Elden Ring Nightreign
FromSoftware · Action, Souls-like, Roguelike
Overview
ELDEN RING NIGHTREIGN is a standalone adventure within the ELDEN RING universe, crafted to offer players a new gaming experience by reimagining the game’s core design.
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RISE TOGETHER.
Join forces with other players to take on the creeping night and the dangers within featuring 3-player co-op. Three Nightfarers will have two full days to explore the land of Limveld as they hunt one of the terrifying Nightlords. Find new companions or invite friends to join in an ever-changing 3-player co-op experience.
BECOME A HERO.
Take command of eight uniquely skilled heroes, each possessing their own abilities and distinct flair. Each Nightfarer has three unique capacities: a passive ability, a character skill, and an ultimate art. These tools of survival and combat reflect each hero’s history and background. While individually formidable, their skills create powerful synergies when they unite as a team.
TAKE ON THE NIGHT.
Your hunt takes place in Limveld, a transitory land, buffeted by the raging might of the Nightlords. These enormous beings lurk beyond the reach of most mortals and only reveal themselves when their commanders are defeated after two consecutive nights.Overcome a relentless environmental threat that sweeps through a land that changes between each game session and defeat the magnificent boss of that night.
Each Nightlord must be faced and defeated before the reign of night can be ended!
From the game's Steam store page.
THE GAMEQ VERDICT9,999 reviews analyzed
What players are actually saying
1. Summary
Players describe Nightreign as a fast, condensed version of Elden Ring built for three-player co-op: drop in, race across a shrinking map for two in-game days, then fight a Nightlord. Reviewers who play with a regular group write about it warmly. They praise the Nightlord fights and their music, the sprinting and wall-climbing that make combat quicker than in Elden Ring, and a cast of Nightfarers who each play very differently. A few call it the co-op FromSoftware game they had wanted for years, and some say they have put hundreds of hours into it.
The complaints are mostly about what surrounds that core. One that comes up often is that the game got one paid DLC and then, as reviewers describe it, little else, so long-time players feel they have run out of things to do. Random matchmaking brings its own trouble: teammates quit early, the players left behind lose Deep of Night rank, and there is no voice or text chat to coordinate. Some players compare the relic system to a slot machine, PC players report crashes and stutter, and solo play divides opinion. Recommendations often carry the caveat that the game is best with friends.
2. What keeps coming up
What players praise
Co-op with friends is the heart of the gameHigh
11% of reviews mention friends, and most of them make the same point: the game is at its best with a group. Players with a regular group describe laughing through wipes, coordinating ultimates, and staying up for one more run. Even a negative review grants that "If you have a dedicated group of people to play this game with, it is truly excellent," before warning about random teammates. A positive one put the gap in one line: "10/10 with friends, 5/10 with randos." A few reviews prefer it to Elden Ring's own co-op because there are no summon signs or invasions and the whole run is shared from the first second. The warning that follows is usually the same: without friends, the experience depends on who matchmaking gives you (see the frustrations below).
Nightlord bosses and the soundtrackHigh
Much of the praise goes to the final bosses. Players name Caligo, Fulghor, Libra, the Night Aspect (Heolstor), Adel and the DLC's Dreglord as some of FromSoftware's best fights, and some single out the music: "Some of the best bosses in the series and the gorgeous soundtracks were a bonus." Specific encounters draw anger, though. Players complain about gank fights, the floating insect boss and several Everdark (harder) variants, and Everdark Libra is named more than any other ("except for Libra, hate that guy"). The Bell Bearing Hunter field boss is a running complaint and joke for how often he wipes teams.
Fast, condensed Elden Ring combat and movementHigh
Runs cut out the slow parts of a Souls game and leave the fighting, the loot and the builds, and players like that. Surge sprinting, climbing, no fall damage and spirit hawks make traversal feel new: "Surge sprint and wall climbs make traversal feel so good and add another layer to evasion during combat." Reviewers also like that a full run fits in an evening, or as one put it, "It's Elden Ring for lunch breaks." A minority found the pace too rushed (see the storm timer under split topics).
Distinct Nightfarers and their Remembrance storiesMedium
The fixed characters get steady praise: Wylder's grapple, Guardian's tanking, Ironeye's support, Recluse's spell mixing, Executor's parries and the DLC's Undertaker and Scholar all have fans. "Each character feels very distinctive, much more so than an Elden Ring playthrough." Some reviewers urge newcomers not to skip the Remembrance questlines, which give each character a story and strong guaranteed relics. A few dislike that fixed characters replace Elden Ring's free stat building.
Unlocks come from playLow
A handful of players point out that outfits and unlocks come from in-game currency and play, with no storefront beyond the paid DLC. One list of reasons to like the game ends with "No monetization or storefront".
Where players are split
Deep of Night, the ranked modeHigh
Veterans who write about Deep of Night either enjoy it or are angry with it, and often both. Fans like the climb through depths and the tougher rules. Critics say the higher depths just inflate enemy health and damage ("the difficulty scaling is just enemies one shot you and have insane health pools"), that losses cost far more than wins give back ("maybe it's for the thrill of having to gamble 600 points only to gain 200"), and that there is no real reward at the top. Its point losses also feed the quitter complaints below: players lose rank when teammates leave or when the connection drops.
Solo and duo playMedium
Some players cleared every Nightlord alone and say the bosses are "completely doable as solo", and several call Executor a strong solo pick. Others describe solo as "a frustrating island of pain and sadness", citing camps where every enemy aggroes at once, multi-enemy boss fights that seem tuned for three, and a DLC that solo players found far harder. Duos were added after launch, reviewers report, but some say duo scaling still feels built for trios.
The Forsaken Hollows DLCMedium
Reviewers split the paid DLC into its map and its bosses. Many who mention the new map (the Great Hollow and its crystal Shifting Earth) dislike it as confusing and vertical, while the Dreglord and the Balancers get praise as some of the best fights in the game: "The Hollow is a god awful map, but the Dreglord is such an incredible fight that its worth the price of admission alone." Reviewers also complain about the price for what they count as two characters and two bosses, the lack of new weapons from Shadow of the Erdtree, and the DLC map turning up in random rotation. One reports that refunding the DLC leaves the save unusable: "if you purchase the dlc and refund it your save is bricked until you rebuy it."
Roguelike depth and run varietyMedium
Some players still find new routes after hundreds of hours ("Just when I think I've seen it all, I still find new paths and things in the maps."). Others say the randomness is shallow: the same castle minibosses, a small pool of night bosses for each Nightlord, Shifting Earth events that become rare after beating the game, and set paths ("Every shifting earth not only has the exact same boss, but also the exact same path to get there"). Several roguelike fans call the in-run upgrade choices dull stat bumps, and a few say the game feels more like a speedrun route than a roguelike.
The storm timer and the paceMedium
Fans of the shrinking circle say it forces quick decisions and makes every run tense. Players who came for Elden Ring's slow exploration feel rushed and unable to look around: "adding an arbitrary fast paced timer to that ruins any enjoyment I might get out of the game." Some ask for longer days or denser maps so runs feel less hurried.
Reused assets and the priceMedium
Reviewers point out that most of the map, weapons and field bosses come from Elden Ring and older Dark Souls games. Fans enjoy the familiarity: "seeing familiar places from Elden Ring or bosses from Dark Souls and other FromSoftware games is a treat." Critics call it an asset flip that feels "more like a 20$ DLC than a 40$ standalone title", and some reviewers suggest waiting for a sale.
A steep, unexplained learning curveLow
Veterans enjoy mastering routes and systems. Newer players say relic effects, events and the run structure are barely explained, and that veterans in matchmaking rush ahead of them: "You literally require me to look things up on Wikis and YouTube videos just to achieve basic competency?"
What frustrates players
Little new content after the DLCHigh
This is one of the complaints that comes up most often, from players who recommend the game as well as from those who don't. Reviewers say the game got one DLC and then few updates, with no new Everdark bosses for the later Nightlords, no Shadow of the Erdtree weapons and no new maps. "Still boggles my mind how a game with this much replayability got a SINGULAR dlc." Some reviews turned negative over it while still praising the game: "a 10 for the game, 0 for the support, it scores a bad 5 in my book." Another negative review calls it "A game with a huge potential, untapped, and forgotten six months after the DLC release." Some positive reviews end with a direct plea for more content.
Teammates who quit, and penalties for those who stayHigh
Random matchmaking brings players who leave after one death, a disliked map, or the first few seconds. That leaves the rest outnumbered, and in Deep of Night the players who stayed still lose points. "Why do I take a penalty to my progression in depth when someone else abandons the run screwing there team mates?" Players ask for real penalties for leavers, no loss for those left behind, and a vote to end a hopeless run instead of waiting it out. Reviewers with hundreds of hours raise it more often than newer players. One fan's version is shorter: "great game, terrible random queue teamates".
Crashes, stutter and PC performanceHigh
PC players report Easy Anti-Cheat crashes, white screens, stutter during heavy effects (Gaping Jaw and Adel come up), and frame drops on hardware that runs Elden Ring well. "This is the most unstable game FromSoft has ever put out." One player says the problems have lasted over a year: "it's been over a year and I am still dealing with EAC crash issues." A crash mid-run usually means the run is lost. A few players say patches fixed their crashes or that they never had a problem, so it seems to vary by machine.
The relic system feels like gamblingMedium
Relics are the only permanent progression, and players often call them too random: three traits per relic, colour slots to match, frequent downsides, character-specific traits that appear on the wrong relic, and a limited storage cap. "it's really more of a slot machine than it is progression". A few ask for crafting or a way to reroll traits, and a few others defend the guaranteed relics from bosses and Remembrances as enough.
Servers, ping and cheatersMedium
Reviewers blame peer-to-peer connections for lag, for disconnects that cost Deep of Night points, and for cross-region matches: "the matchmaking is awful and will completely ignore ping when matching people together". Some add that cheaters with edited relics spoil runs: "Players with cheated in loot trivialize the sessions they are in".
No voice or text chatMedium
For a game built on teamwork, players are baffled that coordination with strangers is limited to map pings and emotes: "no voice chat, no text chat, not even a voice line list/wheel." Some like the quiet and say the ping system is enough, while others tie the missing chat directly to failed runs with randoms.
A full run to retry a bossLow
The Nightlord comes at the end of a full run, so losing means playing the whole run again before the next attempt. One player sums it up: "instead of a 20 second boss runback, its 40 minutes." Players ask for a practice mode for bosses they have already reached and an option to pause or abandon a run cleanly.
PC options and crossplayLow
A smaller group of PC players object to the 60fps cap, the missing DLSS and the lack of native ultrawide support: "60Fps cap this is not 2012". Others ask for crossplay, saying it would have kept matchmaking healthier.
3. The player conversation
The tone is affectionate but exasperated. A number of positive reviews read as complaint lists from players who say they have hundreds of hours and keep playing, while many other recommendations are a single word like "peak" or a line like "fun with friends". Some negative reviews still praise the core game ("Don't get me wrong, this game is great."). Most of the disagreement is over whether it is worth playing without a group and whether it got enough support.
What reviewers bring up shifts with playtime. Those who played only a few hours mention the storm timer, the missing exploration, crashes and PC options like ultrawide a little more often than others. Bosses, random teammates, Deep of Night scoring, relic odds, quitters, Everdark bosses and the lack of updates come up more the longer reviewers have played.
The conversation also changed over time. Reviews written in launch week were 73% positive (481 reviews), with early complaints about solo balance, the missing duo mode, crashes and price. From about eight months after launch onward, weekly batches mostly sat between 80% and 90% positive. Later reviews also bring requests for new Nightlords, Everdark versions of Heolstor and the Dreglord, and Shadow of the Erdtree weapons, including from players who still recommend the game.
4. What the developers could do
- Resume content updates. Players who want to keep playing ask for new Nightlords, Everdark versions of the remaining bosses, Shadow of the Erdtree weapons and new maps or Shifting Earths.
- Stop punishing players who stay when a teammate quits. Deep of Night players lose rank when others abandon a run or when a connection drops, and they ask for leaver penalties, no loss for those left behind, and a vote to end a run.
- Fix crashes and stutter on PC, and let players rejoin a run after a crash. PC players report Easy Anti-Cheat crashes and stutter, one of them for over a year, and a crash mid-run loses the whole run.
- Give players control over relics. Reviewers compare relics to a slot machine, and some ask for crafting, rerolling traits and more storage.
- Add a quick-chat wheel or text chat. Players matched with strangers say pings and emotes are not enough to coordinate a timed, team-dependent run.
- Match by region and ping, and catch edited relics. Players blame laggy cross-region matches and cheaters for lost runs and lost points.
- Add a boss practice mode and map choice for DLC owners. Replaying a full run for every boss attempt and a disliked DLC map in random rotation lead players to ask for direct options.
- Lift the 60fps cap and add ultrawide support and crossplay. A smaller group of PC players object to the cap and the missing ultrawide support, and others say crossplay would keep matchmaking healthy.






