Lords of the Fallen 2 Developer Learned from First Game’s Mistakes

By Central

The release of Lords of the Fallen (2023) was a pivotal moment for CI Games and its subsidiary, Hexworks. While the game achieved commercial success, its launch was marred by significant technical issues and design choices that drew criticism from the Soulslike community. In a revealing interview, CI Games CEO Marek Tymiński has openly discussed how the studio is applying the hard lessons learned from that experience directly to the development of its sequel. This article delves into Tymiński’s insights, outlining the key mistakes identified and the concrete steps being taken to ensure Lords of the Fallen 2 emerges as a more polished and player-focused experience.

CI Games CEO Acknowledges Launch Problems

Marek Tymiński did not shy away from addressing the elephant in the room. He explicitly stated that the launch state of Lords of the Fallen (2023) was “not acceptable.” The primary issues centered on severe performance problems across all platforms, including inconsistent frame rates, stuttering, and a host of bugs that disrupted gameplay. Beyond technical shortcomings, Tymiński also pointed to specific design decisions that backfired. The game’s high difficulty, particularly in the early stages, and certain enemy placements were cited as elements that frustrated players rather than providing a fair challenge. This candid admission sets the stage for a development philosophy rooted in accountability for the sequel.

Shifting to a Player-First Development Philosophy

The core lesson learned, according to Tymiński, is the paramount importance of prioritizing the player’s experience from the earliest stages of development. For Lords of the Fallen 2, this translates into a fundamental shift in process. The studio is placing a much heavier emphasis on internal and external playtesting throughout the entire production cycle, not just in the final months. The goal is to gather continuous feedback on combat feel, pacing, difficulty curves, and overall enjoyment, allowing for iterative adjustments long before the game is finalized. This approach is designed to catch and rectify issues that, in the previous project, only became apparent under the scrutiny of millions of players at launch.

Technical Performance as a Foundational Pillar

A major pillar of this new philosophy is an uncompromising focus on technical stability. The memory of a rocky launch has led Hexworks to make performance optimization a primary objective from day one of the sequel’s development. Tymiński emphasized that the team is investing heavily in refining the Unreal Engine 5 pipeline to ensure a smooth, high-frame-rate experience across all target platforms. The aim is to eliminate the technical barriers that prevented players from fully immersing themselves in the game’s world, ensuring that the artistic and gameplay vision is not undermined by poor execution.

Refining the Soulslike Formula with Purpose

Beyond technical polish, the studio is taking a more measured approach to game design. Tymiński indicated that while the sequel will remain firmly within the Soulslike genre, the team is critically evaluating every mechanic. The intention is to refine and innovate with purpose, rather than simply replicating conventions. This involves creating a more thoughtfully balanced difficulty curve that respects player time and skill progression, as well as designing enemy encounters and boss fights that are challenging yet fair. The “dual worlds” mechanic, a standout feature of the 2023 game, is likely to be retained but potentially streamlined or enhanced based on player feedback regarding its implementation.

Structural Changes Within Hexworks and CI Games

Learning from mistakes is not just about intent; it requires structural change. Tymiński revealed that the development process for Lords of the Fallen 2 has been reorganized to foster better communication and more efficient workflows. This includes clearer milestone planning, more robust quality assurance protocols integrated earlier in development, and a management structure that empowers teams to flag issues without delay. The relationship between Hexworks and the parent company, CI Games, has also been refined to ensure the development team has the support and resources needed while maintaining creative autonomy focused on quality.

The Impact of Community Feedback on the Sequel

The vocal response from the Lords of the Fallen community post-launch has been treated not as criticism, but as invaluable data. Tymiński acknowledged that player feedback on forums, social media, and review platforms has directly influenced the sequel’s development priorities. Common complaints about specific enemy types, area design, or progression systems are being analyzed and used to inform design decisions. This direct line from community reaction to development action represents a significant evolution in the studio’s approach, positioning the sequel as a collaborative response to the first game’s shortcomings.

Managing Scope and Ambition Realistically

Another critical lesson was in scope management. Lords of the Fallen (2023) was an ambitious project with a vast, interconnected world and complex mechanics. Tymiński suggested that for the sequel, the team is working to better align its ambitious creative vision with practical realities of development time and resources. This might mean a more focused scope in certain areas to ensure depth and polish in others, avoiding the trap of feature creep that can compromise overall stability and cohesion.

Building Towards a More Confident Launch

The ultimate goal of all these changes is to build confidence—both within the development team and among the player base. By addressing the root causes of the first game’s issues, Hexworks aims to deliver a sequel that stands on its own merits from day one. Tymiński’s vision is for a launch defined by positive word-of-mouth driven by solid performance and engaging gameplay, rather than a cycle of apologies and patches. This requires discipline and a willingness to make tough calls during development to ensure the final product is ready for the spotlight.

The journey from Lords of the Fallen to its sequel is shaping up to be a textbook case of responsive game development. Marek Tymiński’s frank discussion of past errors demonstrates a studio not resting on its sales figures, but actively deconstructing its missteps to build a stronger foundation. By institutionalizing the lessons of player feedback, technical hurdles, and design overreach, Hexworks is methodically transforming critique into a blueprint for improvement. The success of this approach will ultimately be measured when Lords of the Fallen 2 arrives, but the commitment to evolving beyond past mistakes suggests a sequel crafted with a newfound respect for the delicate balance between ambition and execution that defines the best experiences in the genre.

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