Nough Studio has clarified the development process behind the post-launch decision to add difficulty settings to Lies of P. While the game was initially released with a fixed, high difficulty, the team eventually introduced two easier modes following feedback from their own internal testing.

Internal Testing and Developer Feedback

In a behind-the-scenes documentary, combat director Lee Jeonghyeon detailed the studio's "Game Days" process. During these sessions, developers at the studio were tasked with playing through the game to ensure the experience was balanced.

Jeonghyeon noted that while skilled players and combat designers could progress, those who were less mechanically inclined often failed to reach the midpoint of the game within the allotted time. These sessions served as a turning point for the development team.

"For those who weren't as mechanically skilled, most couldn't even get halfway before time ran out. So we introduced a lower difficulty so everyone could complete a full playthrough," said Jeonghyeon.

Impact on Development Philosophy

The decision to move away from a singular, fixed difficulty was driven by the positive reception from the staff once the new modes were implemented. Jeonghyeon confirmed that after the team began utilizing the easier options during their own testing, it became clear that offering varied difficulty settings would provide a better overall experience for players.

These changes were eventually made available to the public several years after the initial launch as part of the Lies of P: Overture expansion, marking a significant shift from the studio's original design stance.