Only four days left until the Early Access launch!
After the release of our first game, Lost Eidolons, we received a wide range of feedback, which led us to reflect deeply. Although everyone on the development team poured their passion into the game, we recognized that our lack of experience with story-based, turn-based RPGs led us to overlook some aspects. Through feedback on areas that needed improvement, as well as positive responses to the combat mechanics, we gained an opportunity to internally assess how we can develop even more engaging and enjoyable turn-based strategy RPGs in the future.
After much consideration, we decided to work on Lost Eidolons: Veil of the Witch. And before the launch of Early Access, we’d like to take this time to briefly share our vision for the game and the improvements we’ve made based on the valuable feedback from various tests we conducted.
[The Vision for Lost Eidolons: Veil of the Witch]
Veil of the Witch is a spin-off, not a sequel, to the original Lost Eidolons. While we haven’t yet decided on developing a full sequel, we hope to showcase the future potential of the Lost Eidolons franchise with this spin-off.
The vision for Lost Eidolons: Veil of the Witch is as follows:
- Primary Goal: Offer strategic depth and enjoyment in grid-based turn-based combat.
- Second Goal: Provide faster character growth and quicker battles compared to other turn-based RPGs.
- Third Goal: Continuously deliver fresh experiences with each playthrough (expedition).
- Fourth Goal: Present a captivating story within the Lost Eidolons world.
To achieve these goals, we’ve incorporated “roguelite elements” into this game. These features allow characters to grow rapidly within a single expedition, with each character gaining unique skills and stats along the way. The ever-changing battle scenarios add a strategic layer that keeps combat fresh and engaging. With the choice to create a five-person team from a roster of nine characters, various upgrades, and class changes, players will experience a wide variety of strategic choices.
We set out to tackle the common issues of repetition in grid-based turn-based RPGs, where lengthy battles, rigid growth patterns, and repetitive combat can limit replayability. By incorporating roguelite elements and emphasizing diverse battle scenarios, we aim to overcome these challenges. We hope you’ll give the game a try and share your feedback with us!
[Our Development Journey up to Early Access]
Since introducing the project in September 2023, we’ve dedicated our efforts to development, testing, and refining the game based on player feedback. We held two internal tests in March and April 2024, followed by a Friends and Family test in May, and our first official closed beta in July. Each of these tests provided valuable feedback that guided improvements. We also hosted demo sessions at Gamescom in August and PAX West in September, and received additional insights from participants in Steam Next Fest this October.
Throughout this journey, we gathered valuable feedback that we incorporated into the game, leading to steadily improving survey results. Notably, our scores for combat enjoyment and turn-based RPG satisfaction rose from the 7s to an impressive 8.57 and 8.91, respectively.
#1 The Altar of Fire
One consistently received feedback was that the Altar of Fire’s upgrade options felt too simple and lacked impact. In response, we’ve modified the Altar of Fire as shown below and will continue updating it based on feedback.
#2 UI/UX Improvements
We’ve made extensive UI/UX improvements. Negative feedback significantly decreased since the closed beta, and we’ll continue to enhance quality-of-life improvements based on user feedback.
For example, we are implementing quality-of-life improvements, such as enhancing the visibility of interactive objects below.
Also, improvements under development, expected to be added during or after EA, include:
- Addition of an End Turn hotkey.
- Addition of a button to move back to the furthest point when using Undo
- Controller improvements at crossroads.
- Better explanations for stat points awarded upon leveling up.
- Improved display and visibility for character status effects.
- And more to come…
#3 Combat Balance Improvements
We are satisfied with the general combat balance. However, based on recent feedback from Steam Next Fest, we plan to adjust Elena's trap skill by adding extra damage while keeping the current usage format.
Other Feedbacks
We also received feedback on aspects such as voice acting, the balance of relics, and difficulty levels. The good news is that we have plans to add voice acting before the official release. As for the feedback regarding relic balance and difficulty, we’ll monitor these elements during Early Access and make further adjustments based on player input.
[Post-Early Access Journey]
The primary goal of Early Access is to focus on detailed game balance and UI/UX improvements based on player feedback. We’re committed to enhancing our development capabilities as a turn-based RPG team, and we greatly appreciate the insights from genre fans that help us refine the game.
Can’t wait to hear everyone’s thoughts on the game soon!
Sincerely,
Lost Eidolons: Veil of the Witch Development Team
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