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ELDEN RING NIGHTREIGN: THE FORSAKEN HOLLOWS
The DLC will feature two new nightfaring warriors as playable characters: - Scholar: An academic who walks the Lands Between. Boasting impressive arcane level…
FromSoftware just showed the first slice of Elden Ring Nightreign: The Forsaken Hollows, and one detail instantly grabbed me: Shifting Earth. If you’ve been grinding Nightreign’s co-op survival loop, this “the map changes under your feet” condition could be the thing that finally blows up stale routes and copy-paste meta builds. Two new Nightfarer classes and a fresh slate of bosses (headlined by the delightfully grotesque Dreglord) help, but Shifting Earth is the swing that could make runs feel dangerous and improvisational again. The DLC drops December 4 on PS4, PS5, Xbox Series X|S, and PC, bundled with Deluxe/Collector editions or sold separately for everyone else.
The Forsaken Hollows adds two Nightfarers (Nightreign’s class archetypes), multiple bosses including the Dreglord as a new endgame-level encounter, and new field bosses prowling Limveld. Points of interest in Limveld get expanded, which, if you’ve spent time scrounging supplies between Night’s Tide pushes, should mean fresh risk-reward pockets and more opportunities to get ambushed in the best possible FromSoft way.
The press language also name-drops “two new third day bosses,” which reads like late-cycle apex fights-content you work toward over a run rather than stumble into on hour one. That lines up with Nightreign’s survival rhythm: you grow, you scrape, and then the game asks if your team’s synergy is actually real. The DLC is available across PlayStation, Xbox, and PC on December 4, with the nice (and slightly cynical) note that Deluxe and Collector owners get it automatically. If you bought standard, you’re heading to checkout.
Let’s talk about the headline feature. “Shifting Earth” is described as a condition where the map undergoes massive geographical changes. If that’s as dynamic as it sounds, it punches right at the heart of co-op survival monotony. No more running the same safe route to a supply cache because a YouTuber diagrammed it; suddenly the ridge collapses, the swamp floods, the path you kite through is a cliff now. That keeps squads communicating and buildcraft honest—high mobility builds, grapples, or terrain control abilities could become essential, not optional.

The flip side: unpredictability has to stay legible. FromSoftware’s best levels telegraph danger even when they’re cruel. If Shifting Earth strands players with zero counterplay or breaks boss flow with cheap geometry, the community will bounce off fast. My hope is that it’s a modifier with readable tells—maybe tied to the Night’s Tide cadence—so you can plan, adapt, and feel clever when you navigate it.
The Dreglord reads like classic FromSoftware nightmare fuel—a mass of “souls and blood of the fallen,” likely with phase changes and a nasty punishment for greedy melee. Add in roaming field bosses and those “third day” brawls, and we’re staring at a difficulty infusion that should pressure-check every squad’s fundamentals: stagger control, heal discipline, aggro juggling, and timing on burst windows.
Two new Nightfarers are the wildcard. Nightreign’s class kits define your team’s identity more than a standard Souls build, so fresh archetypes can actually reshape the meta. A dedicated crowd-control or support-oriented Nightfarer could make glass-cannon DPS viable again; an aggressive mobility class could thrive under Shifting Earth by creating new traversal options or repositioning windows. The question isn’t “are there two more ways to swing a sword?” It’s “do these kits unlock strategies the base game didn’t reward?”

FromSoftware’s expansions rarely feel like afterthoughts. Artorias of the Abyss recontextualized Dark Souls’ combat pace; The Old Hunters dialed Bloodborne’s aggression to 11; The Ringed City was a mechanics exam; Shadow of the Erdtree pushed open-world density and punishment. If Forsaken Hollows follows that tradition, expect encounters that ask you to relearn habits. Dropping in December is also smart: it’s late enough to be a “come back to Nightreign” moment, early enough to live through the holidays, and well-timed for anyone eyeing Deluxe/Collector bundles.
Forsaken Hollows looks like the right kind of chaos for Nightreign. Shifting Earth could make co-op runs feel new again, the Dreglord and late-cycle bosses raise the skill ceiling, and two Nightfarers might refresh team comps. I’m in—assuming FromSoftware dodges playerbase fragmentation and keeps the map shifts challenging, not cheap.
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