The Duskbloods Network Test: A Rough Start for FromSoftware's New Multiplayer Gamble
The Duskbloods, FromSoftware's upcoming multiplayer action game for the Switch 2, had its network test over the weekend, and the early verdict from two hands-on reports is decidedly mixed. Both GamesRadar+ and Kotaku describe a game with ambitious ideas and some standout moments, but also significant technical and design issues that made the test a frustrating experience.
Connection Issues and Technical Problems
The test got off to a rocky start, as connection issues abruptly ended the first planned session, according to GamesRadar+. When the servers stabilized, the author was able to play a couple of hours over the weekend, winning a few matches, but performance problems persisted. The GamesRadar+ reporter noted framerate dips, latency issues that undermined hit registration, and a jerky camera worsened by a smear effect that muddied the game's otherwise striking visuals. Kotaku's writer, who played almost ten hours across the weekend, similarly reported that after the first session, the networks largely worked well, but the technical hiccups were noticeable.
Gameplay: A Blend of PvE and PvP with Board Game Leanings
The Duskbloods combines PvP and PvE with board game-like mechanics, as GamesRadar+ explained. Players take on the role of vampiric characters called Bloodsworn, spending three rounds gearing up for a finale that pits three players against each other in free-for-all PvP (at least in solo matches). The preparation stage involves killing weak enemies, collecting consumables, hunting elites and bosses known as Trespassers, and summoning and strengthening NPC allies called Kin. Players earn experience and collect Virtue to stay in the game; each round culls the players with the lowest Virtue, creating a survival-of-the-fittest dynamic. Bonus health in the finale is tied to Virtue.
GamesRadar+ played as Albert, who wields a saber and a submachine gun, with two skills similar to Elden Ring spells such as Glintstone Arc and Comet Azur. The author noted that ranged attacks are available to all players, and spamming ranged weapons while jumping proved effective. The game's movement allows for four jumps, mid-air dodges, and firing guns while airborne. Round two opens up Trespasser hunts that players can join via an invite system, with bonuses based on contribution. Later rounds introduce tribute sites where players can pledge red to hunt other players or claim gold areas to defend, both key methods of earning Virtue. Temporary alliances can be formed but are disabled for the finale, which can lead to 2v1 advantages at tribute sites.
Kotaku's author liked the movement system, including quadruple jumps and an air dash, as well as characters such as Senator and Layla, the visual design, hidden areas, and most Kin partners. However, the test featured only one map and six characters, with the full game set to launch with three maps and ten characters. The limited pool of bosses, enemies, and events made matches feel similar after a few hours.
The PvP Problem: Frustration and Unrewarding Encounters
Both writers struggled with the PvP elements. GamesRadar+'s author found dodging boss attacks unreliable due to connection, hitboxes, or framerate issues, and described the PvP as frustrating. Kotaku's writer, who had never engaged in FromSoftware PvP before, lost frequently and found losing "deeply unfun". They were repeatedly killed by other players while trying to focus on PvE activities, and noted that there is no real reward for killing other players outside of Ritual Sites and certain Sigils. Ritual Sites dominate the end of phases 2 and 3, essentially becoming PvP free-for-alls.
Forming alliances in the test required getting close to other players, but Kin (NPC allies) could attack unprompted, leading to misunderstandings. The Kotaku author once defeated their sworn enemy but was then hunted down and killed repeatedly by that same player. They never made it to the final Grail fight once in almost ten hours of play.
Map Navigation and UI Issues
The Duskbloods map is large and vertical, making navigation difficult, according to GamesRadar+. The compass and UI were unhelpful, compounding the challenge. Players can pick their spawn point at the start of each round and freely fast travel, though if too many pick the same spawn, some get randomized. Bloodsworn had fixed skills in the test, with one unlocked by leveling up.
Looking Ahead
Despite the frustrations, both writers see potential. GamesRadar+ found the game "more interesting than fun," and noted it was the first FromSoftware game in 17 years to fiercely and immediately put them off. Director Hidetaka Miyazaki has discussed customization and PvE options for the full release. Kotaku's author noted that in the full game, players can progress the story even if they lose repeatedly, and they hope for skill-based matchmaking, the ability to queue with friends, and a meta that gives PvE-focused players a chance. The test only supported singles and duos, and queuing together was unavailable, which prevented the Kotaku writer from playing consistently with friends.
Both authors plan to give The Duskbloods another shot at launch, though Kotaku's writer admitted they have lost much of the excitement they had going into the network test. The game is set to release on the Switch 2, and while the test revealed significant rough edges, the core concept—a blend of PvE exploration and PvP confrontation with a unique scoring system—may still find an audience once the technical issues are addressed.