As anticipation for FromSoftware's 2026 release, Elden Ring Nightreign, continues to build, a fascinating design debate has emerged from its initial reveal. The game promises a bold departure from the original's sprawling single-player adventure, embracing a roguelike structure with preset characters set within the confined, randomized region of Limveld. This new area is described as a dark mirror to the familiar starting zone of Limgrave, promising a fresh yet recognizable experience. However, a crucial element from the foundational world of The Lands Between appears conspicuously absent from the conversation so far: the profound, atmospheric underground realms. The decision to seemingly focus solely on Limveld's surface risks overlooking one of the most captivating and secret-rich aspects that defined the original Elden Ring's sense of discovery.

The Allure of the Abyss: What Made the Underground Special 🕳️
In the base game, the subterranean world wasn't just an extension of the map; it was a narrative and experiential revelation. Places like Nokron, the Eternal City, and the Deeproot Depths were masterclasses in environmental storytelling. They were:
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Atmospheric Havens: Filled with haunting beauty, starry skies, and architecture that felt ancient and forgotten.
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Rewarding Secrets: Entirely optional, their discovery felt like a personal triumph, layered with deep lore ties to major figures like Ranni the Witch.
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Gameplay Variety: They introduced unique enemies, bosses, and traversal challenges distinct from the surface world.
The underground was where the game's mythos felt deepest and most mysterious. Its optional nature made it the ultimate reward for curious players, a design philosophy that resonated powerfully.
Limveld's Promise and Potential Pitfall ⚠️
Nightreign's core loop—a session-based, multiplayer-centric roguelike—naturally necessitates a more contained world. Limveld, as a randomized "dark mirror" to Limgrave, is a compelling premise. Yet, confining the experience solely to a surface-level interpretation of this region could feel paradoxically shallow for a studio known for vertical, layered world design. The announcement trailer did show architecture evocative of the Eternal Cities above ground, suggesting a thematic blending. However, simply placing those visual motifs on the surface isn't the same as recreating the feeling of descending into a hidden world.
The Case for a Procedural Underworld 🔄
This is where Nightreign's roguelike mechanics could create something truly special. FromSoftware has precedent with procedural generation in Bloodborne's Chalice Dungeons. Nightreign represents a chance to evolve that concept dramatically. Imagine if beneath the randomized topography of Limveld lay a procedurally generated underworld. This wouldn't just be a nostalgic callback; it would be a perfect thematic and mechanical fit:
| Surface (Limveld) | Potential Underground |
|---|---|
| Randomized landscape layout | Randomized cave & ruin layouts |
| Dark mirror to Limgrave | Amalgamation of Eternal Cities & Deeproot Depths |
| Session-based exploration | High-risk, high-reward secret zones per run |
| Preset character focus | Unique underground-specific loot & upgrades for builds |
This layered approach would pay direct homage to the studio's own history with Chalice Dungeons while solving a key issue: map variety and replayability. Each run could threaten not just a different surface, but a different subterranean challenge beneath it.
Lore, Scale, and the Miyazaki Misdirect 🤔
There's also a compelling narrative and practical reason to hope for hidden depths. Hidetaka Miyazaki himself has previously downplayed the scale of expansions (remember the initial comments on Shadow of the Erdtree's size before its massive release?). Stating that Nightreign is "entirely set within... Limveld" could be a deliberate, classic FromSoftware misdirection. Lore-wise, what constitutes a "region" could be fluid; the caverns and cities beneath Limveld's soil might still be classified as part of it, yet offer a drastically different experience.
Furthermore, an underground component offers unmatched flexibility for the roguelike format. It could act as:
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A connective tissue between disparate surface zones in a run.
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A home for super-bosses or unique encounters that demand specialized strategies from the preset characters.
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A zone that visually and thematically bridges elements from across the Soulsborne library in isolated pockets, much like how the original game referenced its predecessors.
Final Verdict: Hope for the Depths ✨
While Elden Ring Nightreign's shift to a roguelike structure is exhilarating, its soul is still tied to the wonder of discovery that defined its predecessor. Limveld as a dark, randomized surface world is a fantastic foundation. However, to truly capture the magic of The Lands Between and evolve the roguelike genre in a way only FromSoftware can, it needs to look down. A procedurally generated, ever-changing underworld beneath Limveld wouldn't be an afterthought—it could be the game's secret weapon, the high-stakes heart of its replayability where the most atmospheric secrets and brutal challenges await. The community waits, hoping that when they step into Limveld in 2026, the ground beneath their feet won't be the end of the journey, but merely the beginning.