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Lost Eidolons: Veil of the Witch News

Midweek Deal Sale - 25% Off!

Calling 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.


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)

Dear 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.


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

[h3]Patch Schedule[/h3]

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:

[h3]New Content / Features[/h3]
  • 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
[h3]Changes / Improvements[/h3]
  • Animated the title screen when starting the game
[h3]Bug Fixes[/h3]
  • 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 Witch

Howdy 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...

[h3]THE GOOD GUYS[/h3]
  • 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

[h3]A NICE LADY AND HER BIRD[/h3]
  • Sable: Allegra Clark
  • Raven: Gary Furlong

[h3]THE BADDIES[/h3]
  • Karlotta: Asante Mango
  • Bernhardt: Jason Marnocha
  • Fellheart: Brandon McInnis

(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 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