Valor Mortis is a game for action fans and those who are swayed by a tricky Soulslike. It’s not being spoken about in the same breath as other AAA games in 2026, but it should be.
One More Level decided to temporarily call it quits on Ghostrunner after the second game—although One More Level has ideas for a third Ghostrunner game—and make a new IP—Valor Mortis.
I’ve played it twice already in previews and think it has so much potential, which is why I was eager to interview the One More Level CEO, Szymon Bryła, ahead of its anticipated launch.
Insider Gaming’s Full Valor Mortis Interview With One More Level’s CEO

“1. The jump from a first-person action-platformer with cyberpunk vibes to a fully-fledged first-person Soulslike based around Napoleon is a huge thematical leap. Why did you decide to go in such a different direction from recent works?
There were several reasons. Firstly, we felt that we needed a break from cyberpunk, especially since some of us had been working on Ghostrunner since 2018. Secondly, as OML, we want our projects to develop us and teach us in every possible area. That is why we changed the cyberpunk aesthetic to the period of the Napoleonic Wars in a horror version (including body horror). Besides, we have been fans of soulslikes for years. We felt that we could bring a breath of fresh air to this genre. At the same time, we consistently see how popular it is. That’s why, ultimately, Valor Mortis is a first-person soulslike.
2. First-person Soulslikes games are seldom seen, if exist at all, so was there any inspiration or light bulb moment that made you realise this is something that could work?
When the vision of what Valor Mortis ultimately is now was taking shape, we felt that something was missing that would sort of unlock the stream of creative ideas-you know, that kind of moment when suddenly everyone in the room says, “this, this is exactly it, let’s go with this.” I must admit that we had some difficult moments back then where work was progressing, but we knew that something bold, groundbreaking, and at the same time coherent with what and how we do things as One More Level was missing. That “something” became the FPP Soulslike.
The decision to make a soulslike also stems from the fact that we are huge fans of this genre and the achievements of FromSoftware, and, in short, just like we once wanted to have our own cyberpunk game, here we wanted to make our own FPP soulslike.
The fact that there are practically no such games on the market is and was fascinating, but at the same time, it posed a significant risk in every respect. I am glad that the game’s announcement in 2025 showed that we were right and made the right design decision.
3. Do you think the first-person perspective makes the gameplay even more intense, and were there any thoughts to shift to a traditional third-person focus?
The TPP (third-person perspective) was, of course, considered by us, but we quickly moved away from that idea. There were several reasons for this. Firstly, we don’t have enough experience in designing gameplay from this perspective; secondly, TPP is much more expensive to produce; thirdly, all Soulslike games are TPP, and the vast majority of them do it excellently.
We have specialized in creating FPP games for years, and we know how to enhance the immersive experience in the game world through this perspective. It means that we are even better able to reinforce that sense of intensity during combat, exploration, or overcoming subsequent barriers.
4. Switching between my primary weapons and transmutation powers gave me Bioshock, Dishonored, and aptly Ghostrunner vibes. Was there any inspiration behind Valor Mortis’ gameplay?
Comparisons to such great titles are always a source of pride for us and simply a compliment. Of course, these games served as a lesser or greater inspiration for us, but the goal was always to develop a unique, one-of-a-kind experience. In Valor Mortis, this works very well due to how we combine powers, melee weapons, and firearms. This allows us to build incredible dynamics and satisfaction just within the switching between abilities itself. This was our goal from the very beginning.
5. I’m not sure whether it was the first-person camera or the enemies themselves, but Valor Mortis has a very tangible horror atmosphere. Was that a deliberate design choice from the outset? Or a happy accident?
This was our goal from the beginning, which we built around the first-person perspective.
We know what works well and how, but also what it requires in the context of world design, spearheaded by enemies and environmental storytelling elements. The horrors of war expressed through body horror or narrative elements would be one of the design pillars of Valor Mortis.
6. What’s been the biggest challenge about Valor Mortis? Has the transition from Ghostrunner to VM been tougher than anticipated?
In my opinion, the biggest challenge was building a vision for Valor Mortis that, on one hand, would be unique, fresh, and interesting for players, but at the same time, rationally ambitious for our team. On the other hand, it needed to contain the unique DNA of One More Level and showcase our experience from working on the Ghostrunner series, so that anyone who plays feels that it is a game from the creators of that series.
I think we also faced plenty of challenges on how to combine our natural gameplay dynamics with the specifics of the soulslike genre, but in the end, we succeeded!
7. Going back in time slightly, you left Anshar Studios to join One More Level in 2020. Did you consider this a gamble? Or did it make sense, and you had full confidence in your decision?
Every change of job or position carries some risk. So, of course, I treated it as a certain risk. At the same time, I saw it as a massive opportunity for change and growth. I wanted to help the One More Level team and be part of the incredible project that Ghostrunner was and still is.
I think I settled into OML very quickly and felt that it was a good decision. Of course, in January 2020, I didn’t know that COVID-19 was lurking around the corner and that from March 2020 to August 2021, along with Radek Ratusznik (Game Director & VP), I would be developing OML and Ghostrunner completely remotely. But that is a completely different story.
8. Was there a motivation or factor behind the move to delay Valor Mortis?
First and foremost, an extremely difficult release calendar. Chiefly because on the day of our original release – September 24th – Control and Silent Hill are launching, and Onimusha follows a day later. As we communicated, players need time and space, but Valor Mortis needs that space as well. Clashing a new IP with major franchises, bigger than ours, games with many times larger marketing and production budgets made absolutely no sense. Additionally, we also wanted to distance ourselves somewhat from games that are in direct competition with our title. Hence the decision to release the game on October 13th.
By the way, such positive reactions and a mass of publications on this topic were incredibly nice for us. The game and the players will ultimately benefit from this.
9. Will Valor Mortis be a one-and-done deal? Or are there plans for post-launch DLC or expansions?
As One More Level, we have experience in developing post-launch support for games. I am satisfied with what and how we managed to prepare for Ghostrunner 1 and Ghostrunner 2. Personally, I am a proponent of a strategy that consists of offering a lot of free content (new modes) along with optional, paid cosmetic additions. This helps maintain interest in the game, but what is even more important, players like and appreciate it.
Of course, in the case of Valor Mortis, a lot depends on the scale of success, interest, and expectations. We are prepared and full of interesting ideas for developing the game after its release.
10. Will Valor Mortis have difficulty settings at launch? How would you rate the overall challenge of the game?
No, on the day of release, Valor Mortis will not have difficulty levels. The overall difficulty level, in my opinion, is what it should be in any soulslike, which means challenging, rewarding persistence, yet clear and fair. Ultimately, everything depends on the player’s skill, but I feel we maintain a healthy balance here.
11. I’ve faced and defeated both main bosses each demo has offered, and both had two phases. Will this be the case for every boss, or are we going to get tough toward the end with even more phases?
I think it will be best if you discover that for yourself. I wouldn’t want to reveal too many details on this topic. Our goal is to surprise players and put them to the test in every crucial test that a boss fight is.
Our analyses and data show that players tend to prefer a mix of these mechanics. And that’s good, because boredom and excessive predictability are, in my opinion, some of the biggest threats to soulslike games.
12. Are there any sneaky tips and tricks you can give to players ahead of launch?
Difficult question! I think I would recommend a sort of training in perfect parrying in Sekiro: Shadows Die Twice, and also to be aggressive in direct combat, just like in Bloodborne.
13. I have given Valor Mortis glowing praise in both of my previews (at Gamescom and SGF) and truly believe this could be the start of something special. What about the game has you the most excited?
What we managed to show: that the 19th century and the period of the Napoleonic Wars can be interesting, enigmatic, and terrifying at the same time. How the so-called horrors of war resonate in our game both directly (through body horror) and indirectly, reflecting to some extent the tragedies that always lie behind war. I am also mega proud of our team’s work, which so excellently crafted that unique tension during combat in a first-person soulslike.
14. Finally, I’d be remiss if I didn’t ask, given my love for Ghostrunner 1 and 2, will we ever see a Ghostrunner 3? Or another game in the Ghostrunner universe?
It would be awesome, we would probably even have a few ideas for a worthy conclusion to the trilogy or a spin-off. However, even though we as One More Level are the creators of this brand, the final decision lies with 505 Games, which owns the rights to this IP. “
Here’s the Valor Mortis release date trailer, reminding you of when it comes out, and once horrors you’ll have to face at launch!
Could Valor Mortis be a top-tier Souls game? Let us know via the official Insider Gaming Discord Server.
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