mxdwn Interview: Xia Siyuan Discusses the Intricacies of Developing a Soulslike with Wuchang: Fallen Feathers

Your browser does not support HTML5 video.

Back at Summer Games Fest last month, we got to go hands on with Wuchang: Fallen Feathers, the upcoming Soulslike action game and debut from Chinese studio Leenzee Games. We enjoyed our time with it, but were disheartened to learn the developers couldn’t make it to Los Angeles so we could learn about the game from them firsthand. However, thanks to the power of technology and effort from some amazing people, we were able to interview the game’s director and art director as well as Co-founder and CTO of Leenzee Games, Xia Siyuan.

mxdwn: The Soulslike genre has exploded over the past decade. What new ideas did you have for the genre while making Wuchang that will make the game stand out in such a competitive space?

Siyuan: In the beginning, we wanted to draw from the map design philosophy of Dark Souls 1 to create tightly interconnected, semi-open “box garden”-style levels — with a central hub structure and support for forward and reverse traversal through the same areas. This way, different players could experience exploration in their own unique ways.

For combat, we aimed to develop a system that could unify the experience of battling both giant monsters and humanoid enemies — a system that emphasises interaction and tactical back-and-forth, rather than disconnected exchanges of damage. That’s how we arrived at the current combat rhythm and attack mechanics built around the Xūyǔ system.

At the same time, most Soulslikes tend to lean heavily into Western fantasy aesthetics. With WUCHANG: Fallen Feathers, we intentionally broke away from that by adopting a distinctly Eastern fantasy approach to storytelling — something we believe brings a refreshing new flavour to the genre.

mxdwn: Bosses are probably the most iconic part of any Soulslike game as they provide epic moments and a sense of accomplishment when beaten. How do you strike the balance in creating boss fights that are both challenging and fun for players who may attempt the same boss over and over? Does the team have any favorite bosses they’ve created?

Siyuan: We want players with different play habits to find their own paths to overcome the challenges ahead. For example, they might discover armour with specific resistances through exploration to increase survivability, or — as mentioned earlier — unlock a pendant that protects against a boss’s roar, or uncover a combat style tailored to a particular boss.

More than anything, we want players to think creatively and enjoy the process of uncovering solutions. That’s also why we allow free respecs at shrines with no cost — to encourage experimentation and diverse playstyles.

This is one of the core design principles of WUCHANG: Fallen Feathers.

mxdwn: You stated before that level design is the most important feature in a Soulslike game, how intricate are the levels? Will there be that discoverability where players find different routes and loops to areas or is it more linear in its design?

Siyuan: From the very beginning, WUCHANG: Fallen Feathers was designed with the goal of creating moments of surprise and delight for players. We built numerous branching paths and opportunities for sequence breaking, as well as rich vertical spaces that convey the “openness” and fluidity of traditional Chinese architecture.

Through the use of landmark buildings and environmental cues, players can intuitively understand where they are and where they need to go. We want players to actively explore the world, and we hope that each player will discover their own unique path through the game.

mxdwn: The game is absolutely stunning visually. How did you merge fantastical Chinese mythos and real life Shu Dynasty era elements so well?

Siyuan: Our game’s world is built around the concept of a parallel universe — one that diverged from our real history due to a small change during the time of Duyu.

Based on that divergence, we developed a full historical and narrative timeline spanning from the Duyu era to the Ming Dynasty, aiming to make this world feel coherent and believable.

mxdwn: What have you taken most from the reaction from both international media as well as Chinese media who have gotten to play the game so far?

Siyuan: Most of the feedback we’ve received has focused on gameplay and storytelling. As a newly established studio, some of that feedback has helped us identify real issues that we’re now working to resolve, while other comments have offered valuable new perspectives.

In the long run, all of this is incredibly beneficial for the growth of our team.

mxdwn: We’re seeing a lot of big actions games coming from China nowadays! Black Myth Wukong took the world by storm last year, and everyone is excited for Phantom Blade Zero on the horizon. How does it feel to stand next to those games as a pillar in the Chinese action game scene?

Siyuan: I think our team is very fortunate to be creating something at a time when players are genuinely excited and supportive. As game developers, there’s no greater joy than seeing your work embraced by the community.

At the same time, we hope to do our part to contribute to the growth of China’s domestic game development scene — to help pave the way for future creators so their journey might be a little easier. And as players ourselves, we look forward to seeing even more exciting and creative games emerge.

mxdwn: What are you excited for most when Wuchang is in everyone’s next month?

Siyuan: We’re most excited to see players discover strategies and builds that even we didn’t anticipate.

Wuchang: Fallen Feathers releases on PC, PlayStation 5, and Xbox Series S|X next week on July 24, 2025.

Zachary Dalton: I have a major passion for video games, the stories they tell, and writing about them. Avid believer that video games present the best storytelling opportunities out of any media, and that needs to be conveyed. Former competitive Pokemon player. Attended university to study game development. Wouldn't be who I am today without games.
Related Post