Nodusfall is a sharp departure from the colorful worlds most closely associated with HoYoverse. The studio behind Genshin Impact and Honkai: Star Rail has revealed a much gloomier-looking PvE action game, one whose early gameplay immediately invites comparisons to FromSoftware's work. Based on a hands-on session at Gamescom 2026, though, Nodusfall may be less interested in reproducing the punishing pressure of a Soulslike than in translating some of that spectacular boss-fighting appeal into a more accessible cooperative format.
GamesRadar+'s Catherine Lewis went hands-on with a PC build of Nodusfall and came away wanting to play more, even while recognizing how readily the game recalls Elden Ring and its co-op-focused spin-off, Elden Ring Nightreign. HoYoverse has not announced a release date beyond TBC, but the demo provided a useful early look at the kind of combat, progression, party roles, and monetization philosophy players can expect.
A familiar dark-fantasy silhouette
The first surprise is simply the game's atmosphere. Nodusfall does not appear to resemble the bright, bubbly anime presentation commonly linked with HoYoverse's biggest games. Instead, it leans into a bleak and intense fantasy aesthetic, filled with enormous monsters, armored fighters, ruined-looking environments, and dramatic multi-stage battles.
That tonal shift is not the only reason observers may think of Elden Ring. Lewis noted several elements that feel conspicuously familiar: a summonable steed called by a whistle, rest points comparable to bonfires, healing items that evoke the Estus Flask, and a character transformation that brings phase-two Malenia to mind. Those similarities extend beyond visual language. The central premise of grouping up to challenge formidable bosses naturally puts Nodusfall close to Nightreign in spirit.
It is too early to know whether Nodusfall will ultimately stand apart through its full structure, endgame systems, modes, or roster design. However, its early pitch seems clear. HoYoverse is embracing the excitement of coordinated monster hunts and cinematic encounters, while making space for players who may find FromSoftware's games intimidating.
Boss fights without Soulslike-level punishment
According to the Gamescom demo, Nodusfall's biggest difference from the FromSoftware comparison is difficulty. The three bosses in Lewis's session were entertaining and visually impressive, but they did not demand the same degree of mastery or impose the same sense of danger associated with a traditional Soulslike. Lewis said she could not recall being defeated during the demo.
That experience was partly shaped by a generous-feeling supply of healing, but the selected character also played a major part. Lewis chose a dedicated healer, making survivability a core contribution to the team rather than a limited resource every player had to manage entirely alone. For players who enjoy hard-edged action games, a lower challenge level may initially sound like a compromise. Yet it could also be Nodusfall's most practical point of distinction.
There is a sizeable audience interested in the fantasy, bosses, discovery, and co-op spectacle of games such as Elden Ring Nightreign, but less interested in repeatedly colliding with a punishing difficulty wall. A game that preserves the excitement of bringing down a dragon with friends without requiring relentless precision could occupy a useful space. The question for HoYoverse will be whether it can keep those victories satisfying even when they are more attainable.
Lewis's impression was that the current demo did not always deliver the same satisfaction that a more difficult battle might provide. That is a valuable concern, especially for a game focused on repeatable combat. Challenge does not have to mean copying Soulslike design exactly, but encounters still need enough tension, mechanical variety, and consequence to make success feel earned.
A healer role makes teamwork more inviting
The support character showcased in the demo points toward a more role-driven cooperative structure than the Nightreign comparison might initially suggest. This healer had access to offensive magic, including smaller projectiles, ice-based attacks, and a large laser beam. Her defining tools, however, were healing abilities designed to keep allies active in the middle of a fight.
One healing skill allowed the player to lock onto a specific teammate and continuously restore their health, an approach Lewis compared to Mercy's Caduceus Staff in Overwatch. Another delivered a smaller area heal to multiple nearby allies. A dedicated medic can be a welcome option in any multiplayer action game, particularly one courting players who do not necessarily want to occupy the front line with melee weapons.
The implementation was not flawless in the hands-on build. Lewis found the single-target lock-on somewhat awkward at points, occasionally healing a teammate standing in front of the ally who actually needed urgent help. It is the kind of targeting issue that can become especially frustrating during crowded boss encounters, so it will be worth watching whether HoYoverse refines the system before launch.
Still, the existence of a proper support role is a meaningful choice. It offers a clear path for players who prefer helping a team rather than constantly chasing damage. It may also make groups more welcoming for newcomers, since a party can coordinate around complementary responsibilities instead of asking every participant to excel at the same aggressive combat loop.
Cinematic encounters and cooperative finishers
Nodusfall's battles appear to prioritize spectacle. Lewis described each encounter as cinematic, with multiple phases and evolving situations. The final battle of the demo, against the Maldrake dragon, escalated when the knight riding the creature dismounted and began attacking from the ground. The team then had to divide its attention between two threats rather than focusing entirely on the dragon.
The demo also included an enormous dragon and Qiongqi, a horned, winged tiger-like creature drawn from Chinese mythology. These encounters indicate that HoYoverse is willing to use mythology and fantasy imagery in a darker context than its usual games, while still chasing the large-scale set pieces that have become a strength of the studio's action design.
Co-op is further emphasized through flashy Joint Execution moves. These are coordinated attacks that let players combine their efforts for a decisive-looking strike, such as driving a huge greatsword into a monster's head. The feature sounds tailor-made for groups seeking dramatic shared moments, and it is one reason Lewis suggested that playing alone could mean missing an important part of Nodusfall's appeal.
Solo play, future competitive modes, and free-to-play plans
Although the Gamescom session focused on co-op PvE, HoYoverse has said that players will be able to experience most core content solo. The developer is also planning PvP and PvPvE modes for the longer term. Those modes were not part of the hands-on demo, so their mechanics, timing, and place in the overall game remain unknown.
The studio has also confirmed an important detail about Nodusfall's free-to-play model: playable characters will not be locked behind a gacha system. Rather than using the character-collection structure associated with Genshin Impact, players will unlock heroes through continued play. That decision could make the game considerably easier to recommend to players wary of building a competitive or cooperative roster through randomized spending.
Cosmetics are being considered as a monetization route instead. Lewis saw outfit and accessory options during the demo, including a conspicuous glowing cape that looked like a natural fit for future microtransactions. Cosmetic purchases are not universally popular, but separating monetization from access to playable characters and core combat is likely to be viewed more favorably than a gacha-dependent roster would be.
Promising, provided it finds its identity
Nodusfall has a difficult balancing act ahead. Its resemblance to Elden Ring and Nightreign is obvious enough that comparisons will follow it closely, particularly among action-game fans. But its apparent commitment to lower barriers to entry, dedicated support play, joint finishers, and character unlocking through play gives it room to pursue a different audience.
The early hands-on verdict is encouraging rather than definitive. The boss encounters have spectacle, the healer offers a compelling team-focused alternative, and the game's darker style makes it one of HoYoverse's more unusual projects. At the same time, combat impact, target-lock clarity, and the balance between accessibility and achievement will matter enormously as development continues.
For now, Nodusfall looks like a potentially welcoming co-op action game for players who love the idea of fighting giant fantasy threats with friends but do not necessarily want a full Soulslike ordeal. With a PC release planned and no date announced yet, HoYoverse still has time to show how its ambitious dark-fantasy project becomes more than the sum of its very recognizable influences.
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