Mistfall Hunter is more Dark Souls than Arc Raiders – an extraction action RPG that could use more ideas of its own
Mistfall Hunter's mix of Soulslike and Extraction can be delightfully devilish, even if I'd like to see more originality
Mistfall Hunter's big idea is to mix the Soulslike with the extraction shooter. And while it's not the game's only idea, it's pretty darn close. There's a tense and moreish experience to be had here, but one that currently struggles to stand out from its influences. Though I suppose having a user interface that's about as friendly as a swarm of angry wasps is one way to stand out…
If your least-favorite part of Dark Souls was being able to lock onto your enemy, then boy is Mistfall Hunter the game for you. Everyone else will probably spend their first hour with it inventing new curse words as they attack empty areas right next to monsters over and over. Otherwise, Soulslike veterans will mostly feel right at home. Choose your class between warrior, mage, archer, and more, then dive into a world of brutal combat, limited heals, awkward jumping and flavor text on items you have no time to read because something is busy killing you.
Developer: Bellring Games
Publisher: Skystone Games
Platform(s): PC, PS5, Xbox Series X
Release date: July 20, 2026
After a preparation phase I'll moan about later, you take a boat ride to one of two areas for some monster-slaying and loot-snatchin'. You've got limited time to explore before the gyldenmist, a gold-plated take on Fortnite's deadly storm, closes in. You might not even live to see that, as the map is full of rank-and-file monsters, elite beasts, and some very nasty bosses.
Treasure is everywhere, as are simple missions that are assigned to you by the cocky crow who also serves as the game's not-always-welcome narrator. You want to kill enough enemies to rack up experience points, find the best loot possible, maybe tackle a mission or two, and then escape alive so it wasn't all for nothing.
Complicating matters is that there are other players somewhere on this map with you. Spot each other, and you might just jump up and down (the universal multiplayer language for 'please don't hurt me') and break out the wave emotes. But it's far more likely you'll engage in a brutal fight to the death, considering how high the rewards are for killing another player. Even if it turns out they were carrying nothing but crap, you'll still get a good chunk of XP for it. Mistfall Hunter clearly isn't trying to be the next Arc Raiders. It incentivizes you to play mean.
You rang?
This is most clear during escapes. After a few minutes, you can use set points on the map to summon a sentient bell monster (but of course). Successfully beat the bell black and blue, and you can ring a bell of your own over its corpse that turns it into an escape route. Naturally, ringing a bell isn't exactly quiet behaviour. You might as well be yelling "Hear ye, hear ye! I'm escaping!"
An escape point can also only be used once. So if you and another player decide not to kill each other, well, one of you is still going to have to stay behind and wait several in-game minutes until that summon point can be used again. Unspoken camaraderie can quickly turn into brutal backstabs in seconds and I love it. It means successfully escaping is always a tense affair that has never once felt routine.
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Leveling up gives you more skills to choose from and talent points you can refine them with. I chose the stealth class and can switch between a dagger and a pair of far more lethal swords. I can also turn invisible. Game-breaking? Not at all, thanks to about a million caveats. My invisibility only works for a limited time, has a horrible cooldown, and disappears if I climb a ladder, open a door, or so much as look at the game funny.
Oh, and turning invisible must be incredibly exciting, because my heart goes wild. If there's an invisible player nearby, you'll hear a booming heartbeat getting louder and louder the closer they are. It's a clever way of balancing invisibility without nerfing it completely.
I also get the ability to summon a swarm of crows, and once I sink a talent point into it, my murder of crows will also stun anyone unlucky enough to be caught in the swarm. Outstanding. It's great to see a skill tree full of clever toys I actually want to unlock and play with, which isn't always a given in this kind of game. It also means that even a disastrous run won't leave you completely empty-handed, as experience for kills isn't lost.
Hallowgrove, the opening area, is nicely varied, with different enemy types in each region, and lots of hiding spots and smartly hidden treasures. But, it's also all very seen-it-all-before. Grunts are just FromSoftware leftovers, right down to the way their corpses ragdoll upon defeat. Considering Elden Ring and its better imitators love getting creative with enemy design, it's disappointing. I play the best Soulslike games because I'm excited and terrified to see what lurks around every corner. That diminishes way too quickly here.
Re-quest log
The hub area is an absolute mess. Imagine Dark Souls 2's Majula, if it were bought out by Amazon. Shops, auction houses, blacksmiths, wineries, storage, a mystical tree, a mystical pool, a goddess statue, a… oh Christ, what is this for again? All the good work Arc Raiders did stuffing all this nonsense onto a few menu screens has been forgotten. It's a chore to explore, a relentless pack of exclamation mark icons screaming for your attention.
Navigating all this on PS5 is no picnic, either. Translating tons of PC inputs onto a DualSense can't have been fun, but there's a sloppiness to it that frustrates. 'Press the touchpad to open the map!' it says, but it won't let me open said map because it thinks I'm using the command for 'never show this tooltip again' that's also on the touchpad. There's a lot of 'hold R2 and up on the d-pad simultaneously' which will be familiar to anyone who broke their fingers trying to play Baldur's Gate 3 on this machine.
At least Baldur's Gate 3 rewarded that finger-snapping nonsense with a stellar RPG. Mistfall Hunter is drowning in currencies, marketplaces, daily rewards, seasons, events, etc. You could argue this is all expected in our extraction games and it's certainly not launching content light. But, it's overwhelming and drowns out what little narrative there is. Mistfall is clearly more invested in the cynical hooks, like daily log-in bonuses, than in immersing you in its world or story.
Actions that should be simple are ridiculously convoluted. You can down a glass of wine before entering the fray to buff yourself (don't try that at home, kids). So you have to talk to the wine lady, confirm you want a standard glass, choose what buffs you want, confirm those are the buffs you want, and skip a cutscene of her pouring said glass. Every. Single. Time. "Why haven't you selected your glass of wine first?" asks the game when I try to just play it and skip this nonsense. It's enough to make one burn down a vineyard.
There's currently two areas to explore. The opening map that you do solo, and a far deadlier prison that you have to explore as a trio. There's also deadlier variants of both maps, but I'd say they were both struggling to hold my interest after about a dozen hours of play. The story and its world doesn't have enough to hook me in, leaving the extraction loop to do all the heavy lifting.
That might be enough if you love extraction games and want to try a Soulslike take on it. The foundations are strong and with regular updates and a massive UI overhaul (let a girl dream), this could become something special. For the moment Mistfall Hunter is fun enough, but a bit of a Mist Opportunity.
Mistfall Hunter was played on PS5, with a code provided by the publisher.
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As well as GamesRadar+, Abbie has contributed to PC Gamer, Edge, and several dearly departed games magazines currently enjoying their new lives in Print Heaven. When she’s not boring people to tears with her endless ranting about how Tetris 99 is better than Tetris Effect, she’s losing thousands of hours to roguelike deckbuilders when she should be writing.
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