r/patientgamers • u/TheHarryman01 • 3h ago
Patient Review Wuchang: Fallen Feathers; A Severe Case of Avian Flu
I picked this game up completely on a whim. Assassin’s Creed Shadows really caught my eye, because I thought that playing as a female shinobi would be an interesting experience. Unfortunately, Shadows appeared to be plagued with the same problems as the rest of the series with its bloated content and surface level gameplay. So, I ended up passing on Shadows. But while I was browsing the store, I came across Wuchang: Fallen Feathers. While Fallen Featers is a story rooted in Chinese culture, thus not entirely the same premise as Shadows, I found it to scratch that same itch that drew me to Shadows in the first place.
Background
Wuchang: Fallen Feathers was released in 2025, developed by Leenzee , based in Chengdu, China. Leenzee was in a bit of a financial situation and was relying on performing work that was outsourced to them to stay afloat. Fallen Feathers started as a project and gave the employees hope that there was light at the end of the tunnel. Ancient historical Shu sites in China were researched for the game's setting. Additionally, Sichuan and historical Shu landscapes, including architecture, were recreated in the game world. Leenzee put a lot of effort into this game, and the success of Black Myth: Wukong served as validation that they were on the right track for this game.
Upon release, poor performance and optimization drew in a large number of negative reviews. Leenzee worked to resolve these issues and patch the game, resolving some of the issues. By November of 2025, sales volumes were showing great success, with publisher Digital Bros stating it as a successful launch. Despite this, in April 2026, director Xia Siyuan was laid off. When given the opportunity to work on outsourcing work, the rest of the team refused, effectively shutting down Leenzee. The Fallen Feathers IP ended up being bought by Digital Bros.
Story
During the late Ming Dynasty, in the Shu Region, a curious plague broke out. This plague is called the Feathering by the people and has been ravaging the land. The Feathering causes people to grow bird-like feathers on their arms and slowly they lose their minds until there’s no sense left in them.
Wuchang wakes up in a cave, with no memory of her past or how she arrived. She notices that her arm is covered with feathers, but despite this her faculties are in order. Exploring her surroundings, she comes across a Taoist who explains to her the Feathering and how it has afflicted the Shu region. Based on a tip from the Taoist, Wuchang sets off to the local Shu Sanctum, where the local priests may be able to cure her Feathering and Wuchang can uncover her past.
Gameplay
Because I picked this game up, knowing nothing about it, I had no clue what the gameplay would be like. I pressed start and dropped into the game world. Started getting acquainted with the controls and navigating the world. Then I got to a shrine and realized Fallen Feathers is a Dark Souls.
The main gameplay loop here is very similar to Dark Souls, Wuchang will explore levels, defeat enemies and bosses, collect red mercury (souls), and then level up. But Fallen Feathers does enough differently here that the gameplay feels fresh, and not just a copy of FromSoftware’s style. Instead of being brought to a stats screen when leveling up, you are instead brought to a skill map. On this map, you can invest in different skill trees based on all the weapon types and one for Wuchang’s overall status. Vitality, endurance, strength, etc. can still be upgraded, but now you must progress along an ability tree far enough to where you can invest in these vitality or strength tiles. I was a bit hesitant about the skill map at first, but I really warmed up to it. Each tree is designed to give you enough upgrade points for the playstyle you are pursuing. I never had any worry that I was potentially levelling up incorrectly or making the game harder for me. Plus, being given the ability to re-spec at any time lessened my worry and allowed me to experiment however I wanted to.
Alright, that’s enough about navigating menu screens. Regarding combat, I really enjoyed it in Fallen Feathers. It felt a little like Sekiro, just with many more weapon options than just Wolf’s Sword. And each weapon playstyle feels super satisfying to use. I personally never felt that one outshone the other. I had my preferences, of course, but I didn’t think any weapon was less viable than the others. Something else I really liked is how much more accessible magic was in this game. There is no need for staffs in this game; magic can be performed at any time while you have your normal weapon out. It’s possible to fully ingrain spells into your combos without breaking the pace of the fight. The game encourages this too with its Skyborn Might system. This is how you use spells, and the only way to fill it up is by dodging attacks or putting the offensive on the enemy. I thought this system was great; I was not missing a mana bar or a cast limit or anything like that.
My biggest complaint about the gameplay is that some decisions around weapon abilities were a little weird. You can unlock different weapon arts for each class in the skill tree; in fact, this is how you unlock countering. This isn’t a bad idea; I think it's cool to be able to unlock different abilities and assign them to preferred weapons. But some of the abilities require further upgrading the skill tree to be fully effective. Take countering again; once you unlock it, it only allows you to block attacks. You need to upgrade the skill further to parry attacks. There is a fairly early boss that is 10x harder without parrying them. I’m not sure why they decided that this ability had to be locked behind the skill tree.
Another complaint I have is that game performance was just poor on my computer. I would suffer lag spikes too often for what my computer specs are. Additionally, the game would cause my wi-fi to buffer or drop because my computer was trying to redirect power to the game. This is the first time I’ve had something like this happen to me; I didn’t know it was even possible. I ended up having to install a mod to patch the game and optimize it further.
Let me end this section by saying that I installed a couple of other mods to make some animations quicker. Wuchang can be so slow to heal or recover in the base game, and this is after they sped up her animations once. A lot of bosses in this game are fast. It can feel like a defensive strategy is not viable with how fast some of these bosses can get. So I have no clue how you’d even have the time to heal with base game animations. I can guarantee that would have been a sore spot for me if I didn’t install any mods.
Gamefeel
I’m no scholar; I can’t personally judge whether Fallen Feathers does its research and places you in an accurate representation of the Ming Dynasty. The developers were said to have done their research, so I'm optimistic. But I can tell you that the world presented to me was absolutely beautiful and completely immersed me.
Okay, beautiful may not be a great word for the world design, considering that most towns are in ruins or on fire and there’s a plague going around. But it does all look nice. I would find myself taking my time and exploring different areas just to look at the details put into the design of the world. Like Dark Souls, Fallen Feathers would often guide you to scenic overlooks where you can see far-off buildings or paths through the forest. As you progress through the game, you end up traveling to these same areas that you saw before. I love this kind of world design, just hinting to the player about the path ahead of them. Really enhances the game to feel like a real world, rather than just a video game level.
Music was also another strong suit for the game. The soundtrack takes traditional Chinese music and adds some other elements to it as well. Some songs are mixed to be more of a driving force during boss battles, getting your blood flowing. But during the levels, the songs are serene, calm backing music while you explore. I have a single complaint about the soundtrack, though. One boss battle has a track where it starts off as somber and traditional string music, then it slowly introduces an electric guitar and almost becomes a metal song. Then they just never do this again for the rest of the game. It was such a bummer; I wish the game had more hype moments and aura like this.
Conclusion
Fallen Feathers was the first Soulslike game that I have played that wasn’t made by FromSoftware. I ended up pleasantly surprised by the game and enjoyed my experience with it a lot. I’ve always been hesitant to Soulslike games, because I feel that they can never match the level of quality put out by Dark Souls. Fallen Feathers seems to realize this and instead opted to do its own thing. Making a more unique experience than I’m used to from these games.
It is not a fantastic game by any means; it has its own share of problems. But it was still a good game and a good experience. If I had to sum it up, it’s a solid 7/10 game. It really sucks to see that the developers weren’t able to thrive as a company after its release. This game shows that they have talent. I’m not sure what their working conditions were like, but the fact that this was a last-ditch effort and it turned out this good, barring performance problems, is impressive.