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Lost Eidolons: Veil of the Witch News

August Update Hotfix (8/18/2025)

[p]Dear Tacticians, [/p][p]We fixed a progression-blocking bug that could occur during a boss fight in specific situations, in both the full and demo versions. The change can be found in version 0.010.025.[/p][p][/p][h3]Patch Schedule[/h3]
  • [p]PT: 2:30 PM, Aug. 18, 2025 [/p]
  • [p]ET: 5:30 PM, Aug. 18, 2025 [/p]
  • [p]CET: 11:30, Aug. 18, 2025 [/p]
  • [p]KST: 6:30 AM, Aug. 19, 2025 [/p]
[p][/p][p]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.[/p][p] [/p][p]- ODS Team [/p]

August Update Patch Notes (8/13/2025)

[p][/p][previewyoutube][/previewyoutube][p][/p][p]Hello Tacticians! [/p][p]Welcome to the final Early Access content update before our official launch! This part two of Summer 2025 Patch is packed with fresh challenges and surprises to carry you into the home stretch. Face off against fearsome new monsters, test your tactics in brand-new battle scenarios, and master powerful equipment skills to turn the tide in your favor. This is your last taste of what’s to come before the big day — so dive in, experiment, and get ready for the ultimate fight when we launch. [/p][p]Here is the list of changes for this patch version 0.10.024 below:[/p][p][/p][h3]New Content / Features[/h3]
  • [p]2 new variations for the Act 3 boss battle[/p]
  • [p]9 new monsters
    [/p]
  • [p] 8 new battle scenarios[/p]
  • [p]Added Holy Roads at the Forked Road, offering special rewards and buffs[/p][p][/p]
  • [p]Added 15 new equipment skills[/p]
  • [p]Added combat barks and voice lines during battle[/p]
  • [p]Added character SFX during events and silent dialogues[/p]
  • [p]Added color variations to enemy armor and weapons according to specific expedition biomes:[/p]
    • [p]Blue and gray for The Salheims biome[/p]
    • [p]Red and Gold for The Western Wastes biome[/p]
[p][/p][h3]Changes / Improvements[/h3]
  • [p]Adjusted the balance of the following boss battles:[/p]
    • [p]First variation of the Act 1 boss battle: Fallen soldiers will spawn 2 turns after the Beacon of the Dead has been activated[/p]
    • [p]Second variation of Act 1 boss battle: Giant soldiers revive with less HP each time, don’t act on revived turn, and go berserk after 5 total revivals[/p]
    • [p]Third variation of Act 2 boss battle: Menders no longer appear as reinforcements[/p]
  • [p]Removed the restriction where only one weapon within an equipment type could be upgraded with a mythic enchantment[/p]
  • [p]Adjusted some Trial effects:[/p]
    • [p]Veteran Trooper: Applies random enchantments to all enemies, including monsters[/p]
    • [p]Overload: Removed “Greater Curse: Recovery Reduction” from the curse pool[/p]
  • [p]Improved the Tree of Life skill to now heal allies and damage enemies at the end of the player’s turn within a 5x5 area around the tree[/p]
  • [p]Improved the Shooting Spree skill so the follow-up attack now grants a Critical Hit chance bonus when triggered on the next turn[/p]
  • [p]Improved the Two-Faced Tablet relic by increasing the Guard bonus[/p]
  • [p]Improved the Loaded Dice relic by increasing the chance to obtain an enhanced skill when selecting a class skill[/p]
  • [p]Changed the main character’s default weapon to the Traveler’s Long Bow when the Archer class is chosen[/p][p][/p]
  • [p]Updated the ZoC tutorial to clarify that large enemies and monsters do not generate ZoC[/p]
  • [p]Changed Ballista attacks to no longer trigger damage reflection effects[/p]
  • [p]Rebalanced the conditions under which boss battle variations are unlocked[/p]
  • [p]Improved the animation and special effects when the main character uses Copycat on certain skills[/p]
  • [p]Standardized character sorting order across all UI screens based on join order for consistency[/p]
  • [p]Adjusted the order of Emile and Laurent within character sorting UI screens[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed an issue where the Zephyr Arrow skill could damage allies[/p]
  • [p]Fixed an issue where some enchantment passive skills did not work properly[/p]
  • [p]Fixed an issue where the Ice Wheel skill would fail to freeze enemies in specific scenarios[/p]
  • [p]Fixed an issue where the preview of event rewards displayed incorrectly[/p]
  • [p]Fixed the issue where Bernhardt's chain mechanic would become unremovable, if a summoned unit was bound and then killed[/p]
[p]
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 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 Board or our Discord![/p][p]
-ODS Team[/p][p][/p][p]DISCORD | X | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH [/p][p][dynamiclink][/dynamiclink][/p]

Our Upcoming Summer Update Pt. 2

[p]Dear Tacticians,

We’re currently preparing the final release for Veil of the Witch, but we’re also working on an update to parts we hope to get more feedback about from Early Access players.[/p][p]You heard that right: the official launch is just around the corner![/p][p]When we first entered Early Access, we mentioned that our goal was to release the full game within six months to a year. (Personally, I thought six months would be enough!) It’s taken a bit longer than expected, but we’ve since delivered according to our promised roadmap, and we look forward to sharing it all with you soon.[/p][p]Here are the new things you can expect to see in the upcoming update…[/p][p][/p][h3]Balancing Boss Battles & Adding Act 3 Battles Variations[/h3][p]What did you think of the new boss fights in Act 1 and 2? It seems some players have found them quite challenging. While some of that difficulty comes from the novelty, there are parts that may genuinely be a bit too punishing.[/p][p]So we’re making some adjustments to the new boss variants in Acts 1 and 2, to make them feel more manageable and clearly structured. And looking ahead, we’re also adding two new battle variations for the Act 3 boss fight. We’d love to hear your thoughts once they’re live![/p][p][/p][h3]New Monsters and New Battles[/h3][p]We’re adding 9 new monster units, along with 8 new battle scenarios to go with them. These new encounters have been placed primarily in Act 1, giving players more variety in early-game maps, as Act 1 tends to be the most frequently played part of the game, so it can be the quickest to feel repetitive.[/p][p]This update is built to address that. We’ve also adjusted some of the existing battles by changing their objectives. We look forward to your thoughts on the new battles. [/p][carousel][/carousel][h3]Equipment Skill & Enchantment System Rework[/h3][p]Previously, the game had a system where your party couldn’t own multiple pieces of the same type of mythic equipment (for example, one-handed swords). Based on your feedback, we’ve changed that restriction.[/p][p]We’re also introducing new, unique equipment skills, including 11 new active skills and 4 new passives. We believe this will make the gameplay experience feel a lot more dynamic and engaging![/p][carousel][/carousel][h3]Signpost Upgrades[/h3][p]During the Early Access period, we received a lot of feedback about the signposts players encounter while traveling. Once players have collected all the resources tied to a specific signpost, its value naturally decreases (although there are ways to exchange resources). In other cases, there are signposts that are rarely chosen based on the player’s preferred gameplay style.[/p][p]Instead of forcing players to choose the less-desired signposts, we decided to encourage more diverse choices by offering more tempting incentives.[/p][p]While playing, you may come across signposts that look a little unusual, like in the screenshot below. Try selecting one of them during your run and see what happens. We hope you’ll be pleasantly surprised by the effects!

[/p][p]In addition to all the updates mentioned above, we’ve also added a bunch of new voiced lines to your party in combat, bringing the game to a more refined and complete state.[/p][p]We can’t wait for you to jump in and try out all the changes![/p][p]Until next time, [/p][p]- Jin Sang Kim [/p][p][/p][p]DISCORD | X | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH [/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Steam Summer Sale’s Heating Up – Lost Eidolons: Veil of the Witch 20% Off!

[p]Dear Tacticians,[/p][p][/p][p]It’s getting hot out there… but not as much as on the battlefield![/p][p]Cool off with Lost Eidolons: Veil of the Witch, now 20% off during the Steam Summer Sale - running until July 10th![/p][p]This is our first discount since our Midweek Deal back in April, so if you missed out then or added us to your wishlist, now is the perfect time to jump into a roguelite tactical RPG where every run turns up the heat.[/p][p]Still on the fence? Check out the free demo before buying the game! Try it out, die gloriously, and come back stronger.[/p][p][/p][p]Already have the game? Recruit more Tacticians and see if they can handle the pressure. Or just sit back and watch them wipe on the first boss. We won’t judge![/p][p]Don’t wait any longer and don’t forget to keep hydrated![/p][p] - ODS Team

DISCORD | X | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH [/p][p][/p][p][dynamiclink][/dynamiclink][/p]

June Update Hotfix (6/17/2025)

[p]6/18 6:00 PM PT - Patch notes was edited to remove a fix that was not part of the patch. We apologize for any confusion.[/p][p][/p][p]Dear Tacticians, [/p][p]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! [/p][p][/p][h3]Patch Schedule[/h3][p]
PT: 2 PM, June 17, 2025
ET: 5 PM, June 17, 2025
CEST: 11 PM, June 17, 2025
KST: 6 AM, June 18, 2025 [/p][p][/p][p]Here are the changes within version 0.09.021 that we’ve made to the game: [/p]
  • [p]Fixed an issue where players were unable to proceed after certain non-combat events[/p]
  • [p]Fixed an issue where skipping dialogue during combat could prevent progression[/p]
  • [p]Fixed an issue where Crisis events could trigger with characters not currently in the party[/p]
  • [p]Fixed an issue where the game could freeze when using an undo to the final turn after a defeat that wasn’t caused by a full party wipe[/p]
  • [p]Fixed an issue where the game would freeze if a unit with a certain movement pattern was afflicted with the Immobile status[/p]
  • [p]Fixed an issue where using an Undo on a unit with the Divine Protection status effect would cause an error[/p]
  • [p]Fixed an issue where Evie's Partnership Level would overflow beyond the intended UI limit[/p]
  • [p]Fixed an issue where the "Cannot join battles" indicator appeared on characters who were actually available for combat[/p]
  • [p]Fixed the achievement “Fully Loaded” to only count when equipped with upgraded accessories[/p]
[p]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 [/p][p][/p][p][dynamiclink][/dynamiclink][/p]