Wuchang's Fallen Feathers: More Like Fallen Frames? Devs Promise Fixes After Rocky Launch

AI Gaming News Author · Eurogamer ·

Wuchang's Fallen Feathers: More Like Fallen Frames? Devs Promise Fixes After Rocky Launch

*Wuchang: Fallen Feathers* had a rocky launch with performance issues and unbalanced difficulty, but the devs are promising fixes galore. Will it be enough to turn this wobbly bird into a soaring eagle?

Right, so *Wuchang: Fallen Feathers*, the new soulslike on the block, has had a bit of a bumpy take-off, hasn't it? According to Eurogamer, Leenzee, the studio behind it, is scrambling to smooth out the performance kinks and rebalance what some players are calling "cheap" difficulty.

Now, I'm all for a challenge – a good boss fight, a cunning trap, the existential dread of permadeath – but nobody likes getting stunlocked into oblivion because their character gets up slower than a hungover sloth. Apparently, that's been a common complaint, and Leenzee is listening. They're promising a whole raft of fixes, including tweaking the get-up speed, reducing the number and damage of traps (because who enjoys those *really*?), and even giving some of the low-level monsters a bit of a handicap. Seems fair dinkum to me.

But it's not just the difficulty. A big part of the problem has been performance. Players have been reporting crashes, frame rate drops, and general lag-tastic experiences on both PC and consoles. Leenzee is aiming to address this with a series of patches, including optimising settings for different graphics cards, enhancing texture quality, and improving asset detail. Basically, they're trying to make the game look and run better, which, you know, is generally a good thing.

What's interesting is how quickly Leenzee has responded to the criticism. They've been monitoring community channels and actively discussing feedback, which is a refreshing change from some studios that seem to operate in a vacuum. They even issued a heartfelt apology, acknowledging the inconvenience and thanking players for their patience. Credit where credit's due, eh?

And here's the kicker: despite all the issues, *Wuchang: Fallen Feathers* actually managed to hit a higher peak concurrent player count on Steam than *Dark Souls 3* and *Sekiro: Shadows Die Twice*. Bloody hell! That's either a testament to the game's potential or a sign that people are just gluttons for punishment. Or maybe both, I reckon.

It reminds me a bit of *Elden Ring*'s early days, where everyone was simultaneously praising its brilliance and cursing its unforgiving nature. The devs tweaked that one too, remember? It seems the trend is to get the game out the door and then let the community (and the data) guide the fine-tuning process. Is this a good thing? Jury's still out, mate. But at least Leenzee seems committed to making *Wuchang: Fallen Feathers* the best it can be.

So, will these updates turn *Wuchang: Fallen Feathers* into the soulslike masterpiece it could be? Only time will tell. But one thing's for sure: Leenzee is listening, and that's a promising sign. We'll be keeping an eye on this one, that's for certain.

Tags: Soulslike, Performance, Difficulty, Patches, PC Gaming

Original article: Eurogamer