
Game intel
Mistfall Hunter
Mistfall Hunter is a third-person action PvPvE extraction RPG. Gear up for different classes, master combos and strategic skills, and face intense battles agai…
Mistfall Hunter immediately grabbed me because it aims at a gap most studios tiptoe around: putting true, timing-heavy soulslike combat into a high-stakes extraction loop. Dark and Darker gives that dungeon-delving, gear-on-the-line thrill, but its melee is more deliberate and chunky. Mistfall Hunter wants the poise breaks, i-frame dodges, and parry windows you’d expect from a FromSoftware-inspired brawler-then throws other players into the mix. That’s ambitious, and risky, and exactly the kind of swing I want to see.
Developer Bellring Games is opening the gates again for a third closed beta on Tuesday, September 16. You’ll need to request access via Steam no later than Monday, September 15. If you played previous tests, you’re auto-in. This round adds solo and trio queues-good for both lone wolves and compact squads—and two difficulties. Normal should be your fundamentals lab; Chaos is the “bring your A-game or lose your bag” setting.
Balance-wise, the biggest note is sorcerers. In earlier tests they could flip fights with explosive burst, which made them kings of third-partying and ambush play. Expect toned-down nukes and a few more sustain tools. Translation: still deadly if you manage cooldowns and spacing, but you can’t rely on erasing players before they close the gap.

Extraction games thrive on risk calculus—Hunt: Showdown’s audio chess, Tarkov’s inventory terror, Dark and Darker’s dungeon scrambles. Most of them avoid tight, reactive melee because netcode and readability issues can ruin the experience. If Mistfall Hunter nails soulslike fundamentals (clear telegraphs, precise hitboxes, punishable greed), extraction suddenly gets a different flavor. Imagine baiting a swing to burn stamina, then punishing with a riposte while worrying a third squad is listening two rooms over. That’s spicy.
The Norse veneer isn’t just wallpaper either. If the kit leans into mythic tools—runes, shields with stance breaks, axes that trade hyper-armor for stamina drain—there’s room for distinctive builds instead of generic “sword guy vs. spell guy.” The trick is information clarity. Soulslike movesets rely on animation tells; in a dark dungeon with multiple enemies and latency, that clarity can collapse fast. I’ll be watching for tight hit-reg, consistent stagger rules, and camera behavior in close quarters—things that either make or break melee PvPvE.

Skystone Games is publishing, and that matters. David Brevik (yes, Diablo’s co-creator) is at the helm there and has lived the always-on grind with Marvel Heroes. That experience is a double-edged axe: on one hand, he understands cadence, balance resets, and seasonal refresh. On the other, live-service asks tough questions. Will there be wipes? Battle passes? Purely cosmetic monetization, or subtle power via stash size and comfort perks? If Mistfall Hunter wants extraction veterans to commit, it needs transparent answers and a calendar players can set their watches by.
The broader trend isn’t forgiving. We’ve seen promising PvPvE projects stumble on cheating, content droughts, or unclear progression. The Cycle: Frontier’s shutdown is a recent cautionary tale; Hunt: Showdown’s longevity is a testament to deep systems and consistent support. Mistfall Hunter doesn’t have to reinvent the service playbook, but it must choose its lane and communicate it early.

Soulslikes are everywhere, but few take risks outside the classic single-player formula. Meanwhile, extraction is maturing beyond “Tarkov but X.” Mistfall Hunter is interesting because it tries to evolve both at once. If it sticks the landing—even a rough one with clear patch cadence—it could become the melee-first alternative to the genre’s usual gun meta. If it stumbles on the basics, it’ll be another cool trailer that couldn’t survive contact with real players.
Mistfall Hunter’s third closed beta hits Tuesday, September 16, with Steam sign-ups due by Monday, September 15. Solo and trio queues plus Normal/Chaos difficulties set the stage; sorcerers get nerfed burst and sturdier tools. The pitch—soulslike combat inside an extraction loop—is bold and genuinely exciting, but it lives or dies on netcode, clarity, and a sane live-service plan.
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