As a dedicated player of FromSoftware's worlds, I've always viewed mastering their games as the ultimate badge of honor. The sheer difficulty is a feature, not a bug. It's what makes conquering these games, especially under the intense pressure of a speedrun, feel so incredibly rewarding. But here in 2026, with the release of Elden Ring Nightreign on the horizon, the rules of engagement are shifting in a way I never expected. The hands-on previews have confirmed it: there is no fall damage. Let that sink in for a moment. FromSoftware, the developer that taught us to fear every ledge and pit, is handing us a get-out-of-jail-free card for gravity itself. Isn't that wild?

This single change isn't just a quality-of-life tweak; it's a fundamental reimagining of traversal and risk assessment. Think about it—in every Soulslike before this, a towering cliff wasn't just an obstacle; it was a puzzle. We'd spend minutes, maybe even hours, searching for the winding, 'correct' path down, our hearts skipping a beat with every cautious step near the edge. Now? The most optimal route from point A to point B is often a straight line, regardless of the altitude difference. That roundabout journey through a canyon or along a crumbling staircase? Completely optional. The speedrunning community must be absolutely buzzing with the possibilities.
Why is this such a big deal for us, the runners? Let me break it down:
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Route Optimization on Steroids: Nightreign features a procedurally generated world, which means each run is different. But seasoned veterans will quickly learn to recognize patterns and environmental tells. Without fall damage, one of the biggest variables in planning a route—verticality—is effectively neutralized. We won't have to ask, "Is this jump survivable?" We just ask, "Is this the shortest path?" The efficiency gains are potentially massive.
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Boss Encounter Meta-Shift: This is where things get really interesting. Imagine aggroing a colossal world boss in an open field. In the past, you were trapped in its arena, forced to dance with death. Now, you could theoretically lure it to a cliff's edge and... just step off. Need a moment to heal, rebuff, or reassess the situation? A quick leap to a lower plateau could provide that breathing room. Furthermore, what about aerial attacks? Could we use plunging attacks more liberally as an opening move without worrying about the fall that follows? The boss design team has probably anticipated this, placing bosses away from exploitable ledges, but you know what they say about speedrunners and boundaries... we have a habit of finding a way.
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A Shift in Design Philosophy: FromSoftware has always used fall damage as a silent teacher. It forced caution, intentionality, and respect for the environment. Removing it signals that Nightreign is prioritizing a different kind of flow—a faster, more fluid, and perhaps more chaotic co-op adventure. The "stakes" of a misstep are lowered, allowing for more reckless, heroic, and frankly, fun experimentation. Isn't that what co-op is all about?
Of course, this raises questions. Will the game introduce other hazards to compensate? Poison swamps at the bottom of every chasm, perhaps? 😅 And for the purists, does removing this classic element make the game "easier"? I'd argue it doesn't make it easier; it makes it different. The challenge will simply be redistributed. We'll likely face more aggressive enemy placements, more complex boss mechanics, or tighter time pressures in other areas.
Here’s a quick comparison of the old vs. new paradigm:
| Aspect | Traditional FromSoftware (With Fall Damage) | Elden Ring Nightreign (No Fall Damage) |
|---|---|---|
| Traversal | Methodical, path-finding, cautious. | Direct, vertical, risk-assessment focused on enemies, not gravity. |
| Speedrun Strategy | Complex routing around terrain hazards. | Prioritizing the most direct vector to objectives. |
| Boss Fights | Confined to arenas; environmental use is limited. | Potential for environmental kiting and new aerial approaches. |
| Player Mindset | "Look before you leap." | "Why walk when you can fly?" |
In the end, Elden Ring Nightreign's radical departure is a clear message: this is a new kind of FromSoftware adventure. By stripping away the fear of falling, they're not handing us victory—they're handing us a new set of tools and inviting us to play in ways we never could before. For speedrunners, it's the ultimate playground. The race isn't just to beat the game; it's to redefine what's possible within it. The old rules are out the window, and frankly, I can't wait to jump in and see how far down this new rabbit hole goes.