The Asia-Pacific region (APAC) – led by Japan, China, and Korea – is “the dominant region when it comes to developers, publishers, and consumers” of Souls-like games.
That’s according to data provided from Video Game Insights, in a report which “explores the growth of Souls-like as a subgenre” of games launched since January 2015.
VGI analysed the popularity of Souls-likes by looking at its subgenre tag on Steam.
While the Souls-like genre is popular globally, VGI found that between 2020 and 2025 game development on Souls-like games “shifted heavily towards APAC” – especially when looking at units sold.
The majority of growth in units sold on Steam in the APAC region is led by AA and AAA titles, with Black Myth: Wukong topping its chart at 20.3 million units.
Elden Ring came in second at 15.6 million units, followed by Monster Hunter: World with 13 million units. Dark Souls 3 and Hades rounded out the Top 5 at 9.1 million and 8.4 million units, respectively.
VGI noted that since 2015, unit sales of Souls-likes on Steam were initially led by AAA studios, but “lost ground to AA developers in 2017” before “quickly regaining dominance.”
AAA titles accounted for almost three-quarters of sales in 2024, which grew to 70% in 2025.

Looking at the rise of Souls-likes, VGI found that 2019 was the peak year for Souls-like games, led by Hades, Code Vein, and Blasphemous alongside AAA games such as Sekiro.
The subgenre slowed between 2020 and 2021 due to the COVID-19 pandemic, with Nioh 2 being the only major release.
Souls-like games became “mainstream” from 2022 to the present day, with Elden Ring and Black Myth: Wukong alongside a growing influence from Chinese developers, publishers, and players driving the subgenre’s popularity even further.
Elsewhere, VGI also analysed the frequency of games tagged with Souls-like on Steam.
It found there was a 41% increase in titles released since 2015 tagged as Souls-like between 2023 (263 games) and 2024 (371 games).
According to the data analytics firm, the boom in games tagged was initially driven by indie titles, with AA and AAA games remaining “relatively steady over time.”
“Overall, the data highlights a clear transition of Souls-like games from an AA-led innovation phase to widespread adoption and investment by AAA publishers,” said VGI.
As for player distribution, VGI found that Chinese gamers of Souls-like titles are driving the genre.
The country accounts for nearly half of all players (47%), followed by the United States at 23% and Germany at 5%.
Russia and Canada hold shares of 5% and 4% respectively, and the remaining 15% is spread across other regions.

“What began as a niche subgenre defined by FromSoftware’s distinct vision has evolved into a global pillar of game design, now firmly embraced by AAA publishers while still nourished by inventive indie studios,” said VGI.
“The genre has demonstrated remarkable staying power, surviving moments of stagnation and transforming into a mainstream category with breakout successes such as Elden Ring and Black Myth: Wukong.”
It continued: “Looking ahead, the continued appetite for challenging, skill-based gameplay suggests that Souls-likes will persist as a creative proving ground, shaping combat systems, narrative design, and player engagement strategies across the wider gaming industry.”
The data analytics firm also highlighted the importance of the APAC region in boosting the sub-genre’s popularity in recent years.
“Japan established the foundation, but China and Korea have rapidly scaled their influence, both as creative hubs and as essential consumer markets,” it said.
“China, in particular, now accounts for nearly half of the global player base, meaning the long-term viability of any major Souls-like [game] often hinges on its ability to captivate Chinese audiences.”

Add comment