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Elden Ring Nightreign Director Interview: He Solo’d Every Boss and So Can You

In part one of our interview with Junya Ishizaki, the director of the Elden Ring spinoff answered our burning questions about the game.

Elden Ring launched in 2022 to great acclaim as the culmination of director Hidetaka Miyazaki’s successes with the Dark Souls and Bloodborne series of games. When calls went out in studio FromSoftware to explore more modest spinoff projects, Elden Ring combat director Junya Ishizaki raised his hand — and proceeded to direct the just-released Elden Ring Nightreign, the multiplayer-only spinoff game.

Nightreign is an ambitious attempt to distill the Elden Ring experience into under-an-hour repeatable runs killing enemies and mini-bosses before taking on a unique and deadly Nightlord main boss. Faster, meaner and in some ways tougher than the game it originates from, Nightreign is FromSoftware’s expedition into multiplayer. And while it inherits a lot from Elden Ring, the studio’s next game was developed to scratch a very different player itch — a co-op pressure cooker to produce the highest and lowest moments that Souls games are known for.

There are a lot of ways the games differ, but Nightreign’s director summarized it by saying «I would describe the Elden Ring experience as more of a journey while Nightreign’s experience is more of that on the battlefield.» 

In part one of my interview with Ishizaki about his directorial debut in Nightreign, we chatted about what was kept and cut from Elden Ring, how the map design changed over development and whether he himself beat every boss in the game he helmed.

(Yes, he solo’d them all.)

Read more: Elden Ring Nightreign Beginner’s Guide: The Essentials for Not Getting Wrecked in the First 5 Minutes

David Lumb: With its co-op focus and fast pace, Nightreign’s gameplay is different than Elden Ring. What was kept and what was cut from the latter?

Junya Ishizaki: While it’s not limited to Elden Ring, with a lot of our games, we keep this sense of exploring the world and traversing the world. Building on these RPG systems and growing your character was definitely an element of Elden Ring that we wanted to keep and transfer into Nightreign. 

I think in terms of, not what what we cut because boss battles are still a large part of Elden Ring, but more as a good focus point on where we had to deliver something new for Nightreign — we wanted these large-scale boss battles to feel really epic and really unique to this game.

DL: What’s it like to tweak the difficulty in a FromSoftware game, especially one built upon Elden Ring’s specific challenge level from the lethality of everyday enemies to the biggest bosses?

JI: These challenging elements to our games are always under scrutiny and that we’re always looking at closely. We felt like we needed to step back and review that process for difficulty balancing with Nightreign in particular … being a multiplayer-focused title, the player is constantly evolving and changing their power level on the fly during any one session. So you really need to focus on what that power curve and that difficulty curve looked like within each session quite closely.

Of course, as I say, we do look at this approach carefully from title to title. It’s not just an all-in, make-it-hard approach. That said, Elden Ring, we did go too far in some areas and I feel we didn’t go far enough in other areas. So we’re always learning from our projects and past experiences, trying to create a game that feels fair and satisfying and gives you a feeling of accomplishment when you do overcome these challenges.

DL: Hold on — I think everyone would like to know your opinion on which bosses in Elden Ring went too far and which didn’t go far enough!

JI: This is not necessarily related to the difficulty specifically, but I think in terms of the battle system with Elden Ring — which is something I was quite involved in the development of that game — where the player feels too pressured or too restricted in what they can do within that framework and that setting, I feel like that created a lot of the feeling of difficulty for a lot of players.

That is somewhere that we felt we were able to release the valve a little bit with Nightreign and allow for more player freedom and to have a more liberating experience. So with Nightreign, I think really leaning into something new was at the heart of this game, even though we’re using Elden Ring as a base, that really gave us a lot of room to explore these battle systems and explore how the player traverses the world. Really really lean into creating a fresh experience there that doesn’t feel like it’s too tied to the original game in that sense.

DL: Speaking of traversal, I can’t be the only one who’s wondered this: Was there ever fall damage in the game? I love dropping down from a great height.

JI: There was actually fall damage at one point, very momentarily. We did study it and try it for a bit but we felt like the game could exist without it. We felt like the game stood up on its own and didn’t need it in order to feel thrilling or to feel trepidation of other areas of the game.

DL: What are other things players might be surprised to discover had been cut during development or refined into something totally different?

JI: I’d say one example of this is the terrain changes that occur in Nightreign. At one point, there was the idea to have different maps — specific set maps for when you play each session. At one point, we had the idea to try to collapse this into a single map, and instead have these different layers and transformative changes that occur during that session. 

We thought this could be a new challenge that could set it apart from previous and existing  games, give us a new challenge to work with on Nightreign and provide a different gameplay experience as well to extend the breadth of each play session by having this layering feature to the terrain features.

We found this added very different gradients to the exploration and to the way each session pans out. When we tried this, we felt like there’s no one right answer. There’s no one correct way you can do this, it just depends on the game. And this presented a new and interesting challenge for us and a way to, again, spice up the new gameplay in Nightreign.

DL: That’s interesting and sounds like a lot of development in the game experience. Was Nightreign ever considered as a full-size game like Elden Ring?

JI: In a word, no, Nightreign was always considered a smaller, lighter title in comparison to the likes of Elden Ring. But to give a little bit of context to that, during the development of Elden Ring, I myself expressed interest in wanting to direct my own title, and this was picked up by Miyazaki and the other staff at From and I was given this opportunity.

Being a new director, we wanted to take things from a smaller scale and a smaller perspective and start with a strong base with Elden Ring. Of course, having had this experience as director, I’d very much like in the future to start completely from scratch and have my own project and see where it can go scope-wise, so I’m looking forward to that opportunity as well.

DL: Now that you’ve finished Nightreign, what’s your favorite part of it?

JI: There’s a lot of nice things to choose from, a lot about the game I like. But I think one thing we’ve honed in on with Nightreign in particular is the feeling of being both approachable and light in terms of an RPG, but also quite involved and quite in-depth if you want it to be. I think this is an area that we’ve managed to hit quite well. 

DL: And what have you and FromSoftware learned from making Nightreign? 

JI: I think there’s a lot of experience we can take forward into future projects. One thing in particular I think has been really successful and really valuable to work with is this new approach to characters and character design, both from a gameplay and narrative perspective. 

I think this is a really unique aspect of Nightreign and it’s something I think could be developed even further with our future titles, characters feeling unique and interesting in terms of the way they play, the way their controls translate to their unique game feel, and also how you as a player approach and explore their backstories and narratives. These are areas that make Nightreign stand apart from other titles and I think this is something we could definitely improve on and refine going forward.

DL: Great. Last question: I beat the final boss yesterday and I just want to know — have you, in fact, beaten every boss and the final boss yourself?

JI: Yes, I can hopefully give you reassurance to know that I have beaten all of the game’s bosses. I’ve seen everything it has to offer, both in multiplayer and as a solo player. So I want you and players to know that this is very possible and I want you to have the confidence to give it a try yourself. 

And in terms of secrets and a narrative as well, I think there’s a lot there for players who were invested in that side of it to uncover and I hope you look forward to experiencing everything that Nightreign has to offer.

DL: Just to clarify: you solo’d every boss in the game?

JI: Yes. And without relics.

Elden Ring Nightreign launched on May 30 for PC, PS5, PS4, Xbox Series X/S and Xbox One consoles for $40. Owning the original Elden Ring is not required to play this game.

Technologies

Episode 3 of the VERUM AI Mini-Series Is Now Available

Episode 3 of the VERUM AI Mini-Series Is Now Available

Verum Messenger has released the third episode of its AI mini-series, SHADOWS, created using Verum AI.

The new episode, titled «Ghost Money,» continues the story of the conflict between a team of heroes and the Omega corporation, which seeks to take control of digital communications. This time, the focus shifts to anonymous payments and financial freedom, revealing how privacy can extend beyond messaging.

Like the previous episodes, the new release not only advances the storyline but also showcases the capabilities of the Verum ecosystem, highlighting technologies designed for secure communication and digital privacy.

The mini-series consists of seven episodes, released gradually across Verum Messenger’s social media channels.

Episode 3 is now available. Stay tuned for the next chapter.

Watch on Instagram 
Watch on YouTube 

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Technologies

Verum Finance Now Available for Mac, Expanding the Verum Ecosystem on Desktop

Verum Finance Now Available for Mac, Expanding the Verum Ecosystem on Desktop

Verum has officially released Verum Finance for macOS, bringing its financial platform to the Mac and expanding access to the Verum ecosystem across Apple’s devices. The launch allows users to manage their finances from desktop while enjoying the same secure and seamless experience available on iPhone and iPad.

The new Mac version includes the full range of Verum Finance features, including balance management, instant transfers to other Verum users, debit card management, Apple Pay support, asset exchange, and transaction history — all optimized for the macOS experience.

Verum Finance can be used as a standalone application or alongside Verum Messenger. Users who sign in with their Verum Messenger account automatically synchronize their balances, settings, and account data across devices, ensuring a consistent experience throughout the Verum ecosystem.

The macOS release further strengthens Verum’s vision of creating an integrated digital platform where communication and financial services work together. Verum Messenger, which is also available for Mac, complements the ecosystem with encrypted messaging, voice and video calls, VPN, eSIM, anonymous email, AI-powered tools, offline communication capabilities, and cryptocurrency features.

With both Verum Messenger and Verum Finance now available across iPhone, iPad, and Mac, users can access secure communication and financial services wherever they work.

Verum Finance for Mac is available now through the Mac App Store.

Verum Finance for macOS: https://apps.apple.com/us/app/verum-finance/id6774245148
Verum Finance: https://finance.verum.im
Verum Messenger: https://verum.im

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Technologies

Why Travelers Are Switching to Verum E-SIM This Summer

Why Travelers Are Switching to Verum E-SIM This Summer

Summer Travel, Freedom, and Seamless Connectivity: Why Verum E-SIM Is Becoming the New Standard for Travelers

Summer is the peak season for vacations, long-distance trips, and new experiences. Millions of people travel abroad, explore new countries, plan adventures, and try to stay connected with family, work, and social media. And in the middle of all this comes a familiar question: how do you stay online without expensive roaming or the hassle of buying local SIM cards?

The answer is already here — eSIM.

Why eSIM Is So Convenient

eSIM (embedded SIM) is a built-in digital SIM card that lets you activate mobile internet without a physical card. All you need is an app — choose a plan and connect in just a couple of minutes.

No more:

* searching for local SIM cards at airports
* paying expensive roaming fees
* swapping physical SIMs every time you travel

Now your internet travels with you.

Internet in 150+ Countries

Modern eSIM solutions provide coverage in 150+ countries worldwide, helping tourists, freelancers, and business travelers stay connected almost anywhere on the planet.

Among the services offering these capabilities:

Verum E-SIM — https://esim.verum.im
World E-SIM — https://worldesim.me
USA E-SIM — https://usa.esim.verum.im
Euro E-SIM — https://euro.esim.verum.im
Canada E-SIM — https://canada.esim.verum.im
Balkan E-SIM — https://balkan.esim.verum.im
Ukraine E-SIM — https://ukraine.esim.verum.im
London E-SIM — https://london.esim.verum.im
E-SIM Africa — https://africa.esim.verum.im

All of these services work on the same principle — fast, borderless internet without roaming stress.

Why It Matters Most in Summer

During the holiday season, roaming networks get overloaded, and prices for mobile data abroad often become an unpleasant surprise for travelers.

eSIM solves this problem:

* transparent, fixed pricing
* activation in 1–2 minutes
* stable internet while traveling
* no physical SIM cards required

Final Thoughts

Travel should be about freedom — not hunting for Wi-Fi or worrying about phone bills.

eSIM is quickly becoming the new global standard for mobile connectivity: simple, fast, and borderless.

Verum E-SIM and its partner services are part of this shift, making global connectivity accessible to everyone, everywhere.

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