Elden Ring Nightreign: How Will Limveld Go From Run to Run – IGN First
Blog Andrew Joseph 15 May , 2025 0

One of the biggest questions left after Elden Ring’s web testing in February is: “How will the world of Limwild in real games change”? After all, for various intentions and purposes, the Night Walker is the Rogate. One of the core elements of any roguelite is a degree of randomness or program generation that ensures that each run feels differently. Nightreign is available in the loot department, and each run gives you a different reward and forces you to piece together based on what you find in that run; and, in the enemy and boss department, since no one boss meets is static, fight at night apart from the night walk battle on Day 3.
During my two days at Fromsoft office, over about 10 full sessions, I got the answer. Here is how Limveld will change from how Elden Ring Nightreign runs:
Elden Ring Nightrynt: How Limvellll changes
Actually, we jumped the gun. Before we understand how Limveld will change, let's quickly determine what's unchanged:
- The overall structure of Limveld will not change. The shape of the island, the main geographical features, the location of the cliffs, rivers and lakes will all be the same, and we will introduce it a little unless we have some major exceptions.
- Grace period, Smith springs, cave entrances and outlets, spectral trees and wind current locations, all of which are static and will not run from run to run.
- There is also a huge castle that features exceptionally difficult battles and huge rewards in the middle of the map, which will never change.
From the rest of all points of interest, the types of rewards offered at these points of interest, to the wandering mini bosses, and everything you will be fighting at the end of day 1 and day 2.
That is, there are two other important factors that can completely change running. The first is a world event, called the “Moving Earth”. Sometimes, before you even get to a level, you realize that there is a changing Earth modifier that works. During our game time, the one we encountered was the “crater”, which changed the north of the map, and placed a huge crater in the middle, surrounding the rivers of lava. The enemies around and inside the crater were no joke, and we wiped the floor with us when we first tried to approach on the first day to investigate the crater.
But if you deal with the challenge, you should investigate it and you should do it right after the next day. It took us almost the entire day of the next day to explore the crater, but when we finally extended its entire bottom to the bottom, we defeated a boss who gave us an epic rare level reward, but then, also the unique reward that was able to take any weapon in our Arsenal and upgrade it to the maximum! However, it's a risky effort because to escape the crater you need to use a bunch of spectral trees and ride an eagle from the platform while trying to escape, which will surely lead to a stinging escape sequence, which will surely lead to a stinging escape sequence when you spend too long on the crater and now have to compete for the clock to get close to the surrounding circles.
Another major way the running may change is through the emergence of certain events that seem to happen completely randomly and can throw a huge wrench into an otherwise regular run. I've seen several of them, and some may be familiar with the Margit invasion in the web test, where Margit falls will suddenly jump into your game and ruthlessly hunt your team, no matter where they are.
But a new thing I encountered involves the appearance of the phenomenon of a rotating tornado in the sky. As our team approached it, we were suddenly attacked by a very tough AI-controlled nightclub who seemed to invade us from another world. Like the typical NPC invasion in Elden Ring, these enemies are smarter than the typical ones, hitting a huge hit, which makes it another big risk/reward for exploring the area near one of these ominous vortex tornadoes in the sky.
Of all these random events, though, the most influential is the look of a mysterious boss that will attack from Miles with a harsh wormed mortar shoot. Yes, these telegram urge strikes can only hit once, and you will lose one level. It's not even limited to losing one. Take another blow, which will require another level of your life. The only way to get these levels back is to find and kill the boss by following the bug to his hiding place. Unfortunately, I don't have this shot and don't know what the reward for killing him is because when we find the boss by following the bug, the circle starts to encroach on, and we just can't kill him before the circle kills us. I won't lie, just give up those levels he stole from us, it's really shocking, and it really makes our run doomed from day one.
Of course, more of these I haven't encountered yet, such as Corruption Forest, Crazy Towers and what we can see in the overview trailer we released in Frofsoftware. It is also worth mentioning that if you don't like the Earth modifier that affects the changes in the world, you can use the bed in the roundtable to sleep to remove the modifier, or replace it with something else.
Still, some of these modifiers may be devastating, but I'm still eager to see more modifiers. They injected the confusion of health levels into what might have been very routine and led to a great emerging moment between me and my group that stirred extreme emotions between me and my squad as we competed to escape the crater, or panic in an unexpected ambush, or felt real despair as we realized that the level of our stolen from us was gone forever. Moments like this are at the heart of any excellent Roguelite, and hopefully Nightreign will keep them at a steady pace.