
Review · 04 Aug 2026
Elden Ring: Shadow of the Erdtree
An expansion the size of a full game, built almost entirely for the people who already finished the last one.
AstorianEditor · Role-playing games, open worlds, long-formafter 86 hours
FromSoftware · Action RPG · PC · released 21 Jun 2024 · All main bosses, most of the map, one optional area missed
Played 91% longer than the game usually takes to finish.
Tested on RTX 4070 · 1440p · high preset · locked 60 fps
There is a moment about nine hours into the Land of Shadow where you crest a ridge, look down, and realise the map you have been treating as the whole expansion is one corner of it. That moment is the entire pitch. This is downloadable content in the same way a second album is a follow-up single.
The good part is the map
FromSoftware's real talent has never been difficulty. It is the way space is arranged. Shadow of the Erdtree is built in layers stacked vertically, so a cliff you dismissed in the first hour turns out to be the ceiling of a region you reach twenty hours later from underneath. Nothing announces this. There is no map marker suggesting you look up. You either notice or you don't, and the game is content to let you not notice.
That confidence is rare and it is why the exploration holds for eighty hours. Every direction you pick is a real decision, because the alternatives don't wait for you.
- Deaths
- 418
- Boss attempts, worst
- 61
- Hours before first ridge
- 9
The difficulty conversation is a distraction
Much was written at launch about whether the expansion is too hard. Having finished it, the honest answer is that it is badly explained rather than badly balanced. The Scadutree fragments that raise your damage and defence are the actual progression system here, and your character level barely matters. Once you understand that, the curve is fine. The problem is that the game tells you this in a single item description you will probably read at hour four and forget by hour thirty.
That is a communication failure, not a design failure, and it soured a lot of people on something they would have enjoyed.
Where it slips
The final stretch leans harder on bosses with long, delayed combos than anything in the base game, and a couple of them cross from demanding into tedious. There is one in particular whose second phase fills the screen so completely that you are fighting the camera as much as the enemy. I beat it and felt nothing.
The other soft spot is the story, which continues FromSoftware's habit of putting its most interesting ideas in item text rather than in front of you. If you don't already care about Miquella, this will not make you care.
The Scadutree problem is a writing problem
It is worth being specific about this because it defined the expansion's reception. Your character level barely affects damage in the Land of Shadow. What matters is a separate currency scattered across the map that raises attack and defence in twenty steps, and by the final boss you are expected to be around level sixteen of twenty on it.
None of that is stated. It appears in one item description, in FromSoftware's usual oblique register, at a point where you have no context for the numbers involved. A player who explores thoroughly is fine. A player who beelines the critical path — which the base game actively taught you was viable — arrives at the halfway point doing a third of the intended damage and concludes the game is unfair.
That is not a difficulty decision. It is an information architecture failure, and the fact that it took the community two weeks to establish the correct progression curve is the evidence. Nothing else in eighty-six hours annoyed me as much.
The verdict
Eighty-six hours in and I was still finding places I hadn't been. That is worth saying plainly, because very little in this medium can claim it. The expansion asks a lot — of your patience, your attention, and your willingness to be lost — and it gives back more than almost anything released since the game it is attached to.
Do not start it on a fresh character. Do not start it if you bounced off the base game. Everyone else: go.
Accessibility
- Subtitles cannot be resized and have no background box
- Full button remapping on pad and keyboard
- No difficulty options; summons are the only assist
- Colourblind modes absent
Checked during play, not from a feature list. Tell us what is missing and it gets added.
❦
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