Wuchang: Fallen Feathers Interview – Weapon Variety, Environments, and More

Title “Wuchang: Fallen Feathers” is a fresh Action RPG in the vein of Souls series, boasting exciting combat as its focal point. The game is being crafted for PC, PlayStation 5, and Xbox Series X/S, and is set to hit shelves later this year. Through trailers, we’ve already had a glimpse of “Wuchang: Fallen Feathers”. However, the team at Leenzee Games graciously took time out to discuss various aspects of the game with us.

As a gamer, I can’t wait to dive into Wuchang: Fallen Feathers! It seems like an array of weapons is going to be at the heart of this game. How many distinct weapon types will it offer, and how much will they shape my gaming experience?

At present, the game offers a variety of weapon systems totaling 5 types: long spears, double swords, axes, etc., each containing multiple unique weapons. Apart from individual weapons, the game developer “Wuchang” introduced a shared resource system that merges primary and secondary weapons. Each weapon has distinct methods for gathering feathers. These feathers serve dual purposes – they can be used as skill consumables, but also allow players to swiftly change weapons and effortlessly deploy skills. Different weapon skills require varying types of feathers. The maximum amount of feathers a player can hold is 5, and these can be combined to create powerful combos such as 3 + 2, 4 + 1, or 11111. Wuchang motivates players to develop their own unique skill set by offering various combinations for mastery.

In the game “Wuchang: Fallen Feathers,” will there be various conclusions? Could you provide a rough estimate of the number of possible endings and discuss how drastically these conclusions might change depending on a player’s choices during their gaming experience?

In other words, how many diverse outcomes can players expect in this game, and to what extent might these endings differ due to the decisions they make throughout gameplay?

Engaging in the side missions significantly influences the overall narrative. At present, we have over three distinct conclusions, each presenting unique outcomes for the character of Wuchang, highlighting the vastly varied paths his story could take.

In Wuchang: Fallen Feathers, what is your strategy for creating level designs, and to what extent will the stages be open-ended, fostering exploration, as well as providing incentives for discovering additional content and rewarding players accordingly?

In our creation process, we modeled the game layout based on the style of Dark Souls 1. Our aim is to encourage players to focus on distinct landmarks, pathways, and landscapes within the game environment instead of relying solely on a map for navigation. This design choice aims to foster a sense of exploration, as players may discover hidden shortcuts and routes, creating an element of surprise in their journey through the game.

Does Cooperative play play an important role in the Soulslike gaming experience? Is there any multiplayer functionality available in Wuchang: Fallen Feathers?

There is multiplayer features in Wuchang: Fallen Feathers.

How much variation can be seen among different places and settings when considering both the architectural style and the visual appeal?

In this game, the layout of the maps is modeled after Dark Soul 1’s concept. The large maps flow smoothly into each other, so what you see is actually playable terrain. The game invites players to delve into the stories of all characters and traverse the map for rewards. Moreover, every action and decision made by the player influences both the primary plot and its branches, ultimately shaping the ending.

Roughly how long will an average playthrough of the game be?

About 40 ~ 60 hours on average.

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2025-07-23 17:41