Miyazaki Hints At New FromSoftware Games As Switch 2 Bond Deepens Gaming Zone

Miyazaki Hints At New FromSoftware Games As Switch 2 Bond Deepens

I have spent more hours than I would like to admit chasing save files across three Dark Souls games, two Bloodborne playthroughs, and a Tarnished build in Elden Ring that I never quite finished. So when I saw Hidetaka Miyazaki’s name trending again this week, I closed the tab I was working in and read every interview I could find. What I found was not a rumor mill. It was a studio head choosing his words with care while a corporate fight played out around him. Here is what is actually happening, what it means for Nintendo Switch 2 owners, and a full controller mapping guide at the end for anyone planning to play these games on PC or Xbox hardware too.

Why FromSoftware Keeps Showing Up On Nintendo News

Nintendo and FromSoftware have not historically been close partners. For most of the studio’s life, its biggest releases launched on Sony and Microsoft hardware first, sometimes years before a Nintendo version showed up, if one ever did. That pattern has clearly broken. Nintendo is now publishing The Duskbloods, a brand new title built specifically around the Switch 2’s hardware, and Elden Ring is finally making its way to Nintendo’s console as well. For longtime Nintendo owners, this is the first time they can play a mainline FromSoftware action RPG without buying a second console.

The official release, confirmed by Bandai Namco’s own announcement, sets the launch date for Elden Ring Tarnished Edition at August 28, 2026. That date matters because it gives Switch 2 owners a firm timeline instead of another vague “later this year” promise. The edition bundles the base game with the Shadow of the Erdtree expansion, plus two new starting classes and extra Torrent customization that other platforms will only get through a separate paid DLC pack called the Tarnished Pack.

I want to flag something here that a lot of coverage glosses over. This was originally meant to launch in 2025. FromSoftware delayed it after rough performance during Gamescom hands on sessions, and from what I have read about the March 2026 preview builds, the extra year of polish seems to have paid off. If you remember how choppy some early Switch 2 third party ports looked, that delay was probably the right call.

The Duskbloods: Nintendo’s New FromSoftware Exclusive

The Duskbloods is the title generating the most online debate, and for good reason. It is not a remaster or a port. It is a ground up multiplayer project built specifically for Switch 2, and FromSoftware itself holds the publishing rights to it rather than handing that job to a third party publisher like Bandai Namco. That detail is small on paper but big in practice, since it suggests the studio was already moving toward more self publishing control even before recent corporate disputes started making headlines.

According to an interview Miyazaki gave to Nintendo directly, the game began life as something much smaller. He described an early meeting with Nintendo where the team presented “a rough outline” for the project, something closer to a loose collection of ideas than a real pitch deck. Nintendo apparently liked the concept enough to help shape it into a real production, and the project shifted from a Switch title into a Switch 2 exclusive once the new hardware became available. That origin story tells you something important: this was not a contractual obligation forced on FromSoftware. Nintendo courted this idea early and helped it grow.

Mechanically, The Duskbloods is described as a PvPvE title with eight players competing against each other and against dangerous enemies at the same time, all built around an event called the Twilight of Humanity. Miyazaki has been careful to say this multiplayer focus does not mean FromSoftware is walking away from single player design. He has called the PvPvE structure “very interesting” because it lets the team reuse its deep experience designing tough enemy encounters while building something structurally different from Dark Souls or Elden Ring.

One small detail I found charming: the hub area features a keeper character similar to the fire keepers from Dark Souls, except this one is described by Miyazaki as “something cute for a change,” despite actually being an elderly gentleman. After years of grim, melancholic NPCs, a Nintendo flavored detour into something lighter feels like the studio having a bit of fun with its new partnership.

What Miyazaki Actually Said During The Shareholder Controversy

This is where the story gets more interesting than a typical “new game teased” headline. FromSoftware’s parent company, Kadokawa, has been dealing with real investor pressure. A shareholder group called Oasis Management has been pushing for changes ahead of a shareholder vote, reportedly wanting more sequels out of FromSoftware, a push toward self publishing, and even a change in Kadokawa’s leadership. Reports describe this as a fight over the company’s medium term direction, and Kadokawa’s own news release confirmed it opposed certain shareholder proposals tied to that plan.

Miyazaki addressed this directly, and his comments are the real source of the recent wave of speculation. He said he was aware of what had been reported about the investor situation, but added he was not in a position to know the deeper details since many parties beyond FromSoftware are involved. He also said something that stuck with me: he is “satisfied” with the studio’s current development environment, one that has already produced Armored Core 6 and Elden Ring Nightreign after Elden Ring, both of which performed well. His core point was that preserving the freedom to “freely” make the games FromSoftware wants to make is what matters most to him, more than chasing more sequels for the sake of investor comfort.

Then came the line everyone is talking about. Speaking to the people who actually play these games, Miyazaki said players should look forward to both the titles that have already been announced and the ones that have not been revealed yet. That is a deliberately open ended statement, and it is the entire reason Bloodborne speculation flared up again this week. There is no official confirmation of a new Bloodborne project. None. But Miyazaki did not rule it out either, and in a fanbase that has waited a decade for any sign of life from that universe, an unconfirmed maybe is enough to set forums on fire.

He was equally careful about Elden Ring 2. He has previously said a direct sequel is not something currently being considered, but he stopped short of closing that door permanently. Given that the original Elden Ring has sold more than 30 million copies and pulled in over 400 Game of the Year nominations, it would be strange if the idea never resurfaces in some form down the line.

Miyazaki Hints At New FromSoftware Games As Switch 2 Bond Deepens

Summer Game Fest Disappointment And What Comes Next

A lot of fans expected major FromSoftware news during this year’s Summer Game Fest. That did not happen. The studio stuck to talking about its already announced lineup, namely The Duskbloods and Elden Ring Tarnished Edition, rather than dropping any surprise reveals. I understand the disappointment, especially with Miyazaki’s comments fresh in everyone’s mind, but I do not think this means anything is wrong behind the scenes. FromSoftware has historically preferred to reveal new projects on its own schedule rather than bowing to event hype cycles. There is still plenty of 2026 left, and the studio has a track record of dropping reveals at Game Awards or through its own dedicated showcases rather than at every single industry event.

The Expanding FromSoftware Team Behind The Scenes

One thing that does not get enough attention is how much FromSoftware’s internal structure has changed. Miyazaki is still deeply involved in directing The Duskbloods, but the studio has grown considerably in staff and development capacity over the past several years. That expansion has let Miyazaki step back from being the sole creative voice on every release.

Elden Ring Nightreign is the clearest example. That game was led by directors who effectively grew up inside the studio under Miyazaki’s mentorship, rather than Miyazaki himself. It introduced a roguelite structure with cooperative boss encounters, something genuinely different from the studio’s usual format, and it generated skepticism before launch that mostly turned into approval once people actually played it. That track record matters because it shows FromSoftware can hand the wheel to newer voices while still keeping the design philosophy that made it successful in the first place. If a future Bloodborne style project or an entirely new IP does surface, there is a reasonable chance it will not be a solo Miyazaki production, and that is not necessarily a bad thing.

What Switch 2 Owners Actually Want: The Missing Dark Souls Games

Here is the gap in the current lineup that fans keep bringing up. Right now, Switch 2 owners are getting Elden Ring and The Duskbloods. Dark Souls II and Dark Souls III are nowhere on the announced schedule. If both of those eventually land on Switch 2, the entire numbered Dark Souls trilogy plus Elden Ring would be playable on a single piece of Nintendo hardware for the first time ever, alongside whatever The Duskbloods becomes. That would be a genuinely massive value proposition for anyone who has never owned a PlayStation or Xbox.

There is also chatter about Dark Souls Remastered receiving technical updates if it ever gets bundled into a Switch 2 collection, partly because the original Nintendo Switch version had real performance issues that frustrated a lot of players, myself included. I remember frame drops in Blighttown that made an already brutal level feel almost unfair. A Switch 2 pass at that game, with the extra horsepower the new hardware provides, would be a meaningful upgrade rather than a simple resolution bump.

My Honest Take After Following This Story Closely

I think people are reading slightly too much into a fairly standard corporate reassurance message. Miyazaki’s comments read, to me, like a studio head trying to calm an anxious fanbase and an anxious set of investors at the same time, without giving either side anything concrete to hold onto. That said, the timing is not nothing. A shareholder vote pushing for more sequels and a faster release cadence landing in the same news cycle as “look forward to unannounced titles” is the kind of coincidence that breeds speculation, fair or not.

What I am personally watching for is not a new Bloodborne announcement. I think that is the least likely outcome despite being the loudest one online. I am watching whether FromSoftware leans further into self publishing, since The Duskbloods already shows that direction in motion, and whether the studio’s growing internal teams start releasing smaller scoped projects more frequently rather than one giant flagship release every few years. That shift, more than any single game reveal, is the actual story here.

FromSoftware Switch 2 Lineup Quick Reference

GameStatusPlatformRelease Window
Elden Ring Tarnished EditionConfirmed, datedNintendo Switch 2August 28, 2026
The DuskbloodsConfirmed, exclusiveNintendo Switch 22026, closed network test in summer
Dark Souls II / IIIRumored, unconfirmedSpeculativeUnknown
New Bloodborne projectFan speculation onlyUnknownNo official word
Elden Ring 2Not currently in development per MiyazakiUnknownNot ruled out long term

Full Controller Button Layout Guide For PC And Xbox

Since a lot of readers play FromSoftware titles across multiple devices, here is a full breakdown of how the standard control scheme maps across PC and Xbox controllers. This is based on the default mapping used in most FromSoftware games like Elden Ring, Dark Souls III, and Sekiro, since their control philosophy carries over closely from one title to the next. The Duskbloods may introduce its own tweaks once full mapping details are public, but this default layout is the one most players will start from.

Xbox Controller Layout

Xbox ButtonDefault ActionNotes
AInteract / Confirm / Jump (context dependent)Used for picking up items, talking to NPCs, opening doors
BCancel / Back / Crouch (held)Backs out of menus, used for stealth crouching in some titles
XLight attack with right hand weaponYour bread and butter attack input
YUse item / Quick item slotDrinks Estus Flask or Crimson Tears in Elden Ring
Left Bumper (LB)Light attack with left hand weapon / GuardSwitches based on what you have equipped in your off hand
Right Bumper (RB)Heavy attack with right hand weaponCharged or strong attack input
Left Trigger (LT)Block / Parry (with shield) / Skill activationHolding it raises your guard, tapping with certain weapons parries
Right Trigger (RT)Heavy attack with left hand weaponUsed for two handed heavy swings when dual wielding
Left StickMovementClick for sprint toggle in some titles
Right StickCamera controlClick to lock onto enemies
D-Pad UpSwitch itemCycles through your consumable items
D-Pad DownSwitch spell or skillCycles through equipped sorceries or incantations
D-Pad LeftSwitch left hand weapon or shieldRotates through equipped left hand gear
D-Pad RightSwitch right hand weaponRotates through equipped right hand gear
View Button (Back)Open mapSome titles map this to the status screen instead
Menu Button (Start)Open main menuInventory, equipment, and settings access

PC Keyboard And Mouse Layout

KeyDefault ActionNotes
W A S DMovementStandard directional movement keys
Mouse Left ClickLight attack with right hand weaponEquivalent to Xbox X button
Mouse Right ClickBlock / GuardHold to raise shield or guard stance
Space BarJump / Dodge / RollContext sensitive depending on movement state
Shift (Left)SprintHold while moving to run
EInteractPicking up items, opening chests, talking to NPCs
RUse itemQuick consumable slot, often the healing item
QSwitch left hand itemCycles equipped off hand gear
FSwitch right hand itemCycles equipped main hand gear
TabOpen inventory or menuVaries slightly by title
EscPause / System menuOpens settings and save options
1, 2, 3, 4Quick item or spell selectionSome games allow direct number key binding for items
Ctrl (Left)CrouchUsed for stealth approaches in some titles

How To Remap Buttons On Switch 2 For FromSoftware Titles

If you are playing on Switch 2 with the Pro Controller 2 or the Joy Con 2 Charging Grip, you actually have an advantage that PC and Xbox players do not get for free: dedicated programmable back buttons called GL and GR. These sit on the underside of the controller grips and can be mapped to literally any input you want. For a game like Elden Ring, where dodging, blocking, and item use all compete for thumb space, this is genuinely useful. The Switch 2 Pro Controller is the first official Nintendo peripheral to ever ship with back buttons built in, so this is a brand new option even for longtime Nintendo players.

To set it up, hold the HOME button during gameplay to open Quick Settings, then select either the GL or GR prompt. Use your D-pad or stick to scroll down to the button mapping option, then press whichever button you want duplicated onto that back button. A common setup among players I have seen discussing this is mapping the dodge or roll input to GL, since it lets you dodge without lifting your thumb off the right stick for camera control, which can be the difference between dodging a boss attack cleanly and eating a hit because your thumb was repositioning.

One detail worth knowing: the Switch 2 remembers your GL and GR mapping on a per game basis, so your Elden Ring layout will not carry over into Splatoon 3 or Mario Kart World unless you set up each one separately. You can also access this through System Settings, then Accessibility, then selecting your controller and choosing Edit Controller Mapping, if you would rather configure it outside of an active game session. This information comes directly from Nintendo’s own support documentation on button mapping.

Suggested GL And GR Mappings For Different FromSoftware Playstyles

Since the GL and GR buttons can hold any input, the right choice really depends on what kind of build or playstyle you run. Here are a few setups worth trying, based on common combat approaches across Elden Ring and similar titles.

PlaystyleSuggested GL MappingSuggested GR MappingWhy It Helps
Melee dodge and roll buildDodge / Roll (Space equivalent)Use item / HealKeeps thumb on right stick for camera tracking during boss fights
Caster build with spellsSwitch spellUse itemLets you cycle spells mid combat without releasing the right stick
Shield and parry buildGuard / BlockParry timing inputFrees up the left trigger finger for other actions during tight exchanges
Dual wielding buildSwitch right hand weaponSwitch left hand weaponFaster weapon swaps without taking your thumb off face buttons
Accessibility focused setupJump / InteractSprint toggleReduces hand strain for players who find trigger holds uncomfortable over long sessions

I personally run the melee dodge setup whenever I play Elden Ring, and it genuinely changed how consistently I dodge late game boss attacks. Before mapping dodge to GL, I would occasionally fumble the right stick while trying to reposition the camera and dodge at the same time during fast multi hit combos. Having dodge always available under my middle finger removed that entire failure point.

Comfort And Accessibility Considerations For Long Sessions

FromSoftware games are notorious for long boss fight sessions, sometimes thirty minutes or more on a single attempt if you count repeated deaths and retries. That kind of repeated input strain adds up, and it is worth thinking about controller ergonomics beyond just button mapping. The Xbox controller’s larger grip size tends to suit players with bigger hands better over long sessions, while the Switch 2 Pro Controller’s slightly more compact shape can feel cramped during marathon sessions for some players, though this varies a lot person to person.

If you find your hands cramping during extended boss attempts, rotating which finger handles which trigger periodically, taking short breaks every thirty minutes, and using the GL and GR back buttons specifically to reduce strain on your primary trigger fingers are all practical adjustments worth trying. None of this is officially documented advice, just something I picked up after one too many late night Malenia attempts left my hands sore the next day.

Practical Tips For New Players Jumping In On Switch 2

If Elden Ring Tarnished Edition is going to be your first FromSoftware game, a few things will help more than any boss specific guide ever could. First, do not skip the tutorial cave near the start. It teaches the dodge timing window that the entire combat system is built around, and that timing barely changes from boss to boss. Second, use Spirit Ashes early and without guilt. They exist specifically to make the early and mid game more approachable, and using them is not cheating, it is using a mechanic the developers built on purpose.

Third, and this is something I wish someone told me before my first Dark Souls playthrough years ago, exploration is never wasted time in these games. If an area feels too hard, you are usually meant to leave and come back later once you have leveled up or found better gear elsewhere. The open structure of Elden Ring especially rewards wandering instead of pushing through a wall repeatedly.

Fourth, pay attention to status effects and resistances on enemies before committing to a single weapon type for an entire run. A character built purely around physical damage will hit a wall against certain late game bosses that resist standard damage types, and FromSoftware games generally expect you to adapt rather than brute force everything with one approach. Carrying a backup weapon with a different damage type, like fire or magic, has saved more of my attempts than I would like to admit.

Fifth, do not underestimate the value of summon signs and online co op if you are stuck on a particular boss for an extended period. There is a persistent myth in some corners of the community that using co op makes the achievement of beating a boss less meaningful. I disagree entirely. The goal is to experience the game and have fun, and there is no rule anywhere in FromSoftware’s design that says solo completion is the only valid way to play.

PC Performance And Graphics Settings Worth Knowing

For anyone planning to play on PC rather than Switch 2, a few graphics settings consistently make the biggest difference in FromSoftware titles without requiring top tier hardware. Shadow quality and ray tracing settings tend to be the heaviest performance cost relative to visual benefit, so lowering those first when chasing a stable frame rate usually preserves the most visual fidelity per frame rate gained. Texture quality, by contrast, has a relatively low performance cost on most modern systems as long as you have sufficient video memory, so it is usually one of the last settings worth lowering.

Frame rate stability matters more than raw frame rate ceiling in these games specifically, because of how tightly combat timing is tuned around consistent animation playback. A locked 60 frames per second with occasional dips will often feel worse to play than a genuinely stable 45 or 50, simply because the inconsistency throws off your internal sense of timing during dodges and parries. If your hardware cannot comfortably sustain 60 frames per second in demanding areas, locking the frame rate to a stable lower number through in game settings or external tools is usually the better experience over letting it fluctuate freely.

Comparing The Switch 2 Pro Controller To Xbox And PlayStation Options

Since a lot of players will be deciding which controller to actually use for these games, even on PC where multiple options work fine, it helps to compare the major options side by side rather than just listing specs in isolation.

FeatureSwitch 2 Pro ControllerXbox Wireless ControllerPlayStation DualSense
Programmable back buttonsYes, GL and GR built inNo, requires Elite model or third party add onNo, requires Edge model
Native PC supportLimited, often needs third party softwareFull native supportFull native support on most modern titles
Trigger feedbackStandard digital triggersStandard digital triggersAdaptive triggers with resistance feedback
Battery typeBuilt in rechargeableRemovable batteries or rechargeable packBuilt in rechargeable
Best suited forSwitch 2 exclusive titles and portable playPC and Xbox cross play, larger handsPS5 exclusives and immersive feedback features

If you are exclusively playing on Switch 2, the Pro Controller 2 is obviously the natural choice given the GL and GR functionality described earlier. If you are on PC and already own an Xbox controller from previous use, there is little reason to buy something new specifically for FromSoftware titles, since the default mapping and triggers work perfectly well for this style of combat.

Frequently Asked Questions

Is The Duskbloods only playable on Nintendo Switch 2?
Yes, based on everything FromSoftware and Nintendo have confirmed so far, The Duskbloods is being developed and published as a Switch 2 exclusive title with no announced plans for other platforms.

Will Elden Ring Tarnished Edition include all the same content as the PC and console versions?
It includes the base game and the Shadow of the Erdtree expansion. The Tarnished Edition also adds exclusive starting classes and Torrent customization options not originally available elsewhere, though that specific bonus content will be sold separately as paid DLC on PC, PlayStation, and Xbox.

Has FromSoftware confirmed a new Bloodborne game?
No. There is no official announcement. The speculation comes entirely from Miyazaki’s open ended comment about unannounced titles, not from any direct statement about Bloodborne specifically.

Can I use an Xbox controller on PC for these games?
Yes, Xbox controllers work natively with FromSoftware’s PC releases through standard controller support, and the button layout described above applies directly.

Why was Elden Ring Tarnished Edition delayed?
FromSoftware cited the need for performance adjustments after early hands on builds at Gamescom showed unstable frame rates. The studio took the extra time rather than shipping a rough port.

A Closer Look At The Kadokawa Shareholder Dispute And Why It Matters To Players

Most gaming articles mention the Kadokawa shareholder fight in a single sentence and move on. I think that does readers a disservice, because the outcome of that vote could quietly shape how FromSoftware operates for years. Kadokawa is the parent company that owns FromSoftware, and Oasis Management, an activist investment firm, has been pushing for structural changes ahead of a shareholder vote. You can read Kadokawa’s own position on the official Kadokawa corporate site, which confirmed the company opposed certain shareholder proposals tied to its medium term management plan. Reports describe Oasis wanting Kadokawa to replace its current CEO, lean harder into self publishing rather than relying on partners like Bandai Namco, and push FromSoftware toward producing more sequels to its proven hits rather than spending years on experimental new IP.

From a pure business standpoint, I understand the investor logic. Elden Ring sold roughly 30 million copies and earned hundreds of Game of the Year nominations. A direct sequel, in theory, carries far less financial risk than funding a brand new concept like The Duskbloods. But Miyazaki’s public response suggests he sees it differently. He emphasized that the studio’s freedom to make the games it actually wants to make, rather than the games that are safest on a balance sheet, is what produced “valuable” games in the first place. That phrase, valuable games, is one he has repeated across multiple interviews, and it reads like a quiet pushback against the idea that more sequels automatically means more value.

It is worth remembering that Kadokawa’s own statement opposed the shareholder proposals tied to this dispute, which suggests company leadership is, at least publicly, aligned with Miyazaki’s position rather than the activist investor’s. Whether that holds after the vote concludes is something only time will answer. For players, the practical takeaway is this: if Oasis wins more influence over Kadokawa’s direction, future FromSoftware announcements might lean more heavily toward familiar franchises and faster release schedules. If the current leadership holds its ground, expect the studio to keep mixing experimental side projects like Nightreign and The Duskbloods alongside its bigger mainline releases.

Understanding The FromSoftware Game Universe And How The Franchises Connect

For readers who landed here searching for something specific, like Dark Souls remastered Switch performance, Bloodborne sequel rumors, or Elden Ring Switch 2 graphics settings, it helps to understand how all of these franchises connect under one development studio. FromSoftware built its reputation on what fans now call the soulslike genre, a term that has grown to describe an entire category of action RPGs built around deliberate combat, environmental storytelling, and difficulty that rewards patience over reflexes alone. Demon’s Souls came first, followed by the three Dark Souls entries, then Bloodborne, then Sekiro Shadows Die Twice, and eventually Elden Ring, which took the soulslike formula and placed it inside a fully open world for the first time.

Each of those games shares overlapping design DNA but distinct identities. Dark Souls leans into grim medieval fantasy and interconnected world design where every area loops back into another. Bloodborne trades swords for trick weapons and gothic horror, with a faster, more aggressive combat rhythm than Dark Souls ever attempted. Sekiro abandons character builds entirely in favor of a single defined protagonist and a posture based combat system built around parrying rather than dodging. Elden Ring merges the open world genre with soulslike combat, giving players horseback travel, a sprawling map, and far more build variety than any prior FromSoftware title.

Understanding these distinctions matters because it explains why fans are so specific about what they want next. A new Bloodborne sequel would likely bring back trick weapons and a faster vertical combat style, not the slower, heavier feel of Dark Souls. A Dark Souls II or Dark Souls III Switch 2 port would bring back classic linear or semi linear level design rather than Elden Ring’s open world sprawl. None of these are interchangeable wishes, even though casual coverage sometimes treats them that way.

Dark Souls Remastered On Switch: What Actually Went Wrong

I mentioned earlier that the original Nintendo Switch version of Dark Souls Remastered had real performance problems, and I want to go deeper on that because it directly explains why fans are asking for a Switch 2 specific fix rather than just a simple re release. The original Switch hardware struggled to maintain a stable frame rate in areas with dense environmental detail or multiple enemies on screen at once. Blighttown, an infamous swamp area already considered one of the more frustrating zones in the entire series due to its vertical layout and toxic terrain, became noticeably worse on Switch because frame drops made precise platforming and combat timing harder to read.

This is not a small technical footnote. Dark Souls combat depends heavily on consistent input timing. When frame rate dips during a roll or an attack animation, the game’s hitboxes and animation timing can feel inconsistent even though the underlying code has not changed. Players who learned the game on PC or PS4 sometimes found the Switch version genuinely harder, not because of design, but because of hardware limitations translating into timing inconsistency. A Switch 2 version, running on substantially stronger hardware, would likely resolve this entirely, and that is exactly why so many longtime fans are hoping FromSoftware revisits it rather than leaving the existing Switch port as the only Nintendo option.

Elden Ring Nightreign: The Experiment That Changed FromSoftware’s Release Strategy

I think Elden Ring Nightreign deserves more credit than it usually gets in conversations about FromSoftware’s future direction, because it was the first real public signal that the studio was willing to delegate creative leadership to a newer generation of directors. Nightreign restructured Elden Ring’s world into a roguelite format, with runs that reset, cooperative play built around three person teams, and boss encounters specifically tuned for group play rather than solo exploration.

When it was first announced, a lot of longtime fans were skeptical, myself included if I am being honest. Soulslike games had always felt like deeply personal, solitary experiences to me, even when co op summoning existed as an option. Turning that formula into a structured multiplayer loop felt risky. But after release, the reception shifted toward approval, largely because the core combat still felt like FromSoftware combat, just wrapped in a different structural shell. That distinction matters a lot. The studio did not water down its combat identity to fit a trendier genre. It kept what worked and rebuilt the surrounding structure around it.

This matters for The Duskbloods specifically, because it sets a precedent. If Nightreign proved FromSoftware can successfully experiment with format while preserving combat feel, that gives reasonable confidence that The Duskbloods, despite its multiplayer PvPvE focus, will still feel recognizably like a FromSoftware game once players get their hands on it during the closed network test this summer.

The Duskbloods Closed Network Test: What To Expect

FromSoftware has confirmed a closed network test for The Duskbloods scheduled for this summer, ahead of the full 2026 release. Closed network tests like this typically serve a specific purpose beyond marketing buzz. They let the development team stress test server infrastructure under real player load, something that matters enormously for a PvPvE title built around eight player matches. Server stability issues in early access tests for other multiplayer action games have historically led to launch delays, so this test window is worth watching closely if you are planning to pick up a Switch 2 specifically for this game.

If you want a chance at getting into that test, the usual process for FromSoftware and Nintendo network tests involves signing up through an official registration page once one goes live, typically tied to your Nintendo Account. Spots are usually limited and selected somewhat randomly rather than first come first served, so signing up early does not guarantee access, but it does not hurt your odds either.

Sekiro, Armored Core, And The Franchises Fans Sometimes Forget

Conversations about FromSoftware’s future tend to orbit around Dark Souls, Bloodborne, and Elden Ring, but the studio’s catalog is broader than that, and it is worth building out a fuller picture for anyone newer to the studio’s history. Sekiro Shadows Die Twice, released in 2019, is arguably the studio’s most mechanically distinct title. It dropped character builds, multiple weapons, and online co op entirely in favor of a single defined ninja protagonist and a posture system that rewards aggressive parrying over cautious dodging. It won Game of the Year at The Game Awards the year it released, and it remains a frequently requested franchise for a sequel, even though Miyazaki has not addressed Sekiro specifically in his recent comments.

Armored Core 6 Fires of Rubicon, released in 2023, marked FromSoftware’s return to its mecha combat roots after a long gap in that franchise. Miyazaki specifically referenced Armored Core 6 as one of the successful releases that came out of the studio’s current development environment, the same environment he is defending against investor pressure to change. That detail is easy to miss, but it tells you the studio considers Armored Core part of its core identity, not a side project, even though it gets far less mainstream attention than the soulslike titles.

For Switch 2 owners specifically, neither Sekiro nor any Armored Core title has been announced for the platform as of this writing. Given how technically demanding Armored Core 6 is with its fast mech combat and particle heavy effects, a Switch 2 port would require real optimization work, similar to what Elden Ring needed before its delay.

How The Switch 2’s Hardware Changes What FromSoftware Can Build

It is worth explaining, in plain terms, why the jump from the original Switch to Switch 2 matters so much for a developer like FromSoftware specifically. The original Switch used hardware that was already a generation behind PS4 and Xbox One when it launched in 2017, and that gap only widened as years passed. FromSoftware games are built around dense, detailed environments, dynamic lighting, and large numbers of simultaneously rendered enemies during boss fights, all of which strain weaker hardware significantly.

Switch 2 closes a meaningful portion of that performance gap. It is not equivalent to a PS5 or Series X, but it represents enough of a jump that previously impossible ports, like Elden Ring’s full open world with Shadow of the Erdtree included, become realistic without gutting visual fidelity to an unplayable degree. This is also likely a major reason The Duskbloods shifted from being a smaller Switch project into a full Switch 2 exclusive partway through development, since Miyazaki himself described the original concept as something built by a small team for the older hardware before Nintendo’s involvement helped scale it up.

Building A Topic Cluster Around Specific FromSoftware Franchises Instead Of Chasing Every Trend

If you are researching FromSoftware news regularly, I would recommend organizing what you follow around specific franchise clusters rather than trying to track every rumor as it appears. Dark Souls related searches tend to cluster around remastered performance, Switch 2 port speculation, and build guides for returning players. Bloodborne related searches cluster almost entirely around sequel speculation and PC port requests, since the original game has never received an official PC release despite years of fan requests. Elden Ring related searches cluster around Tarnished Edition release details, DLC content, and build optimization. The Duskbloods cluster is newer and currently dominated by closed network test information and PvPvE mechanic questions.

Approaching FromSoftware coverage this way, franchise by franchise rather than headline by headline, tends to surface more durable, evergreen information rather than short lived speculation that ages poorly within a few weeks. It is also simply a more useful way to think about the studio if you are a long term fan rather than someone chasing every single news cycle.

Closing Note

The relationship between Nintendo and FromSoftware has gone from nonexistent to genuinely significant in a short span of time, and the timing of Miyazaki’s comments just happened to collide with a separate corporate dispute that made everything sound more dramatic than it probably is. Strip away the shareholder noise and what is left is simple: Elden Ring is finally coming to Switch 2 with a firm date, The Duskbloods is a real experiment in new territory for the studio, and Miyazaki is telling fans, in his usual careful way, that there is more coming after that. Whether any of it ends up being Dark Souls II, Dark Souls III, or something entirely new, Switch 2 owners now have a real reason to keep an eye on FromSoftware’s next moves instead of watching from the sidelines.

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