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

Lost Eidolons: Veil of the Witch News

November Update Hotfix (11/4/2025)

[p]Hello, Tacticians![/p][p][/p][p]We are rolling out a patch to fix a progression blocker![/p][h3]Patch Schedule[/h3]
  • [p]PT: November 4 12 AM[/p]
  • [p]ET: November 4 3 AM[/p]
  • [p]CET: November 4 9 AM[/p]
  • [p]KST: November 4 5 PM[/p]
[p]Here is the change in version 1.1.9 that we’ve made to the game:  [/p]
  • [p]Fixed the issue where the game could softlock in a certain combat scenario under specific conditions[/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][/p][p] - ODS Team[/p][p][/p][p]DISCORD | X | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH [/p][p][/p][p][dynamiclink][/dynamiclink][/p]

November Major Update (11/3/2025)

[p]Hello, Tacticians![/p][p][/p][p]We are updating Veil of the Witch to version 1.1.8 based on some of the feedback we've gotten after 1.0 release. Read on below for the details.[/p][p][/p][h3]Patch Schedule[/h3]
  • [p]PT: November 3 4:30 PM[/p]
  • [p]ET: November 3 7:30 PM[/p]
  • [p]CET: November 4 1:30 AM[/p]
  • [p]KST: November 4 9:30 AM[/p]
[p][/p][hr][/hr][h3]Changes/Improvements[/h3][p][/p][p]New Expedition Difficulty Options[/p]
  • [p]Added difficulty selection, “Witch's Wrath” and “Witch’s Whisper.” Read more about this change HERE. This replaces the previous God Mode feature. [/p][p][/p][p][/p]
[p]Combat Difficulty Adjustments[/p]
  • [p]The number of Vermiliths appearing in the Vermilith battle has been reduced, and other monster enemies now appear instead. [/p]
  • [p]The failure condition for villager rescue maps has changed from “3 or more villagers killed” to “All allies defeated.” Successfully rescuing 3 villagers now grants additional rewards instead. [/p]
  • [p]In the second Bernhardt battle, the damage reduction from his defense stance has been lowered from 90% to 50%. [/p]
  • [p]In the third Bernhardt battle, Bernhardt’s HP recovery effect when receiving a critical hit now only activates while linked to his “Umbral Chains.” [/p]
[p][/p][p]Free Special Skin Set DLC - Rereleased for a Limited Time[/p]
  • [p]For everyone who missed it the first time, Ashe's special skin set--including sword, bow, and armor--is now available again to download for free for one month.  [/p][p][/p][p][/p]
[p][/p][p]Relic Improvements[/p]
  • [p]Cracked Wind-Up Soldier [/p][p]Deals 15 damage to all enemies whenever an ally is defeated. Triggers up to 3 times per battle.[/p]
  • [p]Scholar's Candelabrum [/p][p]Speaking to an ally at camp raises their Physical/Magic Attack and Physical/Magic Defense by +3. This relic can be used 2 times, then no more.[/p]
  • [p]Luminescent Box [/p][p]At the start of the Ally Turn, any allies below half health regain 15 HP.[/p]
  • [p]Bloody Effigy [/p][p]For every status effect on an ally, they gain +3 Physical and Magic Attack, but -2 max HP.[/p][p]Tattered Banner [/p][p]Allies under 60% HP gain +10 to Physical and Magic Attack.[/p]
  • [p]Notched Hilt [/p][p]Upon acquiring, the max HP of all allies is reduced by 10. With each successive victory, max HP goes up by 5 (caps at +20).[/p][p][/p]
[p]Trap Skill Adjustments[/p]
  • [p]Increased gold obtained from the “Pillaging Trap” effect.[/p]
  • [p]Increased damage dealt by “Bomb Snare.” [/p]
[p][/p][p]Name and Text Updates[/p]
  • [p]Added clarification that the “Phantom Grudge” area created by the “Dark Phantom” skill lasts for 5 turns. [/p]
  • [p]Renamed couple of Bernhardt’s effects: [/p]
    • [p]“Melee Defense Stance” → “Riposte” [/p]
    • [p]“Ranged Defense Stance” → “Repel”

      [/p]
[p]System & Visual Improvements[/p]
  • [p]When rerolling skills/stat cards, the card immediately before it will not appear again. [/p]
  • [p]Added tutorials for certain enemy and elite enemy skills. [/p]
  • [p]Added visual effects to help identify status effects. [/p]
    • [p]New status effect visuals for Bernhardt’s “Riposte” and “Repel.” [/p]
    • [p]Passive effect visuals for Silvio’s “Shadow Armor” and “Shadow Shield.” [/p]
  • [p]You can now find hints for recruiting new characters starting right after the prologue.[/p][p][/p][p][/p]
[p]Achievement Adjustments[/p]
  • [p]The cooperation stage requirements for the achievements, “Bury the Hatchet,” “Unspoken Feelings,” “A Better World,” and “Forgiveness Starts Within” have been reduced from 4 stages to 3 stages. [/p]
  • [p]The event completion requirement for “Once Upon a Time” achievement has been reduced from 3 completions to 1. [/p]
  • [p]If previously completed achievements were not properly recorded, they will now automatically unlock when the game starts. [/p]
  • [p]Achievements earned during the demo will automatically unlock when starting the full version.
    [/p]
[hr][/hr][h3]Bug Fixes[/h3]
  • [p]Fixed an issue where Vermilith would use Devour while under "Immobilized" status. [/p]
  • [p]Fixed an issue in the third Fellheart battle where Fellheart only used "Shadow Cyclone" once. [/p]
  • [p]Fixed a bug where Elena could make multiple moves under specific conditions while in “Lone Wolf” state. [/p]
  • [p]Fixed an issue where when in Concealed state, counterattack damage did not show in preview. [/p]
  • [p]Fixed an issue of “Lantern of the Dead” relic effect triggering when summons caused enemy retreats. [/p]
  • [p]Fixed a progression blocker where, if Raven Contract” and “Pumpkin Seed Bundle” relics were both owned, and “Pumpkin Seed Bundle” became disabled due to a crisis event, the player could no longer interact with the Raven thereby halting the expedition.[/p]
  • [p]Fixed an issue where Behemoth would use the "Crashing Ram” skill on units in "Concealed" state.[/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]
- ODS Team[/p][p][dynamiclink][/dynamiclink][/p]

Dev Log: Upcoming Updates

[p]Dear Tacticians, [/p][p] [/p][p]Can’t believe it has been already 2 weeks since we’ve entered official release! [/p][p]Thank you so much for your support and great feedback. After the last dev log and update, we have been working diligently on items which take more time to review and implement. We are in the midst of preparing our next update and it will be quite a major one as we are making a few important changes and adjustments based on feedback. [/p][p]We would like to share what we have been working on with today’s dev log. [/p][p][/p][h2]1. Difficulty Level Adjustments [/h2][p]We have been taking feedback after the previous dev log, and also tested various difficulty adjustments to ensure we are providing players with the right options. After testing various configurations and modifiers, we concluded to make the following changes.[/p][p]We'll be updating the UI and adding the below difficulty options when starting an expedition. Similar to Darkest Dungeon and other titles, each difficulty level will feature a distinct labeling and clear description.  [/p][h3]\[New Difficulty Options] [/h3]
  • [p]Witch's Wrath 
    Sable is watching your battles closely, but offers no aid. Enemy attacks are fierce and your skills will be put to the test. A tightly tuned challenge for seasoned tacticians who want the intended experience. [/p]
  • [p]Witch's Whisper 
    Sable's influence lingers on the battlefield. Enemy attacks are reduced in ferocity, but letting your guard down would be a mistake. A forgiving mode suitable for adventurers seeking a casual challenge  [/p]
[p]The new difficulty options at the Set Out screen will be replacing the current God Mode toggle found in Settings. [/p][p] [/p][h2]2. Game Balance Updates [/h2][p]In addition to the overall difficulty of expeditions, we also worked on more balance changes to ensure the game provides the intended experience. For the upcoming patch we are planning to update game balances as below: [/p][h3]\[Battle Balance Adjustments] [/h3][p]We have been carefully reviewing the balance of all battle variations and will be making updates to some of the battles. More detailed adjustments will be shared via patch notes prior to the patch. [/p]
  • [p]Bernhardt Boss Fight (including some of the alternate versions) [/p]
  • [p]Vermilith Battle [/p]
[p]On top of making tweaks to these battles, we are making some of the challenging combat scenarios not show up in the very first expedition by adjusting the backend conditions. [/p][h3]\[Relic Changes] [/h3][p]We are improving the following relics to ensure they provide the intended impact on the overall gameplay. Detailed changes to the relics will be shared via patch notes! [/p]
  • [p]Cracked Wind-Up Soldier[/p]
  • [p]Scholar's Candelabrum[/p]
  • [p]Luminescent Box[/p]
  • [p]Bloody Effigy[/p]
  • [p]Tattered Banner[/p]
  • [p]Notched Hilt [/p]
[h3]\[Skill Changes] [/h3][p]We are rebalancing following traps – making them better:[/p]
  • [p]Pillaging Trap[/p]
  • [p]Bomb Snare [/p]
[p][/p][h2]3. QoL Improvements [/h2][h3]\[Metagame Improvements] [/h3][p]Based on feedback, we are making the following metagame changes: [/p]
  • [p]Lowering the requirement for certain achievements [/p]
  • [p]Allowing tracking clues for new characters from the very start, in order to reduce the time it takes to unlock new characters [/p]
[h3]\[Other Quality-of-Life Improvements] [/h3][p]Below are changes we made to improve the overall gameplay experience: [/p]
  • [p]Adding tutorials for certain new enemy mechanics (including boss skills) to facilitate strategizing in difficult fights[/p]
  • [p]When rerolling skill/stat cards, the immediately preceding choices will no longer be part of the pool. When we left things to be completely random, there were cases of the same exact choices showing again, so we wanted to prevent that. [/p]
  • [p]Adding the option to toggle screen-shake off [/p]
[p][/p][p]Again, thank you so much for your support and feedback on Veil of the Witch. To share our appreciation and for those Early Access players who missed the special skin set for Ashe – we would like to re-release the free DLC for a month with the upcoming patch.  [/p][p][/p][p][/p][p]So please do not miss the chance to download it! 😊 [/p][p][/p][p]We’ll keep improving the game with your feedback in mind, so don’t stop sharing your thoughts. [/p][p][/p][p][/p][p]- ODS Team[/p]

October Major Update (10/14/2025)

[p]Hello, Tacticians![/p][p][/p][p]We are bringing balance changes to accelerate permanent progression and ease the difficulty–on top of fixing a bug![/p][p][/p][h3]Patch Schedule[/h3]
  • [p]PT: 12 AM, Oct 15, 2025[/p]
  • [p]ET: 3 AM, Oct 15, 2025[/p]
  • [p]CEST: 9 AM, Oct 15, 2025[/p]
  • [p]KST: 4 PM, Oct 15, 2025[/p]
[p]Here are some of the changes within version 1.0.11 that we’ve made to the game: [/p][p][/p][h3]Changes/Improvements[/h3][p]As mentioned in our dev log, we are adjusting rewards as below, in order to improve the ratio of persistent progression to gameplay. [/p]
  • [p]Increased the number of Rune Fragment drops[/p][p]Increased the number of Rune Fragment drops from boss fights, in order to reduce the time it takes to promote all characters/classes.[/p]
    [p][/p]
    [p]Act 1 Boss[/p]
    [p]Act 2 Boss[/p]
    [p]Act 3 Boss[/p]
    [p]Act 4 Boss 1[/p]
    [p]Act 4 Boss 2[/p]
    [p]Previous[/p]
    [p]1[/p]
    [p]2[/p]
    [p]3[/p]
    [p]1[/p]
    [p]1[/p]
    [p]Changed[/p]
    [p]4[/p]
    [p]4[/p]
    [p]4[/p]
    [p]2[/p]
    [p]2[/p]
  • [p]Increased the amount of Partnership Points obtained after winning a battle[/p][p]Increased the rate of acquiring Partnership Points. We would like to help expedite reaching Partnership Level 3 sooner.[/p]
    [p][/p]
    [p]Partnership Points Obtained per Battle[/p]
    [p]Previous[/p]
    [p]10[/p]
    [p]Changed[/p]
    [p]20[/p]
  • [p]Increased the number of Sacred Embers obtained after winning a battle[/p][p]Based on feedback that the Sacred Ember is slow to collect, we are making the following adjustments to Sacred Ember drops. We hope this provides a better player experience, in getting the team stronger through the Altar of Fire relative to the overall playtime. [/p]
    • [p]Changed the base Sacred Ember drop from witting normal battles: 2 → 4 [/p]
    • [p]Changed the number of Sacred Embers dropped from winning boss battles: 3/5/10 → 5/10/15 [/p]
  • [p]Increased the rewards obtained from treasure chests in battle[/p][p]Based on feedback that rewards from treasure chests are underwhelming compared to the time/effort they take, we increased the drops for some rewards from treasure chests. [/p]
    [p][/p]
    [p]Gold[/p]
    [p]Sacred Embers[/p]
    [p]Previous[/p]
    [p]100-150[/p]
    [p]1-2[/p]
    [p]Changed[/p]
    [p]300-500[/p]
    [p]3-5[/p]
  • [p]Improved Laurent’s spell attacks[/p][p]Based on feedback around Laurent's spell cast range, we increased the range of the following spells, in order to make Laurent and his spells more effective. [/p]
    • [p]Increased the range of Fireball, Hydro Bomb, and Glacial Gale[/p]
    • [p]Increased the Power value of Greater Fireball [/p]
[p] [/p][h3]Bug Fix[/h3]
  • [p]Fixed the issue where a concealed unit would be revealed, if it was healed while in concealment[/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]

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

Your Feedback Matters: Upcoming Changes!

[p]Dear Tacticians,[/p][p] [/p][p]Thank you so much for joining the official release of Lost Eidolons: Veil of the Witch. Despite an 11-month Early Access period, we know that no game is perfect and there is always room for improvements.[/p][p] [/p][p]We've been happy to see all the feedback you’ve shared in Steam reviews, discussion boards, and on Discord. (And if you haven’t joined the conversation yet, we encourage you to do so!) Of course, our hope is always to see nothing but positive reviews and feedback all the way, but as expected, we've also received plenty of thoughts on ways the game can be made even better.[/p][p] [/p][p]We’ve worked through the weekend and discussed with the team about how best to address some of the most common points of feedback we’ve received thus far. Today we want to briefly discuss what we’ve learned and adjustments we'll be making.[/p][p] [/p][p]The two most common points of feedback we’ve heard are:[/p]
  1. [p]Persistent progression takes too long, and seems to force players to grind expeditions (runs) in order to stand a chance[/p]
  2. [p]The level of difficulty seems to spike unevenly and/or is too high in general, which feeds into point #1[/p]
[p] [/p][p]There are other pieces of feedback we’re aware of and are working on, but these two seem to be the biggest friction points for players who don’t yet feel like the game is clicking for them.[/p][p] [/p][p]We have reviewed internally and agreed on a few points:[/p]
  • [p]Our intention behind the current speed of persistent progression is not to keep people replaying or grinding; it’s to give players a steady sense of reward after each expedition that gradually expands the range of possible gameplay options.[/p]
  • [p]Combined with the above point, as players are not unlocking persistent progression elements as quickly as might be ideal, it makes the level of difficulty feel higher than intended. This is especially noticeable in the boss fights, because of all their unique abilities that feel a step above what the player starts out with.[/p]
[p][/p][p]Now I'll discuss how we’re planning to address this.[/p][p] [/p][h3]1. Faster Persistent Progression to Reduce the Grind[/h3][p]After reviewing the current balance internally, we've come to the conclusion that expeditions are generally taking players longer than we expected.[/p][p] [/p][p]Despite Veil of the Witch’s overall fast-paced approach to turn-based combat, fans of the genre still want to spend time carefully strategizing their moves, particularly early on. As a result, the ratio of persistent progression to gameplay time has been a little lower than we assumed. This most likely stems from the fact that the team has been working on (and playtesting) the game for a while now, so we have a great deal of familiarity with the stages, skills, and fight mechanics.[/p][p] [/p][p]We acknowledge that the current balance of persistent progression is not adequate and fails to provide the desired sense of forward momentum after each expedition.[/p][p] [/p][p]Thus, we're working on some changes to the overall speed of persistent progression. Again, our intention has never been to gate content artificially, force players to grind runs, or pad playtime. Here are some changes you can expect:[/p][p] [/p]
  • [p]Sacred Embers will drop at a higher rate, allowing the player to progress more quickly through the Altar of Fire perk trees. We’re also carefully reviewing the possibility of unlocking Greater Blessings earlier.[/p]
  • [p]Partnership Points will progress at faster speeds, so players can unlock synergies and additional classes for Ashe at a quicker pace.[/p]
  • [p]We’ll be upping rewards for Runes and Rune Fragments, so the player gets access to the class system as a whole a little sooner.[/p]
[p][/p][p]We're also reviewing speeding up the process for recruiting additional characters.[/p][p][/p][p]We believe the game's focus should be on providing players with fun tactical challenges based on their experience and skill, and the persistent progression elements should support that, not hinder it. We're testing these changes internally now and hope to share them soon.[/p][p] [/p][h3]2. Level of Difficulty[/h3][p]Our design philosophy has always been to find the proper level of balance that makes the game feel fair, yet difficult to complete on your first run. But now that the game is out in the world, we're finding that a lot of players feel the game’s difficulty could use some adjustment.[/p][p] [/p][p]We want more players who love the genre to enjoy our game, but It's also important not to blunt the experience for players who love a high challenge level. So:[/p][p] [/p]
  • [p]For new and less experienced players: We will be lowering the game's base difficulty level to something more in the ballpark of the Eidolon’s Chosen mode. (This mode, in turn, will be removed.)[/p]
  • [p]For players who prefer a challenge: We'll be adding a new, higher difficulty option. Meaning, if you like the difficulty where it is now, this option is for you.[/p]
  • [p]For players who want even greater levels of challenge, we’re confident the existing Trials mode will satisfy that desire.[/p]
  • [p]Finally, we'll be adding more tooltips to the boss stages, to ensure that when players first encounter categorically new gameplay mechanics, they’ll be a little more informed and better able to strategize.[/p]
[p] [/p][p]We’ll be starting with these changes, but we’ll be keeping a close eye on balance issues and making additional refinements as needed, just as we have all throughout Early Access.[/p][p] [/p][h3]Conclusions[/h3]
  • [p]Higher drop rates on Sacred Embers, Runes, and Rune Fragments[/p]
  • [p]Faster progression of Partnership level between allies[/p]
  • [p]Potentially other changes aimed at speeding up persistent progression elements[/p]
  • [p]Lower base difficulty and related removal of the Eidolon’s Chosen mode[/p]
  • [p]To offset this: a new, higher difficulty level similar to the game’s current balance[/p]
  • [p]New tooltips for unique boss mechanics[/p]
[p][/p][p]As mentioned, these are just a starting point based on the feedback we’ve gotten since launch. We’re also reviewing various other Quality of Life improvements and working on fixing reported bugs.[/p][p] [/p][p]We will be diligently reviewing all feedback and making continued improvements to the game. We invite you to continue sharing your thoughts, and we hope you'll enjoy the new changes and consider leaving a positive review.[/p][p] [/p][p]Whether you’re a new player or a returning Lost Eidolons fan, we appreciate your support. Our whole team is incredibly grateful to work on the kind of deep, turn-based tactical games that we love to play—and with your support, we hope to continue our journey with the franchise.[/p][p] [/p][p][/p][p]Thank you,[/p][p]Ocean Drive Studio[/p]