Elden Ring Nightreign is a weird one. It takes the foundation of one of the best open-world RPGs of a generation and turns it into not just a roguelite where death is even more of a big deal, but a three-person, co-op-focused roguelite. And in many ways, that strange experimental concoction is a success. Under the right conditions, Nightreign’s 45-ish minute runs are positively thrilling. They are packed with surprising encounters, challenging decisions, satisfying opportunities for teamwork, and some of the best boss battles FromSoftware has ever come up with – and that’s a very high bar. The big problem, however, is that those right conditions are far more difficult to create than they should be. You really need to have a consistent squad of similarly skilled players that are able to devote hours at a time in order to see what makes Nightreign special – and when you don’t, the flaws of its design are magnified tenfold. There is excellence in this Elden Ring spin off, but it’s excellence that is just a little bit tarnished.

Let’s get the most important caveat out of the way first: If you are hoping to tackle Nightreign entirely solo, and are anything less than a hardcore Elden Ring player that actively seeks out ways to make that already difficult game even more challenging, Nightreign isn’t for you. Yes, there is technically a single-player option, but it is so poorly balanced that I would be shocked if it isn’t patched and adjusted within the first month of release. And this is coming from someone who lives and breathes these types of games.

To understand why, we first need to go over what Nightreign even is. On a very basic level, this is a roguelite that takes place on an island called Limveld, which is kind of like a melting pot of Elden Ring’s environments, enemies, bosses, and structures. The general flow of a run is split up into a three-day cycle: On days one and two, it’s all about farming gear, defeating bosses, and leveling up so that you’re as prepared as possible when you face off against one of the eight extremely difficult Nightlord bosses on day three. It’s a great formula, and while you might think that the mostly static map would get old after a while, there’s a good amount of procedural generation every run that mixes up the locations of every point of interest, requiring you to plan out a unique route on each new attempt. On top of that, there are also random events like boss raids, summoning portals, and other occurrences that inject a heavy level of chaos every once in a while.

Random events inject a heavy level of chaos.

Efficiency is key because you are on a very strict time limit, with a battle royale-esque circle that constricts at set points throughout the day, eventually shrinking to the size of a small battlefield and setting the stage for the boss battle that ends the night.

It is immediately obvious that Nightreign was designed with a three-player squad in mind. Enemy encampments that don’t require you to fight a single boss will instead have you spread out to takedown three tough enemies; basic encounters against five or more enemies that would be trivial with three players become costly time wasters when you’re on your own; and the new Nightlord bosses all seem explicitly designed with having allies in mind, and I’m not sure how I’d approach several of them by myself. Nightreign at least scales up your damage when you’re alone, but it doesn’t change any of these fundamental design decisions in any way that would make solo play more reasonable.

I’m not sure how I’d approach several of the bosses by myself.

But the biggest issue is that co-op partners are able to revive each other when someone goes down, but you’ve only got one life to live when you’re on your own. That’s generally the case in roguelites, but usually there’s some sort of safety net that you can fall back on. For example: Hades has Death Defiances, and part of the progression of that game allows you to work toward unlocking more of them with every run; Returnal has artifacts you can find that give you extra lives, rewarding you for being more thorough in your exploration; Spelunky has shortcuts that allow you to skip the early stages and get practice on the enemies, traps, and bosses you only have limited experience with.

The list goes on and on, but Nightreign has virtually nothing to make up for the fact that solo players lose access to that crucial revival option. There is an item that will resurrect you once with half of your life, but it’s limited to the highest rarity tier, meaning you have to choose it over a legendary weapon if one does appear as a reward – similarly, you may find them in a shop, but they cost a substantial amount of runes that you could instead use to level up. Either way, it’s just not a solution that makes up for the crippling detriment of not having someone to revive you if you go down.

None of this is to say that solo play is outright impossible, and I have had a few successful runs on my own. Just that the balancing of solo play feels like a job half finished, and as a result, the frustration of playing alone wasn’t worth the triumph for me to have any desire to play more without a squad.

It Takes Three

Nightreign’s saving grace is that when you do have a squad of three people who all know what they’re doing, communicate well, and are generally pretty skilled at Elden Ring, it really is a lot of fun. The central idea of taking an entire game’s worth of progression and condensing it into a 40-minute run is a strong one. Going from cutting down rats with a basic weapon to culling Elden Ring’s most fearsome bosses with a badass armament that you may or may not have gotten to use in the main game is one of the coolest and most satisfying parts. It’s 80+ hours of character growth condensed into less than an hour and shot straight into your veins.