
Entropy's Permadeath Isn't the Punishment — It's the Point
The Dread Delusion devs are back with a miserable, gorgeous RPG that finally makes losing a party member hurt as much as it should.
The first thing I saw was Edwin calling it "a PS1 game fished from a toilet." And yeah, that's an image. But it's also exactly why I wanted to play Entropy before I knew anything else about it. The early access launch gives us the full picture now, and it turns out the aesthetic was never the real hook. The real hook is that your party members can die — permanently, forever, no reload. That's not a punishment. That's the entire design thesis, and I'm here for it.
Entropy comes from Lovely Hellplace, the studio behind Dread Delusion, which already told me they understand how to build worlds that feel like bad dreams you're not allowed to wake up from. This time they've made a turn-based, post-apocalyptic RPG that looks like a Final Fantasy cart that was left in a flooded basement. You've got gods who abandoned the world, which is already a more interesting premise than most triple-A writing. But the aesthetic is just a skin. The skeleton is consequence.
I played through the first two hours of early access with a party member I'd grown weirdly attached to — a former temple healer with a limp and a habit of calling me an idiot. And I knew, going in, that she could die. I knew the game wasn't going to hold my hand. And yet I still flinched when she took a direct hit that dropped her to zero health. In most games, that's a cue to cast a potion. In Entropy, the fear is real. The game doesn't tell you how many bodies you'll leave behind. It just lets you make the choice that costs you one.
Now here's the unexpected connection: permadeath is something players have been asking for since before it was a system. Look at the Nuzlocke challenge in Pokémon. No dev ever added it. The community imposed it on themselves — catch only the first Pokémon per route, faint means dead, box it forever. Thousands of people voluntarily made Pokémon harder and crueler because the base game lacked the one thing that makes an RPG meaningful: the possibility of loss. Entropy is basically a fully designed, professional-grade Nuzlocke. It's the game that says "you asked for consequences, so here they are, and they're real this time."
That's the thing about games teaching you. Not mechanically, but emotionally. The reasoning, the risk assessment, the moment you realize you can't save everyone. I've beaten Demon's Souls three times and I never really enjoyed the act of dying — but I learned what it means to lose a run to a mistake I made ten minutes earlier. Entropy does that on a smaller, more human scale. A party member dies and you feel it. That's not a failure state, it's a memory. And the next time you play, you play differently. You respect the world more because the world has proven it doesn't respect you back.
Who is this for? It's for people who have ever reset a game because they refused to accept a loss, and then wished they hadn't. It's for the people who finished Fire Emblem on classic mode and noticed they were holding their breath during every battle. It's for everyone who looked at a party-based RPG and thought, "what's the point of these characters if nothing I do can actually end them?"
Entropy is in early access, so it's rough around the edges. Some systems are still being tuned. But the core punishment is already there, and it's already doing its job. I don't know how many of my party members will survive the full release. I don't think the game cares either. And honestly? That's the best pitch I can give you.
Frequently Asked Questions
Yes, it just launched into early access. You can grab it on PC and start losing party members today, though expect some rough edges since it's not the full release yet.
It plays like an old-school Final Fantasy with turn-based combat, but it wears its misery on its sleeve. The permadeath feels closer to Fire Emblem's classic mode or a community-imposed Nuzlocke run in Pokémon.
That's the whole point — no. Permanent means permanent. When a party member dies, they're gone for good. It's the kind of design decision that makes every battle matter more than it would in any forgiving RPG.

"Entropy understands that loss isn't a punishment—it's the only thing that makes victory mean something."
— TED

