The Last of Us Difficulty Modes Explained (Which to Play)
The Last of Us Part I has six difficulty presets plus Custom, Permadeath and Speedrun; the 2013 original and Remastered had five. Picking wrong ruins a story that only lands once, so here is what every setting changes and which one fits you.

The Last of Us is a story you only get to hear for the first time once, and the difficulty you pick decides whether that story reaches you or gets buried under checkpoint reloads. That is the real stakes of this menu. Choose too high and a fifteen-minute stealth sequence becomes an hour of restarts that drains every ounce of tension out of the scene. Choose too low and the resource desperation the whole game is built around never actually bites. Getting this right the first time matters more here than in almost any other game.
So this is the decision guide, and it has to cover two menus, because the game has had two. The 2022 Part I remake runs Very Light, Light, Moderate, Hard, Survivor and Grounded, plus a Custom option. The 2013 original and Remastered ran Easy, Normal, Hard, Survivor and Grounded. On top of that come the Permadeath and Speedrun toggles Part I added, and a straight answer on which setting to run based on what you actually want out of the playthrough. If you want the deep tactical breakdown of the hardest setting specifically, our Grounded mode guide goes rung by rung through that one — this piece is the overview that helps you choose in the first place. Everything else lives on the The Last of Us coverage hub and the wider Mythras blog.
What difficulty actually changes in this game
Difficulty in The Last of Us is not a single slider that scales one number. It moves several dials at once, and understanding which dials move is the whole trick to picking well:
- Enemy damage. On the original's ladder, all enemies deal double damage on Survivor and triple on Grounded.
- Supply availability. How much ammunition, healing, crafting components and melee weaponry the world spawns. This is the dial the game leans on hardest — Part I's menu descriptions run from resources "more common" on Light to "extremely scarce" on Survivor.
- Enemy AI. Higher settings do not just inflate health bars. On the original, human enemies on Hard get more aggressive and use cover often, and Grounded's AI is sharper again.
- Information. Listen Mode switches off at Survivor (in Part I it is off by default there), and the original's Survivor also drops hints, prompts and flashing pickups.
- The HUD itself. The original's Grounded disables the HUD entirely, health bar and ammo counter included; Part I's menu says its Grounded alters Listen Mode, the HUD and other gameplay elements.
Here is the fact that reframes the original's ladder: your permanent upgrade income does not change with difficulty. The Last of Us Wiki, citing the 2013 official strategy guide, says supplements, parts and collectibles are unaffected by the difficulty setting. Only your consumables get scarcer. That means the higher settings are not "less progression" — they are the same progression with a much thinner survival buffer. Keep that in your pocket; it changes how you read the original's table below.
The Part I ladder: Very Light to Grounded plus Custom
The 2022 remake replaced the original's five rungs with six presets and a Custom option. The preset descriptions below are from Part I's New Game menu, as quoted on The Last of Us Wiki's difficulty page and in Push Square's difficulty guide; the Custom categories are from Push Square:
| Challenge level | What it does |
|---|---|
| Very Light | Lighter combat challenge for experiencing the story; camera and aim assistance settings on by default |
| Light | Less challenging than Moderate; resources more common, enemies less dangerous |
| Moderate | A balanced experience; resources limited |
| Hard | A greater challenge; resources very limited, enemies more dangerous |
| Survivor | Intense and demanding; resources extremely scarce, enemies deadly, Listen Mode off by default |
| Grounded | The most challenging and realistic setting; Listen Mode, HUD and other gameplay elements altered |
| Custom | Tune Player, Enemies, Allies, Stealth and Resources individually |
Two things set this ladder apart from the original's: it has six presets where the original had five, plus the Custom builder, and Push Square notes that every Part I trophy can be earned on any difficulty, so nothing on the trophy list pushes you up the ladder. If the names look familiar, Part II uses the same six presets plus Custom — our Part II difficulty guide covers that menu.
The 2013 and Remastered ladder: Easy to Grounded

The PS3 original and the PS4 Remastered used five rungs. Per the wiki's difficulty page:
| Difficulty | Supplies | Enemies | Listen Mode | HUD | Unlock |
|---|---|---|---|---|---|
| Easy | Plentiful | Quite easy to kill | On | On | Available from the start; Shiv Master skill granted free |
| Normal | Normal rate | Moderately strong | On | On | Available from the start |
| Hard | Rare | Humans more aggressive and use cover often | On | On | Available from the start |
| Survivor | Extremely rare | Double damage | Off, with hints and prompts | On | Beat the game once on any difficulty first |
| Grounded | Next to none | Triple damage, sharpest AI | Off | Off | DLC on PS3; unlocked from the start in Remastered |
Read down the table and the jumps that actually change how you play are lumpy. The meaningful cliffs are Normal to Hard, where powerful melee weapons like the machete and hatchet all but vanish and human enemies start using cover, and Hard to Survivor, where Listen Mode, hints and flashing pickups all go. Grounded then takes the HUD as well, removes multiple mid-combat and mid-stealth checkpoints, and stops allies handing you ammunition or health kits (David excepted).
Two more rules belong to this ladder. Survivor stays locked until you finish the game once, and New Game+ caps your difficulty at the highest one you finished your previous run on, or lower. The wiki documents both for the original and Remastered; its Part I section mentions neither.
Which difficulty should you actually pick
No hedging — here is the call for each kind of player, with the Part I name first and the closest rung on the original second.
First time through, here for the story: Moderate on Part I, Normal on the original or Remastered. Part I's menu says Moderate provides a balanced experience, and the original pitched Normal at casual players with supplies at a normal rate. Combat is tense without being punishing, supplies are tight enough that crafting decisions matter, and you will rarely eat a checkpoint reload long enough to break a scene's mood. If The Last of Us is famous for anything it is the writing, and this rung is the cleanest path to it.
You want the survival fantasy to actually hurt: play Hard — the name is the same on both ladders. This is my quiet favourite for players who have handled a stealth game before, and it is Push Square's pick too. Resources get very limited and enemies more dangerous, and on the original the good melee weapons all but disappear and hunters start using cover. Every molotov feels like a real decision. It is the sweet spot where the game's resource economy finally reads as desperate the way the story insists it is — without stripping away the safety nets that make a first run enjoyable. If you have played a Naughty Dog game or a Metro before, start here.
You have beaten it and want the definitive challenge: play Survivor, then Grounded. These are earned runs, not opening moves — and on the original and Remastered, Survivor is literally locked until you finish the game once. More on why they are a category apart below.
You bounce off hard combat and only want the narrative: play Very Light or Light on Part I, or Easy on the original, without a shred of guilt. Part I's Very Light switches camera and aim assistance on by default. The original's Easy hands you the Shiv Master skill for free, so a clicker grab stops being an instant death as long as you are carrying a shiv. The story is identical on every setting. Nobody who matters is checking your difficulty.
The one recommendation I will push back on: do not pick Grounded for your first playthrough because a video told you it is "the intended experience." It is a superb second run and a miserable first one. You cannot appreciate how cleverly Grounded rebalances the game until you have played the version it is rebalancing.
Survivor and Grounded are a different game

The top two rungs deserve their own section because they are not just "Hard, but more." They remove your information layer. On the original and Remastered, Survivor switches off Listen Mode, hints and prompts, and stops pickups from flashing — you are reading the actual world now, not a set of overlays — and Grounded goes all the way and disables the HUD, so your health bar and ammo count are gone too. Part I keeps the shape: its menu says Survivor turns Listen Mode off by default, and Grounded alters Listen Mode, the HUD and other gameplay elements.
There is a genuinely strange wrinkle in the original and Remastered that makes Grounded fascinating rather than just brutal: your own weapons hit harder on it. Per the wiki, on Grounded the revolver and hunting rifle kill in a single shot (the revolver instantly drops unarmoured human enemies, which it does not do on Easy), and the 9mm kills in two rather than three. The mode gives you almost no ammunition and then makes every round you do have dramatically more lethal. It is a deliberate rebalance toward a game where you carry six bullets and each one has to resolve a person. That is the kind of design detail our Grounded mode guide and weapons guide dig into properly.

Before you commit to either, make sure your fundamentals are solid. On these settings the supply buffer is too thin to brute-force your way out of mistakes, so knowing your infected roster cold is non-negotiable — our infected guide and crafting and upgrade guide are the two prerequisites these runs punish gaps in hardest.
Permadeath, Speedrun and the Part I remake extras
The 2022 Part I remake bolts two extra layers on top of the difficulty ladder, and they stack with whichever challenge level you choose rather than replacing it. Neither exists in the 2013 original or Remastered.
Permadeath. You can only switch it on when starting a new game, and you choose how far a death rolls you back: the start of the current chapter (roughly 30 to 60 minutes of play, per the menu), the current act (roughly 2 to 3 hours), or the entire game. Manual saves are off while it is enabled, and quitting the game while in a dangerous position counts as a death. Whole-game Permadeath on Grounded is about as hard as The Last of Us gets, and one bad clicker in the final act wipes your save back to the very beginning. It is a flex, not a first run.
Speedrun mode. This one is friendlier than it sounds, but it is not on the menu from day one for everyone. On the standard edition you unlock it by finishing the main story on any difficulty — PowerPyx notes Left Behind is not required, and the Game Completed screen tells you Speedrun Mode is now available. The Digital Deluxe and Firefly editions unlock it early, per Naughty Dog's edition listing. Once you have it, you switch it on when starting a New Game or New Game+ at any difficulty, Custom included, and a timer in the top-right corner tracks your playthrough, paused during cinematics. Chapter times land in Extras > Speedrun Recap. It is perfectly happy sitting on a Very Light run if you just want to see your own pace — you do not have to be chasing a leaderboard. Two catches, per the wiki and PowerPyx: you cannot change the difficulty once a Speedrun run has started, and a playthrough already in progress cannot be converted into one.
Neither of these changes the underlying damage or supply numbers. They are challenge and tracking layers you opt into, which is exactly the right way to design them.
Accessibility is the real difficulty dial

Here is the part the difficulty menu buries: the Part I remake shipped with more than 60 accessibility settings, and between those and the Custom difficulty you have a far finer instrument than the six presets. Custom alone splits difficulty into Player, Enemies, Allies, Stealth and Resources, and the accessibility menu adds combat and traversal aids independently of the difficulty label — enhanced listen mode, lock-on aiming, auto pick-ups, and a wall of audio and visual cues among them.
The practical upshot is that "Moderate but with a couple of aids on" or "Grounded but with one specific crutch" are both valid, supported ways to play. If you love the tension of a hard run but genuinely cannot track enemies without an assist, turn that one assist on and leave everything else brutal. Treating difficulty as a single word from a preset list undersells how granular Part I actually lets you get.
Can you change difficulty mid-run
On Part I, yes. A run that turns out too punishing is not a dead end — drop it a rung and keep going, and the story plays out identically. The catch both the wiki and PowerPyx document is Speedrun Mode: once a Speedrun run starts, the difficulty is locked until you finish. Permadeath, likewise, can only be switched on at the start of a new game.
The original and Remastered come with two rules about which difficulty you can pick at all. First, Survivor has to be unlocked by completing the game once, so it will not appear as an option on a fresh save. Second, on New Game+ your difficulty selection is capped at the highest difficulty you finished your previous run on, or lower — you cannot leapfrog straight to Grounded on a save whose last completed run was Normal. On those versions, plan your climb one rung at a time.
Part I's New Game+ works differently. The wiki lists two modes: Full Loadout, which carries over your weapons, upgrades and recipes (the weapons and recipes unlock when Joel retrieves his backpack in Boston), and Classic, where only upgrades carry over and weapons and recipes unlock as you progress.
Quick Action Checklist
- First playthrough for the story: pick Moderate on Part I, or Normal on the original and Remastered.
- Want the survival fantasy to actually bite without breaking your first run: pick Hard — same name on both ladders.
- Only here for the narrative: pick Very Light or Light on Part I, or Easy on the original, which hands you Shiv Master for free.
- Do not start on Grounded. It is a brilliant second run and a miserable first one.
- On the original and Remastered, Survivor is locked until you beat the game once and NG+ caps you at your last completed difficulty; Grounded thins checkpoints and, oddly, buffs your guns.
- On the original, upgrade income is identical on every difficulty — only consumables get scarcer.
- On Part I, use Permadeath (chapter, act or whole-game restart) and Speedrun mode as opt-in layers on top of any difficulty; the standard edition unlocks Speedrun when you finish the main story.
- Try Custom and the 60-plus accessibility settings before assuming a preset is your only option.
- On Part I you can drop difficulty mid-run, except during a Speedrun run.
Frequently Asked Questions
What difficulty should I play The Last of Us on my first time?
How many difficulty modes does The Last of Us have?
What is the difference between Survivor and Grounded?
How does Permadeath mode work in The Last of Us Part I?
Can I change the difficulty partway through a playthrough?
Does a higher difficulty give fewer upgrades?
Keep Reading
- Difficulty — The Last of Us Wiki
- Speedrun Mode — The Last of Us Wiki
- Skill upgrades — The Last of Us Wiki
- The Last of Us 1: Best Difficulty to Select — Push Square
- The Last of Us PS5 Remake How to Unlock Speedrun Mode — PowerPyx
- The Growing Future of The Last of Us — Naughty Dog
- The Last of Us Part I — Wikipedia
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