Title: How Elden Ring: Nightreign Can Evolve from an Ambitious Experiment to a Truly Great Game
Right then. Let’s not beat around the bush: Elden Ring: Nightreign is a fascinating little beast. FromSoftware took one of the most beloved open-world RPGs of all time and went, “What if we mashed it into a roguelike with co-op squads and time-limited runs?” It’s bold, chaotic, and sometimes brilliant. But if we’re being honest, it’s also a bit half-baked.
There’s a great game buried in here. The bones are solid, the combat’s tight, and the ideas are exciting. But it needs more, more depth, more variety, and frankly, more Elden Ring magic. So, grab your flasks and let’s dive into what Nightreign needs to become not just a cool spin-off, but a proper banger.

Let Us Play in Pairs, You Cowards
Look, not everyone has two other mates online at all times. The rigid three-player setup in Nightreign is cool when it works, but for a lot of us, it just… doesn’t. If you’re trying to play as a duo, you’re left with a rando, a dodgy summon, or worse, you’re on your own.
A proper duo mode would do wonders. Scale the enemies, tweak the waves, maybe even introduce duo-specific mechanics. Think of how much tighter the fights could feel when it’s just you and one other person coordinating perfectly.
And while we’re at it, solo players deserve a fairer go too. Right now, trying to run Nightreign solo is like trying to parry Malenia blindfolded. Give us AI companions, rebalanced waves, something. It’s not about making it easy; it’s about making it fair.
Limgrave Again? Nah, Mate. Give Us Some Variety
We all loved Limgrave back in the day. The first time you saw that golden Erdtree glowing in the distance? Magical. But in Nightreign, Limgrave is all you get, and it gets old fast.
This is Elden Ring! We’ve got a whole world to play with. Why are we still stuck in the starter zone?
Imagine the chaos of Caelid with rot storms, or the quiet dread of Nokron with gravity puzzles. Swap in Liurnia’s open lake battles, or the claustrophobic madness of the Subterranean Shunning-Grounds. Let each run feel like a different dream or nightmare.
Biome variation isn’t just a nice-to-have; it’s essential for keeping roguelikes fresh. There’s too much brilliance in the Lands Between to keep us fenced into the same fields.
More Quests, More Chaos, More Meaning
Here’s the thing: Nightreign is all action, no heart. You start a run, smash some skulls, chase some loot, and if you’re lucky, make it to Day 3. But where’s the story? Where’s the mystery?
We need mid-run quests the weird, cryptic kind FromSoft is so good at. Maybe you rescue an NPC who blesses your relics. Maybe you find a cursed item that empowers you but summons something foul to stalk you later.
Imagine finding a hidden chapel with a broken altar. Fix it, and on your next run, the Everdark shifts. That’s the kind of emergent storytelling Nightreign needs. Little narrative hooks that make every run more than just a checklist of waves.
Three Days Ain’t Enough (Unless You’re Speedrunning)
Right now, you’ve got three in-game days to beat the Everdark bosses. And honestly? That timer just adds stress, not tension.
You mess up oncemaybe go left when you should’ve gone right and boom, you’re locked out of seeing the best content. That’s not challenge; that’s punishment.
Give us ways to earn more time. Maybe there’s a relic that delays the day timer. Or a hidden boss that grants you a fourth sunrise. Better yet, let us trade risk for time. Want to skip a reward chest? Cool, gain half a day instead.
Let us play the roguelike, not just run through it on rails
More Enemies, Please. And Better Ones.
Nightreign leans too hard on the familiar. Same dogs, same knights, same weird flame lads over and over. It’s like watching reruns of a show that used to surprise you.
We need a bigger, weirder enemy pool. Give us twisted new Everdark creations. Imagine enemies that split when you kill them. Or ones that evolve mid-wave. Make us afraid to fight or afraid not to.
And the bosses? They need a shake-up. We’ve seen what FromSoft can do when they get freakyjust look at the Sentient Pest rework. More of that energy, please. Make us scream. Make us laugh. Make us say, “What the hell was that?”
Relics Should Break the Game, Not Just Buff It
Relics are the heart of Nightreign, but too many are just boring stat buffs. +10% stamina regen? Cool, I guess. Now where’s the one that lets me explode on dodge roll?
We need relics that shake up your whole playstyle. Ones that make you rethink positioning, resource management, and co-op roles. Maybe there’s a relic that steals a teammate’s health when you drop below 20%. That’d cause chaos and laughter.
Also, build synergies. Let me stack bleed effects and summon blood ghosts. Or combine relics for lightning-fast dagger crits. Make us feel like roguelike gods by the end of a run.
Ease Off the Fire Ring (Just a Bit)
That fire ring that forces you to keep moving? It’s fine. It works. But in the early waves, it feels less like tension and more like being chased by a toddler with a flamethrower.
Let us breathe. Let us explore a bit before the panic sets in. Give us arenas that reward pathing, not just sprinting from one glowing sword to the next. A good roguelike ramps up over time. It doesn’t start with its foot on your neck.
Let Us Talk to Each Other, Yeah?
You know what’s weird? A co-op roguelike with no proper ping system. No emotes, no loadout sharing, no quick chat.
Games like Deep Rock Galactic and Remnant II nailed this stuff ages ago. Just give us some basic tools to say “go here,” “loot this,” or “help me, I’ve made a huge mistake.”
Hell, let us trade relics, vote on paths, or at least throw up a few classic FromSoft gestures. Cooperation is the core of Nightreign, so make it easier to actually cooperate.
Final Thoughts: Close, But Not Quite Golden
Nightreign has so much potential it’s almost painful. It gets so much right, and then stumbles over the finish line. But that’s fixable. With a few key additions duo mode, biome variety, mid-run quests, relic synergy it could be one of FromSoft’s most addictive games.
Right now, it’s a brilliant experiment. With the right tweaks, it could be a legendary one.
Come on, FromSoft. You’ve already lit the bonfire. Now let it blaze.