Not open world
Phantom Blade Zero is not an open world game. Soulframe Liang made this clear on the PlayStation Blog: "We want to call the game a 'Soulslite'... we borrow something like this 3D-layered level design, but we don't push that too far." Rather than one massive open world, the developers chose "multiple maps of reasonable size, handcrafted and populated with diverse activities." The structure sits between linear action games and fully open worlds.
Seamless interconnected regions
Regions connect without loading screens between them. Some areas may be inaccessible at first but can be reached through non-linear means: multiple possible paths, hidden shortcuts, and gated sections that require specific keys or quest progress. The design draws from the Souls series before Elden Ring, where interconnected spaces fold back on themselves and reward exploration with shortcuts.
Verticality
Vertical level design is a core principle. Gameplay demos showed a quarry level requiring players to ascend through interconnected cliff-face structures. Traversal mechanics include wall running, rope swinging, and platforming. An ethereal thread appears near checkpoints to provide directional hints about where the next checkpoint is, leveraging the game's emphasis on vertical navigation.
Item-gating progression
Defeated mid-bosses grant Phantom Edges (sub-weapons) that can be used outside combat to unlock optional paths and collectibles elsewhere on the map. The Bashpole sledgehammer, for example, breaks through weakened floors. This creates a Zelda-style progression loop where new tools open previously inaccessible areas. Players can fast-travel from any checkpoint to any other, making backtracking for missed items practical.
Replay incentives
S-GAME has stated that an average first playthrough reveals only about 30% of the game's content. Hidden areas, optional boss encounters, and item-gated routes give players strong reasons to revisit earlier maps with newly acquired Phantom Edges. For full playtime estimates, see release date and platforms.
Progression system
The game does not use traditional leveling. Instead, it uses a fragment-based system similar to God of War or Darksiders, where collected items permanently boost health and stamina stats. Soulframe Liang explained: "We are not going to do a leveling system... we wanted each step of progression to have meaning. We empower the player by giving them a new experience rather than just a basic power-up." Each upgrade is tied to an item or discovery rather than an experience point threshold.
Stealth
Stealth is optional but rewarded. Breaking enemy stances through parries or stealth attacks can trigger sequences allowing chained takedowns. The level design supports stealth approaches with multiple entry points, elevated positions, and patrol routes that can be observed and exploited.