ELDEN RING

ELDEN RING

by FromSoftware, Inc.

Steam · Very Positive

The Verdict

A once-in-a-generation open-world action RPG that earns every superlative — if you can survive the learning curve.
Data current as of Apr 26, 2026. We re-crawl reviews and metadata every 14 days.
Steam Sentiment94

Very Positive

This puts the game in the top 30% of all reviewed games on Steam.

SteamPulse Analysis1,997 reviewsAnalyzed 2mo ago

Analysis by Ivan Z. Ganza · Methodology →

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Quick Stats

Reviews

560,038en

1,129,879 total (all languages)

1,997 analyzed

Current as of Apr 26, 2026

Released

Feb 24, 2022

Price

$59.99

Analyzed

Apr 13, 2026

Velocity

68.3/day

Slowing

Metadata current as of May 2, 2026 · Source: Steam

Market Reach

Estimated owners±40%

22M

Estimated gross revenue±40%

$1.3B

Based on 1,129,879 reviews (all languages)

boxleiter_v2

Based on review count × genre/age/price-adjusted Boxleiter ratio. Gross revenue before Steam’s 30% cut, refunds, and regional pricing.

Design Strengths

  • Open world built on density over icons — every visible landmark is reachable and hides meaningful content, eliminating the hollow 'map tower' loop dominant in the genre
  • Combat depth rewards mastery over time: 100+ build archetypes (strength, dex, faith, arcane, hybrid) ensure no two playthroughs feel identical
  • Boss encounter choreography operates as an 'intricate dance' — attack windows are readable but attack timing is deliberately subverted, creating genuine skill progression
  • Lore delivered through item descriptions and environment rather than cutscenes — rewards players who seek it without punishing those who skip it
  • Difficulty is structurally mitigated by open-world freedom: players can leave a boss, explore, level up, and return — reducing the hard walls of linear souls design
  • Extraordinary replayability: players with 200–2000+ hours continue discovering new routes, builds, and strategies, functioning as a long-term comfort title
  • Emotional resonance of boss victories is cited as among the most intense in gaming, described as 'pure, unfiltered euphoria' by players across all skill levels

Gameplay Friction

  • NPC questlines have no in-game tracker, are non-repeatable, and are frequently missable — players report needing external wikis to follow any questline to completion
  • Late-game mandatory bosses lean on delayed attacks with full tracking, making dodge-timing unreactable for many players and pushing them toward cheese strategies
  • Minor dungeon boss roster relies heavily on reskinned/reused enemies — players in 100+ hour playthroughs describe the 'reward' as killing a duplicate boss they've already fought multiple times
  • Early-game difficulty spike (Margit, Crucible Knight) hits before players understand core mechanics, creating a steep threshold before the game's design philosophy 'clicks'
  • Native co-op is structurally punishing: host death kicks all players, progression is not shared, mounts cannot be used in co-op, and summoning involves a 20-second ritual

Audience Profile

Ideal Player

A patient gamer who finds deep satisfaction in overcoming seemingly impossible challenges through mastery rather than reflex alone, and loves piecing together environmental lore.

Casual Friendliness

low

Player Archetypes

Mastery SeekerLore ArchaeologistBuild CrafterOpen-World Explorer

Not For

Players who disengage when a game refuses to hold their handCasual players expecting linear story delivery and quest markersPC gamers on ultrawide monitors or high-refresh setups who won't use third-party patches

Sentiment Trend

stable

Insufficient recent review volume to determine trend.

Genre Context

Elden Ring sets the current ceiling for the souls-like genre by grafting FromSoftware's precise combat and environmental storytelling onto a purposeful open world — a combination no peer has replicated at equivalent scale or quality. Within the broader action-RPG genre, its refusal to use map-icon-driven quest design and microtransaction monetization stands as an outlier that players now use as a benchmark to criticize genre contemporaries.

Promise Gap

Store page promises a breathtaking world full of mystery — reviewers universally confirm the open world as one of the best ever made, with genuine discovery at every turn
VALIDATED
Store page claims combat is 'simple to learn yet offers hidden depths of mastery' — reviewers confirm this exactly, praising the onboarding floor and the ceiling of build variety across 100+ archetypes
VALIDATED
Store page highlights 'countless ways to combine weapons, armor, and magic' — reviewers with 200–1000+ hours confirm this build diversity as a primary driver of replayability
VALIDATED
Store page credits George R.R. Martin's founding mythology — reviewers consistently praise the lore's complexity and reward for those who piece it together
VALIDATED
Store page implies players can 'master terrain' to overcome enemies and bosses — reviewers report late-game mandatory bosses have delayed, fully-tracked attacks that make dodge timing feel unreactable regardless of skill
UNDERDELIVERED
Store page does not acknowledge the 60 FPS cap, ultrawide incompatibility, or micro-stuttering — PC players discover these immediately, creating a gap between the implied premium experience and reality
UNDERDELIVERED
The emotional and life-restorative impact of boss victories — multiple reviewers describe the game as rekindling childhood gaming passion or functioning as a comfort title across years
HIDDEN STRENGTH
The pattern of players quitting and returning — Elden Ring has an unusual 'slow burn' retention shape where players who initially bounce return months or years later and ultimately love it
HIDDEN STRENGTH
Seamless Co-op mod ecosystem that fundamentally transforms the multiplayer experience beyond what native co-op offers
HIDDEN STRENGTH
PARTIAL MISMATCH

Audience Match

The store page targets a broad fantasy action-RPG audience with language like 'simple to learn' and stealth/spellcasting variety that implies accessibility — but the actual player base skews heavily toward mastery-seekers and souls veterans who self-select into difficulty. Casual players drawn in by the George R.R. Martin branding or the open-world framing frequently churn within the first 10 hours.

Player Wishlist

  • In-game NPC quest journal or tracker to follow questlines without external tools
  • Ultrawide and non-16:9 monitor aspect ratio support
  • Unlocked frame rate above 60 FPS natively (without third-party patches)
  • Steam achievements for the Shadow of the Erdtree DLC
  • Improved mod support or official modding tools
  • Accessibility difficulty options for players outside the souls-like target audience

Churn Triggers

  • Players quit within the first 5–15 hours after dying repeatedly to early gatekeepers (Margit, Crucible Knight) before understanding that exploring elsewhere and leveling up is the intended response to a wall
  • New players who exhaust visible content in Limgrave feel directionless without a progression indicator, abandoning from confusion rather than difficulty
  • PC players with ultrawide monitors or high-refresh setups encounter black bars or a locked 60 FPS immediately at launch, triggering refunds before engaging with the game
  • Players who intend to follow NPC questlines discover there is no in-game tracking, miss critical quest steps irreversibly in the first area, and disengage from the narrative layer entirely

Developer Priorities

#1

Fix persistent micro-stuttering and 60 FPS cap on PC — at minimum, make the frame rate unlock and DPI bug fix official rather than relying on third-party patches

PC technical issues are the single largest source of negative reviews and refunds; high-end hardware users are disproportionately affected, creating a damaging visible negative signal from players who otherwise love the game

Freq: Cited in ~35% of negative reviews; mouse DPI bug and FPS cap referenced across dozens of chunksEffort: medium
#2

Add native ultrawide (21:9 and above) monitor support

The top cited refund driver; results in immediate refunds from players who never engage with the game, representing clean lost revenue and entirely preventable negative reviews

Freq: Primary refund trigger identified in the refund signals topic; mentioned across multiple chunksEffort: medium
#3

Introduce an optional in-game NPC quest journal — even a minimal one that logs last dialogue and last known NPC location

Quest obscurity is the second-highest friction topic (87 mentions) and a leading early-churn driver; an optional tracker preserves design philosophy for veterans while reducing new player dropout

Freq: 87 mentions, present across all 40 chunks, cited in both positive and negative reviewsEffort: medium
#4

Add Steam achievements for the Shadow of the Erdtree DLC

Explicitly requested by long-playtime completionist players; a low-effort addition that rewards the archetype already proven to drive the game's best retention metrics

Freq: Mentioned across multiple wishlist signals; zero-controversy request with no downsideEffort: low
#5

Improve native co-op to share progression and eliminate host-death kicks — or officially endorse and support the Seamless Co-op mod approach

Native co-op restrictions are a meaningful friction point (48 mentions); Seamless Co-op mod popularity demonstrates clear player demand; improvement here would reduce early dropout among co-op-first players who bounce off the ritual-heavy native system

Freq: 48 mentions; co-op friction cited in negative reviews from players who quit with partnersEffort: high

Competitive Context

Dark Souls series (DS1, DS2, DS3)positive

Most frequently referenced predecessor; Elden Ring is broadly seen as FromSoftware's best and most accessible evolution of the formula, though DS3 is preferred for tighter level design and PvP, and DS1 for atmosphere

Bloodbornepositive

Beloved predecessor frequently ranked alongside or above Elden Ring by veterans; players repeatedly request a PC port of Bloodborne as the natural complement to Elden Ring on PC

Sekiro: Shadows Die Twicemixed

Some players prefer Sekiro's focused parry-based design; others use it as an on-ramp to Elden Ring; the roll-vs-parry system debate is a recurring point of comparison

The Legend of Zelda: Breath of the Wildmixed

Elden Ring is described by some as perfecting the open-world exploration formula BotW established; a minority prefer BotW's approach or credit it as superior

Skyrimpositive

Players favorably compare Elden Ring's open-world freedom and discovery to Skyrim, with several stating Elden Ring surpasses it — the comparison functions as a gateway framing for non-souls players

Black Myth: Wukongmixed

Used as a difficulty calibration reference; Elden Ring described as harder and less forgiving than Wukong, which is cited as more button-spam-tolerant — useful context for players migrating between the two

Sentiment History

Sentiment over time

Playtime Sentiment

Sentiment by time invested

· 10,723 post-launch reviews
?
0h
41%76 rev
<2h
60%78 rev
2-10h
85%1,019 rev
10-50h
93%2,542 rev
50-200h
94%4,520 rev
200h+
95%2,488 rev

Players who invest more time rate this game significantly higher (+34pts) — a strong signal of a slow-burn experience that rewards patience.

Competitive Benchmark

Compared to 63 similar games in the Action genre released in 2022.

Sentiment vs. similar gamesTop 11%
Popularity vs. similar gamesTop 0%

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Analysis based on 1,997 reviews