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Remnant 2 devs did no-hit runs to test their bosses 'if you could beat it the first time, it was too

By Dr. Elara Vance | November 24, 2025

Remnant 2 follows in the footsteps of its soulslike inspirations with some truly gnarly—and inventive—bosses. There are fey princes who call down deadly swords, knight-kings that raise walls of flame, and this big purple alien guy. My personal favourite is a boss in the Labyrinth zone, which is just a bunch of deadly cubes with nooks you have to crouch under.

It turns out that, in order to get the vibe right, Remnant 2's dev team went boots-on-the-ground themselves—as revealed by principal environment artist Shaun Brahmsteadt II in a recent interview with Exputer.

"In general, if you could beat [the boss] the first time, it was too easy. Designers were often challenged to complete no-hit runs on bosses. Usually, the ones that got close but couldn’t completely do it were the most successful." You can tune all the numbers in the world, but it's no replacement for getting a handle on the game-feel yourself. Still, the no-hit modifier is a fun dash of masochism on top.

I'm reminded of how, last year, Final Fantasy 14's devs actually had to apologise for testing their Savage difficulty raid too well. They always add a "little extra" to bosses under the assumption that World First players are better than them, but their playtest team actually performed better than anticipated, and threw the whole thing off-kilter. U31 Gaming It's a delicate balance, so having the metric be something most players won't go for—a no-hit run—is smart.

Brahmsteadt also reveals that the game has three DLCs สล็อต in the chamber: "I can’t reveal too much at this time, but we have 3 DLCs planned, and I’m super excited for them!" I've been a little distracted doing dumb motorcycle stunts in Cyberpunk 2077 myself, but I'm looking forward สล็อต to strapping on my favourite lever-action and returning to Ward 13 for another spin around the multiverse.

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