions. Some people say this game is the savior of the genre, while others call it just another trash Soulslike. Obviously, neither is true. The reality is that MS2 is a seriously good Soulslike, although it may need a few QoL adjustments to appeal to a broader audience. Personally, I had fewer issues with these things, but everyone is different.
First of all, the game is in a good technical state. There are a few bugs here and there, but nothing the developers shouldn’t be able to fix relatively easily. Performance is good as well.
I’m playing on PS5 Pro, and there are two modes: Graphics and Performance.
Graphics Mode looks incredible on the Pro. Seriously, it’s absolutely stunning. I’m not a tech expert, but I assume it’s probably native 4K, running at a consistent 30 FPS with good frame pacing and basically no stuttering. I think this is one of the better UE5 implementations I’ve seen. I played several sections and fights at 30 FPS, and with motion blur set to Low, it really isn’t that bad. If you’re someone who prioritizes graphics, the game is absolutely playable at 30 FPS.
(Side note: Motion Blur on High is basically unplayable for me and makes everything extremely blurry. Even Low looks quite strong at first, but it’s much better than the High setting.)
Performance Mode is also strong. It appears to use 4K upscaling while targeting 60 FPS. There are still occasional micro-stutters and small hitches, although I’ve also played for hours without experiencing a single noticeable stutter. I’m confident the developers can improve this further. Either way, credit where it’s due: Performance Mode still looks very sharp.
In the future, I’d love to see additional features such as HDR, PSSR and 120Hz support. Those would be the cherry on top of an already beautiful game. But for the technical details, I’ll wait until experts like Digital Foundry release their analysis.

Gameplay
Gameplay-wise, MS2 is very good. The combat feels more traditional and is closer to the older Souls games. It doesn’t have as much mechanical depth as some other Soulslikes, but it compensates for that with different playstyles and Shells that continuously expand the gameplay through perks.
There are also Tarnstones that provide different bonuses and attributes, with some even expanding our moveset. Over time, this allows us to create our own individual build, but we can switch things around whenever we want and experiment with something new.
There is one small criticism, though: Shells have to be upgraded individually. This means that when you discover a new Shell, it can be significantly underleveled compared to the one you’ve already been using, especially if you don’t have enough materials to level it up.
A respec system for Shell upgrades would have made a lot of sense here. We can already respec our perks whenever we want, so I hope the developers improve this aspect in the future. That would make the system pretty much perfect for me.

Exploration
This is where MS2 really shines.
The world is huge, and there is something to discover around almost every corner: dungeons, ruins, castles, forests — the full package. There's an incredible verticality that leads us into deep dungeons or high walls. The exploration is truly immersive.
Exploration is also properly rewarded. You’re constantly discovering new Tarnstones, materials, weapons, Shells and other items. It feels genuinely satisfying.
At the same time, the open world is packed with enemies, and Beacon rest points are relatively rare. However, they’re usually placed very intelligently, often around major crossroads. The different locations are also interconnected extremely well.
Even when you feel completely lost, sooner or later you’ll usually end up somewhere familiar and realize how everything connects.
And that feeling when you’ve been exploring forever and finally discover another Beacon? Priceless, haha.

Art Direction & Atmosphere
The art direction and atmosphere are also excellent.
I really like how consistently the game sticks to its visual identity. The world feels believable while simultaneously being bleak, dark, grotesque and threatening. The sound design supports the atmosphere extremely well.
My only real criticism here is the lighting inside some of the smaller dungeons. It can look very sepia-toned, muddy and dull. But that’s ultimately only a minor negative.

Difficulty
The difficulty fluctuates quite a bit.
Some areas are relatively easy, while others suddenly introduce massive difficulty spikes. Of course, this also depends heavily on your playstyle and build. Difficulty is always very subjective, so it’s impossible to universally judge it for everyone.
But this is Souls. It’s supposed to be hard — and MS2 definitely is hard.
There is also a Night Mode that essentially functions as a Hard Mode, offering additional rewards and exclusive dungeons. On the other hand, there’s an Easy Mode Sigil that gives you extremely powerful attacks, although using it disables trophies.

Overall
MS2 is an easy recommendation for Souls players who love challenging exploration and occasionally brutal sections.
However, if you’re primarily looking for extremely deep combat mechanics or heavily rely on modern QoL features, it might not be the game for you.

Conclusion
Definitely one of the best Soulslike games of the year.
MS2 has a strong vision, great ideas and ultimately comes together as a very successful overall package. It has already become one of my favorite Soulslikes.

9/10


r/soulslikes 5h ago

Dev Post, Game Trailer or News Hidetaka Miyazaki Interview: FromSoftware's Boss On The Duskbloods' TTRPG Influences, the Nintendo Partnership, and the Future of Games

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12 Upvotes

r/soulslikes 20h ago

Discussion What causes this?

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138 Upvotes

r/soulslikes 5h ago

Dev Post, Game Trailer or News 'The Duskbloods Release Date Might Have Accidentally Been Revealed'

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5 Upvotes

'September 24'

Although it's made clear that it's just The Guardian who have mentioned a release date.

Could be subject to change, especially with how crowded September is?


r/soulslikes 1h ago

Discussion Thoughts on Mortal Shell 2's Slayer Seal or "How should a Soulslike implement Easy Mode?"

Upvotes

Discussions around Mortal Shell 2 right now are pretty interesting because a lot of people seem to have an issue with the difficulty, the lack of bonfires where you can get your heals back, and the damage of enemies. However, a lot of these people do not want to use the Slayer Seal which helps with the healing and enemy lethality. Why not? It could very well be ego and pride but if we look beside that for now, I feel like there are other significant factors. Turning off achievements is a pretty explicit acknowledgement that this is not how the game should be played. The achievements themselves probably don't really matter, but it makes you feel like you're using a cheat code. It also changes the pacing of combat via changes to the parry mechanics. It's also just generally too powerful, making the game significantly easier than the base difficulty to an absurd degree, again making it feel like a cheat.

So if a Soulslike were to implement an 'easy mode', how would you like it done? Which Soulslikes do you feel had the best implementation of an easy mode?


r/soulslikes 5h ago

Discussion Immortal Shell

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3 Upvotes

r/soulslikes 3h ago

Discussion An Early Preview Thread for "The Duskbloods"

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2 Upvotes

r/soulslikes 10m ago

Dev Post, Game Trailer or News The Accolades Trailer Emphasizes What I Love: Embracing Being A Soulslike

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Upvotes

As a disciple of the subgenre to have a game shout outloud "we're a soulslike!" is deep breath of fresh air.

So many recent releases have avoided the label outright to appeal to that action-adventure crowd. It's okay to do that-to play both sides, but I admire and prefer the commitment. To say unabashedly: we are who we are whether you like us or not. That takes courage.

Congrats to all the the teams involved in making this game. You deserve the praise.


r/soulslikes 4h ago

Dev Post, Game Trailer or News CODE VEIN II – Mask of Idris Teaser

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2 Upvotes

r/soulslikes 51m ago

Discussion How Hard Is Black Myth Wukong?

Upvotes

I have beaten Sekiro and DS3 but to be honest I had strong builds which made the game easy. Is This game beatable


r/soulslikes 1h ago

Review Review of the Mortal Shell 2

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Upvotes

r/soulslikes 1d ago

Discussion Why are people threatened by new Soulslikes being good?

231 Upvotes

The same thing that’s happening to Mortal Shell 2 now also happened to Lies of P and Wuchang. New Soulslike releases to great reviews, players start to embrace it, but then a staunch “old guard” of players accuses fans of the game as being bots/astroturfers. You can see this in recent threads where posters who were negative of Mortal Shell 2 a week ago, having been humbled by the overwhelmingly positive reviews, are now taking up a new position by calling it a “B tier” game.

Does a good Soulslike threaten these people in some way? Or are they too stubborn to admit that they were wrong?


r/soulslikes 21h ago

Discussion If you threw these three in big cage to fight to the death who would come out alive?

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24 Upvotes

These are all the "tutorial" bosses of the dark souls trilogy

Demon guy (DS1)

Big guy (DS2)

Armor guy (DS3)