HoYoverse showed off Nodusfall at Gamescom in Cologne, Germany, and the preview build delivers a darker, grittier experience than anything in the studio's current lineup. Gone are the bright anime aesthetics of Genshin Impact — replaced by mysterious magics, vicious monsters, and a dingier realism that inevitably draws Elden Ring comparisons. But the hands-on session suggests Nodusfall has the mechanical depth to stand on its own, particularly in its co-op boss battles and character progression systems that ditch the studio's signature gacha model.

Quick Facts — Nodusfall

Developer HoYoverse
Genre Action RPG, Dark Fantasy, Co-op
Price Free-to-play

The demo centered on two four-player boss encounters against Qiongqi, a griffin-like beast drawn from Chinese mythology, and Maldrake, a more traditional dragon with a shocking mid-fight transformation. For players who have been burned by shallow co-op modes in other action RPGs, the preview suggests genuine teamwork matters here — positioning, ability coordination, and class combination all factor into success. HoYoverse provided flights and accommodation for the preview event.

Here's a thinking process:

Nodusfall builds its combat around a stamina-based system with basic attacks that fill a gauge for stronger follow-ups, plus four cooldown abilities per character. The stamina bar is described as generous, allowing extended combo strings and frequent dodges without constant resource anxiety. This design choice keeps the pace brisk without the punishing resource management that defines FromSoftware's titles — a deliberate accessibility move that should welcome players intimidated by stricter action games.

The demo offered four character archetypes: two melee-focused and two ranged, each with a healing variant. The archer stood out with a mechanical arm, a bomb arrow that deals bonus damage when struck after embedding, a spirit wolf summon for close-range pressure, and a dodge-back arrow skill that creates distance while dealing damage. This kit encourages a dance of engagement and retreat — dash in for the wolf, dodge out with the arrow, pepper the boss with bomb arrows from safety.

Here's a thinking process:

Enemy design pulls from global mythologies rather than a single cultural well. Qiongqi represents Chinese folklore as a griffin-like creature, while Maldrake channels traditional European dragon imagery. Both fights follow a multi-stage structure with distinct health bars, but Maldrake's transformation steals the show. Midway through the battle, a knight tears itself from the dragon's torso — human-like arms that were visible protruding from the chest during phase one — killing the beast and initiating a completely different encounter against the Maldrake Knight.

This shift forces immediate adaptation. The dragon's slow, predictable patterns — fire breath, jaw snaps, wing strikes — give way to a dangerously fast sword-and-polearm wielder that spawns puddles. Strategies built for the first phase become liabilities in the second. The previewer noted hope that HoYoverse extends this unpredictability to other encounters, creating a consistent need for experimentation rather than rote memorization. If the full game delivers on this promise, boss fights could become the standout feature that differentiates Nodusfall from its visual inspirations.

ℹ️ Note: Nodusfall is free-to-play with cosmetic monetization planned. Characters unlock through continuous play, not gacha banners — a significant departure from HoYoverse's established model in Genshin Impact and Honkai: Star Rail.

Here's a thinking process:

Characters unlock through continuous play rather than the banner system that defines Genshin Impact's economy. Cosmetic monetization is planned, but specifics beyond that remain limited. This approach could resonate with players fatigued by gacha mechanics who still want HoYoverse's production values — but the lack of detail on battle passes, seasonal content, or convenience purchases leaves room for skepticism. The previewer's curiosity about solo play also highlights a critical unknown: whether the co-op balance holds when player count drops, or if matchmaking fills gaps effectively.

Visual comparisons to Elden Ring and FromSoftware's catalog are inevitable given the dark fantasy aesthetic, but Nodusfall's faster pace, generous stamina, and co-op focus chart a different mechanical territory. The preview suggests a game more interested in accessible action and team combination than solitary mastery of punishing systems. Whether that identity holds across a full campaign, varied enemy roster, and live-service longevity remains the open question — but the Gamescom showing provides genuine reason to watch this one.

Key Takeaways

  • Nodusfall is a free-to-play dark fantasy co-op action RPG from HoYoverse, previewed at Gamescom in Cologne
  • Combat uses a generous stamina system with basic/strong attacks and four cooldown abilities per character
  • Two boss fights shown: Qiongqi (Chinese mythology griffin) and Maldrake (dragon that transforms into Maldrake Knight mid-battle)
  • Characters unlock through continuous play, not gacha banners; cosmetic monetization planned

The Bad Gamer Take

HoYoverse’s new Nodusfall flips the studio’s bright‑anime legacy into a gritty, co‑op action RPG. HoYoverse will pivot its monetization model away from gacha because players crave meaningful progression rather than loot boxes. Watch how the free‑to‑play mechanics balance hardcore co‑op versus casual play.

Nodusfall's Gamescom debut proves HoYoverse can step outside its comfort zone mechanically, not just aesthetically. The combat feels tuned for cooperation over attrition, the boss transformations suggest design ambition beyond visual mimicry, and the progression model signals respect for player time over wallet. Solo play and long-term monetization remain the two biggest question marks — but for a studio taking its first swing at this genre, the foundation looks surprisingly solid. The next preview or beta will need to answer whether the Maldrake's unpredictability is a one-off spectacle or a design philosophy.

Nodusfall, aesthetically at least, is about as far from a typical HoYoverse game as you can get.
— Author (previewer)