I just watched FromSoftware’s Nightreign DLC reveal—this new Elden Ring zone literally shifts under

I just watched FromSoftware’s Nightreign DLC reveal—this new Elden Ring zone literally shifts under

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ELDEN RING NIGHTREIGN: THE FORSAKEN HOLLOWS

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The DLC will feature two new nightfaring warriors as playable characters: - Scholar: An academic who walks the Lands Between. Boasting impressive arcane level…

Platform: Xbox Series X|S, PlayStation 4Genre: Role-playing (RPG)Release: 12/4/2025Publisher: Bandai Namco Entertainment
Mode: Single player, MultiplayerView: Third personTheme: Action, Fantasy

Why This Announcement Actually Matters

FromSoftware used State of Play Japan to reveal The Forsaken Hollows, the first DLC for Elden Ring: Nightreign, and the headline feature is a curveball: a new zone, The Great Hollow, where the terrain literally rearranges mid-run thanks to a “Shifting Earth” system. That’s a big swing for a co-op action-survival spin on the Souls formula, and it could change how we plan routes, manage aggro, and improvise in the moment. The DLC lands December 4, 2025 on PS5, Xbox Series X/S, PC, plus last-gen PS4 and Xbox One, at a very approachable $15. It also brings two headline bosses (one named the Dreglord), new Nightfarer class archetypes, and two questline characters-the Scholar and the Undertaker-that should give the zone some narrative spine.

Key Takeaways

  • The Great Hollow’s shifting terrain is the real hook-expect route planning and positioning to matter even more than usual.
  • $15 suggests a dense, mid-sized add-on. Don’t expect another Shadow of the Erdtree; do expect a focused playground with nastier systems.
  • Two new Nightfarer roles (plus the Scholar and Undertaker questlines) imply stronger team synergy and build identity in co-op.
  • Old-gen support is nice, but I’m wary about performance if the ground is changing in real time—wait for impressions if you’re frame-sensitive.

Breaking Down The Forsaken Hollows

Here’s what’s on the table: The Great Hollow is a new explorable space set within Limveld that shifts as you play. If you’ve spent hundreds of hours reading enemy animations and hugging level geometry to bait attacks (hi, fellow Souls sickos), this changes that dance. Platforms can reconfigure, chokepoints can open or close, and cover might not stay cover. FromSoft doesn’t usually go “systemic world” with its level design, so I’m genuinely curious how authored challenge and randomization blend here. A little chaos can be thrilling; too much, and it becomes noise.

The DLC introduces two Nightfarer archetypes to deepen co-op roles. The press materials hint that one leans ranged control and the other favors frontline pressure—exactly the kind of duo that thrives when the battlefield won’t sit still. If Nightreign’s loop already encouraged clear team jobs (tank, DPS, support), Forsaken Hollows sounds like it doubles down on that identity. The Scholar and Undertaker, meanwhile, read like quest anchors you’ll return to between sorties, unlocking gear and lore threads in the process.

On the boss front, you’re getting two big new encounters plus roaming field bosses. I get the knee-jerk “only two?” reaction, but I’d rather have two immaculate fights than five forgettable ones. The named Dreglord screams arena gimmicks and environmental interplay—if the floor’s morphing, imagine baiting phase transitions around shifting hazards. The second boss is still under wraps, which, to be honest, is how I prefer it; FromSoft’s best reveals are the ones you meet head-on without a trailer breakdown in your head.

Why This Matters Now

Post-Shadow of the Erdtree, the big question was how FromSoftware would keep Elden Ring’s universe interesting without just making more of the same. Nightreign already answered that by leaning into a co-op survival rhythm; Forsaken Hollows could be the moment it finds its signature trick. A terrain-shifting zone in a Souls-adjacent combat sandbox could create the kind of “just-one-more-run” energy that live co-op hits like Helldivers 2 and Deep Rock Galactic thrive on—while still feeling distinctly FromSoft in how it punishes sloppy play.

The $15 price tag is also notable. Historically, FromSoft expansions like The Old Hunters or The Ringed City delivered dense, brutally curated content at a premium. This sits lower, which suggests a targeted slice rather than a mega-campaign. I’m okay with that if the systems sing. The risk? Procedural-feeling layouts that blur together once the novelty fades. The promise? A fresh tactical layer where positioning, timing, and teamwork have new teeth because the ground can betray you.

I also like that the DLC supports PS4 and Xbox One—accessibility matters—but I’d be lying if I said I wasn’t nervous. Nightreign’s readability is already key to surviving; if the environment morphs in real time, frame pacing and input latency matter more than ever. If you’re on last-gen or a modest PC, consider waiting 24 hours for performance impressions before diving in day one.

What Gamers Need To Know Before December 4

  • Recommended power: the studio points players around level 50-70 for a balanced experience. Translation: you can go lower if you’re cracked, but bring mobility and sustain.
  • Build prep: pack versatile damage and status answers. When arenas shift, safe spots vanish—light-to-medium armor and fast roll windows will save more runs than raw poise.
  • Co-op synergy: give your squad clear jobs. The new Nightfarer archetypes sound built for crowd control and focus-fire bursts—don’t overlap roles and starve your team of utility.
  • Field boss pressure: expect ambushes while traversing. If the landscape is moving, line-of-sight breaks both ways; use it to reset aggro or set up plunges.
  • Editions: Deluxe/Collector toss in an artbook and mini soundtrack. Nice to have, but the $15 base pack gets all the gameplay content.
  • Endgame spice: a “Deep of Night” difficulty variant is mentioned for masochists. This is where FromSoft typically stops pulling punches.

How long is it? No hour count is promised, but given the price and feature set, I’d expect a sharp 6-12 hour arc for most squads, with plenty of replay if the Shifting Earth system holds up. If the design hits right, the real longevity will come from squads theorycrafting routes and roles around the zone’s mood swings.

TL;DR

The Forsaken Hollows isn’t trying to be a second Erdtree. It’s a focused, systems-forward DLC where the arena fights back, priced fairly, and aimed squarely at co-op squads who want new ways to wipe and learn. If FromSoft nails performance and keeps the shifting terrain readable—not random—this could be the moment Nightreign truly steps out of Elden Ring’s shadow.

G
GAIA
Published 11/24/2025Updated 1/2/2026
6 min read
Gaming
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