Phantom Blade Zero Director Says Higher Difficulties Change Enemy Behavior, Not Just Health and Damage

S-Game CEO Soulframe reveals that higher difficulty settings introduce more aggressive enemies, deadlier attacks, and altered combat patterns, while the brutal 66 Days mode limits players to 66 retries.

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Boss battles in Phantom Blade Zero challenge players to master its fast-paced martial arts combat and weapon mechanics. (Image via S-Game)

Phantom Blade Zero will make its higher difficulty settings more challenging by changing how enemies fight rather than simply increasing their health and damage. S-Game CEO and game director Soulframe explained that opponents will become more aggressive, use additional abilities, and follow different combat patterns as players raise the difficulty.

In an interview with South Korean gaming outlet Inven Global, Soulframe discussed the action RPG’s difficulty options and the work required to create distinct experiences for different types of players. The developers want newcomers to enjoy the game’s kung fu-inspired combat while giving experienced action game fans tougher encounters that demand greater skill and adaptability.

According to Soulframe, enemy behavior trees change at higher difficulty levels. This means players cannot necessarily rely on the same strategies that worked on easier settings, as familiar opponents may use different moves and become more dangerous.

The approach also required additional development work, with S-Game designing challenging combat scenarios that some players might never encounter. Soulframe said the effort was worthwhile if it gave dedicated players an exciting test of their abilities.

PHANTOM BLADE ZERO’S 66 DAYS MODE OFFERS A BRUTAL CHALLENGE

One of the game’s toughest options is 66 Days mode, which limits players to 66 retries. The mode is designed for those seeking a demanding experience, complementing the standard difficulty settings rather than making punishing combat compulsory for everyone.

Soulframe explained that accessibility was an important consideration during development. The team initially considered players in China who had transitioned from mobile gaming and might not be familiar with particularly difficult action games. As interest in the game grew internationally, the developers also recognized that fans of kung fu and its visual spectacle would not necessarily want Soulslike levels of difficulty.

Providing multiple settings allows players to experience Phantom Blade Zero at a level that suits their preferences. At the same time, the more demanding options give experienced players a reason to learn enemy patterns and refine their approach.

The combat system in Phantom Blade Zero emphasizes weapon variety, martial arts techniques, and player skill. (Image via S-Game)

WEAPON VARIETY GIVES PLAYERS MORE WAYS TO DEFEAT BOSSES

Difficulty is only one part of the game’s combat design. Soulframe revealed that Phantom Blade Zero features 30 weapon types, each with distinct moves and mechanics. Players can experiment with different equipment to find solutions to difficult encounters instead of repeatedly using the same strategy.

The game even includes a wooden sword intended as a challenge weapon. According to Soulframe, players can theoretically complete the entire adventure with it, emphasizing mastery of combat over reliance on powerful equipment.

S-Game also designed New Game Plus to let players revisit earlier bosses with weapons obtained later in the adventure. Rather than locking essential content behind repeat playthroughs, the mode offers another way to experiment with combat.

Phantom Blade Zero combines fast-paced action, RPG progression, exploration, and Chinese martial arts influences. Its difficulty options reflect the studio’s attempt to make that experience accessible without sacrificing demanding challenges for players who want them.

The game is scheduled to launch on October 29, 2026, for PlayStation 5 and PC via Steam and the Epic Games Store.

Verified since 2024 Senior Content Writer

Dan Whitfield is a Senior Content Writer at OtakuKart who specializes in box office analytics, ratings trends, and streaming performance breakdowns. His reporting centers on data interpretation, examining how audience behavior shapes studio strategies and platform decisions.

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