The director personally presents the highlights of "LET IT DIE: INFERNO." Watch for its pop-inspired visuals and slightly insane world setting [TGS2025]
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/948/G094803/20250927082/
Writer: Continental New Order Photographer: Shuji Sasaki | 2025/09/27 15:34 (UTC)
On September 27, 2025, at the 4Gamer booth during Tokyo Game Show 2025, Gungho Online Entertainment held a stage event for “LET IT DIE: INFERNO”, set to release on December 4th for PC and PlayStation 5. During the event, director Hideo Arata presented the game with live gameplay demonstrations.
Thumbnail image No.001 / Director directly presents highlights of “LET IT DIE: INFERNO.” Pay attention to its pop visuals and slightly mad world setting [TGS2025] Thumbnail image No.002 / Director directly presents highlights of “LET IT DIE: INFERNO.” Pay attention to its pop visuals and slightly mad world setting [TGS2025]
Hideo Arata
MC for the event, Danshoku Dino (right in photo), and guest star Yuki Oyama, both professional wrestlers from DDT Pro-Wrestling. Thumbnail image No.003 / Director directly presents highlights of “LET IT DIE: INFERNO.” Pay attention to its pop visuals and slightly mad world setting [TGS2025]
“LET IT DIE: INFERNO” is the third installment in the “LET IT DIE” series—a survival action roguelite RPG. While continuing the world established in the original “LET IT DIE,” the setting has shifted slightly into the future.
Players take on the role of “Raider,” explorers who venture into a massive chasm known as the “Hell Gate.” The Raiders relentlessly search for the ultra-energy crystal, the “Eye of Death,” said to be sleeping within the Hell Gate, while battling each other in fierce competition.
The key visual represents this world’s interpretation of hell. Thumbnail image No.004 / Director directly presents highlights of “LET IT DIE: INFERNO.” Pay attention to its pop visuals and slightly mad world setting [TGS2025]
Metaphorically speaking, the interior of the Hell Gate is an automatically generated dungeon that changes structure each time players enter. Starting positions, enemy placement, and items obtained from treasure-like containers vary uniquely with every playthrough.
A single play session lasts approximately 15 minutes. If players survive and escape the Hell Gate, they can store collected items in their inventory; however, if defeated, all items currently held are lost. Additionally, the “Body” implanted into the player’s spine increases in rank through exploration. Surviving maintains the current rank, but being defeated resets progress back to the beginning.
For this hands-on demonstration, the “Uncle Death’s Hospitality Version,” available for demo at the Gungho booth during Tokyo Game Show 2025, was used. This version is reportedly more accessible and easier than the final release. For example, only two Body types are selectable—fewer than in the full game—and enemies are intentionally weakened. According to Director Arata, the final product’s difficulty level leaves players wondering how many will actually reach its conclusion.
Moreover, while the original “LET IT DIE” was rated CERO Z (18+ only), this title is now rated D (17+). However, the developers have not toned down its content. Instead, they’ve shifted direction while preserving the game’s eccentric and surreal essence. Indeed, the interior of the Hell Gate features a bizarre fusion of elements like festival stalls and subway stations. Enemies are strange creatures born from a mix of biological and non-biological forms—attacking them causes massive splattering of bodily fluids. Defeating hamburger-shaped enemies restores player health. Given such quirks, one can only nod in agreement: “Of course, it’s definitely not mild.”
The Hell Gate consists of three layers, with stronger enemies appearing deeper inside. While rewards become more powerful the further you go, players cannot challenge the boss without meeting specific conditions—such as collecting a certain amount of energy known as “Spirichium” from defeated enemies.
During this presentation, the development team members themselves played the game. As a result, they cleared both the dungeon path and boss battles with ease—unlike real players at the event, who hadn’t yet defeated the final boss.
Guest star Oyama also attempted the game. Initially progressing smoothly, he struggled when enemies grew stronger and was ultimately defeated. Thumbnail image No.009 / Director directly presents highlights of “LET IT DIE: INFERNO.” Pay attention to its pop visuals and slightly mad world setting [TGS2025]
When players successfully survive and increase their Body rank, they earn one of three “Core” items. Each Core provides different benefits—such as increased attack power, enhanced health, greater item capacity, or more special move uses—forming the core roguelite mechanics.
After completing the presentation, Arata described the game as having “pop visuals and a slightly mad world setting.” Yet he emphasized its gameplay is substantial—distinct from today’s trend of easy-to-play games. “I aimed to create a game where you might get frustrated when defeated and want to throw your controller—but still feel like ‘Maybe I can do it tomorrow?’” He urged attendees to keep an eye on the title.