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Soulslikes That Weren’t Afraid to Change the Formula

By Freedom251 Team · · 8 min read

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The most inventive Soulslikes do not merely add harder bosses. They keep the genre’s tension, exploration and risk-and-recovery loop while changing a basic assumption: Sekiro replaces character builds with posture mastery, Bloodborne makes aggression defensive, Nioh 2 turns progression into loot-driven optimization, and Remnant II proves the formula can work with guns.

“Soulslike” is now a design vocabulary, not a fixed recipe

The term originally described games built from ideas established by Demon’s Souls, Dark Souls and Bloodborne. The familiar package includes rigid checkpoints, weighty combat, punishing deaths and deep character customization. Those elements are useful reference points, but none is mandatory. A game can remove shields, replace swords with firearms, lock the protagonist’s abilities or make equipment part of the level’s puzzle and still feel like a Soulslike if it preserves meaningful risk, deliberate decisions, exploration and demanding encounters.

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The games below are best understood by the rule each one rewrites rather than by a generic “difficulty” label.

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First-party revisions: FromSoftware changes its own assumptions

Bloodborne makes aggression the defense

Bloodborne is a revision of the slower, shield-oriented expectations associated with Dark Souls. Its hunters are built for pressure: firearms can interrupt attacks, quickstep dodges keep the player close, and the rally system allows recently lost health to be recovered by striking back quickly. Defense is therefore a question of timing and confidence, not simply holding a shield and waiting.

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That change affects every encounter. Enemies are designed to punish passivity, while the gothic city rewards forward exploration through shortcuts and layered routes. The game retains checkpoints, resource loss on death and tense bosses, but its defensive posture is fundamentally different: survival comes from controlling distance through aggression.

Sekiro: Shadows Die Twice replaces build breadth with combat mastery

Sekiro goes further by removing the custom protagonist and most of the stat-and-equipment breadth associated with the genre. Every player controls the same shinobi, with a defined tool set and a progression path centered on skills rather than interchangeable armor and weapons.

Its central verb is the timed deflection. Blocking at the correct instant damages an enemy’s posture, and a full posture break opens a deathblow. Dodging still matters, but the core question is whether the player can read an attack and meet it on the correct beat. Stealth, vertical exploration and prosthetic tools support that system without replacing it.

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Hidetaka Miyazaki described the innovation as changing the tempo between offense and defense: the player must recognize when it is their turn to attack and when to respond. That makes Sekiro the clearest example of a Soulslike changing combat itself rather than simply adding another build option.

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External reinventions: new systems around the same tension

Nioh 2 turns Souls structure into a loot-action laboratory

Team Ninja developed Nioh in part because of the commercial and critical success of Dark Souls and Bloodborne, but Nioh 2 is not a simple imitation. It layers fast, technical action on top of a mission-based structure and a large equipment economy.

Three weapon stances alter attacks, reach and defensive behavior. The ki system makes stamina management an active technique: a well-timed ki pulse recovers spent stamina and lets an experienced player maintain pressure. Weapon skill trees add another layer of specialization, while yokai abilities provide attacks and counters that change how encounters are approached.

Randomized equipment drops turn almost every mission into a build experiment. Players can chase bonuses, compare sets and refine a loadout for a particular weapon or status effect. The result sits between a demanding action game and a loot RPG: execution determines whether an attack connects, while optimization determines what the character can do next.

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Lies of P combines homage with authored systems

Lies of P uses a Belle Époque interpretation of Pinocchio and a grim, gothic atmosphere that recalls Bloodborne, yet its most distinctive ideas are mechanical. Its weapon assembly system allows blades and handles to be combined, separating a weapon’s moveset from its damage profile and giving players more control over reach, speed and scaling than a fixed arsenal would.

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Guard timing is equally important. The game expects players to stand their ground, absorb attacks with precise defense and create openings, making its moment-to-moment rhythm closer to Sekiro than to a pure dodge-roll strategy. The Lies system also ties narrative choices to story and gameplay, so decisions are not merely dialogue decoration. The game’s innovation is the combination of modular weapon expression, timed defense and an authored choice structure.

The Surge makes equipment a limb-targeting decision

The Surge and The Surge 2 move the formula into science fiction and connect combat directly to equipment acquisition. Instead of treating every enemy as one undifferentiated health bar, the player can target individual limbs.

Attacking an unarmored section may be the safest way to win an encounter, while deliberately striking an armored limb and finishing a takedown can yield a blueprint for that piece of equipment. Boss rewards can likewise depend on which part is severed. Progression is therefore tied to where and how the player attacks, turning gear collection into a combat decision rather than a post-battle lottery.

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Remnant II puts Souls decision-making behind a gun

Remnant and Remnant II show that the genre’s pacing does not require swords. Third-person firearms are combined with stamina-limited dodges, checkpoints, demanding bosses and the danger of losing progress on death. Range changes the questions: players must manage sightlines, ammunition, enemy pressure and the timing of a reload instead of choosing when to enter melee distance.

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Randomized biomes and encounter arrangements give Remnant II a replayability axis that authored maps do not provide. A run can present different routes, events and boss situations, so learning the world includes recognizing possibilities rather than memorizing one fixed sequence. The risk-and-recovery loop remains recognizable even though the primary combat verb is shooting.

Tone and accessibility can change without removing the challenge

Mortal Shell uses invulnerability as a resource

Mortal Shell lets the player harden in place, temporarily absorbing an incoming hit. Harden is neither a conventional shield nor a permanent defensive stance: it is a limited timing tool that can interrupt an attack sequence or create room to heal. The game’s swappable shells function like compact classes, giving each body a distinct durability and ability profile without requiring a sprawling character-builder interface.

Thymesia makes sustained offense mandatory

In Thymesia, enemies can recover unless the player maintains pressure. Wounds created by attacks and the use of plague weapons make aggression part of the damage model, not just an optional high-risk tactic. The player must decide when to commit to another strike, when to use a plague weapon and when to disengage before the enemy’s recovery erases the advantage.

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Another Crab’s Treasure proves presentation and access can be flexible

Another Crab’s Treasure wraps Soulslike structure in a bright, comic underwater setting. The contrast is deliberate: a cheerful visual language can coexist with checkpoint tension, demanding bosses and the consequences of failure. Its accessibility options provide ways to adjust the experience for players who need a gentler entry, demonstrating that assistance features do not automatically erase the genre’s core challenge.

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Blades of Fire makes preparation an answer to enemy behavior

Blades of Fire centers its combat loop on forging and hot-swapping weapons. Enemy weaknesses are distributed across limbs and attack states, so the strongest response is not always a single universal build. Players observe what an opponent is doing, forge or select an appropriate tool, then change equipment when the enemy’s behavior changes. The result is a preparation-and-observation loop layered onto the usual dodge, spacing and stamina decisions.

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How the major games differ

Game Core rule it changes Defense model Progression or replayability Setting and tone
Bloodborne Passive defense becomes aggressive recovery Quicksteps, firearms and rally health Authored routes with shortcuts and fixed discoveries Gothic horror
Sekiro Build variety becomes mastery of one combat system Timed deflection and posture Defined protagonist, skills and prosthetic tools Feudal Japan with stealth
Nioh 2 Souls structure becomes loot-driven optimization Stance-specific defense and ki pulses Weapon trees, yokai abilities and equipment farming Japanese history and yokai fantasy
Lies of P Fixed weapons become modular assembly Timed guard, with dodge as a complement Blade-and-handle combinations plus authored choices Belle Époque fairy tale
The Surge 1/2 Equipment is selected through limb targeting Spacing, dodging and part-specific attacks Blueprints and boss-part rewards Science fiction
Remnant II Melee assumptions become ranged combat Dodging, distance, cover and ammunition management Randomized biomes and encounters Science-fiction action
Mortal Shell Defense becomes a timed hardening resource Harden plus shell-specific durability Swappable shells as compact classes Dark fantasy
Thymesia Damage requires sustained aggression Pressure, wounds and plague weapons Build choices around plague tools and abilities Gothic plague fantasy
Another Crab’s Treasure Dark presentation gives way to comedy and access options Conventional Soulslike timing with assistance features Shell equipment and adjustable support Bright, comic underwater adventure
Blades of Fire One loadout gives way to reactive forging Observation, weapon swaps and timing Forged weapons matched to enemy weaknesses Fantasy

Which Soulslike should you play next?

  • If you want the strongest parry-and-counter lesson: choose Sekiro. Its fixed protagonist removes build excuses and makes timing the progression.
  • If you want speed plus deep loot and build optimization: choose Nioh 2. Stances, ki pulses, weapon skills and equipment drops all matter at once.
  • If you want weapon experimentation and a structured story: choose Lies of P. Assembly changes how weapons feel, while Lies choices affect the authored narrative.
  • If you want guns and repeatable runs: choose Remnant II. Distance management replaces sword spacing, and randomized biomes make replaying meaningful.
  • If you want a more approachable entry or a lighter tone: choose Another Crab’s Treasure. Its comic setting and accessibility options offer a gentler presentation without abandoning demanding encounters.
  • If you want equipment to come directly from combat decisions: choose The Surge 2 or Blades of Fire. Both make target selection or weapon preparation part of progression.

Why this experimentation matters

The audience for the broader Soulslike category is large enough to support radically different interpretations. Bandai Namco said the Dark Souls series had sold more than 37 million units by March 2024. Separate VGI/Sensor Tower estimates for Steam—not total industry sales—put Soulslike units at 6.8 million in 2015, 39.0 million in 2024 and 20.4 million in 2025 year-to-date. VGI reported that AAA releases represented nearly three-quarters of Soulslike sales in 2024 and more than 70% in early 2025.

Those figures describe a market, not a quality ranking, and the Steam numbers are estimates with a stated platform and date scope. They do explain why experimentation matters: once players understand the tension-and-recovery vocabulary, developers can spend their design budget on a new combat verb, a new progression economy, a different tone or a more accessible way into the same pressure.

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The best Soulslikes are therefore not the ones that copy every visible feature. They are the ones that preserve the decisions players find compelling while changing the rule that determines how those decisions are made.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply.

action RPGsBloodborneLies of PNioh 2Remnant IISekiroSoulslikesVideo Games

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