Nodusfall is HoYoverse’s new free-to-play co-op action game revealed at Gamescom 2026 — four-player squads of “Weavers” hunt giant multi-mythology bosses in a weighty, Monster Hunter-meets-Elden Ring style, with no release date or platforms confirmed yet.
HoYoverse pulled the wraps off Nodusfall at Gamescom Opening Night Live, and it’s a hard left turn from the studio’s anime gacha catalog — a dark-fantasy, Unreal Engine 5 co-op game where four players gang up on house-sized monsters. The pitch lands somewhere between Monster Hunter‘s squad hunts and Elden Ring‘s grim, towering bosses. Here’s what the reveal actually showed, from the combat and weapons to the bosses and the business model.
- What Nodusfall is and why Monster Hunter fans are watching
- Nodusfall at a glance
- How combat feels: parries, gauges, and squad hunts
- Weapons, roles, and the four Weavers
- Bosses and creatures shown in the trailer
- Progression and how you’ll pay for it
- Release date, platforms, and following the game
- Frequently Asked Questions
What Nodusfall is and why Monster Hunter fans are watching

Nodusfall — styled NODUS FALL on its title card, under the tagline “Wield Divinity, Sever the Dreadnodus” — is HoYoverse’s first dark-fantasy co-op action game, revealed during Gamescom Opening Night Live on August 25 (with follow-up media coverage across August 25–26, 2026). It runs on Unreal Engine 5, and everything about it is grittier and more grounded than the studio’s usual style.

You play a Weaver, one of a group of beings who move through the world along threads of light. The setup: divine authority has crumbled and order has collapsed, and after a long-past event called the entanglement, myths from different real-world pantheons have been tangled together into one world — Egyptian, Norse, Japanese and Chinese figures all coexisting and clashing at once. That mash-up is the whole reason a Weaver squad has such a wild roster of things to hunt.
The hook for anyone who loves the genre is the shape of it: multiple players teaming up on a single, enormous boss, reading its patterns and exposing weak points rather than mobbing small enemies. It looks like a Monster Hunter hunt wearing an Elden Ring coat.
Nodusfall at a glance
| Detail | What we know |
|---|---|
| Developer | HoYoverse (miHoYo) |
| Revealed | Gamescom Opening Night Live 2026 (Aug 25–26) |
| Genre | Co-op action / monster-hunting |
| Engine | Unreal Engine 5 |
| Party size | 4-player co-op PvE |
| Platforms | TBA — not officially confirmed (some reports point to PC; PS5 not officially listed) |
| Release | TBA |
| Business model | Free-to-play; characters not from random draws |
The short version: is that a lot is still open. The combat, world and cast got real screen time, but the practical stuff — where and when you’ll play it — hasn’t been pinned down. Treat the platform line as the current best read, not a locked-in list.
How combat feels: parries, gauges, and squad hunts
The core loop is a four-player hunt against a towering boss across large, multi-level arenas — the kind of fight where positioning and timing matter more than mashing a combo. Attacks land with real weight: animations wind up with a little burst before they fire, and hits connect with a satisfying dab of hit-stop before the enemy reacts. The demo party list even shows the structure plainly, with four named Weavers (Qiong, Suixi, Weaver, Gramher) all sitting at level 20.
Defense is where the system shows its teeth. Playing the greatsword tank Gramher, you use the chained coffin on his back as a shield to parry incoming attacks — dodging Maldrake’s fire breath, then catching its landing strike on the coffin. Each successful parry adds a notch to a sword gauge in the corner of the UI. The skill bar reads as a guard ability on a diamond-shaped icon that’s usable almost any time, two cooldown skills, and a fourth slot that works like an ultimate you build toward through combat. Nail the coffin parry and a follow-up command summons a giant lightning claw that slashes upward; spend gauge and the sword transforms into a big attack that carries hyper armor, so you power through hits without full damage immunity.
Support and transformations round it out. As the player-made Weaver, a green healing spell tops up the whole party’s health bars, and a separate animation revives downed teammates so a wipe isn’t automatic. The Weaver can also transform into a hulking wolf that swaps in an entirely new kit — its own Q, E and G abilities plus its own ultimate. Suixi’s ultimate is a huge charged arrow of light; Qiong’s is a winged flight form that fires barrages of dark energy. Mobility leans on thread grapples that yank a Weaver toward a target — even onto a boss rider’s back — and mounts can be ridden inside boss arenas, where you might catch two giant beasts fighting each other instead of focusing on you.
The flashiest payoff is the Blade Clash. Parry a specific attack (or parry enough over a fight) and a QTE prompt appears — “Press repeatedly to overpower the enemy” — kicking off a cinematic one-on-one shove-match with the boss that ends in a high-damage execution. One system doing the rounds from the demo, called Elemental Links, has players creating energy nodes on giant elemental enemies to coordinate weak-point damage, but it turns up in only a single demo breakdown and HoYoverse hasn’t detailed it, so hold it loosely.
Weapons, roles, and the four Weavers
| Weaver | Weapon & role |
|---|---|
| Gramher | Greatsword + chained coffin shield; parry tank |
| Suixi | Bow of light; ranged DPS, charged-arrow ultimate |
| Qiong | Dark-element bow; aerial dodges, winged flight ultimate |
| Weaver | Player-created character; healer + wolf transformation |
The demo squad splits into clean roles — a melee tank, ranged damage, and support — and the weapons back that up: greatswords, one-handed swords, and bows, layered with divine and magical abilities. Loadouts and roles aren’t locked to a character either; the design lets you swap them between encounters, so getting comfortable with several weapons and playstyles is part of the point.
Gramher soaks combos on the coffin and answers with weighty greatsword slams. Suixi fires light arrows that can pierce a boss and stagger it mid-attack, holding the ranged line. Qiong — the character with wings made of individual birds — floats and aerial-dodges while loosing dark-element arrows, the shadowy counterpart to Suixi’s light. The Weaver is your own created character and the party’s backbone, healing, reviving, and shifting into that wolf form when the fight turns.
Bosses and creatures shown in the trailer

Two bosses appear on screen with their own health bars and name plates, so these are the ones you can take as fact: Qiongqi, a winged, horned tiger drawn from Chinese myth that fights in a lightning-lit water cavern, and Maldrake, a fire-breathing dragon. Maldrake’s fight also delivers the reveal’s best moment — its rider, the Maldrake Knight, rips the sword from the dragon’s chest to kill his own mount and drops down for a phase-two duel wielding both spear and sword.
Everything else in the trailer is there to sell the multi-mythology premise, and reads as a parade of sightings rather than named fights. There’s a divine figure sailing a night boat with a sun on his back (an Egyptian, Ra-like image), a gold-hoard dragon whose wings fray into shadow, a phoenix-like bird tied to a burning tree amid “ten suns,” a towering lava fire giant in the Norse mold, a nine-tailed kitsune in a groomed forest, and a corpse-clutching dragon with dozens of hands gripping a buried sword — a Nidhogg echo. The trailer closes on the most ancient Chinese dragon of the lot, the Dreadnodus named in the tagline.
Progression and how you’ll pay for it
Key The standout progression idea is that beating a powerful creature doesn’t just hand over generic loot — you seize the defeated enemy’s power, unlocking new weapons and abilities to build your Weaver further. On money, a developer card in the trailer is unusually direct: Nodusfall “will be a free-to-play, long-term game,” and “characters are not obtained through random draws,” with the plan to let players “unlock this core gameplay experience through continued play.” Cosmetic monetization is described as “an important avenue we will be considering.”
That’s a clear pivot away from banner-style gacha for characters — but it isn’t a finished monetization model. HoYoverse hasn’t published unlock costs, currencies or a full shop breakdown, so treat the free-to-play, no-random-draw framing as the current intent, not the final design.
Release date, platforms, and following the game

Here’s the honest status: there’s no release date or window, and platforms aren’t confirmed. Some reports point to PC as a likely target, and the Unreal Engine 5 build points toward PC and current-gen consoles, but none of that is official yet — PS5 in particular hasn’t been officially listed. The trailer itself mixes gameplay with in-engine cinematics and doesn’t represent the final product.
With no launch date locked in, the one move available today is to pre-register on the official Nodusfall site, which is already live — that’s how you’ll catch beta invites and platform news the moment they drop.
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Frequently Asked Questions
Does Nodusfall have PvP or a Team Deathmatch mode?
The reveal is built entirely around co-op PvE — four players versus one big boss. Talk of a Team Deathmatch PvP mode comes from pre-reveal leaks in mid-August 2026 tied to a China beta build (which also mentioned mounts, in-world teleport and team chat). Those come from early test footage, aren’t official, and may not survive to launch, so don’t count on PvP being in the game.
Is Nodusfall an MMO?
It hasn’t been called one. Earlier teasers and job postings gave off MMO-adjacent vibes, but the actual reveal looks co-op focused. What’s shown leans Monster Hunter-style: a shared hub village with a hot spring for relaxing and a rock-creature blacksmith who handles your equipment, plus mount-riding through open valleys past wandering wildlife. Whether that hub scales up into anything MMO-sized is still an open question.
Will Nodusfall come to mobile?
Nothing about a mobile version has been announced. The Unreal Engine 5 build and the deliberately realistic, heavy visuals point toward PC and current-generation consoles rather than a mobile-first release — a notable break from HoYoverse’s usual phone-friendly titles. Since the full platform list is still TBA, treat mobile as unconfirmed either way.
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