Lost Eidolons: Veil of the Witch roguelite spinoff announced, coming to Early Access in 2024
Lost Eidolons: Veil of the Witch roguelite spinoff announced, coming to Early Access in 2024
Game News - posted by Infinitron on Fri 1 September 2023, 22:06:49
Tags: Lost Eidolons: Veil of the Witch; Ocean Drive StudioWhat kind of game is "Veil of the Witch"?
Veil of the Witch is a turn-based tactical RPG with rogue-lite elements. It takes place in the same world as Lost Eidolons, and is set shortly after the events of the first game. But it's an entirely standalone experience you don't need any prior knowledge to play.
Fans of the first game will find Veil of the Witch to be a tighter, more focused game, that offers more of what they love with less friction in between.
New players will find a rich world and characters, a fast and gritty combat system, and an addictive, looping structure that sets the game apart from the rest of the genre.
I'm confident the game will speak for itself.
What's changed since Lost Eidolons?
In one word: speed.
Lost Eidolons was a linear, story-driven RPG that unfolds gradually. Veil of the Witch, on the other hand, is fast, gameplay-driven, and hits the ground running immediately. One of the most immediate changes is that we've done away with sprawling class trees that take 30 hours to get to the cool stuff.
In Veil of the Witch, things are much more stripped-down. Each character has a single class, with fixed weapons and armor, and a very specific playstyle. There's still progression and choices to be made (skills to unlock, gear to be upgraded, and so on) but generally it's all a lot tighter and more focused now.
We've also made a number of changes to the combat system itself, and the game's overall structure is radically different from Lost Eidolons. I'll save the details for another day, but for now I'll simply say that I'm a huge fan of games like Hades and Slay the Spire, and they've had a huge influence on Veil of the Witch.
The result of all this is a leaner, meaner game with more excitement, greater strategic depth, and the freedom to approach battles how you decide.
But this doesn't mean the story experience isn't important to us. Like much of the rest of the game, our approach to narrative this time around is: "Less is more". We've got a great setting, a tight cast of characters people will love, and a new approach to story presentation that (while sparse) we're hoping will be a lot more effective.
Oh, and we've taken the art direction for characters and UI in a completely new direction. I personally love how this game looks, and I can't wait to hear your thoughts on it soon.