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soullike

Soullike is a label used in video game discourse to describe titles that imitate the design philosophy of FromSoftware’s Demon's Souls (2009) and its successors. The term is applied to games across platforms that emphasize challenging, methodical combat, tightly designed level structure, and a specific approach to death and progression.

Core mechanics typically include deliberate combat requiring precise timing, stamina management, and enemy pattern recognition. Encounters

World and pacing features often include an interconnected world or frequent shortcuts, minimal hand-holding, and environmental

Notable examples include FromSoftware’s Demon's Souls, the Dark Souls series, Bloodborne, Sekiro: Shadows Die Twice, and

Reception and influence: the subgenre is recognized for design depth and challenge but criticized for hardness

reward
patience
and
learning,
with
punishments
for
mistakes.
Players
advance
by
collecting
a
currency
(often
called
souls,
echoes,
or
blood
echoes)
that
fuels
leveling
and
equipment,
but
death
can
cause
loss
of
those
resources
unless
recovered.
storytelling
over
explicit
exposition.
Progression
is
tied
to
exploration
and
boss
encounters,
with
optional
content
that
can
alter
difficulty
and
rewards.
Checkpoints
or
bonfires/lanterns
serve
as
respawn
points
and
hubs
for
progression.
Elden
Ring.
The
term
also
covers
a
broader
set
of
games
that
deliberately
mimic
the
style,
such
as
later
indie
titles
and
spiritual
successors,
though
definitions
vary.
and
accessibility.
Designers
often
balance
difficulty
with
accessibility
options
to
widen
the
audience
while
retaining
core
challenge.