Elden Ring: Nightreign Producer Thanks Players For Putting Up With its “Peculiar Aspects”

On the exciting occasion of Elden Ring: Nightreign amassing a staggering 2 million players on its debut day, producer Yasuhiro Kitao graciously expressed his gratitude on social media platform X. In his heartfelt message, Kitao acknowledged that Elden Ring: Nightreign presents some unique elements in its gameplay, world layout, and multiplayer dynamics.

As a gamer, I’ve dived headfirst into the unique world of Nightreign, a game unlike any of our previous titles. While it may sport some peculiar game design quirks, your courage in exploring its depths is deeply appreciated.

In his subsequent post, Kitao pointed out a similarity between the initial release of “Demon’s Souls” in 2009 and “Sekiro: Shadows Die Twice” in 2019. Namely, players may find themselves taken aback by certain gameplay elements that they might not anticipate from FromSoftware. However, he assures us that as players adapt to the new mechanics, “Nightreign” will offer a distinct feeling of achievement.

Similar to games like “Demon’s Souls” or “Sekiro”, Nightreign might seem puzzling at the start, but just as those games do, it presents unique challenges and experiences. Overcoming the initial obstacles will undoubtedly give you a sense of achievement that is distinctly its own. We hope you’ll find enjoyment in playing it.

Elden Ring: Nightreign marks FromSoftware’s first venture into a multiplayer-only game, which could help them gain experience and understand potential obstacles for their future project, The Duskbloods, exclusively on the Switch. According to the game’s director Junya Ishizaki, Elden Ring: Nightreign is designed to gauge player feedback about this type of game and present a new challenge for FromSoftware.

Following its launch across platforms such as PC, PS4, PS5, Xbox One and Xbox Series X/S, the game Elden Ring: Nightreign has demonstrated impressive success right off the bat. Not only did it sell over 2 million copies, but it also attracted a massive number of simultaneous players on PC, with as many as 313,000 concurrent players on Steam in particular.

Initially, Ishizaki’s team didn’t intend to create a roguelike game when they started. Instead, as the project progressed and various features were added or taken away, the game naturally evolved into a roguelike title over time.

In an interview, Ishizaki explained that they didn’t initially plan to create a roguelike game, which is known for its random elements. Instead, he clarified that the game design wasn’t based on this idea as a starting point. Rather, it evolved through experimentation and exploration of the gameplay mechanics and structure. The decision to include certain features was more about solving specific problems or fitting with the direction the gameplay element was moving at that particular time.

Read More

2025-06-02 19:11