Is Black Myth: Wukong a Soulslike? My Honest Take in 2026
Black Myth: Wukong blends Soulslike stamina and shrines with linear action RPG design, one staff, and pausable combat—so is it truly a Soulslike?
I still remember the first time I watched that 2020 gameplay trailer for Black Myth: Wukong. My jaw hit the floor like a dropped dumpling. The monkey king, the staff, the mythic beasts—it all looked too good to be true. Fast forward to 2026, and the game has been out since August 20, 2024, first on PC and PlayStation 5, then later on Xbox Series X/S. I've played it, replayed it, and argued about it with friends. And the question still lingers: is Black Myth: Wukong a Soulslike?

The short answer from the developers is no. Game Science has said, more or less, that Black Myth: Wukong is not a Soulslike. They wanted to make an action RPG inspired by Chinese mythology, not a punishing gauntlet in the vein of Dark Souls or Elden Ring. But the long answer is messier, because the game borrows so many Soulslike pieces that the label sticks like rice to a hot pot.
Let's break down the evidence. Black Myth: Wukong has stamina-based combat. You strike, you dodge, you manage that green bar. It has Shrines that act as checkpoints, restoring your health and your healing flasks. That's a direct echo of bonfires in Dark Souls or Sites of Grace in Elden Ring. It has challenging bosses, hidden areas, and a loop of dying, learning, and trying again. If you squint, it looks like a Soulslike.
But here's where I start to pull the threads apart. In a true Soulslike, weapon variety is often the heart of the experience. You build around a greatsword, a spear, a magic staff, a bleed dagger—whatever. In Black Myth: Wukong, you have one main weapon: the staff, Ruyi Jingu Bang. You can upgrade it, change its stance, and pair it with spells and transformations, but you don't get a dozen distinct weapon classes to build around. That's a huge difference.
The level design is another clue. Souls games love labyrinthine maps that fold back on themselves, full of shortcuts and secrets. Black Myth: Wukong is more linear. It has branching paths and optional bosses, but it doesn't try to be a metroidvania-style maze. It's a guided journey, not a sprawling dungeon crawl.
Then there's difficulty. Game Science told Eurogamer that they wanted to ease the difficulty problem for players who want to experience the story and the battles. They added different spells and transformations, and they made the game less punishing. You can pause during gameplay, too. In a typical Soulslike, pausing is often not an option. That alone makes Black Myth: Wukong feel more approachable.
Here's a quick comparison table I like to use when friends ask me:
| Feature | Typical Soulslike | Black Myth: Wukong |
|---|---|---|
| Stamina-based combat | Yes | Yes |
| Checkpoints | Bonfires / Sites of Grace | Shrines |
| Weapon variety | Many distinct weapons | One main staff (Ruyi Jingu Bang) |
| Level design | Labyrinthian, interconnected | Fairly linear with branches |
| Pause gameplay | Rarely | Yes |
| Difficulty | Punishing | Slightly easier, more forgiving |
| Skill tree | Sometimes | Yes |
| Spells & transformations | Varies | Core mechanic |
So why do so many people still call it a Soulslike? Because the surface-level feel is there. The dodge timing, the boss patterns, the tension of a low health bar—it triggers the same muscles. Calling Black Myth: Wukong a Soulslike is like calling a dumpling a ravioli because both have filling wrapped in dough. It gets you close, but it misses the broth.
In 2026, after patches, updates, and the Xbox release, the game feels even more like its own thing. The skill tree lets you unlock new options, which is a trait shared with many non-Soulslike RPGs. You can lean into spellcasting, transformation, or staff stances. The combat is less like a chess match against a grandmaster and more like a wuxia dance where the choreography bends to your improvisation. That's not a knock against Souls games—it's just a different flavor.
The Soulslike label is a borrowed coat. It fits across the shoulders, but the sleeves hang past my fingers. I can wear it, but I can't pretend it was tailored for me. Black Myth: Wukong has Soulslike bones, but it puts its own skin on them. It's an action RPG with Chinese mythological DNA, and it wants you to enjoy the story, not just suffer through it.
Would I recommend it to Soulslike fans? Absolutely. Would I recommend it to people who bounce off Souls games? Also yes, because it's more forgiving and more linear. The developers have been clear that they wanted a broader audience. And in 2026, that audience has arrived. The debate over whether it's a Soulslike will probably never end, but maybe that's fine. Labels are useful until they aren't. Black Myth: Wukong is a great game, and that matters more than the genre tag.
If you're jumping in now, take your time. Explore the Shrines, experiment with spells, and don't be afraid to pause. The monkey king didn't get his powers overnight, and you won't either. But the journey is worth it.
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