The biggest concern for any D2R Items game that is free to play, especially a loot-based one, is how the game will be commercialized. On that front, Heng explained that purchases in Torchlight Infinite are broken down into two different categories. Features like more bag space, talent resets, and auto-looting functionality will be what Heng described as "pay-for-convenience." New heroes, along with various cosmetics, will be available for purchase and are part of what Heng declared to be "pay-for-content."

Torchlight Infinite will not sell items or crafting supplies in exchange for money, Heng said. Those items will be "strictly grinding-to-succeed" to ensure fair play for everyone. Heng said it is Torchlight Infinite won't have any stamina meter or system that restrict player progress and that players will be given the "freedom to commence and end their grinds as they please."

It's a tangled choice to make. Diablo Immortal, which Torchlight Infinite could be like, was widely critiqued at its debut for its pay-to-win mechanism, even in the news that it made the equivalent of $50 million in its first month. Since then players have expressed their displeasure over the way that Diablo Immortal's MMO structure penalizes gamers who are playing on their own, and with many unable to find the additional players required to finish the dungeons or raids essential to progression.

When asked what learnings XD Inc. has learned from Diablo Immortal's release, Heng didn't mention the microtransactions that caused controversy in the game, but said that many of Diablo's problems stemmed from a failure to properly manage expectations of players.

"From our viewpoint, the populace was most unsatisfied about their expectation of how cheap diablo 2 resurrected items Immortal was presented as an ARPG game, but instead became an ARPG MMO," Heng said.