{"id":1243792,"date":"2026-02-28T05:19:04","date_gmt":"2026-02-28T05:19:04","guid":{"rendered":"https:\/\/www.polygon.com\/?p=610928"},"modified":"2026-02-28T05:19:04","modified_gmt":"2026-02-28T05:19:04","slug":"what-really-goes-into-fine-tuning-a-roguelike-according-to-lost-in-random-the-eternal-die-director","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/what-really-goes-into-fine-tuning-a-roguelike-according-to-lost-in-random-the-eternal-die-director\/","title":{"rendered":"What really goes into fine-tuning a roguelike, according to Lost in Random: The Eternal Die director"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"\" data-portal-copyright=\"\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/07\/what-really-goes-into-fine-tuning-a-roguelike-according-to-lost-in-random-the-eternal-die-director.png\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-text-align-none\">Balancing a game\u2019s difficulty, especially one that\u2019s meant to challenge the player, presents its own challenge for developers. Sometimes, the final game ends up being easier than some developers desired. Such is the case with <a href=\"https:\/\/www.polygon.com\/review\/603328\/lost-in-random-eternal-die-roguelike\"><em>Lost in Random: The Eternal Die<\/em><\/a>, a roguelike spinoff of 2021\u2019s <em>Lost in Random<\/em> that casts players as a remorseful queen fighting her way out of the ancient artifact that has trapped her.<\/p>\n<p class=\"has-text-align-none\">\u201cI do think the game is maybe slightly easier than I wanted it to be in the end,\u201d <em>Lost in Random: The Eternal Die<\/em> director Martin Storm told Polygon over a recent video call. \u201cI do wish we had made it just 10% harder overall.\u201d<\/p>\n<p class=\"has-text-align-none\"><em>The Eternal Die<\/em> is by no means as crushing as, say, a Soulslike, but it will test players in the same way that fellow roguelike <em>Hades<\/em> \u2014 which served as inspiration for developer Stormteller Games \u2014 challenges players. While a successful run across the game\u2019s four levels may take around two hours to complete, success will likely only come after several failed attempts. Such is the nature of a roguelike.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/07\/what-really-goes-into-fine-tuning-a-roguelike-according-to-lost-in-random-the-eternal-die-director-1.png\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"\" \/><\/p>\n<p class=\"has-text-align-none\">Fine-tuning the difficulty of <em>The Eternal Die<\/em> took a lot of playtesting, and eventually Stromteller settled on differentiating the difficulty of each of the game\u2019s levels to better serve the player experience. \u201cThe idea was to make the world one boss pretty hard. So it&#8217;s like you learn the game, have the most enemy variety in the first world. And then second world, let&#8217;s make that slightly easier,\u201d Storm said. \u201cSo when you finally get to world two, you&#8217;re not hitting a wall [&#8230;] So we&#8217;re like, \u2018Let&#8217;s make world two kind of easy,\u2019 to be honest. And then world three slightly harder again.\u201d<\/p>\n<p class=\"has-text-align-none\">Tinkering with the difficulty naturally goes hand-in-hand with developing <em>The Eternal Die<\/em>\u2019s combat. Player character Aleks has several weapons at her disposal, but, of course, not every gameplay idea made it into the final build. Stormteller had to leave some behind that just weren\u2019t working for <em>The Eternal Die<\/em>, like incorporating the original <em>Lost in Random<\/em>\u2019s time stop mechanic, wherein Even would roll Dicey to freeze time and select an ability for Dicey to use in combat.<\/p>\n<p class=\"has-text-align-none\">\u201cWe did try to convert that into [<em>The Eternal Die<\/em>]. That&#8217;s how we started out,\u201d Storm said. \u201cBut the thing is it was too slow and it didn&#8217;t fit. So it was a challenge to find the room for the die and how much randomness [should be in the game].\u201d<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/07\/what-really-goes-into-fine-tuning-a-roguelike-according-to-lost-in-random-the-eternal-die-director-2.png\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"\" \/><\/p>\n<p class=\"has-text-align-none\">Ultimately, the gameplay loop coalesced with the addition of the Relic System, which allows the players to select bonuses and abilities and, by aligning same-colored bonuses across a grid, unlock passive stat boosts.<\/p>\n<p class=\"has-text-align-none\">\u201cEverything came together when we added the Relic system really, and just started removing things,\u201d Storm said. \u201cBecause sometimes you just have to kill your darlings. We let the player decide how much randomness they wanted by choosing Relics that affect the die. And that&#8217;s kind of how we decided on the basic combat for Fortune \u2014 by testing what was fun.\u201d<\/p>\n<p><a href=\"https:\/\/www.polygon.com\/gaming\/610928\/lost-random-eternal-die-roguelike-developer-insights\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Balancing a game\u2019s difficulty, especially one that\u2019s meant to challenge the player, presents its own challenge for developers. Sometimes, the final game ends up being easier than some developers desired. Such is the case with Lost in Random: The Eternal Die, a roguelike spinoff of 2021\u2019s Lost in Random that casts players as a remorseful queen fighting her way out of the ancient artifact that has trapped her. \u201cI do think the game is maybe slightly easier than I wanted it to be in the end,\u201d Lost in Random: The Eternal Die director Martin Storm told Polygon over a recent video call. \u201cI do wish we had made it just 10% harder overall.\u201d The Eternal Die is by no means as crushing as, say, a&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/what-really-goes-into-fine-tuning-a-roguelike-according-to-lost-in-random-the-eternal-die-director\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1243793,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1243792","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>What really goes into fine-tuning a roguelike, according to Lost in Random: The Eternal Die director | Arcader News<\/title>\n<meta name=\"description\" content=\"Balancing a game\u2019s difficulty, especially one that\u2019s meant to challenge the player, presents its own challenge for developers. 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