Imagine plunging into a brutal, undead-infested nightmare inspired by the Napoleonic Wars, all while wielding the intense challenge of a soulslike game—but in first-person perspective. This isn't your typical FromSoftware adventure, and it's sparking heated debates among fans. Intriguing, isn't it? Let's dive deeper into Valor Mortis, a bold new title that's daring players to question its roots in the genre that defined tough-as-nails gaming.
Valor Mortis, a first-person action game rooted in an alternate-history take on the Napoleonic Wars, burst onto the scene earlier this year during Gamescom's Opening Night Live. Right from its debut and ongoing promotional efforts, the creators at One More Level have been upfront: this is a soulslike experience. Sure, the first-person viewpoint sets it apart dramatically from classics like Dark Souls or even 2D gems such as Hollow Knight, Nine Sols, and Blasphemous. But as game director Radosław Ratusznik shared with me during the Game Industry Conference in Poznań, Wielkopolska, he's fully aware of the lofty expectations that come with claiming soulslike status. He's committed to honoring those roots while embracing the innovative shift to first-person.
One More Level, the team responsible for the acclaimed 2020 title Ghostrunner, is building Valor Mortis. Ratusznik revealed that the studio's core members are passionate Souls veterans who longed to tackle the genre but recognized they needed more hands-on experience first. That's why Ghostrunner emerged—a first-person action game that, in our view at IGN, delivered a stellar performance packed with fast-paced thrills. With that triumph boosting their confidence, the team pivoted to Valor Mortis.
According to Ratusznik, the gameplay concept took shape before the historical backdrop. The developers aimed to blend close-quarters melee fights, firearm skirmishes, and supernatural mutant powers. Coincidentally, the game's lead concept artist is a history enthusiast well-versed in Napoleonic Europe, which led to the eerie setting: monstrous Napoleon commanding hordes of undead mutants terrorizing the continent.
"I believe many gamers might find the Napoleonic period somewhat unappealing, perhaps due to those quirky uniforms, and we aimed to flip that perception," Ratusznik explains. "This era is a crucial slice of European history, with Napoleon as its iconic emperor, and we're crafting our own narrative around it—not a lesson in accuracy, but a fresh, immersive tale for players to discover and enjoy."
You step into the boots of William, a British soldier initially lured to Napoleon's forces by visions of liberating Europe, only to confront the grim reality of warfare. Unlike his comrades, William masters nephtoglobin, the substance driving undead transformations, allowing him to harness its abilities without descending into madness. He battles across twisted, gory landscapes scarred by Napoleon's rampage.
"Horror lies at the heart of our vision," Ratusznik emphasizes. "It's not merely about battling grotesque creatures; we're weaving a narrative about war's merciless toll, where there are no victors, no genuine winners. We're immersed in this turmoil, exploring perspectives from all sides. This becomes a universal tale of an outsider soldier fighting in a foreign army on unfamiliar soil, roaming eastern Europe's unnamed territories—perhaps evoking Poland or elsewhere—to highlight the shared struggles of combatants."
From my extensive playtime at the conference, I can attest that despite the initially absurd premise, One More Level has crafted something deeply unsettling. One scene that's etched in my mind features a uniformed soldier, crawling on all fours like a feral beast, lunging from behind a mound of corpses. Instead of a human face, his head twists downward, revealing a bizarre, fuzzy wig-hat split open into a gaping, toothy maw that snarls as it charges. It's bizarre, shocking, and remarkably effective in building dread.
But here's where it gets controversial—regardless of the setting's quirks, the core gameplay is undeniably soulslike. Beginners, if you're new to the genre, think of soulslikes as games that emphasize strategic, punishing combat with high stakes: manage a stamina bar to avoid overextending, target enemies' poise to disrupt their attacks through precise strikes or timed blocks, and face the dreaded death penalty where you lose collected resources and must retrieve them or forfeit them entirely. Respawn points, here represented as lanterns, act as safe havens to rest and reset progress. Valor Mortis cranks up the difficulty, forcing players to master these mechanics.
I'm no expert Souls player—I'm more of an average challenger—but I spent considerable time clashing with the game's inaugural boss, a multi-phase menace that summons minions and unleashes wide-area devastation. Deaths piled up, testing my patience and skill.
Yet, Ratusznik stands firm on the soulslike label, partly due to the first-person twist and the intense scrutiny from genre purists.
"The soulslike genre demands excellence, and to satisfy its dedicated fanbase, you must come prepared," he states. "That's why we proclaim it openly: 'We're a soulslike. If you're skeptical, challenge us—ask why we believe it fits.' We're open to the conversation. After playtests, events like Gamescom, TGS, and PAX in Seattle, players who've doubted first-person viability often say, 'I was wary, but after playing, I'm convinced—it's a true soulslike in first-person.' As a genre fan myself, achieving that feels incredible."
And this is the part most people miss—the developers aren't just borrowing elements; they're adapting them thoughtfully to fit their vision and the unique first-person format.
So, what defines a soulslike to Ratusznik? He outlines the essential traits Valor Mortis incorporates:
"There's ongoing discussion on how many FromSoftware hallmarks a game needs to qualify," he notes. "In our case, a stamina-driven combat system is paramount. We also include checkpoint mechanics akin to bonfires, using lanterns as save points. Dying sends you back to the last lantern, and resting revives enemies—classic soulslike tension. Exploration plays a big role too, with a Metroidvania-inspired structure where levels interconnect, and you unlock new abilities to revisit areas for hidden paths. (For those unfamiliar, Metroidvania games encourage exploration in open-ended worlds with secrets, much like collecting power-ups in Super Metroid to access new zones.) We take it further with shortcuts that reward thorough searching, speeding up returns to checkpoints. Boss encounters stand as epic trials, pushing players to their limits. We don't copy blindly; every element is evaluated for how it aligns with our first-person approach and overall design."
The first-person shift is a game-changer, altering how combat unfolds—parries, dodges, and swings demand precise timing and aiming, while boss patterns are calibrated for added challenge. Given the soulslike boom, it's surprising fewer games experiment with first-person. Why the hesitation?
"It's genuinely tough," Ratusznik admits. "We honed first-person melee skills with Ghostrunner, and even then, crafting satisfying close combat without confusion was a feat. In Poland, we've got titles like Dying Light and Cyberpunk 2077 showcasing first-person action, plus our own outings. Yet, it's intricate.
You need clever tweaks for better player feedback. For instance, our system assists by snapping attacks toward foes, pulling you closer since judging distance is tricky in first-person. Weapon colliders are slightly enlarged for that 'hit' sensation. Polished animations, enemy reactions, sound effects, and extras like arrows or behind-you indicators all contribute to making combat feel responsive and gratifying."
Valor Mortis is slated for 2026 on PC, PS5, and Xbox, with a surprising emphasis on Xbox Series S optimization. Ratusznik praises the console's potential:
"Each console generation simplifies development, with clearer hardware knowledge and easier certifications," he says. "Optimizing for all platforms benefits everyone—tweaking for Series S means PC players get a smoother experience too. Many gamers stick to favorites like Call of Duty or Gears of War on affordable hardware like the Series S, avoiding costly upgrades. Achieving that balance is challenging, but it's a worthwhile hurdle for broader accessibility."
One platform notably absent? Nintendo Switch 2. "I'd love to bring it there eventually," Ratusznik shares. "We're exploring options, but nothing's set in stone yet. It could be fantastic for this style on that portable powerhouse."
We also touched on difficulty, with Ratusznik confirming an easy mode but no plethora of settings to ensure shared experiences. Dive into that chat here.
Rebekah Valentine is a senior reporter for IGN. Catch her on BlueSky @duckvalentine.bsky.social. Have a tip? Email rvalentine@ign.com.
What do you think—does Valor Mortis genuinely earn its soulslike badge, or is the first-person perspective a deal-breaker? Could this innovation revitalize the genre, or does it dilute its essence? Do you welcome more experimental takes like this, or prefer sticking to tradition? Share your opinions, agreements, or disagreements in the comments—we'd love to hear the debate!