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Reading: What really goes into fine-tuning a roguelike, according to Lost in Random: The Eternal Die director

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Epic Game Journey > News > What really goes into fine-tuning a roguelike, according to Lost in Random: The Eternal Die director
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What really goes into fine-tuning a roguelike, according to Lost in Random: The Eternal Die director

July 4, 2025 4 Min Read
4 Min Read
What really goes into fine-tuning a roguelike, according to Lost in Random: The Eternal Die director

Balancing a recreation’s problem, particularly one which’s meant to problem the participant, presents its personal problem for builders. Generally, the ultimate recreation finally ends up being simpler than some builders desired. Such is the case with Misplaced in Random: The Everlasting Die, a roguelike spinoff of 2021’s Misplaced in Random that casts gamers as a remorseful queen combating her manner out of the traditional artifact that has trapped her.

“I do suppose the sport is possibly barely simpler than I needed it to be in the long run,” Misplaced in Random: The Everlasting Die director Martin Storm informed epicgamejourney over a current video name. “I do want we had made it simply 10% tougher total.”

The Everlasting Die is certainly not as crushing as, say, a Soulslike, however it is going to take a look at gamers in the identical manner that fellow roguelike Hades — which served as inspiration for developer Stormteller Video games — challenges gamers. Whereas a profitable run throughout the sport’s 4 ranges could take round two hours to finish, success will probably solely come after a number of failed makes an attempt. Such is the character of a roguelike.

Superb-tuning the problem of The Everlasting Die took a whole lot of playtesting, and ultimately Stromteller settled on differentiating the problem of every of the sport’s ranges to higher serve the participant expertise. “The concept was to make the world one boss fairly arduous. So it’s such as you be taught the sport, have probably the most enemy selection within the first world. After which second world, let’s make that barely simpler,” Storm mentioned. “So whenever you lastly get to world two, you’re not hitting a wall […] So we’re like, ‘Let’s make world two sort of simple,’ to be sincere. After which world three barely tougher once more.”

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Tinkering with the problem naturally goes hand-in-hand with creating The Everlasting Die’s fight. Participant character Aleks has a number of weapons at her disposal, however, after all, not each gameplay concept made it into the ultimate construct. Stormteller needed to go away some behind that simply weren’t working for The Everlasting Die, like incorporating the unique Misplaced in Random’s time cease mechanic, whereby Even would roll Dicey to freeze time and choose a capability for Dicey to make use of in fight.

“We did attempt to convert that into [The Eternal Die]. That’s how we began out,” Storm mentioned. “However the factor is it was too gradual and it didn’t match. So it was a problem to seek out the room for the die and the way a lot randomness [should be in the game].”

Finally, the gameplay loop coalesced with the addition of the Relic System, which permits the gamers to pick out bonuses and skills and, by aligning same-colored bonuses throughout a grid, unlock passive stat boosts.

“Every little thing got here collectively after we added the Relic system actually, and simply began eradicating issues,” Storm mentioned. “As a result of typically you simply must kill your darlings. We let the participant determine how a lot randomness they needed by selecting Relics that have an effect on the die. And that’s sort of how we selected the fundamental fight for Fortune — by testing what was enjoyable.”

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Reading: What really goes into fine-tuning a roguelike, according to Lost in Random: The Eternal Die director
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