Play Elden Ring's story and world as JUMP FORCE fighters, or as your own Tarnished armed with any JUMP FORCE abilities you choose. Single player, offline.
What you get
8 JUMP FORCE fighters: Goku, Naruto, Luffy, Deku, All Might, Bakugo, Todoroki and Asta, each with their four JUMP FORCE abilities (three skills and an Awakening ultimate) by their JUMP FORCE names.
Your Tarnished: keep the character you made in Elden Ring and build a loadout from 40 JUMP FORCE abilities (every roster ability plus JUMP FORCE's 8 avatar-creator abilities).
Big, anime-style moves: every ability plays as a sequence: dash in, barrage, launcher, dive, finisher, with impact freezes on the big hits. Goku's Kamehameha ends in a giant rolling orb, Deku zig-zags through enemies in a blur of lightning, Luffy balloons into Gear Fourth for King Kong Gun.
A combo for every fighter, true to their show (0.8.0): multi-hit moves where the fighter jumps around the target like Goku's Meteor Combination: Naruto's Uzumaki Barrage (clones kick from every side, then a heel drop from above), Luffy's Gum-Gum Gatling & Battle Axe, Deku's Full Cowl: Shoot Style ending in a Manchester Smash, All Might's Plus Ultra Barrage, Bakugo's explosion-propelled Burst Speed, Todoroki's Flashfire Fist: Jet Burn and Asta's Black Divider.
Animated abilities (0.8.0): fighters punch, kick, swing, thrust a hand out to fire, raise an arm to the sky or spread their arms to power up, in step with each part of a move, using Elden Ring's own attack and gesture animations.
Awakenings that feel like a payoff: long, high-damage cinematic ultimates you can't be hurt during. All Might leaps into the sky and comes down like a meteor (United States of Smash); Asta goes Black Asta and blitzes back and forth through enemies trailing black and white flames before one huge slash; Goku charges a Spirit Bomb in the air.
Fluid movement: fighters run and jump 1.5x as far, dodge 1.5x as fast, double jump, air dash (dodge in the air) and slide (crouch while running). After a double jump or an air dash you keep your momentum and float down instead of dropping, with a little air control. Air dashes go wherever the stick points, so you can side-dash. Moves home in on the enemy you're locked on to, or the nearest one in front, so movement and attacks chain together.
Ground slam: crouch in the air to plunge straight down and crack the ground where you land, hurting everything around you.
Your fighter moves with the move: double jumps play a jump, air dashes a roll toward the stick, slams a plunging dive, and ability lunges, leaps and dives play Elden Ring's own roll, jump and plunge animations instead of gliding along standing up.
Balanced fighters (0.8.0): every fighter deals the same damage for the Ki they spend, so the choice is how you like to play: up close, at range or with area attacks. Each ability always deals the damage the fighter select shows (at most, per enemy), whatever weapon you hold. All Might (no ranged moves) can't be hurt while charging in with a skill, Naruto's Substitution Jutsu turns a heavy hit into a log once every 20 seconds, and Deku's Full Cowl gives him a second double jump and air dash.
Boss difficulty (0.8.0): Easy, Normal or Hard in the fighter select: bosses deal 40% less, the same, or 40% more damage.
Animation canceling: a quarter second into any attack, press dodge to cut the rest of it short: a roll the way the stick points, or a backstep. No more waiting out a swing.
ELDEN VINS air boost (by mahku, used with his permission): hold L2 and press jump in the air for an air boost; it comes back when you land.
Every fighter in their own outfit: Goku is Bluesands' fan-made Super Saiyan Goku (golden hair, torn orange gi, blue sash and wristbands), moved from a boss model onto your character, and Naruto wears Bluesands' Naruto Uzumaki (Shippuden) model. Luffy, Deku, All Might, Bakugo, Todoroki and Asta wear Elden Force's own dark fantasy redesigns, made to fit the Lands Between: Luffy as a weathered pirate in a frayed straw hat, Deku in his Vigilante look (spiked mask, respirator, frayed scarf, satchel), All Might in battered blue-and-red plate, Bakugo with soot-black grenade gauntlets, Todoroki in a worn navy jacket, Asta in the Black Bulls capelet. Each fighter also has their own build and height (All Might towers over everyone).
Ready on first launch: the fighters' outfits are put together on your PC the first time you play (about a minute and a half, before the title screen), partly from your own Elden Ring files; switching fighters reloads the area around you in about two seconds.
A dark fantasy fighter select every time you load in (0.8.0): each fighter's portrait above their name, and for the one you highlight their build, passive, and every ability's type (Melee, AOE or Ranged), damage at your level, Ki cost and cooldown. A JUMP FORCE menu at any Site of Grace opens it to switch fighters or edit your loadout.
Controls you can change: a Controls page in the fighter select rebinds every ability button on controller (any combo, triggers included) or keyboard and mouse.
A controller that plays like Elden Ring: without L3 held, every button does what it does in Elden Ring (interact, run, crouch, flasks...). Hold L3 and A / B / X / Y become your abilities instead; a quick L3 tap still crouches.
Voices on every move: Goku, Naruto, Luffy, Deku and Asta shout a short JUMP FORCE line every time they use an ability, and wind-ups glow with the fighter's aura; a full Awakening gauge makes your fighter glow.
Bosses that fight back: every Elden Ring boss has about a third more health and attacks faster, and casts extra attacks borrowed from other bosses: Radagon's golden shockwaves up close, Placidusax's red lightning where you stand (it flashes first: move!), Rennala's comets from range, and below half health a cataclysm of holy bursts and a giant explosion.
Music while you explore: calm tracks from JUMP FORCE's soundtrack (read from your copy) and "A Stroll Through Limgrave", an original piano piece written for Elden Force, play quietly while nothing hostile is near, with Elden Ring's own ambience between tracks; they fade out when a fight starts.
An Elden Ring-style HUD: your fighter's portrait in the framed box at the top left, and your fighter, the Awakening gauge and your abilities just under Elden Ring's own health, FP and stamina bars, in the game's own manner (carved capitals, a thin gilded gauge), leaving the bottom of the screen to subtitles.
Button prompts for your device: the HUD and menus show keyboard keys or Xbox buttons, whichever you used last.
Ki and Awakening: abilities spend FP as Ki, which recharges on its own; using abilities and taking hits fill the Awakening gauge that unlocks your ultimate. 0.8.0: abilities cost 40% less Ki and cool down 25% faster.
Falls hurt far less (0.8.0): a quarter of Elden Ring's fall damage, for fighters this fast (falls far enough to kill still kill).
Real damage that scales with your level.
Fighter stat profiles (brawler, speedster, juggernaut, caster): every fighter has about twice the Tarnished's health, plus profile-specific health, stamina and toughness; Ki works the same for everyone.
Fixes (0.8.0): very fast moves (Deku's dashes and dives) could push a fighter into a slope and through the map, which looked like the fighter turning invisible: moves now stop at the ground, and a fighter who ever ends up under the map is put back where they last stood. In crowded fights (the Academy of Raya Lucaria's sorcerers) Elden Ring's shared limit on spell effects could swallow an ability's effects: Elden Force now clears its own old effects first, and a hit that still can't appear lands on its enemy anyway.
JUMP FORCE's own voices and music, read from your copy of JUMP FORCE: Goku, Naruto, Luffy, Deku and Asta speak their JUMP FORCE lines, and the JUMP FORCE soundtrack plays in the fighter menu and while exploring.
A separate save: Elden Force plays on its own copy of your save (ER0000.jr2, made from your normal save the first time). Your normal Elden Ring save is never changed.
Controls
Defaults (change them in the fighter select: Tab / Y opens Controls):
| Action | Keyboard | Controller |
|---|---|---|
| Ability 1 / 2 / 3 | 1 / 2 / 3 | hold L3, then A / B / X |
| Ultimate (full Awakening) | 4 | hold L3, then Y |
| JUMP FORCE menu (resting at a grace) | J | hold L3, then View |
| Double jump / air dash | jump / dodge again in the air | jump / dodge again in the air |
| Cancel an attack | dodge, a quarter second in | dodge, a quarter second in |
| Ground slam | crouch in the air | tap L3 in the air |
| ELDEN VINS air boost | hold skill and jump in the air | hold L2 and press jump in the air |
| Slide | crouch while running | crouch while running |
| Menu: move / change / choose / close | arrows / Enter / Esc | D-pad / A / B |
| Fighter select: boss difficulty | D | X |
What you need
Elden Ring 2.7.1.0 or 2.7.1.1 (Steam, Windows).
JUMP FORCE installed through Steam on the same PC, for the fighters' voices and music. Without it, everything else works and the game tells you JUMP FORCE wasn't found.
Melty starts Elden Ring through the ModEngine2 that comes with Elden Force, offline with Easy Anti-Cheat off. Starting Elden Ring from Steam gives you the normal online game.
Not in this version
JUMP FORCE's own character models and effects are inside encrypted game archives and are not used: fighters are Elden Ring bodies, hair and armor made to look like them, and the moves use Elden Ring's own spell and skill effects.
Your Tarnished keeps your own appearance and armor; the fighters' looks never change your normal save.
Fighters have no custom attack animations: moves use Elden Ring's own attack, gesture, roll, jump and plunge animations, so a fighter's strikes follow the weapon in their hand. The animation mods on Nexus Mods are made from FromSoftware's own animation files (or other games'), which can't be shared in a download.
ELDEN VINS' own animations, weapons and boss changes are not included (they include other creators' work); Elden Force adds its air moves on Elden Ring's own animations.
The fighters' hair and clothes don't sway (no cloth physics), so long capes and coats were left off the redesigns.
Single player only.
All Might, Bakugo and Todoroki have no voice lines yet (JUMP FORCE keeps theirs inside its encrypted DLC files).
Credits
Made with Claude (Anthropic) as an AI coding agent. Elden Force's own code is licensed MIT (see LICENSE).
Goku's and Naruto's models: Goku SSJ and Naruto Uzumaki (Shippuden) by Bluesands (Nexus Mods), shared under the author's permissions (re-upload with credit, assets free to use).
Fighter portraits: renders of the fighters' models above (made for Elden Force); Your Tarnished's emblem is Elden Force's own.
Luffy, Deku, All Might, Bakugo, Todoroki and Asta: Elden Force's own models, designed for this mod and generated with AI tools (concept art with Nano Banana, 3D models with Meshy), then rigged to Elden Ring's player skeleton. Only the author's own model and textures are included; the Elden Ring parts of the original files are filled from your game at launch.
Air boost: from ELDEN VINS by mahku (Nexus Mods), used with his permission.
"A Stroll Through Limgrave": original piano piece composed for Elden Force (MIT, like the code), rendered with the Upright Piano KW samples by FreePats (CC0).
HUD type: Cinzel (The Cinzel Project Authors) and Cormorant Garamond (The Cormorant Project Authors), both SIL Open Font License 1.1.
Elden Ring's player script is not included: Elden Force copies it from your game at launch and adds its moves on top.
JUMP FORCE abilities and voice/music content belong to Bandai Namco and the respective series' creators; Elden Ring belongs to FromSoftware / Bandai Namco. Nothing from either game is included: Elden Force reads them from your own installs.
Built on fromsoftware-rs (MIT/Apache-2.0), hudhook (MIT), cridecoder (MIT), rodio (MIT/Apache-2.0), retour (BSD-2-Clause) and the crates listed in THIRD_PARTY_NOTICES.md. Elden Ring archive, DCX, BND4 and TPF handling and the BC7 encoder are from ER Mario by deltarooo (MIT). Menu type: Roboto by Google (Apache-2.0). ModEngine2 by the soulsmods team (MIT, included).