1. Lost Eidolons: Veil of the Witch
  2. News

Lost Eidolons: Veil of the Witch News

The Story on Story

Howdy 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.

Zombies, 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.

Game 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 Access game (Section 13), and the fruits of that will soon be going live in Veil of the Witch.

Veil of the Witch is a proper SAG union production with some monster talent behind the mic, so you can expect voiceover that is extremely high quality. I’m thrilled with how our actors have brought the script to life, and I can’t wait for players to hear it. I often tell people VO is one area our studio consistently punches above our weight class.

While the voiceover’s not 100% wall-to-wall, you’ll find it pretty much anywhere it would be weird not to: the prologue, the boss fights, major cutscenes, party chats, combat barks of both the grunty and spoken variety, and so on. Basically anything outside of random battles and travel events, you can probably expect talky sounds.

A lot of that content will be going live in the very near future. Some of it we're still working on, and you can expect it at launch.

In addition to voiceover, we’ll also be launching with a bunch of new story content you have not seen yet, including:

  • A small number of new portrait variants for party characters, so they’re a little more expressive in cutscenes
    Swoon~
  • A series of story-heavy flashbacks, similar to the one that’s in the game now, that delve into Ashe’s past. You’ll earn these gradually as you play, and unlock them in town.
    I promise this box will have words in it by the time the game launches.
  • An ending sequence that plays out the first time players finish Act 3, to bridge the story into the endgame content. (This will replace the current placeholder scene with Sable that plays at the end of a completed run.)
  • An entirely new fourth Act, a big-ass final bossfight, and a bunch of storytelling stuff that goes with it.
  • Dialogue with party members and bosses reacting to your progress through the game in various ways, particularly around endgame content.
  • A true, actual, “Wow, emotional closure!” type ending. You’ll unlock that by finishing all flashbacks, completing Act 4, and maybe one or two other conditions we haven’t decided yet.

All of that stuff is already written, about half of it is now recorded, and much of it has been implemented behind the scenes. At this point, we’re just running around hooking things up and tightening rivets in preparation for landing.

Assuming we pull it off, from players’ perspectives, it will feel like a big light-switch gets turned on at launch, and the game suddenly goes from sketch to fully drawn horse really, really quickly.

Like this but the other way around

Anyway, that’s all I got for today!

We’ll be sharing our cast list in another upcoming post. Anime fans and people who played the first game will probably recognize a few names.

Hope y’all dig it!

Talk more soon,
Brandon

DISCORD | X | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

https://store.steampowered.com/app/2530490/Lost_Eidolons_Veil_of_the_Witch/

Captain's Log #7: The Power of Skill Cards

Dear 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.

[h3]Skill Cards[/h3]

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.



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.

[h3]Simple vs. Detailed Skill Descriptions[/h3]

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?



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.


[h3]Skill Upgrades[/h3]

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!



[h3]Skill Codex[/h3]

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 option to see how each skill improves after upgrading. Checking the codex can be a great way to strategize—by planning character builds and understanding synergies between different skills, you can optimize your team’s effectiveness in battle. So, why not take a moment to explore the Skill Codex and start planning your next strategy?



With these tools and features at your disposal, you're well-equipped for your next expedition. Best of luck, and enjoy the journey!

Jin Sang Kim

Trials Mode Hotfix (3/14/2025)

Dear 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!

[h3]Patch Schedule[/h3]

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:

[h3]Bug Fixes[/h3]
  • 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!

Dear 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.

Raven’s Tower, where you can craft Accessories and set your Trial level

  1. Trials (18 Optional Effects and 7 Levels)
    • 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.
  2. Accessories (19 Total)
    • 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.
  3. Altar of Fire Upgrades (Further strengthening the effects of persistent upgrades)
    • 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 players to adjust the game’s difficulty to their preference. We encourage you to experiment with various Trial effects to find the difficulty level that suits you best. And if you enable them all, be prepared for the ultimate challenge.

There’s a lot of ways to alleviate repetitiveness in a game like this, and some of them take a bit longer than others. In this update, we focused on adding more challenges and new abilities, woven into another track of persistent unlockables.

For the official release, we’ll be adding additional maps, more variations to battles, new enemies, another entire Act, and more. We've listened to our community’s feedback and adjusted our development plans accordingly. This new content will be designed to enhance replayability and keep the experience fresh for our players. We will share more in detail as we continue to develop new content! Stay tuned for more!

Best regards,
Jinsang Kim

DISCORD | X | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

https://store.steampowered.com/app/2530490/Lost_Eidolons_Veil_of_the_Witch/

Trials Mode Patch Notes (3/13/2025)

Dear 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!

[h3]Patch Schedule[/h3]
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:

[h3]New Content / Features[/h3]
  • Raven’s Tower
    • Chamber of Trials - a new challenging mode for players
      • 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
      • 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
    • Once a Greater Blessing has been obtained, there will be an option to unlock another Greater Blessing
  • 5 new Forked Road events
  • New Partnership conversations

[h3]Changes / Improvements[/h3]
  • 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
  • Added a new Boss icon to show the boss unit within battles
  • 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

[h3]Bug Fixes[/h3]
  • Fixed incorrect speaker names showing in some conversations within the Chat Log
  • Fixed an issue where an error occurred when displaying the Relic tooltip
  • Fixed an issue where some healing skills were not affected by healing increase / decrease effects
  • Fixed Soraya’s Power of Darkness skill so that the primary target cannot be an object like Ice Walls
  • Fixed an issue where the summoned ally with Emile’s Shadow Double skill would not receive Altar of Fire effects
  • Fixed an issue where units summoned by Soraya’s skills had lower stats than intended
  • Fixed an issue where if you rapidly press the flip button when training, the flip button and shortcut keys will become unusable
  • Fixed an issue allowing players to activate the beacon within the Karlotta battle
  • Fixed an issue where Fontaine’s Bodyguard status would not work properly when using a charging skill
  • Fixed an issue where upon purchasing the Merchant’s Mug, the price of the items beyond budget did not change to red
  • Fixed an issue where the Battle Start UI would appear during the battle dialogue incorrectly
  • Fixed an issue where the battle would be lost if an enemy soldier was moved into an escape point during an ally’s turn in battle
  • Fixed the ability to move again after using Shooting Spree while in Lone Wolf status
  • Fixed an issue where the connecting line will not appear when unlocking the “Cruel Instinct” Blessing within the Altar of Fire
  • Fixed an issue where the skill cooldown of a unit that ended during an ally's turn would be incorrect after performing a partnership effect action
  • Fixed an issue where an exclamation mark would appear even though nothing could be upgraded within the Altar of Fire
  • Fixed an issue where enemies affected by sleep skills would attack allies due to Soraya's co-op effect in certain situations during battle
  • Fixed an issue with dialogue not appearing in the Street Gambler event
  • Fixed an issue so that a Relic choosing Forked Road event does not appear before a Boss map
  • Fixed an issue where a unit's level would be displayed as the maximum level, instead of the current level, when selecting to redistribute stats using the Chalice of Change

Throughout Early Access, we plan to continue improving Lost Eidolons: Veil of the Witch, by adding more features and listening to our players’ feedback and suggestions. We are always taking inspiration from our players, so if you have anything to share with us, please feel free 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/