In an ever-crowded genre, WUCHANG: Fallen Feathers is the latest Soulslike experience. Its difficulty is comparable to Dark Souls, the combat to Sekiro, and the exploration to Elden Ring. While it is inspired by each, the developers at Leenzee have done an amazing job at crafting a unique experience that differs from previously mentioned titles.

The story follows Wuchang, a female pirate suffering from the Feathering, an illness that slowly induces amnesia and monstrous mutation. The curse, however, comes with an ability – the ability to wield unique powers. These powers can be harvested from fallen foes.
Set in the late Ming Dynasty in China, WUCHANG: Fallen Feathers sets itself apart from the dark fantasy landscapes used by many others in the genre. The Eastern setting not only influences the game’s backdrops and environments, but also bosses, enemies, and weapon designs. This unique setting is a breath of fresh air in what I consider a saturated genre, especially knowing that many of the environments can be visited in person.

WUCHANG has a strong focus on combat and weapon diversity. Boss and enemy encounters are vastly different. Similarly, weapons have two distinctly unique abilities that significantly impact your approach to combat. Heavy and slow, light and fast, short or long reaching, a block, parry, or dodge focus – all of your standard options are present.
Where WUCHANG differs is in the Skyborn might system, providing weapon abilities and charges of those abilities. To gain charges, you must perform a well-timed dodge. Through skill tree upgrades, you can obtain additional charges. This system turns the standard dodge roll combat I’ve experienced in all other Soulslikes into a methodical and impactful action combat-focused experience, which makes you feel unstoppable once mastered.
The reason I love this system is that it rewards aggression and precision, two key elements that make or break Soulslikes. Additionally, it adds to the uniqueness of each weapon and the necessity to switch to the best tool for the enemies at hand. What I didn’t love was being locked into attack animations, but I do understand why WUCHANG was created like this. The unique abilities, coupled with the charge-dodging mechanic, create a dynamic where you need to engage with enemies rather than simply spamming dodge and swinging mindlessly – although this method still works, for the most part.

When it works, combat delivers a sense of accomplishment I’ve not felt since Elden Ring. When it doesn’t work, however, I feel cheated by my own desire to progress. The second boss in particular was a negligible encounter. Three stun locks followed by three back attacks, and the fight was over before it began. Regardless, I greatly appreciate the change to a more aggressive and faster pace of combat.
WUCHANG: Fallen Feathers isn’t all about offensive prowess, however, as you’ll need to manage various damage types and resistances. Just as you’re encouraged to choose the right weapon for the enemies at hand, you’re also encouraged to choose the right equipment for survival, no more so apparent than in boss encounters.
Like other Soulslikes, should you die, you’ll lose Red Mercury, requiring you to go back to your corpse and collect it. Where WUCHANG differs is in its madness mechanic. This mechanic adds an additional layer of depth and strategy to gameplay, providing additional damage with each death, at the expense of additional damage taken.

If you die with enough madness, however, an elite enemy will spawn, preventing you from gathering your Red Mercury until defeated. This demon is a formidable foe and a welcome addition; else I’d have played through the entire game with maximum madness. To reduce your madness, you must defeat beasts. Defeating humans, however, will increase it. And due to suffering from the Feathering yourself, they’ll always attack you on sight.
Another unique aspect of WUCHANG relates to magic, primarily, how useful it is. I know, I know, magic is Soulslike easy mode – don’t hate me for loving it! In WUCHANG, you don’t need to spec into magic for it to be useful; rather, it’s useful immediately. Additionally, you have a summonable ally, which, while not amazing in combat, acts as a suitable damage sponge and allows you to map boss mechanics.
While not an open-world experience like Elden Ring, WUCHANG is built around a series of interconnected areas. The developers perfectly captured the Dark Souls vibe, delivering a familiar yet unique experience, brimming with hidden enemies, items, and secrets to discover. I’d compare it to Black Myth Wukong, as it’s much more open than Dark Souls, but not so much that you’re free to roam as you please.

Outside of combat and combat systems, WUCHANG: Fallen Feathers excels in its deep build system. Armour sets with unique bonuses, pendants with crucial enhancements, and different weapons catering to all playstyles, each with their own socketable Benedictions. The focus isn’t on higher numbers, rather, it is on building upon and improving weapons to unlock their hidden potential.
Finally, visuals – I won’t delve into this too much as screenshots capture its beauty perfectly. What they don’t capture are the fluid animations and smooth framerate, without the need for frame generation. To say WUCHANG is optimised is an understatement,
On that note, WUCHANG is a must for fans of Soulslikes and Eastern settings. Both aspects are done with beauty and precision not found in many new titles. I applaud the developers; their love and care shine throughout the game.
WUCHANG: FALLEN FEATHERS REVIEW
While sharing similar genetics to other games in the soulslike genre, WUCHANG: Fallen Feathers provides a deep and involved combat system that blossoms alongside fluid animations and a beautifully depicted Eastern setting.
PROS
Fluid animations coupled with a beautiful Eastern aesthetic
Brilliantly optimised, not requiring Frame Gen or reduced settings for steady framerates
A deep and involved combat system
- Plenty of distinct outfits, with enough fan service to keep everyone happy
CONS
The lack of difficulty settings may deter some people
Similarly, the lack of multiplayer may deter some
Crafting would have been a nice addition, as it could have perfectly complimented the build systems
Reviewed on PC. A review code was provided by the Publisher for purposes of this review.