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KickStarter Lost Eidolons - turn-based strategy RPG by Koreans - now in BETA

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https://oceandrive.studio/2022/04/26/lost-eidolons-cbt2-patch-notes/

Lost Eidolons CBT2 Patch Notes

A Note From Ocean Drive Studio


Tactician, we are deeply grateful for your being part of this beta. This time, it is even more exciting, as Lost Eidolons beta will be on Xbox Series X/S consoles as well.
As the nature of the beta, you may find some rough edges–bugs, glitches, unbalanced mechanics, placeholders, etc. This may be especially the case on the Xbox platform, as this is our first public build on it.
Please provide your feedback and report issues on our Feature Upvote board or our Discord server. Your feedback is what shaped a lot of things in this beta, and will be what shapes the game to come in the future.

– ODS Team

Improvements from CBT1 on Steam
In October 2021, a playable build for Lost Eidolons was revealed through the first closed beta (CBT1). Ocean Drive Studio team was able to evaluate the game from multiple aspects, with players sharing much valuable feedback during the beta.
We have been working hard to make the game more enjoyable by reviewing and making changes based on the feedback from players and from within the team.
In CBT2, we made improvements to what could have been better from CBT1. We hope this beta is an opportunity for players to see how far Lost Eidolons has come.

Combat Improvements from CBT1
  • Implemented some of the feedback we received from Steam Next demo and CBT1
  • Added various triggers for in-battle events for each chapter
  • Improved presentation (camera, animation, etc.) and sound effects for attacking/taking hits in combat
  • Improved combat UI/UX
  • Improved combat controls/system
Details can be found under the relevant section under Content Changelog.

Camp Improvements from CBT1
  • Implemented some feedback from Steam Next demo and CBT1
  • Improved quest stories in the camp
  • Improved camp content/system
  • Improved presentation (camera, animation, etc.) and sound effects for each camp content
  • Improved camp UI/UX
Details can be found under the relevant section under Content Changelog.

Cutscene Improvements from CBT1

  • Added opening cinematics
  • Changed the previous 3D character cutscenes into dialogue format cutscenes
    • Implemented camera and animation improvements
  • Applied voice-over and improved sound effects to cutscenes

CBT2 Content
Added Opening Videos

Added opening videos and tutorial battle that give you an inkling about the lore and relationship among characters.

  • Animated illustrations
  • Opening cinematic
  • Opening battle (includes tutorial for basic controls)
  • Cinematic for Eden’s escape
Chapters
Chapter 1: Mercenaries of Lonetta

Contains 5 cutscenes and teaches the player basics of the system menu and turn-based combat system.

Chapter 2: Trouble Calls

Contains 4 cutscenes and teaches the player about ranged combat, guards and critical hits, zone of control, utilizing items, undoing actions, and displaying risk range.

Chapter 3: Breakout

Contains 10 cutscenes and teaches the player about spells, weapons and weaknesses, swapping weapons mid-combat, turn limits, and item drops. Additionally introduces the camp outgame system, instructing players the basics of interaction with allies, rapport, quests, and Spells/Map UI.

Chapter 4: Break of Dawn

Contains 1 cutscene and teaches the player about battle preparation and fighting monsters. Camp section introduces merchants and Advancement Ceremony.

Chapter 5: The Proving Grounds

Contains 6 cutscenes and teaches the player about context actions, combat skills, tile effects, treasure chests, and special enemy mechanics.

Chapter 6: Murder of Crows

Contains 5 cutscenes and teaches the player about poison effects and charged attacks.

Chapter 7: Thorned Rose

Contains 4 cutscenes.

Chapter 8: Slumbering Bear

Contains 5 cutscenes.

New Features and Systems
Since the Steam Next demo and CBT1, we’ve added:

  • Gamepad support in CBT2
Content Changelog
Combat

  • Improved combat animation
    • Improved the animation speed-up feature for allies/enemies
    • Added the animation speed-up setting
    • Added the animation skip setting
  • Made in-battle events more varied
    • Added/improved in-battle events for each episode
  • Combat system
    • Added tutorial information, as well as weapon/armor affinity information (added tooltip/icon information)
    • Implemented real-time display of enemies you can take hit from in battle
    • Added indication for units that can take action/already took action in battle
    • Added attack range display for the ballista placed on the battlefield
    • Added the More Info feature for enemies/allies (select a target unit and press Left Shift)
    • Added terrain tutorial, as well as effect description of each terrain on UI
  • Implemented additional in-game combat controls/settings
    • Improved controls so that you can directly attack a target within your movable range
    • Improved the placement of the Ram Gate command (if it is available as an attack, it will be placed at the top of the list)
    • Added the Restart menu to restart the battle
    • Added the Manage menu (allows for making changes to characters before battle)
    • Added the Return to Title menu
    • Improved/added hotkey features
      • Can be set under Settings – Controls
  • Improved UI
    • Added ally units’ experience bar in battle
    • Improved indicator for weapon equipped by the character (can be checked when swapping to secondary weapon)
    • Changed portraits to match the attire of the unit
    • Improved information notation in the More Info window
Gameplay & Balance
  • Implemented normal and hard difficulties
Camp
  • Improved/added story for camp quest and regular dialogue
    • Main/side quest dialogue
    • Character interaction dialogue
  • Improved Advancement Ceremony presentation and information display
    • Added overall class information table
    • Added detailed information at the time of class unlock presentation
  • Applied improvements to the training content within camp
    • Improved the real-time training (sparring) system
    • Implemented training plan content for growth
  • Implemented the per-skill details and range display UI under the Skills menu
  • Added icons for characters you can talk to in the camp
  • Improved the character menu UI/UX in camp
    • Improved Advancement Ceremony UI and presentation
    • Codex System
    • Improved the Leadership system
      • Reputation board
        • Complete the quests provided through in-game activities or combat to receive rewards for each reputation stage
          • In-game currency, accessory equipment, or consumable items
    • Improved the UI for Characters, Equipment, Class, Skills, Grimoires, Storage, Journal, and Camp Map menus
    • Added the Codex, Rapport, and Conversation Log menus
Class Advancement
  • Added an information window where you can check all information on classes
Bug Fixes
  • Fixed issues reported in CBT1
Known Issues
General Features

  • Applied localization for multiple languages
    • Some text may be untranslated for the supported languages
    • There may areas where the UI sizing is not optimized for each language
  • Issue where a lingering image remains on the screen during screen loadings, when you transition from a cutscene to a battle and vice versa
Cutscenes
  • Please be advised that cutscenes are still under development (polishing)
    • Cutscenes have been changed to dialogue format
    • Some awkward character animations remain. These will be continuously improved until launch
    • Characters’ gaze, expression, and lip sync improvements are continuously in progress
Camp
  • When using fast travel through the Camp Map menu, an intermittent error may occur where it triggers in place, instead of moving to the character you selected
  • Some awkward character animations remain. They are continuously being improved/fixed
  • Issue where a character is obstructed by another character during Advancement Ceremony
  • A brief camera issue occurs during the presentation of sending troops through the Taskmaster at the camp
Combat
  • In dialogue, there are cases where some soldiers do not have lip flaps implemented. These will be addressed before launch.
  • Some awkward monster animations remain. These are under improvement work
  • Cases of some terrain being obstructed in combat remain. These are under improvement work
  • There is an issue where the graphics quality drops for the combat background in chapter 2 and chapter 7 (trees, grass, etc.)
    • We are working on combat background asset and lighting optimization to address this
    • We are working on character lighting optimization to address this
Please note that there may be other errors that have not yet been identified.

In Development
  • Animation for monsters that appear in battle
  • Saving during battle
    • Saving gameplay during battle is currently under development
    • For now, the game auto-saves at the start of the battle
  • We are developing a feature that automatically equips skills that are learned as the character levels up
Localization
Supported Languages

  • German
  • Russian
  • Spanish
  • English
  • Portuguese
  • French
  • Korean
Localization Bug fixes
  • Voice-over applied
    • Camp only has VO for the main quest line and it’s as intended
  • Various text related bugs reported during CBT1 resolved
Localization Known Issues
  • Loading text display in English for other languages
  • Some menu items display in English for other languages
  • Some UI has text cut off in all languages
  • Some UI texts have overlapping text in all languages
  • Some icons for keyboard shortcuts display in English in other languages
  • Some text place holders (-no-value-) displayed in all languages
  • Some characters’ lips are not synced to dialogue
  • Discoverable items, “Documents” do not appear in the inventory at the current time
  • Different Keyboard layout for other languages are not yet supported
 
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https://oceandrive.studio/2022/04/28/lost-eidolons-second-closed-beta-starts/

Lost Eidolons Second Closed Beta Starts!

Let the trumpets sound as we herald in the beginning of Lost Eidolons’ second beta!

Here is a quick recap:
  • Date:
    • (PDT) 4/28/2022 10:00 AM – 5/2/2022 11:59 PM
    • (EDT) 4/28/2022 1:00 PM – 5/3/2022 2:59 AM
    • (GMT) 4/28/2022 5:00 PM – 5/3/2022 6:59 AM
  • Available on:
    • PC (Steam)
      • First beta participants are automatically granted access
      • New participants who signed up ahead of time on Steam can access the game once the beta opens
      • Additional participants signing up after beta start time will be granted access on a rolling basis
    • Xbox One X and Xbox Series X|S
      • Xbox Insiders who signed up will automatically get access to the preview
      • Non-Xbox-Insiders can find the game code sent to them in an e-mail
  • Key features
    • Play through the first eight chapters (out of 27 total) of the game
    • English voiceover
    • Updated cutscenes, dialogue, tutorial, camp content, and more
    • Various fixes/changes/improvements based on feedback from CB1
  • Notes
See you on the battlefield leading Eden and his band to victory!



– ODS Team
 

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https://oceandrive.studio/2022/05/02/thanks-for-playing-lost-eidolons-cb2/

Thank You For Playing Lost Eidolons CB2!

Greetings, Tactician!

Thank you so much for participating in Lost Eidolons’ second beta.

It has been an exciting opportunity for us to share improvements and additions since our first closed beta, as well as expand the Lost Eidolons experience to the Xbox platform.

Ocean Drive Studio team believes that player feedback is essential in shaping the game, so here is how you can share your thoughts with us:
No need to be shy about it–be bold like Andrea below!

Feedback-GIF_v2.gif


We look forward to hearing from you!

– ODS Team
 

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https://oceandrive.studio/2022/05/25/our-next-steps-on-the-journey-beyond-cb2/

Our Next Steps On The Journey Beyond CB2

Greetings, Tacticians.

It’s been some time since CB2 ended. Based on the feedback we received, the Ocean Drive Studio team is planning what the next steps would be. As many of you already know, we believe the feedback loop between the community and the studio is an essential part of creating a game. We have our vision of where we want to take our games, but it is a journey we walk together with the community, learning from our community’s ideas and suggestions along the way.

To give you a brief recap about the beta itself, we had over 2,000 players sign up for beta on Steam! We also received much feedback from many different channels. On Feature Upvote, we received about 50 new suggestions, almost 200 new comments, and nearly 400 new upvotes. On Discord, we received more than 50 suggestions/feedback. Last but not least, we had over 70 players provide detailed notes on the survey.

We categorized the feedback into 5 main categories. While the team continues to take a deep dive into each feedback, we wanted to share some of the ideas that are being reviewed, planned, or worked on. Though it is not a complete list, we hope this is an opportunity for you to see how your feedback is impacting the game. Before we start, please note that all changes mentioned here are not final but still work-in-progress, as we take a closer look to check our options, feasibility, resources, and other circumstances.

Story
embeds-asset1.png

Baptized in Fire and Blood: You have conquered your first monster fight!

78% of survey respondents told us they completed chapter 4 or more, which means they successfully got through the Hellhoundes. Congratulations on achieving such a feat, Tacticians!

We would like to share some of the feedback we received on the story. Below each topic, you will find our notes either explaining our take on the issue or the steps we’re taking to address it.

  • Cutscenes need improvements.
    • Trim some dialogue cutscenes to remove parts that are not essential to the story.
    • Change some dialogue cutscenes into in-battle events.
    • Make some dialogue cutscenes into cinematic 3D cutscenes, as shared in the recent Dev Chat stream.
    • Research and improve character fade-in/fade-out transitions in dialogue cutscenes.
    • Have both the speaker and the listener show on the screen for dialogue cutscenes.
    • While we will review the possibility of pausing cutscenes or progressing through them manually, this may be difficult to implement.
  • Story flow can be improved, especially early in the game.
    • Rearrange the intro sequence to provide a better flow. Current plan: Tutorial Battle → Post-Battle Cutscene → Animated Illustration → Cinematic Video → Chapter 1.
    • Make it possible to re-watch the intro videos.
    • Show campaign progress on a map in loading screens.
    • Provide better clues for upcoming battles through the story so that you can be better prepared for the fight.
  • Story presentation can be improved.
    • Add art to chapter title pages, as shown in the recent Dev Chat stream.
    • Provide more detailed chapter/progress information in save/load UI, including the chapter numbers and quest titles.
    • Provide better guidance on accessing conversation history UI.
  • Need better immersion in the world and characters.
    • For early parts of the game, we will keep the current focus of establishing the characters, while trimming parts that are not essential to the story flow.
    • There were mentions of wanting to see individual personalities more. We believe this will happen naturally as you progress through the story and get to learn more about each character.
Combat
embeds-asset2.png

Versatility is key to winning battles!

Did you know that 95.9% of the survey respondents told us that they found weapon swapping useful?

We would like to share some of the feedback we received on combat. Below each topic, you will find our notes either explaining our take on the issue or the steps we’re taking to address it.

  • Combat is too difficult.
    • Current combat balance is in line with what we intended, especially with progression in mind. We will look into adding an easy difficulty to provide more difficulty options.
  • Turn limit makes it hard to enjoy combat.
    • We believe the current turn limit still provides room for trying various strategies. While you are not penalized for taking more turns, we would like to provide better visibility for the perks of completing the battle in less turns.
  • Weapons/armor/skills/spells/passives do not feel well balanced.
    • Some weapons and skills may feel weak early on, but it is within our intentions for the span of the entire game. Please note that they will become stronger as your characters go through level-ups, advancements, etc.
    • There were some mentions asking for more use count with healing spells. We believe this is a visibility issue than a balance issue, and will work on providing more information on how to better set up the healer pool.
    • While mages are not given normal attacks to keep the combat challenging, we will continue to review this topic.
    • Regarding weapon range: some weapons will have additional range when your characters advance to higher-tier classes.
  • Allow using consumables on allies/ground tiles.
    • We intended to limit consumable use to self. Using certain consumables on ground tiles is already implemented, but we’d be happy to learn if improvements can be made.
  • Battlefield designs can be made more interesting.
    • Add more easily accessible treasure chests.
    • There will be more complex/diverse battlefield scenarios later in the game.
  • Monster weak points do not feel well balanced, making monster battles harder.
    • We intended monster fights to be a strategic challenge where you utilize various elements, including the order and direction of attacks. We plan to provide more information on the weak point system so that you can utilize all available tools to face these monsters.
    • We will also review providing more weak points for the early game monsters, as well as giving different numbers of weak points depending on the campaign difficulty.
  • AI makes combat unnecessarily difficult/awkward.
    • Improve the AI so that its actions are not so near-sighted but aligns with the overarching objectives.
    • Review adding in-battle events that can prevent ally AI from disrupting your actions.
  • Combat mechanics can be improved.
    • Make combat more dynamic and flexible by adding more strategic tiles.
    • Increase the siege HP and damage.
    • Fix the bug where spells can be used on gates but deal no damage.
  • Elemental synergy system needs to be more prominent.
    • Add more strategic tiles to make combat more varied.
    • This will also be partially addressed as you gain a bigger mage pool through progression.
  • Need skirmishes/side battles.
    • Add skirmishes/side battles, but they won’t allow unlimited grinding.
  • Need units to provide benefits to each other.
    • There are perks from your units being in proximity. We plan to improve the UI to clearly indicate how units in close proximity benefit each other.
Camp
Porter-Short-GIF.gif

Gotta get this humble merchant more coins!

61.6% of survey respondents told us they bartered with merchants. We’ll have to see what we can do to ensure our good man Porter can look out for a bigger clientele (and himself)!

We would like to share some of the feedback we received on the camp content. Below each topic, you will find our notes either explaining our take on the issue or the steps we’re taking to address it.

  • Add more camp activities that are meaningful and fun.
    • While it would be difficult to add more activities or conversations, we will work on making the camp content more interesting.
    • There will be more activities that require Leadership Points as you progress through the game.
    • The camp will grow as you progress through the story.
  • Camp is too big/Eden moves too slow in camp.
    • Based on feedback from CB1, we settled with Eden’s current speed so that he is not moving unrealistically fast with armor on.
  • Give more depth to the Rapport System.
    • Unfortunately, it is difficult to implement an inter-character relationship system outside of the rapport with Eden.
    • Some characters will have romantic elements in their rapport with Eden, but it will not necessarily be in the form of dating or marriage within the game.
    • Rapport does not directly affect battle, but there are beneficial effects from units being in close proximity.
    • There were mentions of current rapport buildup feeling slow. The system is to be enjoyed over time, so please feel free to take it slowly.
  • The Advancement Ceremony needs a better presentation and system.
    • The Advancement Ceremony will go through a revamp.
  • Shop item selection can be improved for better utilization.
    • We believe this is because CB2 only covered earlier parts of the game. As you progress further into the game, you will find the merchants carrying necessary items and equipment. We are trying to make sure the shops cover the necessities!
Audio/Visual

“It was on the script…”

The addition of VO in CB2 added to the experience in many ways, but we hear that unfortunately there were some hairy moments as well.

We would like to share some of the feedback we received on the audio/visual elements of the game. Below each topic, you will find our notes either explaining our take on the issue or the steps we’re taking to address it.

  • Add more/better animations, VOs, sound effects, and BGMs in various aspects of the game (cutscenes, camp, combat, etc.).
    • Continue to polish the animations, lip-sync, BGMs, sound effects, etc.
    • Review adding more VO, such as camp dialogue, some combat situations, etc.
    • Address awkward VO lines, including the Manticore VO shown in the video above.
    • In CB2, skills/spells may have looked similar as it is still early in the game. While it is difficult for us to add more effects/animations, we would like to let you know that you will find skills/spells to have more varied visual effects as you progress through the game and learn more of them.
    • Unfortunately, it is difficult to add class-based animations and facial expressions in battle at this time.
  • Art/images, modeling, etc. can use improvements.
    • Reflect lore-based visuals (e.g., Rodrigo’s scar, Sera’s bruises).
    • Address lighting issues as best as possible.
    • While the highest tier equipment will get visual distinction, it is difficult to do so for all tiers due to limited resources.
    • Unfortunately, due to limited resources, it is difficult to add more unique appearances for each character.
  • General character renders look good.
    • Thank you!
UI/UX
embeds-asset3.png

Knowledge is power.

86.3% of survey respondents felt combat UI provided all necessary info for decision-making, and we are seeing what can be done to fill up the 13.7%!

We would like to share some of the feedback we received on the UI/UX of Lost Eidolons. Below each topic, you will find our notes either explaining our take on the issue or the steps we’re taking to address it.

  • General keybindings/controls are not always intuitive.
    • Check and address the issue.
  • Combat settings/controls/UI can have some improvements.
    • Review combining the Formation & Explore menus.
    • Review the UI around the 2x animation speed feature.
    • Look into hotkeys and other combat UI/UX elements.
    • We plan to keep the WASD camera movement to be grid-based rather than free-floating.
  • Combat UI can include more information.
    • Check feasibility of showing more preview info (especially during enemy turn) and adding enemy healing indicators.
  • Combat UI can have improved visibility.
    • Improve unit visibility by making changes to portraits and HP bars.
    • Look into visibility issues for map, tiles, and objects.
  • Camp settings/controls/UI can have some improvements.
    • It may be difficult to allow changing all keybindings, but we will review if there are additional keys that can be rebound.
    • Allow changing the sensitivity for controller stick input.
  • Add more tutorials/make tutorials convey the information better.
    • Make some UI changes to provide information in a more straightforward manner.
    • Elemental synergy information will be provided as an in-battle event.
    • Unfortunately, it is difficult to add videos to tutorials at this time.
  • Provide more quality-of-life improvements.
    • Work on indication/notification for characters that learned new skills/spells.
    • Develop a feature for automatically equipping passives.
    • Add the option to mute Lost Eidolons when it is running in the background.
    • Provide more graphics options (motion blur on/off, FOV change, etc.).
    • Allow deleting individual save files.
    • Hide mouse cursor during cutscenes.
    • Check the issue with the game starting in windowed mode instead of full-screen mode.
    • Review making equipment/skills/grimoire features accessible from the character menu.


Hope you enjoyed learning about some of our next steps planned for Lost Eidolons. Once again, thank you so much for your feedback in making the game better!

For more details, stay tuned to our Feature Upvote board. While it may take some time to get everything up-to-date, we do plan to provide the latest information for individual suggestions over there.

If you have any questions, don’t hesitate to share them on our Discord server!



The ODS Team
 

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https://oceandrive.studio/2022/06/09/lost-eidolons-is-coming-to-steam-next-fest/

Lost Eidolons Is Coming To Steam Next Fest!

Greetings, Tacticians!

Lost Eidolons will be participating in the upcoming Steam Next Fest June 2022 Edition. What better way is there to get ready for the party than to tell your friends to check out the game you enjoy–especially when it’s immediately available?

It’s time to spread the word to fellow turn-based RPG fans that Lost Eidolons demo is available right now! Also, feel free to take this opportunity to try out different strategies and set-ups from what you used in CB2 in order to exercise your tactical mind.

Below is the full schedule for Lost Eidolons demo access:
  • PDT: June 9th 9AM – June 20th 10AM
  • EDT: June 9th 12PM – June 20th 1PM
  • GMT: June 9th 4PM – June 20th 5PM
  • KST: June 10th 1AM – June 21st 2AM
The demo build is based on the CB2 version (first 8 chapters of the game), with some minor improvements made. While we are eager to share major changes we are working on, for this demo our focus is on providing a stable gameplay experience for as many players as possible. We will share changes based on CB2 feedback via other channels in the future.

Let’s get geared up for Steam Next Fest together!

The ODS Team
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
Wasn't this another "pronouns" RPG or did they drop that part?
Considering it is made by Koreans, I very much doubt it.
Just ignore him bander came across 3-4 games with pronouns and now assumes all games use pronouns and goes around regurgitating the same complaint in every game thread he enters.
Meanwhile he and his tranny friends couldn't do jack shit to the review scores of Grimoire.
 

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https://oceandrive.studio/2022/06/13/lost-eidolons-now-found-in-the-steam-next-fest/

Lost Eidolons Now Found In The Steam Next Fest!​


nextfest_june22_cover.png

Greetings, Tacticians!
Welcome to Steam Next Fest, a week-long celebration of upcoming games! As gamers ourselves, Ocean Drive Studio values this opportunity to explore and celebrate upcoming games. To liven up the party, we bring you the Lost Eidolons demo, as well as some livestream events on Steam.
If you haven’t already, stop by Lost Eidolons’ Steam store page to check out the demo and learn about our upcoming livestream schedules. Already played the game? Share the word to fellow turn-based RPG enthusiasts so that they can find out about Lost Eidolons, too!
After playing the demo, please make sure you fill out our demo survey! For in-depth feedback or suggestions, please add them to our Feature Upvote board or share them in our Discord server.
Happy gaming, and see you during the Next Fest!

The ODS Team
 

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https://oceandrive.studio/2022/06/20/thank-you-for-joining-lost-eidolons-in-steam-next-fest/

Thank You For Joining Lost Eidolons In Steam Next Fest!​


Greetings, Tacticians!

We’d like to say a big thank-you for enjoying Steam Next Fest with us! We had a blast as you joined us in various ways–by playing Lost Eidolons demo, watching our streams, giving us feedback, and recommending other notable demos to us!

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While Steam Next Fest ends, our efforts continue to make Lost Eidolons better–and we need your help.

If you played our demo but haven’t filled out the survey yet, here is a link to do so! The survey will remain open until June 26th, but it’s always good to finish it earlier while your memory is fresh. Your feedback is essential for us to keep improving the game, especially as we make continuous improvements for release later this year.

For in-depth feedback or suggestions, please share them on our Feature Upvote board or our Discord server.

We’re looking forward to sharing more development updates and news with you in the future, so please stay tuned!

The ODS Team
 
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