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Is Phantom Blade Zero a Soulslike?

Short answer: no. S-GAME's own description is a “wuxia action game” — explicitly neither a Soulslike nor a traditional action game. It borrows checkpoints and multi-phase bosses from the subgenre, then removes the death penalty, the level system and the stamina-limited roll that define it. If you are coming from Sekiro, the parry focus will feel familiar; the rest will not.

What the studio actually said

In a June 2025 letter, S-GAME's CEO — known as Soulframe Liang — addressed the comparison directly, describing the project as a wuxia action game rather than a Soulslike or a conventional action title. That framing has held through launch: reviews consistently describe the game as faster, more cinematic and far less punitive than the games it gets compared to. The “Souls-like” tag on Steam is applied by users, not by the studio.

Criterion by criterion

CriterionTypical soulslikePhantom Blade ZeroVerdict
Defensive coreRoll through attacks; stamina-limitedParry (blue) or Ghoststep (red); Sha-Chi is built by attackingDifferent
Death penaltyDrop currency, respawn enemies, corpse runNo penalty; enemies stay deadDifferent
Character growthLevels, stats, builds around scalingNo levels; permanent upgrades found in the worldDifferent
Combat paceMeasured, methodicalFast, combo-driven, weapon swapping mid-stringDifferent
CheckpointsBonfires that respawn the regionBells that restore and save without respawning enemiesSimilar
Boss designMulti-phase, pattern memorisationMulti-phase with phase checkpoints and colour-coded telegraphsSimilar
World structureInterconnected with shortcutsEight semi-open regions, Metroidvania gatingPartly similar
Difficulty optionsFixedFour modes, changeable mid-runDifferent

Where the soulslike comparison comes from

  • Bells look like bonfires. Rest, restore, save — the ritual is identical even though the consequence is not.
  • Bosses are multi-phase. Phase transitions, new movesets and escalating aggression are core to both.
  • Telegraphed attacks. Reading an animation before it lands is the central skill in both designs.
  • Metroidvania gating. Tools open routes you previously could not pass, which produces Dark Souls-style “I remember a door” backtracking.

Where it diverges — and why that matters

  • No death penalty at all. No lost currency, no corpse run, no respawned enemies. Bosses checkpoint at phase transitions, so progress inside a fight is never lost.
  • No levels or stats. You do not spend souls on attributes. Permanent HP, attack and Sha-Chi upgrades come from Memory Flowers, Blackstone and Sha-Chi Amber found in the world — so exploration replaces grinding.
  • Sha-Chi instead of stamina. You build your resource by attacking and refill it by swapping weapons. Passive stamina management is absent.
  • Four difficulty modes, changeable mid-run. No fixed tuning, and no trophy requires a hard run.
  • Fast, flashy combat. Aerial strings, Ghoststep-through attacks and mid-combo weapon swaps put it closer to Devil May Cry or Ninja Gaiden than to Dark Souls.

So what should you compare it to?

If you liked…What carries over
SekiroParry-centric defence and posture-break punishment — the closest match
Devil May CryStyle-driven combos, weapon swapping, ranked aggression
Ninja GaidenFast enemy pressure and mobility
Dark SoulsOnly the checkpoint rhythm and boss structure — not the punishment

Reviews landed at 88 on Metacritic with 100% of OpenCritic critics recommending it, and the recurring note in that coverage is the same one: the combat is excellent, the story is the weak leg. See the review roundup for the numbers.

Frequently asked questions

Is Phantom Blade Zero a Soulslike?
No. S-GAME describes it as a wuxia action game — neither a Soulslike nor a traditional action game. It keeps checkpoints and multi-phase bosses but removes death penalties, levels and stamina-limited rolls.
Is it harder or easier than Dark Souls?
Easier and faster. There is no death penalty, difficulty is adjustable mid-run, boss fights checkpoint at phase transitions, and enemies do not respawn. Reviews put it well below Souls difficulty, closer to character-action games.
Is it like Sekiro?
Closest comparison in the genre. Both are parry-driven, but Phantom Blade Zero adds colour-coded telegraphs (blue parry, red dodge), a buildable Sha-Chi resource and weapon swapping as a stamina refill — so Sekiro muscle memory only partly transfers.
Does it have a stamina bar?
Not in the Souls sense. Sha-Chi is a resource you generate by attacking and spend on skills; switching weapons refills it. There is no passive stamina drain from rolling or sprinting.

Sources