Dark Souls Codexery

Soulslike

A subgenre of action RPGs known for punishing difficulty and cryptic storytelling.

A Soulslike is a subgenre of action role-playing games characterized by high difficulty, large worlds filled with enemies, and an emphasis on environmental storytelling, often set in a dark fantasy setting. The subgenre was created and established by Japanese developer and publisher FromSoftware and director Hidetaka Miyazaki, beginning with Demon's Souls (2009) and further popularized by the Dark Souls trilogy (2011–2016), from which the genre's name is derived. These games and subsequent FromSoftware releases are sometimes called Soulsborne games, a portmanteau of their Souls-titled games and Bloodborne (2015).

Field
Video game subgenre
Known for
High difficulty, repeated character death, sparse save points, indirect environmental storytelling

Lore & Background

The Soulslike genre emerged from FromSoftware's Demon's Souls (2009) and Dark Souls (2011), which established design conventions including difficult combat, hostile environments, limited checkpoints, recoverable resources lost on death, and indirect storytelling through world design and atmosphere. Later FromSoftware games such as Bloodborne and Elden Ring have also been discussed in relation to the Soulslike genre or the related Soulsborne label. While typically applied to action role-playing games, core concepts of high difficulty, repeated character death driving player knowledge and mastery, sparsity of save points, and indirect environmental storytelling have appeared in games of very different genres, whose mechanics are sometimes described as Soulslike.

Reader's Guide

Soulslike games typically feature a high level of difficulty where repeated player character death is expected and incorporated as part of the gameplay. Players often keep part of their progress since the last checkpoint, while other losses such as experience or currency are potentially recoverable. Many games use checkpoint systems associated with the bonfires of Dark Souls, serving as respawn or recovery points that may allow leveling up or fast travel, while resting at them resets enemies. Combat is often methodical, requiring players to monitor stamina to avoid overexertion and is based on animation priority actions that prevent canceling movement until the animation finishes. The genre is noted for its lack of overt storytelling and deep worldbuilding, with players discovering lore through environmental storytelling, item descriptions, and cryptic dialogue. Despite dark themes, settings sometimes feature elements of comic relief such as unexpected interactions or humorous deaths. The term 'Soulslike' received early criticism, with some arguing it misleads players into expecting similarity where games differ, or that it restricts design advancement. However, developers of Soulslike games in 2020 generally viewed the classification as positive and useful, though some noted it could cause disappointment when games lack expected features.

Did You Know?

More in Characters

Elsewhere in Dark Souls

Spotted an error? Know more?

Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced

Comments

Loading…
Open in the interactive codex →

Also in the Codexery