
About this template
Elden Ring proved that Souls combat works in an open world by making the open field itself part of the difficulty curve. Torrent lets players gallop past overleveled enemies and return later. Spirit ashes give solo players a summon for every encounter. Legacy dungeons like Stormveil Castle are full interconnected Souls levels nested inside the open map. Map fragments found at pillars reveal geography the player has already been traversing blind. Stakes of Marika provide mini-checkpoints before difficult encounters without replacing the bonfire system. Guard counters reward shield play with a dedicated follow-up attack.
Summer Engine helps you build this hybrid structure without engineering the open world and dungeon systems separately. Describe your overworld zones, your legacy dungeon layouts, and your spirit summon roster. The engine scaffolds the mounted exploration, the map fragment reveal system, the crafting loop from overworld materials, and the stake checkpoint placement so you can focus on world composition and encounter variety.
The design challenge of an open-world soulslike is gating without walls. Elden Ring uses enemy density, enemy strength, and environmental danger to signal where the player should and should not go yet. A dragon sitting in a field is a locked door the player can technically open at any time. Designing your world means deciding which dragons sit where and what the player gains from defeating them early.
Who it's for
- Developers who want Souls combat in an open world and need the framework for mounted traversal, open-field bosses, and embedded legacy dungeons.
- Solo devs inspired by Elden Ring who want to build a smaller-scale open world with the same combat weight and exploration philosophy.
- Designers interested in non-linear progression where the player chooses which legacy dungeon to tackle first based on exploration rather than quest markers.
- Teams building a game where open-world freedom and soulslike difficulty coexist without one undermining the other.
Highlights
Open Field Region Prototype
Build one open region with a mounted traversal loop, three mini-dungeons, one legacy dungeon entrance, and a field boss. Demonstrate the open-world soulslike structure at small scale.
Legacy Dungeon Vertical Slice
Build one full legacy dungeon with interconnected shortcuts, a site of grace, and a multi-phase boss. Show how a traditional Souls level fits inside an open world.
Spirit Summon Combat Demo
Build an encounter arena where the player can summon spirit ashes to assist in a boss fight. Demonstrate the AI companion system and how it changes combat dynamics.


