A Soulslike That Ruffled My Feathers - 60 Minutes With Wuchang: Fallen Feathers

With the pioneers of the Soulslike genre already busy on their next project, it was only a matter of time before another new release came to fill the void left behind by FromSoftware. And that's where Chinese studio Leenzee comes in, stepping up to the plate with a Soulslike of their own, Wuchang: Fallen Feathers.

Set in an alternate history of the late Ming Dynasty, Wuchang Fallen Feathers immerses players in the war-torn land of Shu, plagued by the mysterious Feathering disease that transforms its victims into monstrous beings. Players control Bai Wuchang, a female pirate warrior afflicted with the disease, as she navigates this perilous world to uncover the truth behind her condition and the chaos engulfing her homeland.

The game features a deep combat system with five distinct weapon types, each offering unique skills and playstyles. Combat is further enriched by the Skyborn Might mechanic, which powers special abilities and spells, and the Madness gauge, which enhances damage output at the cost of increased vulnerability. With its challenging enemies, intricate level design, and atmospheric world, Wuchang: Fallen Feathers offers a compelling experience for fans of the Soulslike genre. But does that mean it's a good fit for you? Read on for my opinion.

Wuchang: Fallen Feathers sets its tone right away: it’s dark, deliberate, and unrelenting. As previously alluded to, the game draws heavily from the Soulslike tradition, with weighty combat, punishing enemies, and an atmosphere dripping with dread. Every strike feels deliberate, every dodge carries risk, and the world itself is designed to keep you on edge. Between the ruined villages and eerie, fog-soaked paths, it’s a setting that thrives on unease and rewards patience.

The combat in particular stands out. There’s a heaviness to every weapon swing, and mistakes are punished quickly. Enemies don’t just fall over: instead they force you to read their patterns, wait for your openings, and commit with precision. It’s not a game that holds your hand, but that’s part of the appeal.

What I found strange though is the consistency in the enemies. And I don't mean the variety. There's a lot of different enemies I've encountered in my first hour, but an enemy that appears to be made out of a jar stood out to me. While exploring a seemingly empty room, one of the pots sprang to life. And it hit hard. After only three hits, I found myself back at the nearest shrine (in-game rest point). What struck me - other than the jar enemy - was how quickly it bested me, when not 10 minutes previously I had felled the first mini-boss in Wuchang. But that adds to to appeal

When I sat down with the game for the first time, I felt that harsh introduction immediately. My first real fights taught me that rushing in meant certain death, and it wasn’t until I slowed down, timing my dodges and choosing my strikes carefully, that I started to find a rhythm. I had more than a few frustrating deaths, but each one made the eventual victory that much more satisfying. None as much as the game’s first real boss, Man-eating Dhutanga.

Outside of combat, it was the atmosphere that kept pulling me back. Walking through abandoned streets, spotting strange shapes shifting in the mist, and just soaking in the oppressive silence gave the world a weight I didn’t expect. It feels like a place that’s collapsing in on itself, but still begging to be explored.

Even in just the opening hour, Wuchang made an impression on me. It’s not easy, and it’s not forgiving, but it already feels like the kind of game where every step forward is earned… and that makes it all the more rewarding.

If these opening hours are any indication, Wuchang: Fallen Feathers is shaping up to be a haunting, demanding journey worth braving. It may be punishing, but there’s something in its bleak world that keeps pulling me back for just one more fight. And that's what I'm going to do now!


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