"Perhaps the game's greatest triumph, however, is that it takes qualities normally associated with frustration and discomfort—constant trial and error, slow progression, harsh enemies—and makes them virtues."
A Souls-like RPG (also spelled Soulslike and sometimes referred to as a Soulsborne or "Soulsy") refers to a subgenre of Role-Playing Games that puts emphasis on dodging and moving over other mechanics. The Trope Maker and Trope Namer of this genre is FromSoftware's Demon's Souls, which was released in 2009. The genre gained traction with the release of Demon's Souls' Creator-Driven Successor, Dark Souls, which spawned numerous clones.
Typically, the gameplay may have any of the following elements in some capacity:
- The game has to be an Action RPG or an action game with role-playing elements; as the latter principles are dependent on direct player control which are at odds within a classic turn-based framework.
- The game is Nintendo Hard. Even the lowliest Mooks would likely qualify as Demonic Spiders in any other game, which should give you an idea of what qualifies as a Demonic Spider in these games. Expect to die many, many times against some of them, and if you expect any degree of Mook Chivalry from your opponents, you will be horribly mistaken one example could be that a player doesn’t check their surrounding then gets jumped by an enemy around a corner. And just about any boss would be That One Boss in another game. The games' attacks and defensive options are usually mapped to the shoulder buttons and triggers. Additionally, pausing the game doesn't stop time and enemies can still deal damage to the player.
- Survival focuses primarily on dodging attacks and/or blocking them — enemies attack swiftly enough and for enough damage that "facetanking" is often lethal unless you have an incredibly tough (often lategame) build. Some games even lack the option to block at all, necessitating evasion of enemy attacks. Additionally, most dodges have "invincibility frames" that let you No-Sell all damage while they are active. Often has an equipment weight mechanic where wearing heavy armor makes your dodge slow but gives you defensive advantages or stagger resistance, and weapons contribute to your equipment weight, but sometimes two-handing a weapon can alleviate this.
- Stamina management is critical — stamina is needed for both attacking and dodging, so failing to pay attention to how much you have left can leave you extremely vulnerable when the enemy goes on the offensive. Also, certain animations take priority over others, and there is little to no Lag Canceling — plan your attacks carefully, or you will be demolished. However, some games reward aggressive play with a poise meter that you can drain from the enemy; when the poise bar is drained they will be hitstunable for a limited time. If a game doesn't have a literal stamina bar, the latter is usually still present. If guns are involved, expect scarce ammo, long reload times, massive recoil, and frequent weapon malfunctions.
- Enemies have noticeable visual and auditory cues for their attacks that must be observed in order to properly evade them.
- Money Is Experience Points, requiring you to choose whether to spend it on levelling up, or on items and equipment. In most examples, all (or at least some) currency is lost upon death. However, it remains where you died, so you can not only recover it but build upon it from respawned foes. If such a mercy is granted, failure to retrieve it before dying again will end in permanent loss. This feature has been dubbed "Corpse Running" by the community.
- Min-Maxing is essential. Since leveling up one stat increases the price of all the others, a specialized build focusing on only one or two stats (plus HP and stamina which are necessary for almost any build) while mostly ignoring the rest is imperative. Trying to be a Jack of All Stats is too cost-prohibitive to be viable (unless you want to put in dozens if not hundreds of hours Level Grinding) outside of a New Game Plus.
- Leveling and/or other management features are often restricted to save points, hubs, or other fixed locations. There is no instant progress from grinding. You must survive the trip home to reap the rewards or use items that you can crush to give you XP.
- There is limited to no save scumming. The player can only manually save at checkpoints and rest spots, and the game will autosave upon death. The latter is oftentimes a mercy in disguise; as anything collected that is not XP will remain in the players inventory, and any alterations to the gameworld will be set in stone, such as an open shortcut. On the flipside, this may also mean permanent consequences upon death, such as Demon's Souls' infamous "World Tendency" system.
- Resting at a checkpoint (or dying and respawning at one) causes all slain enemies to respawn, with the exception of bosses and maybe the occasional Elite Mook. If the game has a more loose, less scripted structure (i.e. many a roguelike or open world), it will still alter the state of the world in some way.
- Healing resources are often restricted. Some games give you one healing item with multiple "charges" that are replenished when resting at a checkpoint, while others allow you to carry many healing items which are not automatically replenished and must instead be bought or found placed in the world and as drops from killing enemies. In both cases, actually using the healing items puts you into a long animation that leaves you vulnerable and therefore has to be planned strategically.
- Unorthodox strategies are rewarded — the only way to score a Critical Hit is by locking on to an enemy and getting a Back Stab, jumping on the enemy’s head from a higher platform, or by parrying the enemy's attack with perfect timing and executing a riposte.
- A limited form of multiplayer exists, where players can call forth "summons" of other players (or NPCs if offline) to assist them in combat for a time. On the other hand, malicious players can also "invade" your game with the goal of hunting you down and killing you. You can learn emotes throughout the game and preform them with other players or by yourself. You can also leave behind notes for others to read.
- Often has a large variety of weapons and play styles. Almost all weapons are equally viable and can be upgraded to improve their damage or change their stats/elemental focus. Each weapon has a specific moveset with pros and cons, and it's very rare for a weapon to be flat-out inferior to another weapon.
- There is usually some form of free-form exploration. This is usually presented in a wide-linear structure to offer options while maintaining a suffocating and claustrophobic atmosphere (similar to a Dungeon Crawler or Metroidvania game) and to encourage strategic backtracking and refighting respawned foes to build the player's skill. Even if there are levels, there will often be a variety open at once for the player to mix it up. That said, plenty of Wide-Open Sandbox examples do exist, often incorporating more hardcore survival mechanics that encourage players to respect the world with extreme caution.
- Usually there is at least one fight that requires paying attention to and juggling between two or more bosses. These fights require learning positioning and most of the time are considered one of if not the hardest boss fights in the game.
- Finally, your reward for beating the game is that you get to start all over again on New Game Plus, where everything is even harder (though you keep all of your levels and equipment to compensate). Beating New Game+ will unlock the even harder New Game+2, beating that will unlock +3, and so on.
When it comes to the storytelling and theming; it usually goes something like this:
- Environments like ruined cities, poison swamps, and surreal Eldritch Locations often linked by slow opening one way doors. Obstacles like boulders hurling towards you, small precarious platforms containing items, and seemingly inocuous bridges waiting to be bombarded by a dragon mid-crossing. Bosses behind fog gates with orchestral themes that end with an iconic victory or death screen.
- Opaque quest design that requires careful attention to dialog and item descriptions as there are almost never quest markers or trackers, and objectives are merely implied for example there could be a secret item under an elevator. Especially for acquiring the Golden Ending.
- The player typically starts out Late to the Tragedy, and the story of the game is often presented through gameplay mechanics, item descriptions, environment details, enemy appearance, and other forms of Story Breadcrumbs. Cutscenes and dialogue are minimal (you can even walk away from NPCs talking to you in some games) and Gameplay and Story Integration are paramount. An unobservant player may think that the game lacks a story entirely, while an investigative player will discover an elaborate backstory and plot, usually after slowly uncovering and connecting all the pieces of lore.
- Overall tone of the game will lean more toward bleak and/or tragic. The lore will often revolve around how the setting of the game used to be a monumental civilization or something along these lines, only for everything to degrade into a Dark Fantasy or, worse, a Cosmic Horror Story. Expect many bosses to be highly influential figures in the lore of the setting, who are now far past their prime and are desperately clinging to their glory days, or have been corrupted by some evil force, or some such, and the Final Boss to be none other than the very founder of the civilization in question.
- The Player Character is deliberately made out to be some faceless Mook who has risen only slightly above their brethren. They may oftentimes have no name, and their goals lack any individual interest to them, instead being forced by circumstance to embark on whatever quest they're currently on. Expect many endings where the actions of your player character are revealed to simply be part of a Vicious Cycle — assuming that wasn't made clear from the get-go.
Later games have more unique elements to help differentiate them from Dark Souls and its own successors, Bloodborne (more agressive/offensive playstyle), Sekiro: Shadows Die Twice (active/aggressive defense via parrying), and Elden Ring (Wide-Open Sandbox exploration), such as a heavy focus on ranged combat or having multiple companions with fleshed-out Story Arcs. "Souls-Lites" have also become very common over the years. Usually these games prominently feature some or most of the core tenets but simplified versions of them. For example...Perhaps you don't lose anything upon death. Perhaps only strong attacks consume stamina. Maybe dodging doesn't consume stamina at all. Maybe there is no stamina period. Maybe the game opts for conventional storytelling and quest design. And so on. In other words, a Souls-like doesn't have to copy FromSoft one-to-one so long as the core principles and "soul" (if you will) remain; FromSoft themselves aren't afraid of shakeups, as Sekiro can attest.
See also Hack and Slash, Roguelike, Metroidvania, Survival Horror, and Survival Sandbox, all of which this genre shares much overlap with; many of the more experimental titles in these genres often are considered to be "proto" Souls-likes due to sharing multiple gameplay conventions that would be later popularized by Dark Souls and its brethren. Contrast Stylish Action games, which instead encourage the player to approach Nintendo Hard enemies with constant barrages of attacks rather than carefully timed moves. As the years have gone by, however, many examples have managed to blend Stylish Action with Souls-like design principles, as seen with Team Ninja's Nioh series and its successors, and even entering official canon with From's very own Sekiro: Shadows Die Twice.
Examples include:
- 3000th Duel
- Absolver
- Achilles: Legends Untold
- Aeterna Noctis
- Afterimage
- AI Limit
- ANNO: Mutationem note Soulsy combat feel, I-frame dodges, limited healing items that are instantly used but heal slowly overtime and are cancelled when hit (with no refund). During action levels, upgrading and saving can only be done at terminals.
- Another Crab’s Treasure note Doesn't take itself too seriously and is a bit Lighter and Softer than the usual Souls-like.
- Apotheon
- Ashen
- Asterigos Curse Of The Stars
- Atomic Heart note Weighty stamina based melee combat, slow healing animations, dodging with a short cooldown, save point leveling, saving sends out repair drones to revive foes as opposed to instantly.
- Black Myth: Wukong
- Back To Ashes
- Below
- Betrayer note Slow musket-based shooter combat. Limited heals, corpse runs, hubs with a leveling maiden, thematic overlap.
- Biomorph
- Biomutant note An Action RPG that has similar mechanics to the genre such as limited healing resources that take time to use, long reload times, enemies with attack patterns, a dodge roll that uses stamina, skill stats, weapon weight, multiple weapons for diversity in playstyles, and not being able to save scum at certain points. Additionally, players can warp between signposts similar to how lamps function in Bloodborne.
- Blasphemous
- Bleak Faith Forsaken
- Bleak Sword
- Bloodborne
- Blood West
- Bloody Hell note A Bullet Hell interpretation.
- Bloody Spell
- Blue Fire note Focuses on 5th and 6th gen-style platforming but has Souls-lite combat and other staples like bonfire functions, losing XP on death, and even incorporates stamina into platforming.
- Brume
- Chronos (especially its non-VR remake, Chronos: Before the Ashes)
- Chrono Sword
- Code Vein
- Codex Lost
- Crowsworn
- Cruelty Squad note Has wildly different gameplay even when compared to other first person examples; but design principles such as level design, buying and equiping upgrades between levels, different body-mods radically change your playstyle, money and game world penalties for death, levels needing to be restarted with no checkpoints or quicksaves, an obtuse reload mechanic (with an upgrade that allows ammo to regen like stamina), a limited heal that is similarly obtuse, several dodge manuevers, and a very cryptic and surreal cosmic horror plot, unorthodox tactics taken to ludicrous extremes, and "Bog Business".
- Curse of the Dead Gods
- Dandara note Save-point leveling (w/ some Min-Maxing), corpse running, slow charging attacks and healing, dodging (albiet with unconventional movement), surreal and vague storytelling.
- Dark Devotion note A Side View Hack and Slash-Roguelike hybrid that also mixes Metroidvania and Souls-like elements together.
- Dark Light
- DarkMaus
- Darksiders III
- Dark Souls series (Trope Codifier, Trope Namer)
- Darkwood
- Dauntless
- Dead Cells
- Dead or School
- Death's Gambit
- Deathbound
- Deathloop note Corpse running, invasions, resource based doging, hub leveling, frequent weapon malfunctions, unorthodox tactics are paramount, especially backstabs and aerial attacks.
- Death's Door note I-frame dodgerolls, fixed 3-hit combos, other combat items can only be used after building up a meter with melee attacks, healing restricted to scattered pots that only replenish after resting at save points alongside the enemies, hub leveling, and thematic overlap.
- Death Stranding note Weight and stamina affect movement and combat. Social features. Save point management. "Corpse running." Much narrative and thematic overlap but delivered through a cinematic style courtesy of Hideo Kojima.
- Decay of Logos
- Demon's Souls (Trope Maker, Trope Namer)
- Dolmen
- Dragon's Dogma note Stamina based combat and movement (w/ dodges). Pawns are similar to summons, including sharing with other players. Certain things can only leveled up at fixed points.
- Dragon Is Dead
- Dying Light note Stamina based combat and dodging. Various weapon builds. Equipping and upgrading gear at save points, resting changes enemy population based on time of day. Invasions and co-op. Experience loss upon death (on hardest setting).
- Eastern Exorcist
- Edens Guardian
- Elden Ring
- ELDERBORN
- The Elder Scrolls III: Morrowind (Ur-Example) note Is the only main game in the series with Resurrective Immortality, with stat penalties upon death while leveling requires resting at an appropriate bed. There is also a dodge, albeit one you have to spec properly for. Alongside franchise overlap with weight mechanics, stamina-based combat, and emphasis of unorthodox tactics, and every NPC regardless of importance is killable. The game is also much harder, has a darker tone, and features more vague storytelling and far more opaque quest design and exploration than other entries. And on hard difficulty, you can't pause the game.
- Eldest Souls
- ENDER LILIES: Quietus of the Knights
- Enotria: The Last Song
- Enshrouded
- Ensora
- Estencel
- Evil Genome
- Exorcist Fairy
- Fall of Light
- Far Cry 2 (Ur-Example) note Similar healing mechanics, weapons constantly malfunction to prevent spraying, every gun has meaningfully different handling, there melee attacks with noticeable wind-up, and there's a much greater focus on evading and distancing threats; including a limited slide that No-Sells gunfire. No save scumming, resting at safehouses respawns checkpoints and bases, and upgrading equipment can only be done in far apart shops with scarce currency and expensive upgrades. Dying while a buddy is "rescue-ready" causes you to lose all weapons save for a pistol (not the one you had equipped), forcing you to find a warehouse to re-kit, and dying again before regrouping with said buddy at a safehouse will cause you to lose your progress since your last manual save. More punishing, less handholdy, and more subtle in its storytelling than other franchise entries. It even ends with a Sadistic Choice revolving around a Vicious Cycle. Every Far Cry sequel since has embraced far more casual game design.
- Feudal Alloy
- The First Berserker: Khazan
- F.I.S.T.: Forged in Shadow Torch note I-frame dodges, estus style healing, heavy attacks use stamina, stylish action combat with uncancellable attacks and unique weapon functions, savepoint leveling, money is XP, progress is retained on death (though you don't lose anything), enemy respawns after saving.
- Flintlock: The Siege of Dawn
- Foregone
- Ghost 1.0
- Ghost Song
- Gloom
- God Eater
- God of War Norse Saga note A very light but prime pre-Sekiro example of actionized Souls-style combat without being a full "Stylish Action" game (such as the pacing of strikes, the importance of alt. tactics, many active combat manuevers (not passives or ultimates like other ARPGs) needing cooldowns as opposed to a normal stamina bar, and constant defense/evasion/parrying) among a few other similarities such as upgrading gear being limited to safe areas (camps), and healing using limited heath crystals that have a use animation (on the arena rather than in player inventory).
- Grand Theft Auto Online note If you somehow find yourself in melee combat you will find it is surpisingly weighty with hefty wind ups and uncancellable animations that are unique for each of the many weapons, including backstabs, blocks, parries, and dodges. A stamina stat exists, though for speed and efficeincy rather than hit quantity. There is also a dodge roll thats very useful in gunfights and a single health kit capacity with a use animation. The series' signature approach to death is very adjacent. In multiplayer there are more RPG elements, including leveling up at your apartment. Player-to-player griefing is also extremely prominent.
- Graven
- Grime
- Grimvalor
- Hellpoint
- Hitman 3 Freelancer note A mode in Hitman 3 notable for the following conventions: No saving unless at the base; character customization is only performed after or before missions (similar to leveling at a bonfire); multiple weapons and tools to choose from for different playstyles; real-time combat; dying means not being able to play the same mission therefore the past mission isn't affected as well as a new batch of enemies in the next missions (similar to how dying at a checkpoint makes enemies respawn) while also causing the player to lose their weapons (which is like losing XP); the ability to kill non-hostile characters; being able to hide behind cover to dodge gunfire; high degree of difficulty; Metroidvania elements like needing certain items to do certain activities in the map; Min-Maxing elements (since money is scarce you can only buy a limited amount of items from shops); targets having a pre-defined schedule similar to boss attack patterns; headshots and stealth kills score critical damage; non-linear choices for what mission you want to choose; barely any plot; bleak tone. Additionally, though he is a defined character with an established backstory (and therefore not a faceless mook), Agent 47's very monotone and stoic character can draw some parallels to the typical protagonist of a Souls-like.
- Hob note Heavy attacks use stamina. I-frame dodgerolls. Healing can only be done at checkpoints that also respawn enemies. No progress is lost upon death. Upgrading can only be done at a single hub room. A dialogue-free and cryptic plot about a plagued civilization.
- Hollow Knight note While the creators stated that they hadn't actually played Dark Souls, the healing mechanic was loosely inspired by a brief stint with Bloodborne. There are still corpse runs, character building at save points, and storytelling via scattered NPCs and item descriptions.
- Hunter X
- Hunt the Night
- Hyper Light Breaker
- Hyper Light Drifter
- Immortal Planet
- Immortal: Unchained
- Juice Galaxynote A lot more surreal and Lighter and Softer than most examples, but the stamina-based combat, currency spent to level up and wide open world are all inspired by the genre.
- Killer7 (Ur-Example) note Methodical shooting where your movement is limited while aiming and holding aim on your target longer yields more rewards. Flashy real-time reload and healing animations where you can't move. Some characters have dodge rolls and other evasion techniques. Characters have different-handling weapons. Checkpoint leveling, restock, and enemy respawns. Unique corpse running mechanic.
- King's Field (Ur-Example, and FromSoft's very first game to boot) note It therefore lacks most of the iconic gameplay features (dodging, corpse running, the healing and save point leveling systems), but still features the broader ones (steep difficulty, slow combat/uncancellable attacks, labyrinthine world design, all NPCs are killable) and harbors the vast majority of themes and motifs.
- Kristala
- Laika: Aged Through Blood note Applies the Souls feedback loop to Excite Bike-esque gameplay, with strategic flips and barrel rolls for dodging, parrying, and reloading alongside staples like corpse running and hub leveling.
- The Last Case Of Benedict Fox
- The Last Faith
- The Last Hero Of Nostalgaia
- The Last Oricru
- The Legend of Zelda: Breath of the Wild note Stamina based combatand movement. Leveling at the plataeu temple. Survival mechanics including foraging and cooking for recovery items. Sleeping restores enemy encounters. An approach to storytelling and theming more in line with this subgenre compared to previous Zelda's.
- Let It Die
- Lichdom: Battlemage note A purely magic-focused example.
- Lies of P
- Listen To The Wind
- Little Noah Scion Of Paradise
- Little Witch Nobeta
- Loot River
- Lords of the Fallen
- Lost Epic
- Lost Ruins
- Lucah Born Of A Dream
- Lunacid note Similar to Monomyth below, a Souls-like/Immersive Sim hybrid inspired by King's Field.
- Malebolgia
- Mandragora
- Mega Man Zero (Ur-Example) note Much greater focus on melee combat compared to previous Mega Man games with slow-charging and uncancellable attacks, an innate dodge manuever, limited recovery items, penalties for "giving up" after dying (Z1 only), and the ability to level up at home base. A much more tragic tone (even more so than Mega Man X), apocalyptic setting, quasi-fantasy elements, and certain villains are fallen/corrupted heroes.
- Mendacium
- Metroid
- Metroid (Ur-Example) note The NES original has one of the earliest examples of the iconic death mechanic; maintaining major progress but draining the player's HP to the minimum and forcing them to grind it back through combat. Also Samus' somersault jump is decidedly more dodgy than platformers of the time, and even gives I-frames once you obtain the Screw Attac (which can be acquired much earlier than in other entries). Also generally much harder and more obtuse than later entries (as was the style of the time).
- Metroid Prime Trilogy (Ur-Example) note Atypical FPS combat centered around locking on, dodging, moving to target weak points, active healing, and commiting to a weapon charge to do meaningful damage alongside other genre overlap such as world design, save points restoring health and enemies, the fear of losing much progress before reaching a save point, storytelling through visuals and item descriptions (via scan logs), apocalyptic settings, cosmic horror, and, in the case of the second game, brutal difficulty and poison swamps galore.
- Metroid Prime: Hunters (Ur-Example) note Adds an explicitly Souls-like death mechanic and invasion feature to the Prime formula.
- Metroid: Other M (Ur-Example)note I-frame dodgerolls, extremely Souls-like heal and reload mechanics, and a flow of combat very close to developer Team Ninja's future fusions of Stylish Action and Souls-like.
- Metroid Prime: Federation Force note Adds overt roleplaying with a variety of mods that are permanently lost upon death and can only be managed in pre-/post-game lobbies. Anything extra collected is only saved/usable after mission completion. Resources for combat are also more scarce and missions have to be fully restarted upon failure. The healing mechanics also appear to be more directly Souls-inspired.
- Metroid: Samus Returns note Much greater focus on parrying, dodging, and enemy telegraphs than other 2D entries. There's also a stamina meter analog used for increased firepower, defense, and movement/time manipulation.
- Minecraft (Ur-Example) note Death, leveling, and healing work very similarly. Additionally, some mods add stamina systems, dodging, and Soulsy weapon function.
- Minoria
- Momodora: Reverie Under The Moonlight
- Monomyth note Aims to combine Immersive Sim with Souls-like elements such as the latter's save system that prevents save scumming typical of the former. Ur-Example King's Field is the foremost influence here.
- Monster Hunter (Ur-Example) note Considered to be one of the inspirations for the genre, there are monsters with visual and audio cues, weapon builds, weapon leveling, limited healing item uses that puts you in an animation that you can't cancel, similar gameplay mechanics (ex. the presence of deliberate attacks, jumping on top of a monster allows players to deal it extra damage, attacks don't require stamina but rolls do, etc.), and an overall high level of difficulty throughout. Furthermore, dying causes your reward money to lower, you can't save scum during battles, and you can't level up your weapons or armor unless you're in the hub area.
- The Moon Hell
- Moon Samurai
- Moonscars
- Morbid: The Seven Acolytes
- Mortal Shell
- Necropolis
- Never Grave The Witch And The Curse
- NieR: Automata note Souls-adjacent Stylish Action where longer combos require more commitment and risk, as well as various weapon builds and different character playsets. Alongside essentials like corpse running, enemy respawns, and purchasing character building chips and resources at encampments, and lots of thematic overlap.
- Nightmare Creatures (Ur-Example) note Dodge, parry, and wind-up-centric combat. Unique "reverse"-stamina system where it rapidly drains when not in combat. Limited heals. Level ups at mission ends (which are the only places to save) depending on performance. Certain enemies require unique moves that target their vital parts. Two characters that use unique weapons/movesets.
- Nine Sols
- Nioh note A rare mission-based example and a Stylish Action hybrid that still retains the vast majority of archetypical gameplay features. Later successors would dial these down but still have several Soulsy features.
- No Place For Bravery
- No Rest For The Wicked
- Onimusha (Ur-Example) note Dodge/parry/strafe/timing-centered combat. Strong attacks consume magic. Skill-based healing. Checkpoint leveling and enemy respawns.
- Outward
- Pascal's Wager
- Phantom Blade Zero
- Phoenotopia: Awakening note A more cheerful and colorful example.
- Prey (2017) note Particularly the Roguelike Mooncrash expansion which reworks the death, save, and other mechanics to be more aligned with this subgenre. The base game does have a good amount of Soulsy elements itself, including stamina-based melee and movement (most notably the subgenre-standard dodge), stacking NG+s, and a very unique take on Money Is Experience Points.
- Prince of Persia: The Lost Crown
- Rabi-Ribi note Stamina based combat, limited heals with long animation, I-frame evasion maneuvers, hub leveling, money is XP, stacking new game plus modes, unlockable new characters with unique movesets.
- Radio The Universe
- Rain World note Focuses on survival and platforming with minimal combat, but abides by many Souls principles.
- Rebel Transmute
- Red Dead Redemption II note Stamina is incorporated into various functions. The trademark "Dead Eye" mechanic used for prescision aiming is also adjacent and the player needs to work to get it back or consume one of many slow to use recovery items. In-depth weapon performance and maintenance mechanics. Dying doesn't reset progress but some your loot stolen and your bounty even higher. You level up several attributes at your home camp. Money and resources are "XP". The player is always "wanted" and spontaneous ambushes and chases from bounty hunters are common. And of course theres a dodge.
- REDO
- Resident Evil 6 note Features the most mobility/evasion features and melee combat in the Resident Evil series, all linked to a stamina meter. Real-time healing and inventory, score penalties for dying, hub leveling, and an invasion mode.
- Rise of the Rōnin
- Rune Fencer Illyia
- Salt and Sanctuary note One of the first games that tried to transfer Dark Souls to the 2D perspective and arguably one of the more successful ones.
- Scars Above
- Sekiro: Shadows Die Twice note A FromSoft work that denies its connection to the genre due to no overt RPG elements, but the combat element is similar enough. Also the first entry in the official "series" to include actual stealth and platformer mechanics more aligned with that of Tenchu.
- Severance: Blade of Darkness (Ur-Example) note The stamina-based combat, movement, and level design are strikingly similar.
- Shadow Tower Abyss (Ur-Example) note FromSoft's original "Souls-like shooter" or "King's Field with guns."
- Shattered Tale Of The Forgotten King
- Shrouded In Sanity
- Sifu
- Sinner Sacrifice For Redemption note A Boss Rush example with a unique "Level-Down" system.
- Skelethrone Chronicles Of Ericona
- Souldiers
- Soulframe
- Soul Sacrifice
- Star Wars Jedi: Fallen Order
- State of Decay
- Steelrising
- Stellar Blade note Mashes the genre up with some elements of Stylish Action games, most notably Nier: Automata.
- The Story of Red Cloud
- Stranger of Paradise: Final Fantasy Origin note Developed by Team Ninja and essentially "Nioh in the Final Fantasy universe."
- Stray Blade
- Strayed Lights note A rare example aimed at a casual audience and a prime example of a "Souls-Lite."
- Sundered
- The Surge
- Tails of Iron
- The Tarnishing Of Juxtia
- Terraria
- Terraria Calamity
- There Is No Light
- Thymesia
- Toukiden
- Trinity Fusion
- Tunic note A cryptic plot-delivered piecemeal; checkpoints that restore your health and causes enemies to respawn; spending currency to level up; combat that emphasizes dodging, blocking and stamina management.
- Ultros
- Unsighted
- Unsouled
- Unworthy
- Vampyr (2018)
- Vapor World Over The Mind
- Vigil The Longest Night
- Void Memory
- Void Sols note A visually minimalist example best described as Souls-Like Geometry Wars.
- Voidwrought
- The Warriors (2005) (Ur-Example) note Stamina management and exploitable dodge moves. Limited healing resource used strategically with penalties for overuse. Money is XP used for buying upgrades or reviving fallen gang members at a hub town. Each gang member has different affinities. Rewards unorthodox tactics not common in most Beat 'em Ups like aerial attacks and backstabs. And you can beat the crap out of almost everyone you see, including your dealers.
- Weko The Mask Gatherer
- Wild Hearts
- The Wind Road
- The Witch's Night of Vengeance (a H-Game example)
- Wo Long: Fallen Dynasty note Another Creator-Driven Successor to the Nioh series.
- ZombiU note No dodge roll, but a strong emphasis on deliberate movement, defense, weighty attacks, strategic healing, and a soulsy permadeath/corpse-run mechanic.
There have also been multiple attempts to reproduce the Souls-like mechanics in Tabletop RPGs: