Lost in Random: The Eternal Die Interview – Inspirations, Combat, Exploration, and More

Lost in Random: The Eternal Die's game director, Martin Storm gave us details about console performance and cameos as well.

Posted By | On 06th, Jun. 2025

Lost in Random: The Eternal Die Interview – Inspirations, Combat, Exploration, and More

Lost in Random was a unique action adventure game that made use of randomness and dice rolls as some of its key mechanics in terms of how players were able to take on challenges. The sequel will continue the story, this time around with a new protagonist and a new story. Game director Martin Storm was kind enough to answer some of the questions we’ve had about Lost in Random: The Eternal Die.

The original Lost in Random seemed like a self-contained game. What inspired the decision to make a sequel?

When we developed the original Lost in Random, we felt it had a pretty open ending and left us with several unanswered questions. One of them was: “What really happened to the evil Queen Aleksandra, at the end?”

The main decision to make a continuation of the IP, however, was simpler than that. We just love this world, and there’s so much to explore within its unique style, vibe, and atmosphere.

On this note, we call the new game a spinoff. The Eternal Die picks up just after the first game, but you play as Aleksandra, the antagonist of the first game.

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"We just love this world, and there’s so much to explore within its unique style, vibe, and atmosphere."

What kinds of gameplay enhancements over the original game will we see in the sequel?

Where the original game leaned more on story and ambiance through a linear progression, The Eternal Die focuses on incredibly tight, fast-paced combat and a great sense of skill progression. We’ve nurtured the essence of the Lost in Random world, with fully voiced characters in a dark fantasy world, but the gameplay shines more this time around.

How will the Relics play into the game’s combat?

Relics are the meat of the game’s combat. It is how the player grows stronger during a “run” through the dark, twisted realms of the Black Die. The player places the Relics they find on a board, matches colors and effects to create synergies, and evolves their arsenal during runs.

We’re super-excited about the Relic system and believe it brings several unique and interesting layers to the Roguelite genre, and to how upgrades and abilities are generally synergized.

While the world will be randomly-generated, will there be hand-crafted gameplay sections as well?

While the world is generated based on specific parameters, the actual gameplay- and combat- areas are handcrafted. We took this approach to ensure each area to not only look visually appealing, but also offer a nice flow and balanced difficulty.

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"Where the original game’s combat has a slightly turn-based, strategic, boardgame-esque feel to it, we’ve cranked up both pacing and difficulty a lot."

How has the combat been improved over the original?

Where the original game’s combat has a slightly turn-based, strategic, boardgame-esque feel to it, we’ve cranked up both pacing and difficulty a lot.

Gameplay is more snappy and has a really neat flow to it. There’s so much to explore with the Relic system and a lot more enemy variety. It’s hard to compare the two games when it comes to combat.

The first game introduced you to being a Dice Weilder; As Even, you discovered and took those first fumbling steps as one. Now, as Aleksandra, you’re a seasoned Dice Wielder, and our chaotic combat really captures that.

Will exploration play a bigger part in Lost in Random: The Eternal Die?

Yes, but more in the mechanical sense. Our gameplay features and Aleksandra’s combat arsenal offer tons of play-styles and explorable “builds”, if you like. Each run presents new opportunities and strategic exploration.

But, of course, there’s a lot to find and unpack when it comes to the characters’ story, world lore, and Aleksandra’s past.

Will we get to see returning characters from the original Lost in Random?

A few! There are nods and hints back to the first game, for both characters and the world, scattered across our adventure.

The main returning character is our Protagonist – Aleksandra – and while she is heavily connected to the story of the first game, it was important for us to create a game that is available and meaningful for both new and returning players.

In short, both games will enrich the experience of the other, in whatever order you play them.

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"Our gameplay features and Aleksandra’s combat arsenal offer tons of play-styles and explorable “builds”, if you like."

What board games were the biggest inspirations for dungeon designs and themes?

No specific board games were inspirations for the game. It is, like in the first game, a thematic inspiration if anything. The inspiration from Chess and various card games can be found, but not in gameplay, and more in aesthetics.

What resolution and frame rate will the game run on PS5, Xbox Series X, S and PS5 Pro?

We’re aiming for 60FPS on all four consoles!


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