Game Avant

Review

Wuchang: Fallen Feathers

A third-person soulslike action RPG set in a dark fantasy version of late Ming Dynasty China. You play a woman with amnesia and fight monstrous enemies using melee combat, parrying and magic, while exploring a large world. The main story runs around 45 hours and the difficulty is high. Is it your kind of game?

SoulslikeDark fantasyThird personXboxPCPlayStation
7/10

Game Avant verdict

An ambitious, visually striking Soulslike whose aggressive combat and mythological world design are undercut by camera trouble, uneven boss balance and a rough performance at launch.

By GameAvant · Published Sep 29, 2026 · Updated Oct 9, 2026 · 14 min read

Screenshots

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Is this your kind of game?

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Challenge

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Exploration

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Playing

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Pick what matters to you above and the result shows up here.

IGDB

77%

54 ratings

Steam:

58%

44,959 reviews

Fits you if

you want a hard soulslike with parrying and a fresh, non-European setting.

Skip it if

you want a polished, forgiving action game.

Availability

Where to play

Steam

$49.99

Buy

Facts

Platforms
Xbox · PC · PlayStation
Release date
July 24, 2025
Length
About 45 hours
Difficulty
5/5 (estimated)
Genres
Role-playing (RPG) · Hack and slash/Beat 'em up · Adventure
Themes
Action · Fantasy · Open world · Mystery
Perspective
Third person
Modes
Solo only
Languages
3 languages
Text in your language
Yes
Steam Deck
Playable
Microtransactions
Yes

More about Wuchang: Fallen Feathers

Wuchang: Fallen Feathers is the first game from Leenzee, and it plays like a studio that spent its entire budget on ambition and had little left over for quality assurance. Published by 505 Games and released on 24 July 2025 for PlayStation 5, Xbox Series X|S and PC, it throws a cursed pirate into a version of Ming-dynasty China falling apart from plague, war and something stranger, and builds a combat system around punishing hesitation rather than rewarding patience. The setting is the game's clearest strength. The Feathering-ravaged region of Shu mixes late-Ming architecture with half-bird monster designs inspired by Sanxingdui mythology, a combination unlike anything else currently in the Soulslike genre, which tends to default to European dark fantasy. Twenty-four boss fights are spread across four regions, an unusually high number for a debut title, and encounters like Xuanyangzi and Zhu Youjian mix readable swordplay with escalating, poetry-reciting madness that sells the story's descent better than the cutscenes manage to on their own. Combat is built around a resource called Skyborn Might, earned by dodging with a well-timed move the game calls a "shimmer" rather than by standing still and blocking. That resource fuels offensive abilities, turning evasion itself into an attack option rather than a purely defensive one, which pushes players toward aggression in a genre that often rewards turtling instead. A separate Madness system acts almost like a second health bar: letting Madness climb boosts both damage output and currency gains for players willing to gamble, but dying at high Madness wipes your earned Red Mercury and can spawn a hostile copy of your own character to haunt a later run. Weapon switching mid-combat, backed by a full skill reset system, makes experimenting with a second moveset low-risk, which softens some of the game's harder edges. The rough edges are real, though. Shader stutter and frame drops marred the game at launch, especially on mid-range PC hardware, and a lock-on camera loses track of fast, flying or cornered enemies at exactly the moments it matters most, undermining fights that otherwise lean on flying or multi-phase gimmicks. Skyborn Might costs are also unevenly balanced across weapons and magic, so some builds feel considerably stronger than others, and the Madness system's risk-reward loop is explained poorly enough that most players learn its penalties the hard way, by losing currency they'd already earned. None of that erases what Leenzee got right on a first attempt. The gap between a genuinely distinctive setting and combat system on one side, and uneven camera, balance and launch performance on the other, is the entire story of this debut, and it's the kind of gap that makes a strong case for whatever Leenzee builds next, almost as loudly as it makes the case for Wuchang itself.

The thing you'll love. Or hate.

Aggression over caution

You may love it because

Shimmer-dodging into a full Skyborn Might bar makes fights feel fast and rewarding once the timing clicks.

It may frustrate you because

Getting there means eating a lot of damage from a camera that does not always show you the attack you are dodging.

Madness as a second health bar

You may love it because

Letting Madness climb boosts damage and currency gains for players willing to gamble.

It may frustrate you because

Dying at a high Madness level wipes out earned Red Mercury and can spawn a hostile copy of your own character.

24 bosses, wildly different quality

You may love it because

The sheer number and variety of fights means there is almost always a new idea around the corner.

It may frustrate you because

A handful of those fights, particularly the ones that lean on flying or multi-phase gimmicks, expose the camera and lock-on at their weakest.

· By Game Avant

Not quite for you?

Three alternatives, one line each on why.

Frequently asked questions

How long is Wuchang: Fallen Feathers?
About 45 hours to finish the main story.
Which platforms is Wuchang: Fallen Feathers on?
Wuchang: Fallen Feathers is available on Xbox · PC · PlayStation.
Does Wuchang: Fallen Feathers have co-op?
No, Wuchang: Fallen Feathers is single-player only.
Does Wuchang: Fallen Feathers run on Steam Deck?
Playable
What does Wuchang: Fallen Feathers cost?
$49.99 on Steam.

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