Lost in Random: The Eternal Die Announced

Lost in Random: The Eternal Die Announced

A sequel that unexpectedly rewrites the rules and redefines the gameplay formula of its predecessor.

At this year’s Gamescom, Swedish game studio and publisher Thunderful Games officially unveiled Lost in Random: The Eternal Die, sequel to the captivating gothic-fairy-tale action-adventure developed by Zoink Games and Thunderful Games, and published by Electronic Arts.

Set across four new biomes within the mesmerizingly dark world of Random, inspired by the cinematic styles of Tim Burton and the works of Neil Gaiman, the sequel invites players to embody Aleksandra, the once-feared Queen of Random who has lost everything. Deprived of her powers and trapped in a nightmarish realm, she must rely on her skills and her trusty die-companion, Fortune. Together, they navigate an epic journey of vengeance, redemption, and revelation across the whimsical realms of Random.

The sequel will radically shift the gameplay concept. Although it will keep the narrative and atmospheric essence of the original, it will move from a third-person perspective to a top-down isometric view, offering, as the developers describe, a more direct and immersive interactive experience.

The gameplay has been completely reimagined. The sequel moves away from the original’s blend of strategy, dice mechanics, and randomness, adopting a rogue-lite approach. This new formula, though still grounded in randomness, introduces ever-changing realms filled with unpredictable twists, challenges, and rewards, aligning with the complexities of the rogue-lite genre.

Despite these changes, the combat system retains some familiar elements. Players must embrace chaos, adapting and strategizing by using the right weapons to overcome enemies, or by relying on luck and fortune to influence Aleksandra’s fate. The new Relic System adds a strategic dimension, allowing players to collect and combine Relics to discover a variety of instant effects, chaotic synergies, and powerful bonuses, making each playthrough feel refreshingly unique.

In true rogue-lite fashion, death is not the end. Players can return to the Sanctuary, a dynamic refuge populated by eclectic characters, to unlock and upgrade weapons from a living arsenal, choose blessings from the mighty Aama, or update their appearance. Completing quests for allies will restore Aleksandra’s full power and unlock her true potential.

Despite Thunderful’s promising decision to revamp the gameplay with a rogue-lite approach, we have a few reservations. Chief among these is the absence of Olov Redmalm and Klaus Lyngeled from Zoink Games, the visionary minds behind the original Lost in Random universe. Their absence may be profoundly felt.

Another concern revolves around Thunderful’s choice to embrace a rogue-lite approach for the sequel. While this decision is bold, it risks changing the core essence of Lost in Random and the unique experience provided by its original gameplay and combat system. Furthermore, the high concentration of rogue-lite games in the industry could pose a significant risk. However, the inherent randomness of rogue-lite mechanics might introduce a captivating unpredictability—an element that was central to the original game and could emerge as the sequel’s greatest strength.

As we await more information from Thunderful Games, we remain hopeful and supportive, trusting that they will honor the rich narrative, thematic depth, and immersive atmosphere crafted by Olov and Klaus.

Lost in Random: The Eternal Die is planned for release in 2025 on Nintendo Switch, PC, PlayStation 5, and Xbox Series X/S, and will be available from day one on Xbox and PC Game Pass.

For the latest updates and information on the game, stay tuned and follow Thunderful Games’ X account.

That’s all for today. See you again in Random!

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Grown up with MediEvil and DOOM and fascinated by the video game world since 1998. This passion stems from a desire to discover and research the videogame at 360 degrees, with particular attention to the Indie scene.