The label gets stamped on any game with a hard boss. These six design traits tell you what you’re actually buying, and whether that punishing loop suits you.
Short version
- Soulslikes are defined by four traits: punishing death, a spendable currency you can lose when you die, deliberate stamina-based combat, and checkpoints that reset the world.
- Combat in these games is methodical, with animations you cannot cancel mid-swing, so button mashing fails quickly.
- Death usually drops your currency where you fell; recover it on a corpse run or lose it by dying again on the way back.
- Soulsborne usually means FromSoftware’s own games, while roguelikes and roguelites are run-based cousins with randomized or restarting worlds.
- Some entries offer a gentler curve or companion play, so check footage and reviews before assuming maximum difficulty.
The word “soulslike” gets stamped on store pages for anything with a hard boss and a moody trailer, which makes it nearly useless as a shopping label. Underneath the marketing, though, the genre has a short list of concrete design traits. Learn them and you can tell in five minutes of gameplay footage whether a punishing game is your kind of fun or an evening of frustration you paid for.
1. The four traits that define the genre
Soulslikes take their name from Dark Souls, the trilogy FromSoftware released between 2011 and 2016, building on the studio’s Demon’s Souls from 2009. Critics who rank the genre tend to require the same handful of building blocks before calling a game a soulslike:
- Punishing consequences for death.
- A currency earned by defeating enemies that drives character progression and can be lost when you die.
- Deliberate combat, usually tied to a stamina meter or a similar resource.
- Checkpoints that reset the world.
Plenty of games borrow one or two of these, which is exactly why the label gets stretched so thin. A game that checks all four boxes is a soulslike by almost anyone’s definition. A game that checks one, or none, is something else wearing the label.
The definition still gets argued about. When previews of one Silent Hill entry showed timed dodges and parries, fans split over whether tough melee combat with learnable attack patterns was enough to earn the name. Both positions have defenders, so treat the four traits as a practical test rather than the last word.
2. Stamina bars and deliberate combat
The tell here is not difficulty, it is pacing. Soulslike combat is methodical, and you usually have to monitor a stamina meter so your character does not overexert. Many of these games also run on what designers call animation priority: once you commit to a swing, you cannot cancel it until the animation finishes, leaving you wide open during the windup.
That turns every fight into a sequence of decisions. You watch the enemy, pick your moment, and accept that one greedy extra swing might cost half your health. Spamming attacks fails against nearly anything tougher than a basic enemy.
One caveat: the stamina meter is typical, not mandatory. Some games counted as soulslikes skip it but keep the same slow, punishing, mistake-heavy combat. So when you watch a trailer, don’t hunt for a bar at the top of the screen. Look at how heavily the character moves and whether attacks carry real commitment.
3. Checkpoints, body runs, and losing your progress
Sparse save points are a core trait, and they matter more than they first appear. Reaching a checkpoint usually resets the world, so the enemies you just cleared are back. Die, and you keep the items you collected and the bosses you beat since the last checkpoint, but you lose your position and have to fight forward again.
The currency is where it stings. When you die, the currency you were carrying drops where you fell. Head back and you can pick it up, which players call a corpse run. Die again on the way, and that dropped currency may be gone for good. Death is built into the loop rather than treated as a failure state, with part of your progress always surviving.
That is worth spelling out, because it looks like a save bug the first time it happens: losing currency on purpose is a design choice, not corruption. Accidentally losing real save files is a different problem entirely, and our guide to backing up game progress on every platform covers that side of things.
4. Interconnected worlds and environmental storytelling
Soulslikes are typically action role-playing games set in large worlds, often dark fantasy, where the story arrives sideways through indirect, environmental storytelling: item descriptions, architecture, the placement of enemies and ruins. Do not expect a minimap, quest markers, or a guidance system spelling out your next objective. One strange fact about the genre is that its most famous games skip much of what design theory says a game should provide, with a brutal learning curve and little explanation of mechanics, and became one of the biggest success stories in video games anyway.
For a buyer, this cuts two ways. Getting lost is part of the experience, and many players count the dread and awe of walking into a new region unprepared as the genre’s best feature. But if you need clear objectives and a journal pointing the way, a soulslike will fight you the whole time.
5. Soulslike vs. Soulsborne vs. Action RPG
Store pages use these terms interchangeably. A quick map:
| Term | What it usually means |
|---|---|
| Soulslike | Any game, from any studio, built on the four traits above, including 2D and first-person takes. |
| Soulsborne | A portmanteau of the Souls-titled games and Bloodborne from 2015, generally reserved for FromSoftware’s own releases. |
| Action RPG | The parent genre. Soulslikes are a subgenre of action role-playing games, which is why character stats and gear show up so often. |
| Roguelike or roguelite | A different family. Run-based games where death restarts the run and levels are often randomized. |
The roguelike comparison trips up the most people, because both families involve dying a lot. The difference is structure: a roguelite rebuilds the level each run and ends the run on death, while a soulslike keeps a persistent world you re-enter from the same checkpoint. We break that down further in Is a Roguelike the Same as a Roguelite?.
6. Who these games are actually for
The genre leans on what the philosopher Johan Huizinga described in his book Homo Ludens as play fantasies where the player willingly has their power restricted, inside a safe and limited place, for the sake of entertainment. Soulslikes sit squarely in that tradition: you accept a weaker, more fragile position than most games allow. The difficulty is not a side effect. Repeated death is expected and folded into the design, and mastery comes from it, whether your character gradually improves or you simply learn the enemy patterns yourself.
Our opinion: the label is most useful as a warning about rhythm, not a quality claim. If you enjoy earned victories and a game that respects you enough not to explain itself, this is a rewarding genre. If you play to unwind and a string of deaths makes you want to throw the controller, no amount of acclaim fixes that mismatch.
It also is not all or nothing. Some entries soften the edges, with a gentler challenge curve or combat built around fighting alongside a companion. Difficulty options are more common across the industry than they used to be. Check reviews and footage before assuming every game wearing the label is maximum misery.
Player tip
Before checkout, watch raw gameplay footage rather than trailers, and skim reviews that mention checkpoint frequency. Store refund rules differ and change over time, so know your options before buying a game built around making you suffer.
If the four traits sound like your kind of punishment, it is worth reading our store-by-store guide to getting a refund on a digital game so you know where you stand if a game turns out harsher than expected. And if the dying part sounds fun but the persistent world does not, the run-based cousins of the genre might fit better instead.
Quick questions
Do all soulslikes have stamina bars?
Most tie combat to a stamina meter or a similar resource, but a few skip it while keeping the same slow, punishing, deliberate combat. Judge the pacing of the gameplay rather than the HUD.
What is a corpse run?
When you die, your currency drops where you fell. A corpse run is the trip back to recover it, and dying again on the way can mean losing it for good.
Is every hard game a soulslike?
No. Difficulty alone is not the test. Without punishing death, a loseable progression currency, and checkpoints that reset the world, a hard action game is just a hard action game.
Can I get a refund if a soulslike turns out to be too hard for me?
Store refund rules differ from store to store and change over time, so check the policy before you buy. Our store-by-store refund guide explains what to expect.
Store policies, subscription terms and platform features change often. This guide is general information for players in the U.S., not legal advice; check the current terms on the store’s or platform’s own help pages before relying on them.
