
Lost Eidolons Veil of the Witch
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June Update Patch Notes (6/3/2025)Jun 3, 2025 - Community AnnouncementsHello Tacticians! As teased in last week’s dev log, we’ve got some exciting updates coming to Lost Eidolons: Veil of the Witch! Today’s June Update brings a mix of new features, balance tweaks, and bug fixes based on your feedback and our ongoing development goals. Read on for the full list of changes live in this patch! Patch Schedule PT: 10 AM, June 3, 2025 ET: 1 PM, June 3, 2025 CEST: 7 PM, June 3, 2025 KST: 2 AM, June 4, 2025 Here is the list of changes for this patch version 0.09.017 below: New Content / Features 2 new variations each for Act 1 and Act 2 boss battles Changed Elena’s starting weapon to dual axes{STEAM_CLAN_IMAGE}/44462767/6e5f447f63a6cbafe3ef7e8364583dc3b0b360db.png Changes / Improvements Animated the title screen when starting the game Improved the following skills: Abyssal Whispers Soul Feast Reckless Swing Explosive Arrow Whirlwind Miasmal Arrow Increased the amount of HP recovered when attacking an enemy marked by the “Holy Crest” effect Increased the possibility of gaining partnership points for events Combined the event signs for meta-progression items within the Forked Road{STEAM_CLAN_IMAGE}/44462767/01f0488f172dc1e840a995f71baa83d150862f39.png Adjusted the “Tenacious Partnership” Greater Blessing to now be granted by default when participating in partnership events Hid the “Main Menu” key from the bottom bar when hovering over a unit during battle Added notifications for Curse events during Trials Mode{STEAM_CLAN_IMAGE}/44462767/a815add05f4f742b2b7d79212ccd923094c2c1f0.pngAdded an option to increase the UI text size with 3 different sizes{STEAM_CLAN_IMAGE}/44462767/ded08812240386a0b59cfb0be7eb67957576aab2.pngLocalized the title screen popup message for all in-game languages Adjusted the size of the text for the tutorial description Polished general UI and dialogue text Adjusted the Vermilith so that it is immune to all damage while in the Burrowed state Bug Fixes Fixed an issue where the game would freeze during a conversation between Elena and Rosalina right after departing from camp Fixed an issue where using the Cyclone skill would also apply the Exposed effect to allied units Fixed an issue where Vermilith would could swallow the Tree of Life Fixed an issue where the Push+ skill could be used even when the movement path was blocked Fixed an issue where cutscenes would not appear on Linux Fixed an issue where status effect icons occasionally did not appear above units’ heads during battle Fixed an issue where the button to close the battle result UI was incorrectly labeled as “Next” Fixed an issue where trees would obstruct the camera view Fixed an issue where the screen would not focus when combining relics in the Shop while using a controller Fixed an issue where some hotkeys were overlapping in the Shop We are so thankful to all of our players who have shared their experiences, bug reports, suggestions and feedback. We are continuously refining Lost Eidolons: Veil of the Witch—taking player feedback to heart and...Refining the Road AheadMay 30, 2025 - Community AnnouncementsDear Tacticians, It’s already been a couple of months since the Trials patch so I wanted to share what we’ve been working on since then. Shifting Gears on the Item System Back when we first shared our roadmap late last year, we announced our plan to add the item system around summer. But now that Trials Mode has been implemented and we’ve had a chance to reflect on everything we’ve built so far, we concluded that the item system does not offer enough value to justify its development cost. The system would have provided a slight combat advantage, and this could be covered just as effectively with accessories introduced with Trials. Instead, we shifted our focus to expanding weapon skills and more varied combats. Elena’s New Weapon Changing Elena’s weapon was brought up through player feedback and after some surprisingly easy discussion within the team, we decided to swap out her secondary weapon with a pair of axes. There are already plenty of sword-wielders in the cast, but not many axe users. Giving Elena dual axes will make her stand out more, both visually and mechanically. We love how her new setup plays and we hope you’ll take her for a spin in your next expedition following the next patch. {STEAM_CLAN_IMAGE}/44462767/e535a017d819902efec4b9c52e5e283c06d96d31.png Boss Battle Variations Incoming This one has been on our minds since the early days of Early Access and we are finally implementing it: boss fight variations. In the next patch, we’ll introduce two new variations each for the Act 1 and Act 2 bosses. Variations for Act 3 boss are of course also in the works. While the maps will remain the same, the bosses will be equipped with different weapons, forcing you to change up your strategy against them. You will first encounter these variations in a fixed order but once you’ve battled them all, they will be randomized to keep you on your toes. Better Signs, Better Choices We’re also improving how we show signposts at Forked Road, particularly for routes that lead to meta-progression items (like Coral Stone for shop upgrades, Sacred Embers, or Rune Fragments for class upgrades). Right now, once you’ve completed all upgrades, these resources lose their usefulness–leaving you no reason to choose these routes. Well, that’s changing. We will consolidate those signposts and make them smarter, so that they’re more likely to offer meaningful value even in the late game. Essentially, the sign will show all three rewards and if chosen, one of the rewards will be given to you. {STEAM_CLAN_IMAGE}/44462767/1e826cc886e2d1b5f61ac6ffdb80f529f6d72252.jpg We’re also planning a fun new feature: enhanced signs that occasionally appear with boosted rewards, turning routine route choices into a surprise. You will see this a little bit after the smart signposts have been implemented. We’re hard at work getting all of this ready for the next major patch, and we hope you’re just as excited as we are. But that’s not all - we’re also planning even more updates down t...Next Up: PAX East 2025!May 2, 2025 - Community AnnouncementsHello, ODS Community! Time really flies–it’s PAX season again! Ocean Drive Studio will be in Boston for PAX East 2025, at Booth #15035! We are bringing a fully horde-packed booth with demo stations for 3 games: Lost Eidolons: Veil of the Witch, Section 13, and God Save Birmingham! For Section 13, we are also bringing co-op to the floor, so you can team up with friends (or strangers!) to take on the base’s anomalies. Of course, our demos come with cool swags! Surviving the onslaught of the Fallen in Lost Eidolons: Veil of the Witch will reward you with a foam hat in the shape of a sword–a telling sign of how you made it out alive on Anareios. {STEAM_CLAN_IMAGE}/42896238/1271e6dd334abf043af45b1ff1b890f856de8494.png Taking on the massive hordes of QTs in Section 13 will win you an LED armband that makes it easier to spot your fellow Agents. {STEAM_CLAN_IMAGE}/42896238/b8f0bea335f86cd1ee4e7c2ed9fa8f25ea2a9fb4.png Experiencing your first day of survival in God Save Birmingham will get you knighted–with a paper hat to keep you safer in the zombie-infested medieval town. {STEAM_CLAN_IMAGE}/42896238/383681277391e98297e211694baaf92d50aa3084.png Come stop by our booth to be fully decked out for the triple zombie onslaught! {STEAM_CLAN_IMAGE}/44462767/3afac4218e254df52b4e61038542ffe7d2196eb6.jpg - ODS Team DISCORD | X | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH https://store.steampowered.com/app/2530490/Lost_Eidolons_Veil_of_the_Witch/April Update Hotfix (4/30/2025)Apr 30, 2025 - Community AnnouncementsDear Tacticians, Thank you for diving into the world of Lost Eidolons: Veil of the Witch. It means the world to us as we continue refining the game throughout Early Access. We've received reports of some bugs, and we're rolling out a patch to address them! Patch Schedule PT: 10 AM, April 30, 2025 ET: 1 PM, April 30, 2025 CEST: 7 PM, April 30, 2025 KST: 2 AM, May 1, 2025 Here are the changes within version 0.08.023 that we’ve made to the game: Fixed an issue where mouse clicks would be unresponsive after using a resonance stone purchased from the Shop We appreciate everyone that reported any bugs or issues that they came across during their gameplay. Please feel free to share your thoughts and suggestions with us on our Steam discussion boards or our Discord server! -ODS Team DISCORD | X | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH https://store.steampowered.com/app/2530490/Lost_Eidolons_Veil_of_the_Witch/April Update Hotfix (4/28/2025)Apr 28, 2025 - Community AnnouncementsDear Tacticians, Thank you for diving into the world of Lost Eidolons: Veil of the Witch. It means the world to us as we continue refining the game throughout Early Access. We've received reports of some bugs, and we're rolling out a patch to address them! Patch Schedule PT: 6 PM, April 28, 2025 ET: 9 PM, April 28, 2025 CEST: 3 AM, April 29, 2025 KST: 10 AM, April 29, 2025 Here are the changes within version 0.08.022 that we’ve made to the game: Fixed an issue where the game would be unresponsive if the button focus was lost during the skill upgrade UI animation when playing with a controller Fixed an issue where the game sometimes could not progress from the battle results screen when playing with a controller We appreciate everyone that reported any bugs or issues that they came across during their gameplay. Please feel free to share your thoughts and suggestions with us on our Steam discussion boards or our Discord server! -ODS Team DISCORD | X | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH https://store.steampowered.com/app/2530490/Lost_Eidolons_Veil_of_the_Witch/Midweek Deal Sale - 25% Off!Apr 28, 2025 - Community AnnouncementsCalling all Tacticians! Lost Eidolons: Veil of the Witch is back on sale for a limited time! We are being featured on Steam’s Midweek Sale from April 28th to May 1st (sale extended to May 5th), and the game is 25% off - our biggest discount ever! So if you’ve been waiting to dive in, now is the perfect time! Already own the game? Maybe you have a friend who will love it too - spread the word! We recently dropped an update that adds some voiceover and new character illustrations to the first hour of gameplay to boost immersion right off the bat. We’ve teamed up with some seriously talented voice actors - check out our latest dev log for the full details. {STEAM_CLAN_IMAGE}/44462767/4c5c9c3f14b90c268fc829c2bf36e8e47492b8ad.png We are still in Early Access, which means more updates are on the way before our official launch. We’ve already implemented a number of features and changes based directly on player suggestions, so if you have any ideas or thoughts you want to share, hit us up on our Steam Discussion Board or our Discord! Whether you’re new to Veil of the Witch or a returning Lost Eidolons fan, we hope that you’ll enjoy this tactical turn-based roguelite RPG and our updates. There is also a free demo available, so if you’re on the fence, give it a try before grabbing the full game! But don’t wait too long, since this sale won’t last forever. Now go show us your best strategies! - ODS Team DISCORD | X | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH https://store.steampowered.com/app/2530490/Lost_Eidolons_Veil_of_the_Witch/April Update Patch Notes (4/23/2025)Apr 23, 2025 - Community AnnouncementsDear Tacticians, This is Creative Director Jin Sang Kim. Today, I’m writing to share news about our newest update! As Brandon had mentioned in our previous dev log last week, we are finally implementing voiceover into the game—at least a little bit! We believe it really helps enhance the immersion of the game. Voiceover has only been added into about the first hour of gameplay, but we plan to add more in the future, including character conversations! Alongside voiceover, we’ve also made efforts to enhance immersion by updating some of the character illustrations in the early game. Here are a few examples! While not every new illustration is included in this update, you’ll start to see them appear during dialogues over time. {STEAM_CLAN_IMAGE}/44462767/bc3e808968b99e81fc45a51c2b1cc2c62f9954bc.png Lastly, we’ve given the title screen a bit of a makeover. It’s now more dynamic compared to the previous static illustration—hope you like the new feel! For our next update, we’re planning some larger additions. This includes changes to Elena’s weapon and more variations of the boss maps for Acts 1 and 2. We’ll be back soon with more details! Until then, we hope you enjoy our latest patch! Jin Sang Kim Patch Schedule PT: 10 AM, April 23, 2025 ET: 1 PM, April 23, 2025 CEST: 7 PM, April 23, 2025 KST: 2 AM, April 24, 2025 Here is the list of changes for this patch version 0.08.021 below: New Content / Features New voiceover added to the following: Introduction Prologue Early stages of gameplay Initial boss conversations New character illustrations showing different facial expressions and poses for the first five starting characters Changes / Improvements Animated the title screen when starting the game{STEAM_CLAN_IMAGE}/44462767/9d2e1aa93b7a10cfc4c5aa50eb4cb454a411f201.gif Bug Fixes Fixed an issue where two units (a swallowed ally and a Fallen ally) would spawn on the same tile when killing a Vermilith with a character that has the Lantern of the Dead equipment Fixed an issue where the game could not progress if there weren’t enough discardable skills when the Oblivion trial effect was applied We are so thankful to all of our players who have shared their experiences, bug reports, suggestions and feedback. We are continuously refining Lost Eidolons: Veil of the Witch—taking player feedback to heart and working on adding more depth to what we already have. If there’s anything you’d like to share, don’t hesitate to post on our Steam discussion boards or our Discord server! -ODS Team DISCORD | X | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH https://store.steampowered.com/app/2530490/Lost_Eidolons_Veil_of_the_Witch/The Voices of Lost Eidolons: Veil of the WitchApr 22, 2025 - Community AnnouncementsHowdy Tacticians, This is Brandon, Lead Narrative Designer at Ocean Drive and one of the writers/designers on Veil of the Witch. As promised in my last dev log, today I’m excited to share our cast list for the game! Drumroll please... THE GOOD GUYS Ashe: Shara Kirby (f) and Kyle McCarley (m) Evie: Addie Nofal Marco: Chris Tergliafera Laurent: J. Michael Tatum Emile: Ernesto Jason Liebrecht Elena: Erica Mendez Soraya: Anairis Quinones Rosalina: Mara Junot Fontaine: Evan Michael Lee {STEAM_CLAN_IMAGE}/44462767/44b8a003c0a0f82f2c0091223f1455c69f1b6e4d.png A NICE LADY AND HER BIRD Sable: Allegra Clark Raven: Gary Furlong {STEAM_CLAN_IMAGE}/44462767/c5b40e94fc4fb8e25e45cc60cedc6d1d506ce0d6.png THE BADDIES Karlotta: Asante Mango Bernhardt: Jason Marnocha Fellheart: Brandon McInnis {STEAM_CLAN_IMAGE}/44462767/e3b243e59ac2f37110effa820c3b008f91d5617c.png (Please note that this doesn’t include every character who will be in voiced in the final game, for reasons I decline to elaborate on. The work is mysterious and important.) As with the first Lost Eidolons, our voiceover director is the legendary Chris Bevins, accompanied by a small army of production and engineering folks over at Marc Graue Recording Studios. Special shoutout to Jen Losi (Klara from the first Lost Eidolons and Red from Section 13) who has been arm-wrestling calendars on our behalf since January. 🙏 We’ve just wrapped our first round of the game with all the lovely folks above, whose work you’ll be hearing sometime soon. And before long, we’ll be heading back into the booth to wrap out the rest. Hope you’re looking forward to it! Brandon DISCORD | X | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH https://store.steampowered.com/app/2530490/Lost_Eidolons_Veil_of_the_Witch/The Story on StoryApr 16, 2025 - Community AnnouncementsHowdy y’all! This is Brandon Carbaugh, Narrative Lead at Ocean Drive, and one of several writer/designers on Veil of the Witch. Given that we're coming down the home stretch toward final release, the nice tired people who run our community efforts have asked me to come say a few words about storytelling in VotW: our goals, the state of things in the game’s current build, and what you can expect at launch. For anybody reading this who either hasn’t tried the game yet or is afflicted by shipwreck-induced amnesia, here’s a quick refresher: Veil of the Witch is a spin-off to our studio's launch title, turn-based tactical RPG Lost Eidolons. It's not a full sequel, but more of a mini-quel with a slight genre twist. You can think of it as "Lost Eidolons 1.5". (And to answer the question we are frequently asked: NO, you do NOT need to have played that game to jump right into this one.) Set five years after a bloody civil war that tore the world in half, VotW puts players in the role of Ashe, an amnesiac castaway stranded on the embattled island of Anareios. Together with a band of sassy misfits, Ashe must fight to regain the memory of who they are and why they came here, by going head-to-head with a bunch of neo-fascist cultists and the undead army they command. {STEAM_CLAN_IMAGE}/44462767/7fa05d4b61bd353005d6979fc1aec2509d4f4f5f.pngZombies, cults, civil strife, you know the drill Structurally, the vision for this game was "Fire Emblem via Hades": storytelling that frames the core looping gameplay within the fiction, and aims to make it more hook-y and compelling by enticing the player’s curiosity. And judging by the fact that some of our players already have a few hundred hours logged and we're not even out of Early Access, I'd say we're well on target! Now, it's important to say up front: Veil of the Witch's core gameplay is not hugely story-driven. This isn’t Final Fantasy: Tactics. I'd say the balance is about 75-25 stabbing-to-talking, and much of that is frontloaded in the first few hours, while we’re getting you up to speed and invested in the world and characters. However, it’s been our goal from this project’s inception to make sure that even if the story is a small part of the overall time you’ll spend with the game, it should still be polished and well-told. So here’s where things stand now, and where we’re headed for the full launch. Right now, VotW contains sort of an appetizer sampler platter of story content: a solid intro, a few of those tasty Hades-style randomized boss dialogues, some unlockable chats with your party, etc. Generally speaking, it’s just enough to give you a taste of things to come and cover our bases in Early Access. {STEAM_CLAN_IMAGE}/44462767/a38b12cb5e47825fd04b9f374a6e662785b05f3f.pngGame development in a nutshell As we approach release, the next major storytelling change coming your way is a voiceover update. Over the past few months, we’ve spent about 150 hours in recording sessions between this and our other Early...Captain's Log #7: The Power of Skill CardsMar 21, 2025 - Community AnnouncementsDear Tacticians, One of the most exciting moments in Lost Eidolons: Veil of the Witch is undoubtedly when you get to choose a skill card. Today, let's dive into the details of these skill cards and what makes them an integral part of the game. Skill Cards Skill cards come in four different tiers: Common, Rare, Legendary, and Mythic. Naturally, the more vibrant and flashy a card looks, the more powerful it tends to be. However, just glancing at a card’s image and short description might not immediately make its function clear. To address this, you can press the TAB key or click the flip card button, as shown in the image below, to reveal a more detailed breakdown. {STEAM_CLAN_IMAGE}/44462767/1508a8b39fedd2452b757b90124a19d3e2141fb0.gif By accessing this detailed view, you can see in-depth skill descriptions, casting ranges, and area-of-effect visuals, allowing you to understand precisely how each skill works before using it in battle. Simple vs. Detailed Skill Descriptions From early development, we debated how to best present skill information. We concluded that while new players might need detailed explanations to understand each skill, more experienced players could recognize them by name, image, or short descriptions alone. This dual-display system ensures that both types of players can interact with skill information in a way that suits their needs. We know that many players in tactical RPGs want to understand the exact mechanics of their abilities. For those players, the detailed description will be invaluable. Meanwhile, others may find the simplified version sufficient to enjoy the game without unnecessary complexity. Which type of skill description do you prefer? {STEAM_CLAN_IMAGE}/44462767/dd47b5c300a5fa0521c80bc6a294a58fcdfdaeee.png During Early Access, we noticed that some players were unaware of the detailed skill descriptions. As a result, we made adjustments to improve visibility. We added an icon to indicate that the card has a reverse side containing additional information, along with clearer TAB key prompts in the UI. We also included on-screen reminders to make sure players know they can access more details at any time. These polished efforts help ensure that everyone can easily find the information they need. {STEAM_CLAN_IMAGE}/44462767/97f48512e7f50d81d2ba93f67451bf2df901f46f.png Skill Upgrades Most skills can be upgraded by training at Camp or purchasing skill enhancement items from the shop. While each skill can only be upgraded once, the improvement is significant enough to make a real impact. Personally, I often find myself choosing Camp to train and enhance my skills—though sometimes, having to choose between resting and training feels like a tough decision! {STEAM_CLAN_IMAGE}/44462767/8543bff8806bfbdca6d42654a30db31c6aedcef2.gif Skill Codex If you ever want to review a skill’s upgraded effects, the Skill Codex is the place to go. This feature lists all available skills by character, and you can toggle the enhancement opt...Trials Mode Hotfix (3/14/2025)Mar 14, 2025 - Community AnnouncementsDear Tacticians, Thank you for diving into the Trials Patch! Your support and enthusiasm for Lost Eidolons: Veil of the Witch mean the world to us as we continue refining the game throughout Early Access. We've received reports of some bugs, and we're rolling out a patch to address them! Patch Schedule PT: 4 PM, March 14, 2025 ET: 7 PM, March 14, 2025 CET: 12 AM, March 15, 2025 KST: 8 AM, March 15, 2025 Here are the changes within version 0.08.014 that we’ve made to the game: Bug Fixes Fixed untranslated text for the Workshop when locked within the Raven’s Tower Fixed an issue where Karlotta would become separated from her Bodyguard when moving Fixed an issue where using the Infiltrate skill would not end the unit’s turn Fixed an issue where relics that should not appear were displayed as a choice during a certain Trial event that required you to sacrifice a relic We appreciate everyone that reported any bugs or issues that they came across during their gameplay. Please feel free to share your thoughts and suggestions with us on our Steam discussion boards or our Discord server. - ODS Team DISCORD | X | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH https://store.steampowered.com/app/2530490/Lost_Eidolons_Veil_of_the_Witch/Trials Patch is Available Now!Mar 13, 2025 - Community AnnouncementsDear Tacticians, The Trials Patch is live! Are you ready to face the challenge? To celebrate, we're joining Steam’s Spring Sale! If you've been waiting to dive into Veil of the Witch, now’s the perfect time to grab it at 20% off. Now, let’s dive into the new updates in this patch! Among all the feedback we’ve gotten during Early Access, there are two key points we wanted to address immediately: replayability and repetitiveness. Since this game incorporates roguelite elements, a certain amount of repetition is inevitable. However, some of that I felt was the perception of the experience of many battles being a little too similar. I was especially interested in feedback from players who have played the game for a fair amount of time—and wish to continue playing—but find that the game stops being as engaging after a certain amount of progress. So let’s take a look at a few of the changes in this update (of which there are many) that should help to address the situation! There are three major features I want to highlight today. {STEAM_CLAN_IMAGE}/44462767/a2720bacee0752507115e55d3c6076251ed40fc7.pngRaven’s Tower, where you can craft Accessories and set your Trial level Trials (18 Optional Effects and 7 Levels) {STEAM_CLAN_IMAGE}/44462767/a9fda9dedd5ad6674d3b3e64c92782d85b6548e1.png Various Trial effects can be combined together to increase the game’s overall difficulty. As the difficulty increases, enemies become stronger, but you also gain access to unique reward currencies. Originally, there were only three stages of trials. We felt that wasn’t enough, so now it goes up to seven. Activating all 18 trial effects will make the game extremely, extremely difficult. I attempted it myself and didn’t last very long. Accessories (19 Total) {STEAM_CLAN_IMAGE}/44462767/7c317cf818e74aad1f09d246c090d64b2fd19160.png As a reward for progressing while under the effects of a Trial, players can now craft Accessories that include new skills with new effects. After it’s crafted, each accessory can also be upgraded one time. Your party members can equip one accessory each. Some accessories grant unique skills with a set number of uses. Initially, these skills had really specific restrictions, like “only usable once every such-and-such number of battles”. But we decided that wasn’t very fun, so now they all just have a fixed number of uses in general, allowing for more strategic and flexible gameplay. If used tactically, these Accessories can be game-changingly powerful. Altar of Fire Upgrades (Further strengthening the effects of persistent upgrades) {STEAM_CLAN_IMAGE}/44462767/c371de009f841b77a30d4e771fd0acb7d9f557cb.png To keep up with the added difficulty from Trials, we’ve added a new system to let players further enhance the upgrades available at the Altar of Fire. All upgrades in the Altar of Fire can be enhanced with Sacred Embers. After enhancing 30 upgrades, you’ll unlock the ability to slot one additional Greater Blessing.Trials are a feature that allows pla...Trials Mode Patch Notes (3/13/2025)Mar 12, 2025 - Community AnnouncementsDear Tacticians, The long-awaited Spring update on our roadmap is coming soon! Introducing our Trials Patch, where you can put your tactical mind to the test. We’re bringing you the Trials Mode, an all-new accessories system, new unlockable partnership conversations, adjustments to Blessings, and more! Patch Schedule PT: 10 AM, March 13, 2025 ET: 1 PM, March 13, 2025 CET: 7 PM, March 13, 2025 KST: 3 AM, March 14, 2025 Here is the list of changes for this patch version 0.08.012 below: New Content / Features Raven’s Tower Chamber of Trials - a new challenging mode for players{STEAM_CLAN_IMAGE}/44462767/9c4849e23ef231236ac3c196065bbab670f3495b.png Includes 18 trial effects to choose from Includes higher tiered options for some trial effects Complete battles with trial effects, including boss battles, to receive Trial Rewards and unlock the Workshop Unlocked after all 3 bosses have been defeated Workshop - accessory crafting and enhancement{STEAM_CLAN_IMAGE}/44462767/33c66013f34b13f1d500dd817ce4a1873db703c1.png Includes 19 accessories to craft All accessories can be upgraded one additional time Craft accessories with the Trial Rewards Level up the furnace as you continue to craft more accessories New upgrades to the Altar of Fire Once all blessings within the Altar of Fire have been unlocked, there will be an option to upgrade existing blessings more{STEAM_CLAN_IMAGE}/44462767/edd4813cca8b7f201cf21c48f66ef96bb1cf2618.gifOnce a Greater Blessing has been obtained, there will be an option to unlock another Greater Blessing{STEAM_CLAN_IMAGE}/44462767/0980a11f16b59857b8ef9476e3e3b174bc6db27e.png5 new Forked Road events New Partnership conversations Changes / Improvements Improved Blessed Marks and Accursed Signs received during an expedition Added a feature to be able to obtain multiple Marks or Signs at once Adjusted some Forked Road event rewards to grant only Tier 2 Blessed Marks Adjusted to only give Marks or Signs to allies with specified equipment Removed events that only removed Accursed Signs Adjusted so that identical status effects granted by Blessed Marks and Accursed Signs do not stack Improved existing Forked Road events Shortened some lengthy events Adjusted dice mechanics and corresponding rewards Improved how partnership levels increase Max partnership level is 4 After reaching max, additional tiers will be displayed as +1, +2, +3, …, +9, purely to show how often the character was taken on an expedition{STEAM_CLAN_IMAGE}/44462767/993cd458e795ae3bca7d42b2ca86b65f2a4402c7.pngAdded a new Boss icon to show the boss unit within battles{STEAM_CLAN_IMAGE}/44462767/6daa10197289376bd614899cf4391e99e4dfa8db.png Adjusted the Act 1 boss battle so that Fallen soldiers will not spawn after Karlotta has been defeated Adjusted the summoning patterns of the Shadow Warriors to appear after Fellheart uses “Shadow Tempest” Adjusted the spawn locations of the Shadow Warriors summoned by Fellheart Improved sound quality for magic spells Bug Fixes Fixed incorrec...Trials Patch Coming Soon!Mar 11, 2025 - Community AnnouncementsDear Tacticians, "This game is too easy." "I’ve beaten every expedition in under two hours." {STEAM_CLAN_IMAGE}/44462767/df82190142bace42370c0ca9ec1994f4b1abc47a.jpg You asked, we listened. Now it’s time to face the consequences 😈: the Trials Patch . 🎥 Watch the teaser: Patch Release Schedule PT: 10 AM, March 13, 2025 ET: 1 PM, March 13, 2025 CET: 7 PM, March 13, 2025 KST: 3 AM, March 14, 2025 Deep within the Raven’s Tower, the Chamber of Trials awaits. Here, only the sharpest minds will survive. You’ll face a series of brutal trial effects—how many will you take on at once? The greater the risk, the greater the reward. But be warned: even the best Tacticians may not make it out alive. {STEAM_CLAN_IMAGE}/44462767/9c4849e23ef231236ac3c196065bbab670f3495b.png We’ll be revealing all the changes—including what awaits in the Chamber of Trials, the rewards that come with victory, and how you can tailor the challenge to your playstyle—with a dev log from the Creative Director and the full patch notes later. This patch will also include community reported bug fixes, feedback and suggestions, which you can find here. {STEAM_CLAN_IMAGE}/44462767/33c66013f34b13f1d500dd817ce4a1873db703c1.png Prepare yourself. The Trials Patch launches soon—will you rise to the challenge? - ODS TeamCaptain's Log #6: Monsters' Weakness PointsFeb 28, 2025 - Community AnnouncementsDear Tacticians, Based on Early Access feedback, many players found the sheer health of the Act 2 boss daunting at first glance. This boss, like other large monsters, features weakness points that must be targeted effectively. Without a solid grasp of these mechanics, players may struggle to deal sufficient damage, making these encounters much more challenging. So, let’s dive into the best strategies for taking down large monsters, including the Act 2 boss. Weak Point Mechanics Unlike regular enemies, large monsters occupy multiple tiles on the battlefield. These can range from smaller 2x2 monsters to even larger 3x3-sized ones. Each turn, some of the monster’s tiles will randomly display weapon icons, indicating the monster’s current weaknesses. Three tiles for 2x2 monsters and four tiles for 3x3 monsters. Attacking these tiles with the corresponding weapon type will deal significantly higher damage and prevent counterattacks. However, using an incorrect weapon will result in lower damage output and leave the attacker vulnerable to an immediate counter. Additionally, monsters rotate in the direction they are attacked from. This movement also shifts the position of their weakness icons, meaning players must strategically plan their attacks to maximize damage. {STEAM_CLAN_IMAGE}/44462767/3065da11ca57c45f87b9055da16bdaf1b795476f.png {STEAM_CLAN_IMAGE}/44462767/decdad351bdaadab501d32cbcdae2dac346ff0ba.png Chain Hit System When attacking a weakness for the first time, players will see a Chain Hit x1 effect, dealing initial damage. For example, the first attack here resulted in 32 damage: {STEAM_CLAN_IMAGE}/44462767/ae7c5c51a3833c37e9d9d78f0e52738574033253.gif On the second strike, Chain Hit x2 appears, increasing the damage output to 33 despite Marco’s spear is weaker than Emile’s axe originally: {STEAM_CLAN_IMAGE}/44462767/4f19cc1a88fb3b303495c1841dab7c2c3c3d76bc.gif The final weakness strike guarantees a Critical Hit, dealing a massive 132 damage: {STEAM_CLAN_IMAGE}/44462767/975a8906a0ea574ce5c23bee8cc78fda07b672e8.gif Optimizing Damage Output To maximize efficiency, start your Chain Hit sequence with a lower-damage character and have your strongest attacker land the third and final hit, unlike what we showed in the above example. This ensures that the accumulated Chain Hit damage multiplier and Critical Hit bonus work together for the highest possible damage output. {STEAM_CLAN_IMAGE}/44462767/3ca73319c7c47a4d5ebc5c935cdbedb0b12f1877.png By keeping these strategies in mind, we believe players can successfully overcome the Act 2 boss and other large monsters with greater ease. We hope this helps, and we’ll see you in the next log! Jin Sang Kim Captain's Log #5: Dialogue Options!Feb 14, 2025 - Community AnnouncementsAhoy Tacticians! Before our Early Access launch, we conducted multiple beta tests. One of the most common pieces of feedback we received was that the dialogue speed felt too slow. Some players also found the scrolling text effect—where dialogue appears gradually rather than all at once—frustrating. In response to these concerns, we've implemented several new options to enhance the dialogue experience. Let’s take a look at these improvements! {STEAM_CLAN_IMAGE}/44462767/317d306ef38335bc49eb0a588b0f67fbe3c3fe10.jpg Display Dialogue All at Once By default, dialogue appears on screen as if being typed out, mimicking a typewriter effect. However, for players who prefer to read the entire dialogue instantly, we’ve added an option to display all text at once. {STEAM_CLAN_IMAGE}/44462767/d3dead2367576deda039585bc62a83f45a23cf0a.gif Autoplay Dialogue This autoplay feature allows dialogue to progress automatically to the next speaker or line. While some players prefer to manually advance dialogue after reading, others enjoy a more seamless experience. This option caters to the latter group. {STEAM_CLAN_IMAGE}/44462767/abc8dcb0f9b4c1511ffc2e2cac1e139e72aee026.gif Skip Battle Dialogue For those who find battle dialogue repetitive, we’ve introduced a simple option to skip all battle dialogue. Initially, we considered a system that would skip dialogue only in battles that had been played before. However, due to various constraints, we opted for a more straightforward approach, allowing players to skip battle dialogue altogether. This should be a welcome addition for those who prefer faster-paced combat! {STEAM_CLAN_IMAGE}/44462767/9ed110f8357d7d0ce339f3826c953a30199f98f5.jpg Show Chat Log Missed a conversation? Prefer to read through all the dialogue at once? We’ve got you covered! You can now access the full chat log at any time by pressing the H shortcut key. This feature ensures that players can revisit past conversations whenever they need to. {STEAM_CLAN_IMAGE}/44462767/e0ae80d426dc9e07bc198eba627e10b00d18bfa6.png These new options aim to improve the overall experience, adding different dialogue options to suit different players and their playstyles. We hope these additions help, and we’ll see you in the next one! Jin Sang KimCaptain's Log #4: How Do Stats Work?Jan 31, 2025 - Community AnnouncementsWelcome to the 4th Captain’s Log! In battle, you may notice moments when a Critical Hit lands or an attack gets Guarded. A Critical Hit increases damage by 50%, while Guard reduces incoming damage by 50%. Have you ever wondered what the chances are for your character to land a critical hit or successfully guard an attack? You can see these probabilities numerically just before your character takes an action. {STEAM_CLAN_IMAGE}/44462767/bc417582c0e7a6e45e55932be62684b00434d082.jpg In a previous game I worked on, attacks could completely miss due to random chance (similar to how misses happen in Fire Emblem). However, as a player, I noticed that the frustration of missing an attack often outweighed the satisfaction of seeing an enemy miss. To address this, I introduced the concept of Guard. Instead of an attack missing entirely, Guard allows you to mitigate the damage, ensuring that your efforts aren’t entirely wasted. The mechanics of Evasion (Miss) and Accuracy are replaced by Guard and Hit. Here's how it works: Guard is your character's ability to reduce damage from an enemy's attack. For example, if your Guard stat is 50, you have a 50% chance to block or reduce the damage. Hit is the enemy's ability to bypass your Guard. The actual Guard chance is calculated as your Guard stat minus the opponent's Hit stat. For example: If your Guard is 51 and the enemy's Hit is 40, your effective Guard chance is 11%. Similarly, Critical Hits follow the same logic: Your chance of landing a Critical Hit is your Critical stat minus the enemy’s Critical Defense stat. For example, if your Critical stat is 63 and the enemy’s Critical Defense is 51, your chance of landing a Critical Hit is 12%. With this deeper understanding of Critical and Guard mechanics, you’ll be better equipped to choose stat cards that suit your strategy and develop your characters in the direction you want! Hope this helps and we’ll catch you in the next one! Jin Sang KimCaptain's Log #3: Battle Shortcut KeysJan 17, 2025 - Community AnnouncementsHi Tacticians, We’re back with another log - our third one! Have you ever found it frustrating to switch weapons during battle or to move your mouse just to click "Wait"? I know I have. That’s when I remember there are shortcut keys for the battle command menu, and that’s when I’ll end up pressing the number keys to switch my weapons or "Wait". You may have noticed the numbers next to each menu option within the battle menu. Until now, those numbers would change depending on the situation and character—sometimes "Wait" would be assigned to 3, other times to 4, or even 6. Based on your feedback, we’ve made a huge improvement in the Winter patch back in December 2024: we’ve assigned fixed keys to each menu option! {STEAM_CLAN_IMAGE}/44462767/739cbd9ac89d9a739359a7fa8d1e1c1bbdf57d91.gif From now on, you can always press the "`" key (next to the 1 key) to "Wait" or "Defend". Likewise, switching weapons will always be done with the 4 key! Catch you in the next one! Jin Sang KimCaptain's Log #2: Helmets On, Helmets OffJan 3, 2025 - Community AnnouncementsHi Tacticians, Happy New Year! I'm back for log #2! In Lost Eidolons, we worked hard to ensure the playable characters' faces are very visible during battles and even in close-up combat scenes. But then some players asked, "Isn't it strange for characters not to be wearing helmets during battle?" And I learned that many players prefer characters wearing helmets for realism. So, as we started working on Lost Eidolons: Veil of the Witch, I made a firm decision to include the helmet option this time. And now, in the character information window, you’ll find a Helmet ON/OFF option in the upper-left corner of the character illustration. {STEAM_CLAN_IMAGE}/44462767/eeef831e84771024fac5cb55ea6000dfd1976b0e.jpg When this option is enabled, you can see the 3D character wearing a helmet or hood during battles and event maps! {STEAM_CLAN_IMAGE}/44462767/a0cfcffdfe55c347f1ff0cafd60389b07aaf97cd.jpg In the next game, we’d love to create a foundation where players can edit helmets and appearances directly or indirectly. Stay tuned! See you in the next one! Jin Sang KimA Year to RememberDec 24, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/44462767/9931a67713ecf79b12430406ff010927b513c52f.png {STEAM_CLAN_IMAGE}/44462767/48491df71dfbdcb09c8f739e216da7281a0d50b2.gif
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