HoYoverse just showed the world that it can do dark fantasy, and the result is more convincing than most people expected. Nodusfall, the studio's latest project, made its playable debut at Gamescom this week, and the hands-on time with two boss encounters left a strong impression on those who got to try it.
This is a long way from the pastel palettes of Honkai: Star Rail or the anime warmth of Genshin Impact. Nodusfall trades all of that for muted tones, grotesque monster design, and a tone that sits comfortably in the grim end of the fantasy spectrum. The Elden Ring comparisons were always going to come, and they are not entirely unfair, but the game appears to be building something distinct enough to stand on its own.
Four players, two bosses, one solid first impression
The Gamescom demo put four players together for two boss fights, with four character options split between melee and ranged playstyles. Each archetype included a healer variant, which most players avoided, and a more aggressive option. The ranged archer with a mechanical arm was a standout pick, offering the ability to deal heavy damage from a safe distance while staying mobile enough to assist teammates when needed.
Combat is built around a basic attack that charges a gauge for a stronger follow-up hit, a secondary ability, and four unique character skills that operate on cooldowns. The archer's kit included a backwards-dodge-into-power-shot move and a spirit wolf ability that required closing distance before using, then immediately retreating. Stamina governs all of this, but the bar is generous enough that it rarely becomes a frustration.
Here's the thing: the ranged character actually felt ranged. Staying on the edges of the arena while landing meaningful hits is not always a given in action games built around big boss encounters, but Nodusfall handles it well. The combat rhythm clicks faster than you might expect.
Monster design that borrows from world mythology
Nodusfall's enemy roster draws from mythologies across the globe rather than leaning on the usual Western fantasy defaults. The Gamescom demo featured Qiongqi, a creature from Chinese mythology rendered here as a griffin-like beast, and the Maldrake, a more traditional dragon with a genuinely memorable mid-fight transformation.
The Maldrake fight starts as a straightforward dragon encounter: fire breath, jaw attacks, wing swipes. Then you notice the human-like arms embedded in its chest. Around the midpoint of the fight, a knight tears itself free from the dragon's torso, killing the beast in the process. The Maldrake Knight that emerges is a completely different challenge, faster and more aggressive, wielding a sword and polearm combination and dropping pools of black goo that drain health on contact.
Every strategy developed for the dragon becomes useless the moment the knight appears. That forced adaptation mid-fight is exactly the kind of design that makes boss encounters memorable rather than mechanical.
What separates this from HoYoverse's usual playbook
The studio's track record is built on gacha systems. Genshin Impact and Honkai: Star Rail both use banner-based character acquisition, and that model has defined how players engage with HoYoverse titles for years. Nodusfall is apparently taking a different approach, with characters earned through continued play rather than pulled from a randomized banner. Cosmetic sales seem to be the intended revenue path, though the specifics have not been confirmed.
That distinction matters. A co-op action game built around rotating characters and boss encounters lives or dies on whether players feel locked out of content by their roster. If the progression model holds up, Nodusfall sidesteps one of the biggest complaints levelled at its stablemates.
Platform details and a release window have not been announced. The game is being developed for PC, PS5, Xbox Series X/S, Nintendo Switch 2, and mobile, which is a wide net for a title that, based on the preview, plays best with a controller and some coordination between teammates.
Solo play is the open question
Every element of the Gamescom demo was designed around four-player co-op. The boss encounters, the character synergies, the ability to revive downed teammates mid-fight. What happens when a player wants to go it alone is still unclear, and that is a gap worth watching.
The co-op experience itself is approachable without being shallow. Two boss fights is a limited sample, but the combat system showed enough depth to suggest there is room to grow. The Maldrake fight in particular demonstrated that HoYoverse understands how to build a boss encounter that keeps players engaged across multiple phases rather than just adding more health bars.
For players already deep in the studio's other titles, check out the Honkai: Star Rail guides while Nodusfall's release window comes into focus. The studio clearly has ambitions beyond what its existing catalog represents, and this preview is the most concrete evidence yet of what that looks like in practice.








