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Veil of the Witch Early Access 10-Day Recap – Your Feedback Matters
Lost Eidolons
15.11.24 22:04 Community Announcements
Hello! I’m Jin Sang Kim, the Creative Director responsible for the development of Lost Eidolons: Veil of the Witch.

First and foremost, I’d like to extend my gratitude to all of you who purchased and played the Early Access version of the game!

It’s been just over a week since we launched Early Access. As a fan and developer of turn-based strategy RPGs myself, I’ve put great effort into adding another engaging game franchise for fans of the genre. While perfection is difficult to achieve, our goal with this Early Access is to share the core gameplay and gather feedback so we can launch the full release as a more polished game.

Over the past 10 days, we've received incredible feedback with many unique ideas that we hadn’t considered. We’re carefully reviewing all of these, discussing them within our team, and outlining future development plans.

Today, I’d like to share some updates on what our team is currently prioritizing and planning. I wish I could provide more information on content development plans, but we’re focusing on addressing your feedback first. We expect to share our content roadmap in early December once our plans are finalized. But as many of you have asked about content plans, I’ll briefly touch on what’s in store.

For game improvements, we’ve divided our update plans into short-term, mid-term, and long-term categories leading up to the full release.

Please note: The following items are those we’ve already decided to work on based on internal review. If your suggestion isn't listed, it doesn't mean we haven't reviewed your feedback or aren't considering it.

Short-term Updates – Early December 2024



UI/UX/Control Improvements


  • 4x Speed Option: We plan to add a 4x speed option to enable faster animation without entirely skipping enemy turns.
  • Character Stats Information: We’re improving the information on how character stat enhancements impact gameplay by providing more detailed descriptions on each stat during level-ups.
  • Unified and Customizable Hotkeys: Hotkeys, which currently vary by character because certain characters don’t have magic, will be standardized. We’ll also support custom hotkey assignments.
  • Quick Info for Combat Skills/Spells: We’re adding a quick info option to view layman version of combat skills and magic, on top of the existing Tactician’s detailed view currently accessible with by tapping "C."
  • Display Enemy Movement Range (F key): Instead of pressing "F" repeatedly to check enemy movement ranges, we’ll add an option to keep this range always visible.
  • Streamlined Battle Result Screen: We’ll simplify post-battle screens, eliminating separate screens for each reward type.
  • Steam Deck Improvements: We’re addressing Steam Deck display issues like cropped skill descriptions at 1280 x 800 resolution, as well as continuing with optimization for the Steam Deck.
  • Battle Dialogue Skip Option: The option to automatically skip previously viewed dialogues during battle already exists in-game. However, the translation for the option is incorrect and will be corrected for non-Korean languages.
  • End Credit: Currently, credits roll after completing Act 3. We’ll limit this to the first Act 3 completion.
  • Camera Zoom In/Out Feature: We’re adding a camera zoom function.
  • Available Combat Skills/Magic Display: Currently, it requires multiple clicks to check any given character’s skills/spells. Instead of navigating menus, we’ll show available combat skills and spells directly when selecting a character.
  • Promotion Rune Requirements: Rune requirements for promotions are currently not seen prior to the promotion. We’ll show the requirements in the UI so you can see unmet conditions upon clicking the promotion button.



Gameplay Adjustments


  • Tree of Life Skill Adjustment: We’re considering increasing the AoE damage, which is currently underpowered.
  • Balance Adjustment for Act 2 Boss: Based on feedback that the Act 2 boss is harder than Act 3’s, we’ll lower the shield and review other balance factors if needed.
  • Balance Adjustment for Temporary Allies: We’ll balance allies met in Acts 2 and 3, whose level is currently set too low for the battles in later acts.



Permanent Growth Adjustments


  • Altar of Fire Progression Rate: We’ll increase the number of Embers given out during an expedition to enhance the progression speed, addressing feedback that progress is too slow.



Mid-term Updates – January to February 2025



UI/UX/Control Improvements


  • WASD Camera Controls: We’ll support keyboard shortcuts for camera movement/panning, as some users find the current control scheme with camera movement and unit selection uncomfortable.
  • Enhanced Resonance Stone UI: We’ll improve the Resonance Stone UI so you can preview upgrade outcomes before selecting equipment for enchantment.
  • Improved Undo Feature: To make it easier to restart from the beginning of a battle, we’ll add a button for this purpose.
  • Character Stats Animation Skip Function: We’ll add a skip option for the post-battle stat screen animation.



Gameplay Adjustments



  • Improved Blessings Path: We’re reviewing ways to extend the duration of temporary blessings obtained through expedition, potentially making them last for an entire act or expedition. We will share more information about this in the future, after we assess its impact to the overall game.



Permanent Growth Adjustments


  • Greater Blessings from Altar of Fire: We’ll review and rebalance Greater Blessings, add more options, and avoid duplicates to encourage strategic variety.
  • Relic Unlock Display: We’ll add a UI feature to show relic unlock progression.
  • Partnership Level Balance: We’ll continue reviewing feedback on the progression rate and rewards for partnerships and adjust as needed. The feature is not yet complete, and we are hoping to make it more interesting with player feedback.



Long-term Updates – Before Full Release



UI/UX/Control Improvements


  • Steam Deck Optimization: We’ll continue optimizing the Steam Deck experience before launch.
  • Expedition Progress Information: We’ll add a map indicator for the last three stages before boss fights to help players prepare for boss encounters.



Gameplay Adjustments


  • More Simple Combat Types: To address long battle sequences, we’ll add shorter battle types to Act 1.
  • More Spellcaster Enemies: We’ve received feedback that the Magic Defense stat is less effective due to there being not too many enemies that use spells for primary attack. We are considering combat design level changes, like adding combat scenarios where there are multiple spellcasters in the enemy mix.
  • Addition of Mythic Skills: We’re considering adding new skills for accessories and potentially developing more Mythic skills before launch.



Permanent Growth Adjustments


  • Altar of Fire Enhancements: We’re planning to expand Altar of Fire options when “Trials Mode” is introduced, allowing more growth choices with varying levels of difficulty from Trials mode.



So there you have it—the above are what we’re prioritizing in terms of feedback-based improvements. However, please note that some feedback will require additional time or re-evaluation after content updates, which leads me to share the major content plans as below.

Major Content before Full Release



  • Trials Mode: Inspired by the Ascension system in Slay the Spire, players will be able to customize the difficulty. However, the execution will be done in the style of Hades in which you set the conditions of the challenge rather than be bound to the tiered difficulty levels. We hope to release this by February or March 2025.
  • Additional Battles: This is the most development-heavy task in terms of time. So we plan to first develop simpler battles and implement their variations that can be in the earlier part of an expedition, after first working on the Trials mode. We will then add two boss battle types for each Act, alongside the early simple battles. We will continue to discuss adding different types of battles for the game’s official release (different gimmicks, topography, etc.), but the two tasks above will be our highest priority and focus. And of course, we can work on more battles post official release if resources allow.
  • Items & Accessories Systems: We’re working on an item system (consumables that do not take the entire turn) and accessory system (new equipment type) to add strategic variety in combat. These systems will likely come with the release of Trials mode.
  • Final Boss Encounter: We’ll add a final boss fight that will require specific conditions to access, with the official release. As this needs to present the most epic-feeling battle experience, we will be taking utmost care in development.
  • Story and Voice Acting: We’re aware that the story currently ends a bit abruptly but rest assured that we’re investing in the story progression and will continue to update the story as we near official release. We will update everyone on the story and voice acting timelines soon.


We’ll share the full roadmap with the schedule as soon as possible!
We are committed to developing a quality game that resonates with turn-based RPG fans. We’re reviewing every piece of feedback, even if it doesn’t lead to immediate decisions. So please keep the feedback coming, and we’ll stay connected and keep the conversation and actions going!

Thank you for being part of the Lost Eidolons: Veil of the Witch journey. I apologize for the early bugs and am incredibly grateful for your continued support.

Sincerely,
Jin Sang Kim

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Release:13.10.2022 Genre: Rollenspiel Entwickler: Ocean Drive Studio, Inc. Vertrieb:keine Infos Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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