Thursday, Jan 08

The "Soulslike" Subgenre Overload

The "Soulslike" Subgenre Overload

Explore FromSoftware's influence, why Lies of P succeeds, and how new combat mechanics are evolving the saturated Soulslike genre.

 

Beyond the Bonfire: Navigating the Soulslike Subgenre Overload

The video game industry is currently caught in the grip of a "Soulsification" era. What began as a niche, experimental challenge with 2009’s Demon’s Souls has ballooned into a market-dominating force. By 2025, the number of games tagged as "Soulslike" on Steam has increased more than forty-fold compared to a decade ago. However, this explosion has led to a palpable sense of genre saturation, where players are increasingly forced to sift through a sea of imitators to find true innovation.

As we analyze this phenomenon, we must look at the roots of the FromSoftware influence, the mechanics that define the genre, and how modern masterpieces like Lies of P are finally moving the needle forward.

The Architecture of Agony: Why Everyone is Copying the Formula

The primary driver behind this gold rush is the undeniable commercial and critical success of FromSoftware. When Elden Ring shattered records and brought the punishing subgenre into the mainstream, it sent a clear signal to AAA and indie developers alike: players want to be challenged.

The "Soulslike" blueprint is seductive because it offers a clear framework for engagement. It relies on a specific loop of Soulslike difficulty that transforms death from a "Game Over" screen into a pedagogical tool. By losing progress upon death—typically a currency like Souls, Ergo, or Amrita—players are forced to engage with the world with a heightened sense of presence.

However, the reason for the current genre saturation isn't just a desire for high sales; it's the elegance of the design. Developers are drawn to:

  • Environmental Storytelling: A way to build deep lore without the high cost of cinematic cutscenes.
  • Methodical Combat: Moving away from "button-mashing" toward a system where every swing has weight and consequence.
  • Interconnected Worlds: Creating a sense of discovery that feels earned rather than given.

The Mechanics of Mastery: Combat and Level Design

At the heart of any successful entry are the combat mechanics. Early imitators often mistook "unfairness" for "difficulty," leading to a wave of games that felt clunky or frustrating. True Soulslike design, as perfected by Hidetaka Miyazaki, is about rhythm. It is less of an action game and more of a "combat dance" where the player must learn to read telegraphs, manage a stamina bar, and exploit narrow windows of opportunity.

Equally important are the level design secrets that keep players exploring despite the constant threat of death. A well-designed Soulslike level is a puzzle. It uses verticality, "one-way" shortcuts, and hidden bonfires to create a psychological loop of tension and relief. When a player finds a ladder that kicks down to a previous checkpoint, the rush of dopamine is often more satisfying than defeating the boss itself.

In the current landscape, many "overload" titles fail because they treat these elements as a checklist rather than a cohesive philosophy. They include the "bonfire" and the "stamina bar" but forget to build a world that justifies the struggle.

The Evolution: How Lies of P and New Titans Save the Genre

While the market is crowded, a few titles have successfully evolved the formula, proving that there is still room for growth within the punishing genre.

1. Lies of P: The New Gold Standard

Lies of P is perhaps the most significant non-FromSoftware title to date. It didn't just copy the aesthetic of Bloodborne; it refined the combat mechanics by introducing the "Weapon Assembly" system. By allowing players to combine different blades and handles, it added a layer of tactical depth and personalization that was previously missing. Furthermore, its "Lying System" integrated narrative consequences directly into the player's progression, proving that Soulslikes can have a structured story without losing their cryptic charm.

2. The First Berserker: Khazan

Released in 2025, The First Berserker: Khazan has been hailed for pushing the genre’s combat to its absolute limit. It emphasizes a faster, more aggressive style that rewards perfect parries and aggressive pressure, bridging the gap between a traditional Soulslike and a high-octane character action game.

3. Wuchang: Fallen Feathers

This title focuses heavily on level design secrets and atmospheric world-building rooted in Chinese mythology. By iterating on the "shifting world" mechanics seen in games like Lords of the Fallen (2023), it provides a dual-layered exploration experience that keeps the formula feeling fresh.

Is the Bubble Bursting?

The data from late 2024 and 2025 suggests a shift. While the sheer volume of Soulslikes is at an all-time high, the audience is becoming more discerning. Players are no longer satisfied with a "Dark Souls clone"; they are looking for "Souls-lite" accessibility or "Souls-plus" innovation.

The FromSoftware influence will never truly fade, but the era of mindless imitation is coming to an end. To survive the genre saturation, future developers must look beyond the surface-level Soulslike difficulty and find new ways to surprise a player base that has already seen it all.

Key Takeaways for the Future of Soulslikes

Feature Traditional Soulslike The New Wave (Evolution)
Combat Stamina-based, methodical Aggression-based, parry-focused, modular weapons
Narrative Cryptic, item-description based Direct narrative with moral choices (Lies of P)
World Single-layered interconnectedness Multi-dimensional or shifting environments
Difficulty Static, punishing Adaptive challenges and deeper QoL features

 

FAQ

A Soulslike is a subgenre of action RPGs inspired by FromSoftwares Souls series. Core pillars include high Soulslike difficulty, methodical combat mechanics (stamina management and pattern recognition), a risk-reward death system where currency is lost upon dying, and level design secrets like interconnected shortcuts and environmental storytelling.

 The current genre saturation is driven by the massive commercial success of titles like Elden Ring. Developers are drawn to the formula because it provides a proven framework for deep player engagement and viral difficulty, though many critics argue the market is becoming overloaded with clones that lack original ideas.

Lies of P is considered a standout because it evolves the formula rather than just copying it. It introduces a Weapon Assembly system that lets players mix and match blades and handles to create custom weapons, and a unique Lying System that affects the narrative, offering a more structured story than traditional FromSoftware titles.

These are architectural tricks used to reward exploration. A classic example is the one-way door or kick-down ladder that creates a shortcut back to a safe point (bonfire/stargazer). These secrets turn the world into a giant puzzle, making the players journey feel like a constant series of earned discoveries.

While the sheer number of games is high, the audience is becoming more selective. The overload is leading to a shift where only high-quality titles with unique twists (like the mechanical arm in Lies of P or the dual-world exploration in Lords of the Fallen) gain significant traction.

Several high-profile titles are arriving to challenge genre saturation. Key releases include Code Vein II (January 2026), Nioh 3 (February 2026), and The Duskbloods, a brand-new IP from FromSoftware exclusive to the Switch 2. These games aim to move beyond cloning by adding faster combat or unique platform-specific features.

The FromSoftware influence has shifted the industry away from hand-holding. Many modern ARPGs now adopt animation priority (where moves cannot be canceled) and environmental storytelling, forcing players to pay closer attention to the world rather than just following quest markers on a map.

Generally, no. A fair Soulslike difficulty is one where every death can be traced back to a players mistake. AI analysis of player feedback shows that games failing in this genre are usually those with janky hitboxes or unpredictable enemy AI, whereas successful titles provide clear telegraphs that reward mastery.

Introduced prominently by Lies of P, this mechanic allows for thousands of combinations, effectively multiplying the tactical options available to a player. It moves the genre away from finding the best sword toward creating a toolset that fits a specific boss encounter or playstyle.

 It maintains the flow of the challenge. By placing lore in item descriptions and level design secrets, developers keep players immersed in the gameplay loop. It respects the players intelligence by allowing them to piece together the history of the world at their own pace.