Sample report · Real data · Nothing withheld

The Review Intelligence Report

Lords of the Fallen

Reviews ingested
25,185
Positive on Steam
67.8%

of 54,568

Tier
Mixed
To reach Positive
+1,267

positive reviews

This is a complete Review Intelligence Report, published in full. Twenty ranked issues, the quotes behind each one, a ninety-day fix order, five response templates, and twenty negative reviews with replies drafted for them. Nothing is held back for the paid version, because what you pay for is the same work done on your game.

We ran it on Lords of the Fallen— the game our founder shipped as Lead Gameplay Programmer. It seemed like the only fair game to point it at first.

Subject
Lords of the Fallen · app 1501750
Report date
10 June 2026
Review window
2023-10-13 → 2026-07-28

launch day onward

Prepared by
Quod Soler

Lead Gameplay Programmer, Lords of the Fallen

25,185 reviews ingested · 14 clusters covering ~907reviews · competitor figures fetched 1 August 2026

00 · Written by hand

Executive summary

  1. Finding 01

    +1,267reviews

    is the entire distance to the Positive tier

    At 68% across 52,647 reviews, this is not a broadly disliked game. It is a Mixed one sitting close to the line.

  2. Finding 02

    47.8%positive in schinese

    is 24.6 points below the 72.4% overall rate

    On 1,860 reviews, with complaints that differ from the English cohort's. The cheapest tier movement available anywhere in this report.

  3. Finding 03

    460reviews

    argue about the thing you should not fix

    "Combat, Level Design & Difficulty Balance" is the largest cluster and the plan deliberately skips it. It is a perception fight, not a defect, and no patch wins it.

  4. Finding 04

    245of 25,185

    reviews ever got a reply — 1.0%

    The twenty rescuable reviews in section 6 average 527 hours played. These players stayed, and then wrote a negative review anyway.

Lords of the Fallen sits at 68% positive across 52,647 Steam reviews — Mixed, and 1,267 net positive reviews short of crossing into Positive. That gap is the shape of this whole report. The game is not broadly disliked. It is failing a specific, identifiable set of players in ways that are almost all fixable.

The largest cluster is the one to leave alone. Some 460 reviews argue about whether the combat and level design justify themselves against Dark Souls and Elden Ring. That is a perception fight, not a defect, and the fix order deliberately deprioritises it — you do not win it with a patch. Underneath sit the issues that actually manufacture negative reviews: Crimson Ritual invasions that cannot be disabled in private co-op, hard crashes to desktop that arrive attached to explicit refund demands, and a Friend’s Pass model that strips the guest player of progression. Those three share one root cause in the trial and co-op systems, which means a single coordinated patch closes several clusters at once.

The sharpest single finding is linguistic. Simplified Chinese reviews run at 47.8% positive against 72.4% across the ten largest languages — 24.6 points below, on 1,860 reviews. Their complaints are specific and they are not the English cohort’s complaints: owned copies being misdetected as the Friend’s Pass trial, map navigation, monster stacking in the late game, and machine-translated Chinese text. That is the cheapest tier movement available anywhere in this report.

The people writing these reviews are not drive-by refunders. The twenty rescuable reviews in section 6 average 527 hours played, with a median of 434 and one at 1,197. They stayed, and then wrote a negative review anyway. Of the 25,185 reviews we ingested, 245 — under one percent — ever received a reply from the developer.

01 · Where you stand

Review landscape

Score at generation

68%

Mixed · 52,647 reviews on Steam

Gap to Positive tier

+1,267

net positive reviews needed to cross 70%

Review-bomb risk

low

Low risk: No review spikes detected in the last 90 days.

Sentiment of the analysed set

Share of the AI-classified subset — a different measure from the 67.8% Steam rate and the 72.4% language rate below.

60% positive · 20% mixed · 20% negative. Sentiment has remained stable over the last 30 days.

What players praise

By mention count across the analysed set.

  • Overall Quality 139
  • Developer & Community Relations 32
  • Combat Mechanics 25
  • Content Replayability 18
  • Difficulty Accessibility 15

Performance by language

72.4% positive across the 15,858 reviews in the ten largest languages.

Positive rate by language

Against the 72.4% rate across all 15,858 reviews in these ten languages.

  • At or near the overall rate
  • 10+ points below
0%25%50%75%100%ukrainian — 87.4% positive across 215 reviewsukrainian87.4%brazilian — 85.3% positive across 856 reviewsbrazilian85.3%spanish — 84.5% positive across 760 reviewsspanish84.5%latam — 82.2% positive across 214 reviewslatam82.2%french — 76.3% positive across 397 reviewsfrench76.3%english — 75.1% positive across 9,968 reviewsenglish75.1%german — 73.3% positive across 763 reviewsgerman73.3%polish — 72.8% positive across 254 reviewspolish72.8%russian — 62.7% positive across 571 reviewsrussian62.7%schinese — 47.8% positive across 1,860 reviewsschinese47.8% · −24.672.4% overall
LanguageReviewsPositiveGap
english9,96875.1%+2.7 pts
schinese1,86047.8%−24.6 pts
brazilian85685.3%+12.9 pts
german76373.3%+0.9 pts
spanish76084.5%+12.1 pts
russian57162.7%−9.7 pts
french39776.3%+3.9 pts
polish25472.8%+0.4 pts
ukrainian21587.4%+15 pts
latam21482.2%+9.8 pts

Simplified Chinese runs 24.6 points below the overall rate on 1,860reviews — the single largest recoverable gap in this report. Its top complaints are not the English cohort’s: owned copies misdetected as the Friend’s Pass trial, map navigation, late-game monster stacking, and machine-translated text.

Two further underperformers, japanese (56.4%) and finnish (56%), sit outside the ten largest languages by review count and so are not in this table.

02 · Ranked by score damage

The 20 issues

Every issue extracted from the clustered reviews, ranked by damage — how often it comes up, how hard it hits, and how realistically it can be fixed. The counts and quotes are shown so you can check the ranking rather than take it on faith.

All 20 ranked issues with damage score, severity, fixability, mention count and fix window
#IssueDamageSevFixMentionsWhen
01Combat, Level Design & Difficulty Balance3065460Not in the 90 days
02Game Balance & Difficulty12.17728Next patch
03Crash & Stability Issues10.19616Week 1
04Combat & Mechanics Feel9.86634Patch after next
05Level Design & Exploration8.46457Backlog
06Control Responsiveness Issues7.46811Patch after next
07Technical Stability7.37614Week 1
08Aggressive Monetization6.5778Next patch
09Loot Distribution Design5.5686Backlog
10Difficulty & Challenge Balance5.14621Backlog
11Co-op Experience Quality4.6774Next patch
12Narrative & Story Quality3.84517Backlog
13Login & Access Issues3.7872Week 1
14World Design3.44336Not in the 90 days
15Save System Design3.4673Backlog
16Resource Limitation Design2.8564Backlog
17Enemy Placement & Ambush Design2.4662Backlog
18Progression & Item Distribution2.3771Next patch
19Content2553Not in the 90 days
20Boss Design & Difficulty2553Not in the 90 days

Score damage by issue

Frequency × severity × fixability. The top issue carries more damage than the next four combined — and it is the one the plan deliberately skips.

  • In the 90-day plan
  • Deliberately not patched
0102030#1 Combat, Level Design & Difficulty Balance — damage 30, 460 mentionsCombat, Level Design & Diffic…30#2 Game Balance & Difficulty — damage 12.1, 28 mentionsGame Balance & Difficulty12.1#3 Crash & Stability Issues — damage 10.1, 16 mentionsCrash & Stability Issues10.1#4 Combat & Mechanics Feel — damage 9.8, 34 mentionsCombat & Mechanics Feel#5 Level Design & Exploration — damage 8.4, 57 mentionsLevel Design & Exploration#6 Control Responsiveness Issues — damage 7.4, 11 mentionsControl Responsiveness Issues#7 Technical Stability — damage 7.3, 14 mentionsTechnical Stability#8 Aggressive Monetization — damage 6.5, 8 mentionsAggressive Monetization#9 Loot Distribution Design — damage 5.5, 6 mentionsLoot Distribution Design#10 Difficulty & Challenge Balance — damage 5.1, 21 mentionsDifficulty & Challenge Balance#11 Co-op Experience Quality — damage 4.6, 4 mentionsCo-op Experience Quality#12 Narrative & Story Quality — damage 3.8, 17 mentionsNarrative & Story Quality#13 Login & Access Issues — damage 3.7, 2 mentionsLogin & Access Issues#14 World Design — damage 3.4, 36 mentionsWorld Design#15 Save System Design — damage 3.4, 3 mentionsSave System Design#16 Resource Limitation Design — damage 2.8, 4 mentionsResource Limitation Design#17 Enemy Placement & Ambush Design — damage 2.4, 2 mentionsEnemy Placement & Ambush Desi…#18 Progression & Item Distribution — damage 2.3, 1 mentionsProgression & Item Distributi…#19 Content — damage 2, 3 mentionsContent#20 Boss Design & Difficulty — damage 2, 3 mentionsBoss Design & Difficulty

Severity against fixability

12 of 20 issues are both serious and realistically fixable — the top-right quadrant is where a 90-day plan earns its keep.

  • In the 90-day plan
  • Deliberately not patched
00224466881010Serious · fixable — do firstSerious · hardMinor · hard — ignore#1 Combat, Level Design & Difficulty Balance — severity 6/10, fixability 5/10#2 Game Balance & Difficulty — severity 7/10, fixability 7/10#3 Crash & Stability Issues — severity 9/10, fixability 6/10#4 Combat & Mechanics Feel — severity 6/10, fixability 6/10#5 Level Design & Exploration — severity 6/10, fixability 4/10#6 Control Responsiveness Issues — severity 6/10, fixability 8/10#7 Technical Stability — severity 7/10, fixability 6/10#8 Aggressive Monetization — severity 7/10, fixability 7/10#9 Loot Distribution Design — severity 6/10, fixability 8/10#10 Difficulty & Challenge Balance — severity 4/10, fixability 6/10#11 Co-op Experience Quality — severity 7/10, fixability 7/10#12 Narrative & Story Quality — severity 4/10, fixability 5/10#13 Login & Access Issues — severity 8/10, fixability 7/10#14 World Design — severity 4/10, fixability 3/10#15 Save System Design — severity 6/10, fixability 7/10#16 Resource Limitation Design — severity 5/10, fixability 6/10#17 Enemy Placement & Ambush Design — severity 6/10, fixability 6/10#18 Progression & Item Distribution — severity 7/10, fixability 7/10#19 Content — severity 5/10, fixability 5/10#20 Boss Design & Difficulty — severity 5/10, fixability 5/10Fixability →Severity →

Every issue in full

01

Combat, Level Design & Difficulty Balance

Damage 30Severity 6/10Fixability 5/10Mentions 460Trend FallingNot in the 90 days

The single largest cluster is split: many players praise the combat (parry is well-implemented, Elden Ring-like feel) but a vocal segment finds it a derivative copy that still didn't click even after the second major patch. The 'controller/input' framing isn't supported by the quotes; the real driver is the perception that it's a competent-but-unoriginal soulslike that doesn't justify itself over FromSoft.

  • Bueno me faltaba terminar este souls para tener la lista completa. Empiezo comentando que la jugabilidad es literalmente un copy paste de la del Elden RIng, solo que aca tenes el parry bien implementado. De gráficos tambien muy parecidos unEnglish: “Well, I had this souls left to finish to complete the set. I’ll start by saying the gameplay is literally a copy-paste
  • Como amante de los souls y alguno que otro soulslike como Lies of p, realmente no puedo recomendar este juego, lo Compré en promoción y lo jugué después de la segunda gran actualización, que en teoría mejoraba bastante la experiencia. Aun a
  • diğer souls oyunlarına göre farklı bi tarzda olması ölü ve yaşayan diyarı yani güzel ve farklı olmuş oyunun dünyası baya karanlık ve umutsuz bir havayı iyi yansıtıyor sarıyor kesinlikle alınıp şans verilmeli bide oyuna sövüp yarıda bırakanl

Who hits this

Mid-engagement players (~20h) across English, Spanish and Simplified Chinese — committed souls fans who bought on sale post-2.0 and still came away unconvinced.

What to do

Lean marketing and patch notes into the genuinely distinctive systems players DO praise (parry timing, mid-combo hand-switching) rather than parity with Elden Ring, and re-audit this cluster's tagging since the input-issue description doesn't match the source quotes.

02

Game Balance & Difficulty

Damage 12.1Severity 7/10Fixability 7/10Mentions 28Trend StableNext patch

The biggest pain point here is mandatory PvP invasions during co-op — specifically that 'Crimson Ritual' invasions cannot be disabled and let overgeared players instakill new co-op players within minutes, ruining the friend experience.

  • Constant invasions by giga overgeared people makes the game untolerable. Only way to disable it is by not playing coop.
  • Tried to play with my friend. Got ganked with a "Crimson Ritual" within 20 minutes while we were trying to understand the game and he insta killed both of us in 5 seconds. Crimson Ritual CAN NOT, I repeat CAN NOT be disabled while playing C
  • 初期の評価が悪かったため割りを食ってる作品。2.0以降にプレイしたら思いのほか良くダークソウル(初代)と比べてもそん色ないと感じた。ゲームバランスが微妙だったりして劣っている部分はもちろんあるが、グラフィックや装備着色等優っている部分もあった。ゲームバランスで微妙だと感じたところは、ほとんどのボスが突っ込んで武器をぶん回しているだけで勝てること。もちろんそれで勝てないボスはいたが、それでもそんな苦戦はしなかった。クリア後に色々調整できるので1周プレイできる人は2周は楽しめるだ

Who hits this

High-playtime co-op players (~49h) in English, Simplified Chinese and German trying to introduce friends and getting ganked early.

What to do

Add a toggle to disable Crimson Ritual / overgeared invasions in private co-op, or implement strict level/gear-band matchmaking for invaders — this is a config-level fix with outsized review impact.

03

Crash & Stability Issues

Damage 10.1Severity 9/10Fixability 6/10Mentions 16Trend StableWeek 1

Hard crashes to desktop, including repeated crashing 'every few minutes' even after patches, with players explicitly demanding refunds and refusing third-party workarounds.

  • trash crashes and wont play anymore and im not downloading some bs to fix it from a third party... give me my money back
  • Chciałem spróbować zagrać po nowym pathu który podobno naprawił wiele rzeczy w grze. Niestety nie da się grać ponieważ wywala do pulpitu co chwilę. Dno i pięć metrów mułu. Próbowałem kilku rozwiązań podanych na reddit ale bez sukcesu. Ta na
  • 破游戏,游戏性方面先不说,总是给我把游戏识别成通行证搞毛啊English: “Broken game. Never mind the gameplay — it keeps identifying my game as a trial pass, what the hell

Who hits this

Mid-engagement players (~29h) in English, Simplified Chinese and Polish — a direct refund-trigger group.

What to do

Treat persistent CTD as a P0; gather crash dumps from the affected hardware/driver configs cited on Reddit and ship a targeted stability patch, as crashes here are an active negative-review driver.

04

Combat & Mechanics Feel

Damage 9.8Severity 6/10Fixability 6/10Mentions 34Trend StablePatch after next

Players describe combat as a 'lesser version' of Dark Souls undermined by clumsy enemy targeting, plus bugs (crashes, falling through floor) and the gutted second-player co-op feel that makes mechanics feel unsatisfying.

  • I've been toughing it out with this game, and i've been tempted to give it a thumbs down multiple times before actually writing this review. I wanted to make sure that what I was saying was truthful, so here it goes. Overall, the gameplay i
  • Сделали фишку чтобы можно было играть с другом через один акк, но по итогу второй человек, который подключается оооочень не полноценный (не лутается сангвинарии, нельзя вставлять руны в оружие, нет квестовых ресов) 12 клоунов из 10 Ну и сам
  • Flawed copy of Dark Souls. In all aspects it just feels like a lesser version of its master. Multiple bugs (crashes, falling through floor), bad performance, and poor gameplay mechanics (e.g. clumsy enemy targeting) make playing unsatisfyin

Who hits this

Mid-engagement players (~24h) in English, Simplified Chinese and German who toughed it out before souring on targeting and co-op limitations.

What to do

Prioritize a lock-on/targeting overhaul (a recurring cross-cluster complaint) and remove the harshest Friend's Pass restrictions, as both are tractable and directly cited as feel-breakers.

05

Level Design & Exploration

Damage 8.4Severity 6/10Fixability 4/10Mentions 57Trend StableBacklog

The lamp/dual-world (Umbral) toggle and the swamp zone draw repeated complaints about disorientation and getting lost with no map, even from players who otherwise rate the interconnected level design highly. The dual-realm gimmick is a love-it-or-hate-it design pillar.

  • Тот факт, что у этой игры так много положительных отзывов много говорит о нас с вами, дамы и господа. Самое грустное что бабла разрабам хватило только на первую локацию. Буквально, я не шучу. В первой локе и арт дизайн красивый и боссы болеEnglish: “The fact that this game has so many positive reviews says a great deal about us, ladies and gentlemen.
  • 📣 Гра яка мені дуже сподобалась і багато чим навіть вразила приємно. Думаю це все ж найкращий соулз-лайк 2023 року. Я хотів би певно просто перерахувати всі її плюси і деякі мінуси суто для мене. 📣 ✅ Варто почати із плюсів: ➕ дуже хороший
  • Really wanted to like this one but I genuinely hate the lamp mechanic and the swamp zone was awful super easy to get lost no map to figure out where you are. I just really hate having to toggle in and out of two different worlds with the la

Who hits this

High-playtime explorers (~43h) in English, Simplified Chinese and French who finish enough of the game to hit the swamp and tire of constant world-swapping.

What to do

Add an optional minimap or zone compass and tune the worst-offending swamp navigation; you can't remove the Umbral pillar but you can reduce forced toggling and dead-end backtracking in the most-complained areas.

06

Control Responsiveness Issues

Damage 7.4Severity 6/10Fixability 8/10Mentions 11Trend StablePatch after next

Lock-on remains buggy, keybinds are unintuitive and need full remapping, weapons feel weightless ('don't feel the weapon'), and some mechanics feel like artificial slow-downs ('commercial breaks').

  • [h2] Lords of the Fallen - Friend's Pass сырая ещё.[/h2] Поиграл с другом, лагало (пинг игра не умеет писать). В игре нет русского, разработчики не хотят, чтобы вы игру покупали. Оружие не "чувствую", анимации блока не ахти, вибрация DualSe
  • Great world building and gameplay. Lock-on system is still buggy but overall a very fun game and a great reboot on the name.
  • The gameplay was not fun at all, some mechanics feels like they have been added just to slow you down like a commercial break. Keybinds has to be redone, not very intuitive. Do not recommend this. Feels far from how it looks and is presente

Who hits this

Lower-mid playtime players (~22h) in English, German and Simplified Chinese — early-game players whose first impressions are shaped by clunky controls.

What to do

Ship full keybind remapping with better defaults and continue fixing lock-on targeting; these are config/UI fixes with high fixability and broad impact across multiple combat clusters.

07

Technical Stability

Damage 7.3Severity 7/10Fixability 6/10Mentions 14Trend StableWeek 1

Beyond crashes, players report frequent online disconnects and a graphical glitch that warps them into an empty hidden third world where they die — though some report only one crash over 8 hours, so severity is uneven.

  • technically playable but still pretty garbage
  • It's not as hard as DS or Bloodborne, but a fun game overall. Pretty smooth gameplay, I had one crash over 8 hours. But it recovered to the most recent auto-save.
  • 太好玩了,地图设计优秀,联机体验非常好,也就经常掉线并且有时画面闪现进入隐藏第三世界,可惜里面什么都没有然后我直接摔死了

Who hits this

High-playtime online players (~45h) in English, French and Simplified Chinese who play connected and hit netcode/instability bugs.

What to do

Fix the world-state glitch that drops players into the empty third realm (clear save/death risk) and harden online session stability against the cited frequent disconnects.

08

Aggressive Monetization

Damage 6.5Severity 7/10Fixability 7/10Mentions 8Trend StableNext patch

Players feel deceived by the Friend's Pass — calling it a 'scam' because the joining player gets no healing upgrades, boss weapons, or weapon mods — compounded by repeated prompts to buy the full version and trouble even reaching the main menu.

  • 精致包装的狗屎,甚至还用好友通行证骗更多的人来吃 我甚至不想浪费时间给这坨狗屎写评测,总之别玩
  • If a game would takes hours to figure out how to enter the main interface every time it updates, then it is already a trash. Not to mention that stupid trial version, so I did not play this game for less then a week and when I start the gam
  • friends pass is a scam. no healing upgrade, no boss weapons, no weapon mods XD

Who hits this

Lowest-playtime band (~15h) in Simplified Chinese and English — early players who feel baited before they've invested time.

What to do

Stop gating the joining player out of core progression in Friend's Pass and remove intrusive upgrade-prompt friction at launch; reframe the trial honestly to kill the 'scam' perception.

09

Loot Distribution Design

Damage 5.5Severity 6/10Fixability 8/10Mentions 6Trend StableBacklog

Extremely low equipment drop rates (players report 80+ to 400 kills for single armor pieces) make 100% completion the 'most painful platinum' in the genre and turn endgame into a farming simulator.

  • 50% walking simulator, 50% farming simulator, nice views tho too ez, even doing the modifier achievements all at once wasn't any challenge The devs saw that in order to get 100% in Dark Souls 3 you had to farm an item with <1% drop rate and
  • 魂味最足的类魂,但是类的是魂2 最好的闪避方式不是垫步和格挡是走位 boss没什么记忆点,基本上都是初见过,探图反而死了不少次 但是不连加速器就无法解锁成就+经常性打开游戏无法验证为正式版不能读档 体验太差 -------------------------------------------------------------------------------------- 同时是魂游和类魂里白金体验最痛苦的一作 有+0新周目看上去很友好 但是充斥着大量随机掉落装备的同时
  • juegardo, simplemente juegardo, finales algo meh, pero el camino hacia ellos y el platino es goooood, menos la parte rng del farmeo de armaduras, eso si pvta m1erda xd ⣿⣿⠋⠡⢔⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⡌⢙⣿⣿ ⣿⠃⠄⢰⣧⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡏⠄⠘⣿ ⣿⠄⠄⢐⣿⣻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠄⠄⣿ ⡏⠄⠄

Who hits this

Very high-playtime completionists (~77h) in English, Simplified Chinese and Spanish chasing platinum/full collection.

What to do

Raise the lowest drop rates and/or add a deterministic acquisition path (vendor/guaranteed drop) for the worst sub-1% items — a numbers change with strong completionist goodwill.

10

Difficulty & Challenge Balance

Damage 5.1Severity 4/10Fixability 6/10Mentions 21Trend StableBacklog

Mixed signal: post-2.0 players praise the difficulty as 'challenging but not impossible,' while veterans find it too easy ('died 4 times, 2 from falling') and the 100% grind tedious rather than hard.

  • Picked game up after 2.0, having a great time with it. Challenging but not impossible, deep but not overwhelming, good action and exploration. Would recommend
  • Итак, я прошел игру. Думаю буду проходить новую игру +, мне определенно она понравилась. Скажу коротко - я умею в соулс, играл первый раз на стандарте, за всю игру умер раза 4, из которых 2 упал с обрыва случайно, на боссе в яме из плоти 1
  • 50% walking simulator, 50% farming simulator, nice views tho too ez, even doing the modifier achievements all at once wasn't any challenge The devs saw that in order to get 100% in Dark Souls 3 you had to farm an item with <1% drop rate and

Who hits this

Experienced souls players (~42h) in English, Spanish and Polish — skilled veterans who clear it easily and want more challenge.

What to do

Add a higher-difficulty or modifier preset that scales boss aggression/damage for veterans, since the 2.0 rebalance already satisfies the majority — this is a tuning add, not a redesign.

11

Co-op Experience Quality

Damage 4.6Severity 7/10Fixability 7/10Mentions 4Trend StableNext patch

Seamless co-op is genuinely loved, but the same Friend's Pass limitations recur: the guest can't interact with the world, is locked out of remembrance boss gear, and the host also loses access to content — turning a selling point into frustration.

  • Playing a Souls-like game in co-op mode is one of the most enjoyable gaming experiences I’ve ever had. The thrill of exploring dark, challenging environments with a friend by your side adds a whole new layer of excitement. Every battle feel
  • Bought it to play coop but was a horrible experience. - Friend pass does not allow the use of remembrence bosses gear and also locks the host out of content. - Coop player can not interact with the world at all, all they can do is kill and
  • A great pick up when it's on sale, but probably not worth the full price. It was a fantastic free-to-share journey with friends, despite the many silly but frustrating player/environment interactions. Quite a few laughs but more often frust

Who hits this

High-playtime co-op buyers (~69h) in English and Italian who specifically purchased for the shared journey.

What to do

Grant the co-op partner meaningful world interaction and progression parity, and stop locking the host out of content during shared sessions — this overlaps with the monetization fix and should be a single coordinated patch.

12

Narrative & Story Quality

Damage 3.8Severity 4/10Fixability 5/10Mentions 17Trend StableBacklog

Story is described as fragmented and confusing on a single playthrough, with worldbuilding 'nowhere near FromSoft quality' and unsatisfying endings; a specific gripe is needing to level up just to read item lore descriptions.

  • # 堕落之主 **DGN: 8.3/10** **遗老的狂欢** 时长;约35h 风景:黑暗 中世纪 魔幻 阴间 声画效果:9 剧情演出:?(碎片化叙事+一周目断支线没看懂) 可玩性:8(遗老) 完成度:7 《堕落之主》这部作品可以说是我目前为止玩到最惊喜的一部作品,相比大众60%的好评率,在游玩本作30h时的我反而还相当沉迷于本作。究其原因本作是非常古早黑魂的设计思路,制作组疯狂地去复刻黑魂2复古老旧的操作模组和黑魂1复杂立体的回环地图,让boss设计的和主角一样半身残疾,
  • Combat feels great and the series has real potential. But ♥♥♥♥ me, why do I need to level up just to read item descriptions? That's basic lore stuff, not some reward. The worldbuilding is okay but nowhere near FromSoft quality. Technical is
  • Somehow worse than the ending to Dragon's Dogma 2.

Who hits this

Very high-playtime, lore-invested players (~77h) in English and Chinese-language groups who complete multiple endings and want the story to cohere.

What to do

Decouple item-description lore from a leveling gate (a trivial, high-goodwill fix) and add optional in-game lore summaries to make fragmented narrative readable in one playthrough.

13

Login & Access Issues

Damage 3.7Severity 8/10Fixability 7/10Mentions 2Trend StableWeek 1

Furious players report buying the game but being unable to play — being told to 'buy the full version' despite owning it, and launches that only succeed intermittently when using a VPN/accelerator.

  • 我操你吗了个比 要是你的木不会搞游戏就尼玛全家死一下 老子他妈游戏买了 进不去就算了 进了 不给玩 讲什么要我买完整版 我买你吗的比 出生
  • 狗操的辣鸡游戏,买了游戏不让玩nmd我用谁通行证了?开加速器运气好能进游戏运气不好得重新启动真沙壁,怪不得这游戏评价这么低,游戏内容还没玩多久光是启动就恶心的一B

Who hits this

High-playtime Simplified Chinese players (~93h) hit by region-specific connectivity/license-verification failures.

What to do

Fix the license-verification flow that misidentifies owned copies as the trial and remove the apparent dependency on stable connections to a blocked server in the China region — a backend/auth fix with high regional impact.

14

World Design

Damage 3.4Severity 4/10Fixability 3/10Mentions 36Trend StableNot in the 90 days

Players widely praise the Dark Souls 1-style interconnected map and bell/shortcut structure, but a recurring criticism is that art and boss quality fall off sharply after the first location, as if the budget ran out.

  • Тот факт, что у этой игры так много положительных отзывов много говорит о нас с вами, дамы и господа. Самое грустное что бабла разрабам хватило только на первую локацию. Буквально, я не шучу. В первой локе и арт дизайн красивый и боссы болеEnglish: “The fact that this game has so many positive reviews says a great deal about us, ladies and gentlemen.
  • One of the best non-Fromsoft soulslikes. It has that interconnected level design from the first Dark Souls and some neat additions to the combat, like a Sekiro-esque parry system, being able to switch hands mid-combo and a greater variety o
  • 经过长时间的更新,2.0.29版本的堕落之主可以说已经是一款相当优秀的魂游了。虽然有不少哪怕是和魂一、魂二这样的老东西相比都显得抽象的设计和支线,但堕落之主的地图设计足够优秀,完全可以称得上是对魂一地图的优秀学习,围绕钟声房所构建的连接各个区域的捷径实在让人惊艳。 如今也不怎么阴间了,只要别头铁前期就去一看数值就不对的地方,探索体验真的爽,不错的地图设计,加上足够的隐藏奖励,以及战斗割草般的爽感构建出了堕落之主良好的游玩体验,个人感觉体验都快赶上魂三了,就是美中不足的是bos

Who hits this

Long-session players (~51h) in Simplified Chinese, English and Japanese — completionists who experience the full world and notice the quality drop-off later on.

What to do

This is largely a sunk-cost content issue; prioritize art/encounter polish passes on the weakest late-game zones rather than new areas, since the foundational map design is already a praised strength.

15

Save System Design

Damage 3.4Severity 6/10Fixability 7/10Mentions 3Trend StableBacklog

The item-gated, player-placed checkpoint system plus losing progress on death and the frequent Umbral-toggling-to-check-for-secrets is called 'stupid' and tedious, with one player also citing co-op breaking and blocking story completion.

  • Bom, Para min o jogo tem alguns problemas, tipo vc ter que colocar seus checkpoints ou ter que ficar entrando no umbral só pra ver se tem algo escondido.. e assim acaba ficando muita coisa pra trás.. ou vc morre e volta o mapa todo.. então
  • The game is fun until a certain point. At this point the game becomes impossibly hard to do anything and the weakest of enemies are too powerful to kill. The multiplayer broke on me and a friend and we couldn't continue to finish the story.
  • 打击感巨差;两个世界之间的频繁切换让探索过程变得繁琐无趣;许多boss战门前连个篝火都没有;存档点需要道具开启是个非常蠢的设置;人物必须完成上一个指令才能执行下一个,输入不能插队,这让战斗很别扭。

Who hits this

Lower-mid playtime players (~21h) in English, Simplified Chinese and Brazilian Portuguese who hit checkpoint friction relatively early.

What to do

Increase fixed bonfire/checkpoint density (especially before bosses, as cited) and reduce reliance on consumable-gated saves; this overlaps with the Resource Limitation fix.

16

Resource Limitation Design

Damage 2.8Severity 5/10Fixability 6/10Mentions 4Trend StableBacklog

Player-placed checkpoints are gated by capped Abyssal Seeds, and exploration is punished by enemies that spawn the moment you pick up items, making resource economy feel arbitrarily restrictive.

  • Тот факт, что у этой игры так много положительных отзывов много говорит о нас с вами, дамы и господа. Самое грустное что бабла разрабам хватило только на первую локацию. Буквально, я не шучу. В первой локе и арт дизайн красивый и боссы болеEnglish: “The fact that this game has so many positive reviews says a great deal about us, ladies and gentlemen.
  • 什么垃圾存档点,你这样设计,又限制深渊之种的个数,意义是什么? 怪也恶心,拾取又加一个会冒出来吃你的怪,无语至极
  • 游戏几乎所有的装备掉落率都是极低的,想要刷路边一个小怪的甲都要去刷20次左右,有些物品甚至要刷80多次,论坛上甚至有人刷了接近400次去刷一个小兵的护手。还有很多的莫名其妙的bug。只想有一周目体验的话还是可以玩一玩的。

Who hits this

Very high-playtime players (~61h) in Simplified Chinese and Russian who engage deeply with the checkpoint/Umbral systems.

What to do

Loosen the Abyssal Seed cap or reduce its cost, and reconsider the item-pickup ambush spawns in exploration-heavy zones; both are tunable economy/encounter values.

17

Enemy Placement & Ambush Design

Damage 2.4Severity 6/10Fixability 6/10Mentions 2Trend StableBacklog

Cheap ambushes define exploration — enemies positioned right behind doors/around blind corners so you get hit the moment you engage another, plus bosses that respawn immediately after being beaten, reading as anti-fun design.

  • Congratulations HexWorks, you made the most horrible dark souls wannabe by far. The seamless coop experience is good overall, but the game itself it's extremely bad... 1/10. Bosses are a joke, you beat them just to find them inmediately aft
  • It's like the devs forgot they were supposed to make a video game fun... Let me describe to you what exploring will be like 99% of the time in this game: You see an enemy past a door, you go to attack it but of course there was an enemy rig

Who hits this

Lower-playtime players (~14h) in English and Spanish who experience the punishing placement early and write off the game.

What to do

Audit and reposition the most egregious blind-corner ambush spawns in early zones, since first-hours frustration here turns into 1/10 reviews; this overlaps with the item-pickup ambush issue.

18

Progression & Item Distribution

Damage 2.3Severity 7/10Fixability 7/10Mentions 1Trend StableNext patch

The co-op partner cannot receive the critical item needed to upgrade healing item count/effect, hard-halting progression — and the game never warns you, pushing players toward cheat engine to continue.

  • Co op partner cannot receive critical item needed to upgrade healing items count and effect, halting the progress. The game doesn't tell you this until you encounter this problem yourself. They force you to use cheat engine to make the game

Who hits this

Low-playtime co-op player (~11h, English) blocked from progressing through the intended multiplayer path.

What to do

Allow the co-op partner to obtain the healing-upgrade item (Saintly Quintessence-type) and surface a clear in-game warning about Friend's Pass progression limits — same root cause as the co-op/monetization clusters.

19

Content

Damage 2Severity 5/10Fixability 5/10Mentions 3Trend StableNot in the 90 days

Heavy enemy recycling is the standout gripe — the same early-game mobs (shield/axe Ruiners) reappear as identical clones with no color or weapon variation even in the endgame, undercutting otherwise top-notch art.

  • Algo que tenho que falar de cara é a quantidade de inimigos recicláveis, papo de end game e vc encontrar o mesmo mob do começo só que clonado em 5. Exemplo os ruiners de escudo e machado, não tem variação de cor ou armamento, NÃO! É o MESMO
  • Lords of the Fallen is an awesome souls like entry in the field. The world and art is absolutely top notch. I purchased after 2.0 update and beat the game 4 times with all 3 endings being completed. Some confusion on the world design and ve
  • Much better than Elder Ring. Reminds me of Dark Souls series. The game I managed to see all 3 endings. Wish Elianne be more challenging

Who hits this

Extreme-playtime players (~234h) in English and Brazilian Portuguese — the most invested fans who notice every reused asset.

What to do

Add visual and movesest variants to the most-reused enemy archetypes in late zones; full new content is costly but reskins/behavior swaps are a cheaper way to break the clone fatigue.

20

Boss Design & Difficulty

Damage 2Severity 5/10Fixability 5/10Mentions 3Trend StableNot in the 90 days

Bosses are described as forgettable with 'no memory points' and frequently beaten on the first try, with a disappointing final boss (Radiant ending) — exploration kills players more than bosses do.

  • 魂味最足的类魂,但是类的是魂2 最好的闪避方式不是垫步和格挡是走位 boss没什么记忆点,基本上都是初见过,探图反而死了不少次 但是不连加速器就无法解锁成就+经常性打开游戏无法验证为正式版不能读档 体验太差 -------------------------------------------------------------------------------------- 同时是魂游和类魂里白金体验最痛苦的一作 有+0新周目看上去很友好 但是充斥着大量随机掉落装备的同时
  • Fun Souls-like to play coop but very disappoiting final boss. (At least in the Radiant Ending.) Level design is top tier like Demon/Dark Souls. Very impressive visuals in some of the areas too. Didn't understand a thing of the story like mo
  • One of the best souls like games of all time that has its own unique game mechanics that might not be flawless but are damn close. Very good art style and creative bosses. Only con for me is the sometimes overly used enemy types, which they

Who hits this

High-playtime players (~55h) in English and Simplified Chinese who complete the game and reach the underwhelming late/final bosses.

What to do

Rework the most-cited weak boss encounters (notably the Radiant ending boss) with more distinctive movesets and add a checkpoint before them; prioritize memorability over raw difficulty.

03 · Written by hand

Competitive benchmark

GameReviewsPositiveTier
Lords of the Fallen54,56867.8%Mixed
Lies of P80,69191%Very Positive
Nioh 2 – The Complete Edition50,31587%Very Positive
REMNANT II67,87682%Very Positive

Positive rate against genre peers

All three peers clear it by 14 to 23 points. None of them do so by being easier or less derivative.

  • Lords of the Fallen
  • Genre peers
0%25%50%75%100%Lies of P — 91% positive across 80,691 reviewsLies of P91%Nioh 2 – The Complete Edition — 87% positive across 50,315 reviewsNioh 2 – The Complete E…87%REMNANT II — 82% positive across 67,876 reviewsREMNANT II82%Lords of the Fallen — 67.8% positive across 54,568 reviewsLords of the Fallen67.8%
  • Lies of PShipped three weeks before Lords of the Fallen into the same audience, at comparable scope. The closest thing to a controlled comparison the genre offers.
  • Nioh 2 – The Complete EditionNearest neighbour on review volume — 50,315 against 54,568 — so the percentage difference is not an artefact of sample size.
  • REMNANT IIA 2023 souls-adjacent release built around co-op, which is exactly where Lords of the Fallen bleeds hardest.

All three of these games beat Lords of the Fallen by 14 to 23 points, and none of them do it by being less difficult or less derivative. Remnant II is the instructive one: it is built on co-op, the feature Lords of the Fallen markets hardest and executes worst. Its players are not writing reviews about being invaded by overgeared strangers while trying to play with a friend, because that cannot happen to them. Lies of P shipped three weeks earlier into the same demand and took the same "another souls-like" framing, and sits at 91%. That is the strongest evidence in this report that the #1 complaint cluster — the argument about whether the game justifies itself against Elden Ring — is not what is holding the score down. Being derivative is survivable. Crashing, locking paying customers out of their own copy, and making co-op hostile are not.

These figures come from Steam’s public review summaries on 1 August 2026. We have not ingested these three games’ individual reviews, so this benchmark compares scores and positions rather than themes. In a paid report the three comparison games are ingested in full and compared complaint by complaint.

04 · Sequenced

The 90-day fix order

What to fix first, what to batch, and what to leave alone on purpose. The last phase matters as much as the first — the largest complaint cluster in this report is one you cannot patch your way out of.

The 90 days, laid out

Phases overlap on purpose — combat work starts while the co-op patch is still shipping. The final band is work deliberately left outside the window.

  • Scheduled work
  • Deliberately not patched
wk 1wk 4wk 7wk 10wk 13Stop the bleeding — Week 1-3: Crash & Stability Issues, Technical Stability, Login & Access IssuesStop the bleedingwk 1-3Fix the Friend's Pass / co-op trap — Week 4-7: Game Balance & Difficulty, Aggressive Monetization, Co-op Experience Quality, Progression & Item DistributionFix the Friend's Pass / c…wk 4-7Make combat feel like ours — Week 6-10: Control Responsiveness Issues, Combat & Mechanics FeelMake combat feel like ourswk 6-10Tuning, economy & QoL — Week 8-13: Loot Distribution Design, Save System Design, Resource Limitation Design, Enemy Placement & Ambush Design, Level Design & Exploration, Difficulty & Challenge Balance, Narrative & Story QualityTuning, economy & QoLwk 8-13Deliberately deprioritized — Beyond 90 days / not patched: Combat, Level Design & Difficulty Balance, World Design, Content, Boss Design & DifficultyDeliberately deprioritizedbeyond
  1. Week 1-3

    Stop the bleeding

    Hard crashes, license misdetection, and the empty-third-realm warp are the highest-severity issues that actively generate refund-demanding reviews and lock paying players out of the game entirely.

    What to put in the patch notes

    Lead the notes with 'Fixed repeated crash-to-desktop on [specific GPU/driver configs]', 'Fixed the world-state glitch that warped players into the empty hidden realm', and 'Fixed owned copies being misidentified as the Friend's Pass trial' — name the exact symptoms players reported so they recognize their bug.

  2. Week 4-7

    Fix the Friend's Pass / co-op trap

    Crimson Ritual invasions, the progression-gated guest, and the host losing content all share one root cause (the trial/co-op model) and together turn the game's headline selling point into 'scam' reviews — one coordinated patch kills multiple clusters.

    What to put in the patch notes

    Say plainly: 'Added a toggle to disable Crimson Ritual invasions in private co-op', 'The joining player now earns healing upgrades, boss weapons, and mods', 'The host no longer loses access to content during shared sessions', and 'Added an in-game warning about remaining Friend's Pass limits' — no euphemisms for the old behavior.

  3. Week 6-10

    Make combat feel like ours

    Lock-on/targeting and weightless weapons are cited across four separate clusters and are high-fixability config/UI work; fixing the feel here also blunts the 'lesser Dark Souls' narrative without a redesign.

    What to put in the patch notes

    Call out 'Reworked lock-on target acquisition and switching', 'Full keybind remapping with new defaults', and 'Tuned weapon hit weight/impact feedback' — and explicitly point players to the parry-timing and mid-combo hand-switch systems as the things this combat does that others don't.

  4. Week 8-13

    Tuning, economy & QoL

    These are numbers/encounter/UI tunings with good fixability and strong goodwill — checkpoint and resource fixes overlap, drop rates and the lore-gate are trivial value changes, and a navigation aid plus a veteran difficulty preset address long-tail frustration once the fires are out.

    What to put in the patch notes

    Be concrete: 'Raised drop rates / added a guaranteed vendor path for the rarest armor', 'Added checkpoints before bosses and loosened the Abyssal Seed cap', 'Repositioned the worst blind-corner ambushes', 'Item lore no longer requires leveling to read', 'Added an optional zone compass', and 'New higher-difficulty preset for veterans'.

  5. Beyond 90 days / not patched

    Deliberately deprioritized

    These are either perception/marketing problems rather than bugs (the 'derivative soulslike' framing), sunk-cost content that can't be re-budgeted in 90 days, or low-damage long-tail items better addressed with cheap reskins and one boss rework later. Note: the #1 cluster's input-issue tagging should be re-audited because the quotes describe a perception problem, not a controller bug.

05 · Ready to send

Player communication kit

A reply for each recurring complaint, written to be sent as-is, plus what to do with patch notes so a fixed issue actually gets re-reviewed.

Combat, Level Design & Difficulty Balance

Use on 'derivative / didn't justify itself' reviews; do not use on bug reports.

Fair — the 'it's just a soulslike' take is one we hear a lot. We're not going to win by trying to out-Elden-Ring Elden Ring, so we're leaning into what's actually ours: the parry window timing and being able to swap weapon hands mid-combo. If those didn't click for you, give the post-patch parry tuning a try and let us know if it lands differently.

Game Balance & Difficulty

Use on co-op invasion / 'can't disable PvP' complaints.

You're right that getting instakilled by an overgeared Crimson Ritual invader while trying to play with a friend is miserable, and there was no way to turn it off — that's on us. We're shipping a toggle to disable those invasions in private co-op. If you came back for the friend experience specifically, that patch is the one to watch for.

Crash & Stability Issues

Use on repeated-CTD reviews; pair with a link to where to submit crash dumps.

Crashing every few minutes is unplayable and a third-party workaround isn't a fix — agreed. We're collecting crash dumps from the specific GPU/driver setups people have posted and are shipping a targeted stability patch, not a 'try verifying files' deflection. If you can send your dump and specs it directly helps us close your case.

Combat & Mechanics Feel

Use on 'lesser Dark Souls / targeting / falling through floor' feel complaints.

The clumsy lock-on and targeting are the real culprits behind a lot of the 'feels worse than Dark Souls' frustration, and they show up in our data everywhere. We're reworking target acquisition and switching plus weapon impact feedback, and loosening the harshest Friend's Pass co-op restrictions that made fights feel hollow. Worth a revisit once that combat patch is out.

Level Design & Exploration

Use on 'got lost / no map / Umbral confusing' reviews, not on people who dislike the Umbral pillar itself.

Getting hopelessly lost — especially in the swamp and during Umbral toggling — is a real problem and 'no map' isn't a stance we're proud of. We're adding an optional zone compass and cutting the worst forced toggling and dead-end backtracking. The dual-realm idea is staying, but the disorientation tax shouldn't be the price of it.

Getting a re-review

When a patch closes an issue, reply once to the negative reviews that raised it, name the specific fix that shipped, and invite them to take another look — never offer keys, rewards, or anything of value for changing a score, which violates Steam's rules. Pin a 'You asked, we fixed' post to the Steam community hub and the store page announcement that maps each top complaint to the patch that addressed it, so returning players can verify before re-reviewing. Time these replies to the patch going live, not before, so the player can actually test the fix in the same session. For the crash and Friend's Pass cohorts specifically, follow up in the original Reddit threads where the complaints originated, since that's where the loudest negatives still live. Keep tone factual and specific — 'the third-realm warp bug is fixed as of 1.x' — and let the reviewer decide; pressure backfires and gets flagged.

Writing the patch notes

Write each fixed line in the player's own words first, then the fix: 'Fixed crashing every few minutes on [config]' beats 'improved stability.' Group the patch by the review complaint it answers (Crashes, Co-op/Friend's Pass, Combat Feel) so a reviewer scanning for their issue finds it in seconds. Credit the community directly — 'thanks to the players who sent crash dumps and flagged the Crimson Ritual issue' — because named acknowledgment is what makes people feel heard enough to re-review. Avoid bundling a real fix inside a vague 'various improvements' line; if it deserves a review change, it deserves its own bullet.

06 · Worth replying to

Rescuable reviews

Twenty negative reviews from players who stayed — 527 hours on average, one at 1,197. Each with a reply drafted in the reviewer’s own language, ready to send. Of the 25,185 reviews we ingested, 245 have ever had a developer response.

1,197 h playedenglish
I really gave it a hole heart try and was even making jokes at the ragers but after how almost everysingle game when you pvp or join a friend then your nerf high level characters like why i'm done till new updates come out this lag in pvp is a joke take away cross play if your game cant handle the connectivity, and dont get me started on the input lag from controllers its honestly sad that i found cocuntless glitched areas where you can get out of bounds, please make sure your have your game highly tested before you guys try and put it out there as a award winning game lies of p has better game play and little to none on glitches good job guys, PlayStation is killing your guys pvp the cross play is just not good at all please fix the lag and be batter at monitoring your game in the pvp aspect and co-op play its just bad when it comes to your servers please do better or refund people the game, it wasn't worth full price this is a beta souls game at best please do better

Drafted reply

Thank you for sticking with Lords of the Fallen for nearly 1,200 hours — that loyalty means everything to us, and we're genuinely sorry the PvP experience has pushed you to your limit. You're right that the connectivity issues and controller input lag are serious problems that need real solutions, not workarounds, and we're actively investigating cross-play stability as a priority. We don't want to lose a player who defended this game — please keep an eye on our patch notes, and we hope to earn your return.

1,091 h playedenglish
Done with this game for now. I'll check back in a while to see if the Adyr boss fight ever gets fixed. If so, I might play again.

Drafted reply

We hear you, and we're sorry the Adyr fight has become a blocker for your experience — a boss encounter should be a highlight, not a reason to stop playing. Our team is aware of the issues with that fight and is working on a fix; your patience after hundreds of hours in Mournstead genuinely means a lot to us. We'll make sure to call it out clearly in our patch notes when it's addressed so you don't have to go hunting for the update.

860 h playedbrazilian
Multiplayer desse jogo e o pior que ja joguei em 38 anos pqp. Se possivel eu pediria reembolso! NAO comprem!

Drafted reply

Lamentamos muito que a sua experiência com o multijogador tenha sido tão frustrante — com 860 horas investidas, você merecia muito mais do que isso. Os problemas de conectividade no multijogador são algo que levamos muito a sério, e sua crítica direta nos ajuda a entender o tamanho do impacto que isso tem na comunidade. Estamos trabalhando em melhorias e esperamos genuinamente ter a chance de reconquistar sua confiança.

658 h playedenglish
I used to love this game so much and played over 700 hours but after they put level cap on it i hate it so much and im going to deleted from both my ps5 and pc whats the point of playing game over and over with out leveling up??? to future im not going to spend my money on yours games anymore .

Drafted reply

We deeply appreciate the 700+ hours you invested in Lords of the Fallen, and we understand how frustrating the level cap change has felt — grinding and progression are core to why many players keep coming back. The decision to introduce level caps was aimed at improving matchmaking balance in multiplayer, but we recognize it has taken something meaningful away from players like you who love pushing their builds further. We're listening to this feedback seriously and will continue to evaluate how we can better serve both the PvP balance and the single-player progression experience.

632 h playedenglish
ongoing issues

Drafted reply

We know 'ongoing issues' says it all, and after 632 hours, you've earned the right to be blunt — we're sorry we haven't resolved things faster. Could you share a bit more detail about which issues are hitting you hardest right now, either here or on our Discord? We want to make sure your specific pain points are on our radar and being tracked by the right people on our team.

613 h playedspanish
se queda muy colgado en varias batallas de jefes

Drafted reply

Entendemos perfectamente lo frustrante que es que el juego se congele durante las batallas contra jefes, especialmente cuando llevas más de 600 horas en el juego. Estos problemas de rendimiento en los combates contra jefes son algo que nuestro equipo está rastreando activamente, y tu informe nos ayuda a priorizar las correcciones. Si puedes compartir más detalles sobre qué jefes específicos causan más problemas, ya sea aquí o en nuestro Discord, sería de gran ayuda.

535 h playedfrench
jeu completement buggé.surtout sur pc

Drafted reply

Nous sommes vraiment désolés que les bugs gâchent votre expérience, surtout sur PC — vous méritez un jeu qui fonctionne correctement après autant de temps investi. Notre équipe travaille activement sur des correctifs PC, et vos retours nous aident à identifier les priorités. Si vous pouvez nous préciser les bugs les plus bloquants que vous rencontrez, sur notre Discord ou notre support, nous ferons en remonter les détails à l'équipe technique.

469 h playedenglish
after a year of updates, still a bad game with even worse pvp system. dev and publisher pandering to grifters in a pathetic attempt to make the game relevant, not to mention their next installment will be egs exclusive. edit: LMFAO just found out they made invasions "optional". so instead of fixing the horrible netcode and balance issues they just took a shortcut. might aswell just remove it, i can already see the online scene being even more dead than before. you guys have guaranteed it by alienating probably the last remnants of your regular playerbase. god i'm so glad i deleted this trash from my library and i will never touch another one of your products ever again.

Drafted reply

After 469 hours, your frustration is completely valid, and we won't pretend the PvP netcode and balance issues have been resolved to the standard you deserve. Making invasions optional was a decision we made to give players more agency while we continue working on the underlying network problems — we know it's not the fix the PvP community wanted, and we hear that criticism clearly. We're committed to continuing to improve the multiplayer systems rather than abandoning them, and we appreciate you holding us accountable.

445 h playedenglish
Just the idea of invading a players game is idiotic. Playing online to co-op, the matchmaking is super bad, you're more likely to get or invade easier than co-op play. By some miracle if one joins as co-op play, either host or joined lamp barer rubber band everywhere and there is delayed hits on either receiving or delivering person(s). Custom match making ping limits should be strongly considered, and would benefit both invaders and co-operative play. I would also suggest a toggle option for multiplayer to opt in to invasions. Possibly opting in the invasions occur with every other area; keeping player(s) on their toes. In addition, to say multiplayer is bad is an understatement. Matchmaking alone takes quite some time, and it is not the loading screens that're time consuming. Although the game is fun for the most part, the locking system is not the greatest, for one: locking on changes your roll to a shortened slide, and two: when locked on, and player decides to roll away from the enemy as the enemy moves adjacent, to either end up sliding or rolling towards the enemy. In Some scenarios end up leading to cliff diving unintentionally. It would be rational in such case as to be locked on, and to roll/slide away from the target, as he/she/it moves but the camera is still tracking the enemy indefinitely when decided to do so. As I will still play this game from time to time from now on, I definitely would not recommend this game. Every else about Lords of the fallen, is very good, but as I mention before of these ground breaking flaws reap the enjoyment from playing often.

Drafted reply

You're raising exactly the right concerns — co-op should be the path of least resistance for players who want to play together, and right now the rubber-banding and hit-delay make it a frustrating experience instead of a fun one. Ping-based matchmaking limits are something we've been evaluating, and your feedback reinforces how important that feature is to the community. We're sorry the current state has made co-op feel broken, and we're actively working to improve connection quality and matchmaking logic.

436 h playedschinese
原价是这个👎

Drafted reply

我们理解以原价购买却遭遇令人失望的体验是非常令人沮丧的,感谢您抽出时间留下反馈。我们非常重视这类评价,它们帮助我们了解玩家对游戏价值的真实感受。如果您愿意分享更多具体遇到的问题,我们很乐意进一步了解并努力改善。

433 h playedenglish
i would still be playing if they didnt lock boss weapon special attacks behind obscure and missable quests... it literally ruined an almost perfect game. smh.. change it and i would love to come back. otherwise keep watching your player count drop. not my problem. other games in the genre allow the player to have fun. this game literally stops you from having fun.

Drafted reply

Locking meaningful boss weapon abilities behind missable quests was a design decision that clearly didn't land well with a significant portion of our playerbase, and after 433 hours, you've given us more than enough good faith — we're sorry it ended on this note. Making core combat mechanics more accessible and less dependent on easily-missed quest steps is feedback we take seriously. We'll bring your specific concern to the design team, and we hope to make changes that bring you back to Mournstead.

376 h playedtchinese
好好排列一整套防具很難嗎^^?

Drafted reply

我們非常理解整理一套防具時卻發現排列介面令人困惑是多麼令人沮喪的事。裝備管理介面的易用性是我們持續在改進的領域,您的意見直接告訴我們這裡還有很大的進步空間。感謝您花了376小時並仍然提供這樣具體的回饋,我們會將此列入UI改善的優先考量。

369 h playedenglish
It's clunky difficult if you want to play it like a traditional dark souls game. The game is closer to being dark souls 2 than any of the other ones. And if you play as a mage the game just becomes easy, you have to choose to not use spells for the game to be ``hard``

Drafted reply

Thank you for the honest and specific breakdown — comparing the game's feel to Dark Souls 2 and pointing out the magic balance issue gives us genuinely useful signal, even if it's hard to hear. We know the lock-on and combat feel are points of ongoing debate in the community, and magic balance in particular is something our team continues to revisit. Your perspective as someone who's put nearly 370 hours in carries real weight, and we appreciate you articulating it so clearly.

369 h playeditalian
Continui crash per frame rate e incompatibilità con afterburn, movimenti confusi della camera nel puntamento del bersaglio impossibilita di usare armi a distanza contemporaneamente alle magie, menu di gioco da migliorare e altro ancora....

Drafted reply

Ci dispiace molto che i crash legati al framerate e i problemi di compatibilità con software come Afterburner stiano rendendo il gioco quasi ingiocabile per te — con oltre 360 ore di gioco, meriti un'esperienza molto più stabile. I problemi con il sistema di lock-on e l'uso simultaneo di armi a distanza e magie sono feedback specifici che inoltreremo direttamente al team di sviluppo. Ti chiediamo di segnalare i dettagli dei crash anche sul nostro supporto ufficiale così possiamo raccogliere più dati tecnici per risolvere questi problemi più rapidamente.

362 h playedgerman
das neue Update ist sooo schlecht ... mein ganzer Build wurde generft, die Aura´s sind völlig unbrauchbar geworden ... Blutungsschaden ist fürn A... Schade hab das Game mal gefeiert.

Drafted reply

Es tut uns wirklich leid, dass das neue Update deinen Build so stark beeinträchtigt hat — wenn man hunderte Stunden in ein Spielsystem investiert und es dann grundlegend verändert wird, ist das absolut frustrierend. Änderungen an Blutungsschaden und Auren haben die Balance sichtbar verschoben, und wir verstehen, dass das für viele Spieler eine herbe Enttäuschung ist. Wir nehmen dieses Feedback ernst und werden die Auswirkungen der Änderungen weiter beobachten und gegebenenfalls nachjustieren.

361 h playedenglish
[h1] Lords of the Fallen 2 Exclusive to Epic [/h1] Imagine hyping up your fanbase, selling them Lords of the Fallen on Steam, and then stabbing them in the back by locking the sequel to Epic. Absolute clown move. You don’t care about fans, you just care about the payout. Don’t act surprised when the community abandons you!

Drafted reply

We completely understand why the Epic Games Store exclusivity announcement for the sequel feels like a betrayal, especially for our Steam community who has supported this game so passionately. Platform decisions of this nature involve many factors beyond our team's sole control, and we genuinely wish we could have delivered better news to the community that built this game's reputation. Your loyalty and your frustration both mean something to us, and we hope the decisions made for the sequel's release don't define how you remember your time in Mournstead.

346 h playedrussian
Покупал по скидке 40%. На 30-м часу игры обнулился прогресс из-за "сохранённая игра повреждена". Как оказалось большое число игроков (покупателей) столкнулось с этой проблемой, которую до сих пор не исправили. Служба поддержки игры мне не помогла, а пи#арасы из стима отказали в возврате средств из-за моего количества часов в игре, тем самым поощряя пи#оров разработчиков! Не рекомендую покупать даже по скидке.

Drafted reply

Потеря прогресса из-за повреждённого файла сохранения — это одна из самых серьёзных проблем, с которыми может столкнуться игрок, и нам очень жаль, что это произошло с вами на 30-м часу игры. Мы осознаём, что эта ошибка затронула значительное число игроков, и понимаем ваше разочарование тем, что служба поддержки не смогла вам помочь — это неприемлемо. Пожалуйста, свяжитесь с нами напрямую через официальный канал поддержки с деталями вашего случая — мы хотим сделать всё возможное, чтобы исправить ситуацию.

342 h playedschinese
堆怪堆得比过年家里亲戚还多

Drafted reply

我们听到了您对敌人密度的批评——在某些区域,敌人的数量确实超出了很多玩家认为合理的范围,这是我们收到的一个反复出现的设计反馈。感谢您用这么生动的方式表达出来,我们会认真考虑在未来的更新中对部分区域的敌人分布进行调整。您超过300小时的游戏经验让这个反馈更具参考价值。

329 h playedenglish
Would I recommend this game? For this price probably yes. I feel sorry for those who paid fill price. it was not worth it/ Combat in this game is just frustrating. It feels really odd. I usually play without locking-on targets. It works great in ER, Stellar Balde, AC: Shadows and others. Yet, in this game, everything feels odd. Let's begin with targeting. if you are not dead in line with enemies, you just miss attacks. Rolling feels also odd. I don't know why I roll so far. On top of that attacks push characters unnecessarily forward. When it coms to attacks themselves, there's lots of details to complain about, s.a. strange delay between attacks, especially when I dual-wielding weapons. Enemies usually attacks faster. So it's hard to counterstrike. Consequently, if I add everything together, it's just inconvenient to control the hero. I ended up using daggers or similar, spear or a slow Harberts, which at least stagger enemies. The only reliable combo was was simply lock on a target to make sure my attacks can land, dodging backward (simply pressing dodge), followed by attack. But repeating this every time makes this game quite boring. It's a cheap game now so try it. It's an ordinary game, nothing really special. Their USP is alternative umbral realm, which is really great feature but that's not enough. I can see why this game has lots of complains.

Drafted reply

You make a fair point — the lock-on and targeting system in Lords of the Fallen behaves differently from other action RPGs, and for players who've built habits from games like Elden Ring, that friction is real and not just a matter of adjustment. Combat feel and targeting responsiveness are areas we've been iterating on, and your specific comparison to other titles in the genre helps us understand exactly where the gap is. Thank you for the measured feedback despite your frustrations, and we're sorry the experience didn't match what you paid for.

326 h playedschinese

Drafted reply

我们注意到了您的评价,即使只有一个字,也传达出了强烈的不满。我们真诚地希望了解是什么让您的体验如此令人失望——如果您愿意分享更多细节,无论是在这里还是通过我们的支持渠道,我们都会认真倾听。感谢您抽出时间留下反馈。

Provenance

How this was made

Three different percentages on this page describe three different things, and one of them is smaller than the others for a reason. Here is where each number comes from.

Reviews on Steam today

54,568 — 36,985 positive, 17,583 negative (67.8%)

Steam store review summary, refreshed 1 August 2026

Reviews on Steam when this report was generated

52,647, scoring 68% — Mixed

The report itself, generated 10 June 2026

Reviews we ingested and stored

25,185, of which 7,658 negative

Our database, covering 13 October 2023 (launch day) to 28 July 2026

Reviews behind the 20 ranked issues

About 907, grouped into 14 clusters

Clustering pass over the ingested set. The 20 issues are not derived from all 25,185 reviews, and this page does not claim they are.

Reviews with a developer response

245 of 25,185 — under 1%

Our database

Positive rate across the language table

72.4% across the 15,858 reviews in the ten largest languages

Language breakdown in the report. This differs from the 67.8% Steam figure because it covers the ingested language subset, not all 54,568 reviews.

Sentiment split (60% positive / 20% mixed / 20% negative)

Share of the AI-classified subset, not of all reviews

Classification pass over the analysed subset. A third distinct measure from the two above — read the label, not the number.

Competitor scores

Lies of P 91%, Nioh 2 87%, Remnant II 82%

Steam public review summaries, fetched 1 August 2026

Written by hand rather than generated

The executive summary, the action plan, and the benchmark narrative

The generator leaves the first two for human authorship and produced no benchmark for this game. Everything else on this page is the generated report verbatim.

That is the whole report. Yours would look like this.

Same depth, same evidence, your game. $397, delivered in five business days, with a thirty-minute call once you have read it. If it does not surface at least ten issues you had not already written down, you get a refund and keep the report.