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KickStarter Lost Eidolons - Fire Emblem-inspired turn-based tactical RPG by Koreans

LESS T_T

Arcane
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Codex 2014
Kickstarter: https://www.kickstarter.com/projects/oceandrivestudio/lost-eidolons

https://oceandrive.studio







Turn-based RPG by Korean studio named Ocean Drive Studio. Likely nothing to do with Eidolons: Netherflame the roguelike.

https://oceandrive.studio/2021/03/26/behold-our-first-upcoming-game-lost-eidolons/

Greetings everyone!

It’s the day we’ve all been waiting for here at Ocean Drive Studio. We’re proud to announce our very first project to the public that we’ve been working on for quite some time now.

It’s finally time to present Lost Eidolons for all fans of western fantasy, tactical, and strategy RPG games!

Lost Eidolons is a single-player turn-based RPG that we’re planning on releasing as an Early Access title later this year on PC and later also on the console. The game features a brand new fantasy story and dozens of hours of strategic gameplay to immerse yourself in.

This kicks off what we intend to be a diverse portfolio of new IPs that our studio is creating, and is also one of the most ambitious ones to start things off. Inspired by a few of the iconic greats, our team’s take on the genre blends traditional thought-provoking gameplay with western fantasy lore and a modern art direction. Our goal is to carve out our own space in a genre that is known for beloved stylized visuals, stories with memorable characters, and gameplay which has you meticulously planning out each and every move to minimalize loss on the battlefield.

ST06.png

Carefully maneuver your units and select their actions to achieve victory in battle!

Lost Eidolons
has been our main focus since early 2020 and we’re planning an extensive campaign to involve our community in the grand design of the game. We’re still a new studio in its infancy and we have much to prove to you all, however, we’re confident that our experience in this industry can deliver a memorable gaming experience for SRPG fans.

During the process of shaping Lost Eidolons, we’ll be providing frequent updates on the status of the game’s development and offer our community numerous opportunities to get involved by participating in Discord Town Hall events and live interviews with the game’s creative director. We want more than anything to create a timeless game for dedicated SRPG fans, and so ultimately that means making sure that our players have chances to share their feedback on what they do and don’t like. This means that as we make changes and create new features, that we keep our interested players informed so that they could provide their input and we could adjust on our end reflecting that. This does not mean that we don’t have our own vision for what we want Lost Eidolons to be! It simply means that we trust that fans of this genre know what they want and we can craft a unique gaming experience that leverages those wants alongside our creative liberties.

We have much more planned that we want to share with you all! Throughout the next few weeks, we’ll be presenting additional game trailers and feature blog posts that highlight several of the key aspects of Lost Eidolons, starting with a Story/Lore spotlight this upcoming Tuesday, March 30th here on our website.

ST03.png

Attack with great conviction!

D:OS 1/2 made turn-based RPGs (commercially) hot again, maybe BG3 is making a wave of turn-based RPGs with Dragon Age-ish aesthetics a thing.
 
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Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://oceandrive.studio/2021/03/30/23282/

LOST EIDOLONS FEATURE SPOTLIGHT: LORE/STORY

Greetings everyone!

This is the first feature showcase blog in a new series where we’ll be checking out some of the distinct details of Lost Eidolons that define it as a game. For the first edition, we’ll be going over one of the most important things that make a role-playing game special: the story!

Lost Eidolons is a medieval western fantasy RPG and as such, you can expect a story befitting the setting and era.

LOSTEIDOLONS_2.jpg


In the times of yore, before mankind first set foot on land, the world was devoid of all life. On this blank canvas, the great deity Artelyz bestowed their blessing on the four primal elements–fire, lightning, wind, and water–granting them the power to create life, and a mission to shepherd the burgeoning world.

These four beings of pure energy, henceforth known as the Eidolons, soon became objects of worship to early humanity. Seduced by vanity and ambition, they betrayed their sacred vow and sought to rule the world as gods, enraging Artelyz who was ultimately forced to strike them down for succumbing to the vices of vainglory.

But the power of the four elementals would not be lost forever. Before their downfall, each of the Eidolons imparted a piece of themselves within a chosen human vessel. Imbued with unimaginable powers, these champions helped shape the world into what it is in the present era — and though they’ve since vanished into the mists of legend, folklore claims their ancient bloodlines remain dormant to this day.

The timeline of Lost Eidolons takes place on the continent of Artemesia. Once a land of seven sovereign kingdoms ruled by seven noble houses, it is today an oppressive feudal empire, with seven provinces “united” under the iron fist of their now-aging conqueror, Emperor Ludivictus. Against this backdrop of corruption, civil strife, and sinister conspiracies, an insurgent rebellion emerges, intent on overthrowing the empire and forging a new world.

MAP_post_WM.png


In Lost Eidolons, you’ll follow the tragic epic of Eden. Hailing from Lonetta (a small village in the Province of Benerio), Eden is a carefree mercenary leader beloved by his friends and neighbors. But Eden’s simple life is disrupted when local injustices force him to take a stand. He and his allies become entangled within the threads of an inescapable fate, led to play their part in an escalating conflict that will rattle the foundations of an empire — and, in the process, challenge their courage, their principles, and their loyalty to one another.

While the plot of Lost Eidolons will see Eden tested by all the ethical challenges of a furious civil war, it’s important to note that the game itself won’t feature story-altering player choices. Instead, we’re focused on telling a single, timeless story as well as we can.

meeting1.gif


With all these obstacles in his way, how will Eden overcome the trials before him, become the leader he’s meant to be, and bring justice to a war-torn world?

This Friday, we’ll cover the next feature spotlight highlighting Camp Actions, the outgame side activities and unit management part of Lost Eidolons!

Combat-and-Camp.png
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://oceandrive.studio/2021/04/02/lost-eidolons-feature-spotlight-camp-actions-outgame/

LOST EIDOLONS FEATURE SPOTLIGHT: CAMP ACTIONS/OUTGAME

Greetings everyone!

Earlier this week we discussed some of the backstory and lore of Lost Eidolons. For this blog we’ll be talking about what sort of actions you can perform in the encampments and outposts that you’ll visit between story sequences! We describe this as the outgame of Lost Eidolons.

(As a disclaimer, Lost Eidolons is actively under development and visual media shown in this blog and others is not representative of the final game! We’ve got a lot of polishing to do!)

The Camp: Place of Preparation

campfly.gif

Welcome to your camp outpost. This is where you’ll manage everything between battles.

The camp serves as an important place of respite for the player between every major story sequence. Before setting off to the next encounter, take some much needed time to explore the various facilities made available to you. Whether it’s equipping your units with new gear or recruiting new allies, preparation is key to securing victory out in the field! If a scenario proves to be too challenging, it’s worth considering a change in strategy and unit composition to overcome these obstacles.

Merchants: What are ya buyin’?

tradewindow.png

Let’s make a deal!

The merchants are where you can spend your gold to acquire new equipment, spells, consumables, and in some cases key items. There are three types of merchants including equipment, consumable, and rare barterers.

Players should often check the merchants to see if they can procure new items to equip their units with. The foundation to a powerful militia is the arms and armor that they carry!
Leadership: Fostering Your Army

training-UI.gif

Select the characters you’d like to spar with and what you’ll be training with.

When you enter the camp, you’ll notice you have a special resource called Leadership. Leadership is replenished whenever you enter an episode’s camp for the first time. It is spent to gain additional rewards when partaking in activities around the camp. As the resource is finite and does not replenish until the next camp, you must carefully decide how to allocate it as to improve your bearing among your troops. Note that Leadership will not carry over to the next camp, so you should spend it all before proceeding to the next combat scenario. As a note, there are methods to increase the maximum amount of Leadership that you can regenerate to.

training-minigame.gif

The results of the training mini-game will improve the mastery of your units! Early development footage. Perhaps in a later build, there will be some player inputs as well to improve the success of the mini-game.

Leadership can be used to train a unit’s skills, partake in special side quests, and improve affinity with certain characters presiding in the camp.

Additionally, it’s worth noting that you can still perform these activities without Leadership, however the reward for your efforts is significantly less without the resource. The envisioned way of playing is to spend your Leadership and move on, but for those who are struggling or close to an affinity threshold, they have the option to grind it out if they really want it before continuing.

Affinity: Improving Relations & Recruitment

dialogue-UI.gif

While caring for the horses, strike up conversation to improve your affinity with the character. Just be careful to pick the right topics! Early development footage.

Improving your relation with camp inhabitants and visitors can lead to new potential recruits, improved combat abilities (explained in next Friday’s blog covering combat), or other special events.

As you are playing Lost Eidolons, sometimes there will be visitors who may visit your outpost. Many will wander into these camps on their own accord, but some also require special conditions in order to be invited. Once they arrive at the camp, they won’t stay for long, so you should make an effort to convince them to join your camp permanently while you can. By raising your affinity with them, you can officially recruit them to your party.

Speaking with party members and visitors, gifting them items, dining with them, taking care of the horses with them, and completing their side stories can help improve your relation with them quicker! But be careful, as different characters have different ambitions, so you should be careful to pick suitable dialogue options depending on who you’re spending time with.

Story: Advancing the Plot

meeting-1.gif

Important decisions will be made by the party within the camp. Please note that the quality of the gif has been compressed for filesize purposes.

The camp is also an important place to advance stories in Lost Eidolons, both major and minor. As we had mentioned in the announcement blog, Eden and his party will have to make many vital decisions that will help shape their vision of a better empire. Each character in Lost Eidolons has their own motives, goals, and sense of justice that may not always align with one another. Completing main story and side stories objectives can help the player understand each of their ambitions better while also providing rewards along the way.

Unity Ceremony: Changing Your Job

unity.gif

Your comrades will unify under a single banner.

For those interested in how to change a unit’s job, the camp is also where the Unity Ceremony takes place, where units can be promoted to higher rank jobs or relocated to similar/lower rank ones for the first time. However, the Unity Ceremony is a momentous occasion and does not happen at every camp. It’s important to attend the Unity Ceremony to make these crucial decisions for your army whenever it is available.

The Unity Ceremony is only required for the first time a unit wants to change to a job that they haven’t been before. After they’ve changed to this job at least once, they can freely job change to it without the need of the Unity Ceremony.

In addition to the Unity Ceremony, characters will need sufficient proficiency mastery with different weapons and armors in order to unlock different jobs.

Facilities: Expanding Your Camp

camprun.gif

Explore the camp as it grows larger! Please note that the quality of the gif has been compressed for filesize purposes.

You’ll find at the start of the game, the camp isn’t very large. By progressing through the story, the camp will automatically expand, and by expanding the camp, you’ll gain more freedom to roam the outpost and unlock new facilities to utilize.

Check back next Tuesday for another feature blog covering the Unit Customization in Lost Eidolons!

Skill-UI.png
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://oceandrive.studio/2021/04/05/lost-eidolons-feature-spotlight-unit-customization/

LOST EIDOLONS FEATURE SPOTLIGHT: UNIT CUSTOMIZATION

Greetings everyone!

Last week week we talked about the story and outgame of Lost Eidolons. For this feature spotlight we’ll be discussing how you can customize units in your army!

Before we get into that though, we want to make it clear that customization in Lost Eidolons refers to how you set up each character for battle, and what the composition of your battle force will consist of. It does not refer to a character creator of any sort. Each of the units that you can recruit have a preset look and backstory specific to them. The greatest degree of change you can make to these characters’ appearance is by changing their class which will accordingly change their visual armor.

As always, the contents of the blog are early development and aren’t representative of the final product. We’ll keep improving and polishing things as time goes on!

To understand the extent in which you can customize the units, we’ll overview the following mechanics and user interfaces:
  • Status Window
  • Equipment Window
  • Skills & Magic Spellbook
  • Job Changing/Unity Ceremony
Status Window: Understanding Your Units

Character-UI.png

From here, we can get an overview of a unit’s general characteristics.

First, let’s get a basic understanding of the unit information or status window. This menu will detail important attributes of each individual in your army to understand what they excel in. Most changes that you make to a unit will be reflected in this UI.

Information in the status window includes the unit’s name, level, class, class mastery, individual stats, and proficiency. Proficiency refers to their level with types of weapons, armors, and magic, a necessary component of advancing to new classes. Different classes specialize in specific proficiencies and gain bonuses in them.

Equipment: Tools of the Trade

Equipment-UI.png

A unit’s equipment is their backbone! Make sure their gear is suitable and up-to-date.
Also in this menu is a unit’s equipment displayed on the right of their 3D model. Configuring these options will show changes in their unit’s stats in real time on the status window on the left. Selecting one of the equipment slots opens a sub window which allows you to make changes to what kind of gear the unit has equipped. Units have a primary weapon, a secondary weapon, back-up weapons, a spellbook, armor, an accessory, a mount, and up to 3 consumables that can be brought into battle with them.

Item-Tooltip.png

It’s an axe… made an iron. Legendary iron. What did you expect from the name?

Going further in-depth by looking at an item’s tooltip we can see what kind of stats it confers to the player, what skill it has automatically (or magic), the conditions to equip it, item description, sell price, and any other useful information (whether or not it can be sold, etcetera).

New equipment can be obtained from merchants, quests, and from clearing battle scenarios.

Skills: With Great Power…

Skill-UI.png

Equipped skills, character skills, and class skills. Put together your ideal team.

Next we have skills. From the skill menu you can see what types of skills a unit has by default (character skills), what types of skills they have related to their current class (class skills), and what other learned skills they want to bring into battle with them (custom skills). Skills are broken down into active skills (limited number of use per combat) and passive skills (persistent effects on the unit).

When equipping a skill we can see it’s name, the element and type, class and weapon restrictions, a preview of the skill, a skill description, how strong it is, and how many times you can use it in a given fight. Active skills and magic (described in the next section) have a limited number of uses per fight, so you must use them wisely.

Magic: Elemental, Light, and Dark Arts

Spell-UI.png

An early look at the spellbook UI. Not only does it have passive abilities, but you can record skills of your choosing into one as well.

Magic can be utilized by units whose classes specialize in magic arts or hybridize into them. Magic can be incanted by having a spellbook equipped which serves as a catalyst with the spells recorded in it.

Spells are divided into elemental, light, and dark magic arts. Spellbooks have innate abilities recorded in them (such as Counterspell when struck), but also have room in the pages to record additional spells that the mage wishes to bring into combat with them. You can hover over available spells to record for more information similar to skills. Spellbooks can also have jewels embedded in them to improve their traits.

Unity Ceremony: A New You

Class-Change-UI.png

Yep we blurred the list. We’ll reveal all the classes later!

Lastly and arguably one of the most important matters of customization is the concept of jobs or classes. Units are able to advance through a tree of classes that employ different types of skills or magic to leverage victory in battle. Early on you won’t have access to many jobs but as you improve your proficiencies you’ll gain access to a more diverse pool of jobs to destroy your enemies with. Classes are mainly divided into physical, magic, and defensive jobs, with some jobs also hybridizing into multiple roles.

In order to change a unit to a job that they haven’t yet occupied however, you will have to wait for the Unity Ceremony at the camp, an important commemoration event which distinguishes a unit’s prowess and offers them a chance to change their class to an equal, lower, or higher one for the first time. Once a unit has learned that job once though they can freely change into it at any time without waiting for the Unity Ceremony.

As we explained in the outgame feature spotlight, the Unity Ceremony does not occur in every episode early on in the campaign, so it’s important to take care of all matters related to it whenever it is available. Later on within the campaign, the ceremony becomes more accessible so as to allow the player more opportunities to refine their strategy.



The challenges ahead of you can be daunting and some encounters might end up being particularly tricky. Changing your strategy by switching up your gear, skills, and team composition can be all that you need to give your party the edge needed to prevail.

Check back on Friday for the last feature blog covering the Combat/Gameplay in Lost Eidolons!
 

LESS T_T

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Steam page.



Apparently they're going to do Kickstarter too?

Why Early Access?
“We want to build our game with those who wish to support it! Our goal is to create a memorable title within the genre, and we believe we can achieve this by fostering a close relation with our community. With Early Access, we're hoping to get both qualitative and quantitative feedback, which can help us deliver an even greater experience once Lost Eidolons is prepared for full release.”

Approximately how long will this game be in Early Access?
“While it is difficult to provide an exact timeline, at the latest the game will be fully released in Q4 of 2022. The goal is to deliver the game as early as possible but you never know what kind of changes we will be making!”

How is the full version planned to differ from the Early Access version?
“The full version will have a total of 27 episodes of the single-player campaign. Additionally, by the time the game is fully prepared to launch, it should offer a full suite of additional features that were developed during the Early Access period, creating a full-fledged game experience.”

What is the current state of the Early Access version?
“The current Early Access version of the game will offer episodes 1-16. Also, not all the main features will appear in the game since they are scheduled to appear from or after episode 17. Some of the side quests and character dialogues are missing, and the quality of the visual will require more polishing.”

Will the game be priced differently during and after Early Access?
“Yes! Because we consider the community who buys the game at Early Access period as being part of our development group, and also because players won't get to enjoy the full feature set during this time, we are going to provide Lost Eidolons at a cheaper price point during the Early Access for our pioneering supporters.”

How are you planning on involving the Community in your development process?
“We are planning to provide regular updates via blogs and Dev Diary videos on our website, Kickstarter, and social media. Also, we will schedule weekly townhalls on Discord to collect feedback and provide regular progress reports on ongoing developments.”
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://oceandrive.studio/2021/04/08/lost-eidolons-feature-spotlight-combat-gameplay/

LOST EIDOLONS FEATURE SPOTLIGHT: COMBAT/GAMEPLAY

Greetings everyone!

Earlier this week we discussed how you could customize your units that you’ll be able to utilize throughout your campaign in Lost Eidolons. For this blog, we’ll be covering the meat and bones of your gameplay experience–the combat!

As usual, we must leave a disclaimer that visual media shown is not representative of the final game! We’re still polishing everything!

The battle begins before you even take your first turn. The moment you’re able to see the battlefield scenario-the enemies, the terrain, and the hazards-you should be thinking to yourself which of your units you’ll field to tackle the encounter. Picking the right units with the right skills and items will be the key to winning any combat in Lost Eidolons.

Player Actions: Make Your Move

Players will levy combat orders against the opposing force in phases. You’ll issue commands to your units all at once, followed by your allied guest AI if they’re present, followed by the enemy army. A phase ends when all units in a team have taken an action and a round ends when all three phases have ended cycling back to the player.

gridmove.png

Visualization of how enemies may react to where you move to.

Actions include attacking, using skills, incanting magic, using an item, exchanging an item from the storage, defending, or waiting. A unit’s turn has ended after taking an action. Units can move before taking an action, however they cannot move after taking an action (there is a skill to allow movement after action however).

There are also certain commands units can perform that won’t end their turn. Such actions include swapping their primary and secondary weapons or mounting/dismounting a horse.

Additionally, sometimes there are special contextual actions that are available for a unit to perform depending on the situation and environment. For example, if they come across a treasure chest, they may use a context action to open and loot it.

arrow-1.gif

Be careful who you attack! They may strike back with just as much ferocity.

Units will also counterattack if they are struck while the attacker is within effective range. Counterattacks deal 50% of their basic damage and also award half the normal EXP.

Players will have to carefully make decisions on how they decide to mobilize their units and plan out their method of attack to minimalize retaliation by the enemy, as well as deny their own vulnerability as much as possible.

swap.gif

Strategic maneuvers like swapping places with an allied unit can come in handy in particular situations.
Types of Skills: Your Combat Arsenal

There are several types of skills that one can use to destroy their enemies and support their allies. Some are specific to certain classes and characters while others can freely be equipped by anyone.

Combat skills are divided into melee, ranged, and common skills that require you to have a certain type of weapon equipped in order to use. Magic on the other hand requires you to use a spellbook with the skill inscribed in order to cast (explained in further detail in the unit customization blog).

Among the many passive and skills that are available based on class, character, proficiency, and equipment, some are automatically equipped such as a special character-specific passive trait, while others can freely be equipped and unequipped allowing some unique skill customization. You’ll have to experiment with different combinations!

Mounts: Onward, Stallion!

mountedattack.gif

Early development footage of a mounted attack.

Horses have advantages and disadvantages, some of which are developed as you raise your horsemanship. Riding one grants a unit additional movement power, physical attack, and the ability to move after performing actions. However the repercussions include greater vulnerability, lesser movement power against certain terrains, impossibility to move across certain terrains, and inability to use certain skills.

Gaining EXP: Let’s Level Up

Units earn character EXP for leveling up, class EXP for mastering different jobs, and proficiency EXP for individual types of arms and armors when successfully using skills or attacks against allies or enemies. Units gain additional EXP when using their abilities against higher levels targets. There is an EXP bonus for completing a combat scenario in a lesser amount of turns. By leveling up, units gain aptitude points in their different stats up to a max level of 50.

Supporter System: Reinforcements

At a certain point in the game, players will be able to select a supporter to assist them in combat. They serve as auxiliary units that don’t partake in the actual combat, but assist the units that are in combat with unique skills.

The support character must be a lower character level and class grade than the protagonist and must fulfill the requirements to be a candidate as a supporter. By being selected, they can earn character EXP, half of the proficiency EXP, and half the class EXP without partaking in combat themselves.

Terrain Hazards: Manipulate the Battlefield

frozenterrain-1.gif

Utilize elemental magic to shift the terrain to your advantage.

Besides for being powerful invocations that destroys foes, elemental magic has additional effects on the lay of the land during combat. Tiles in Lost Eidolons are not just for show, and depending on how a tile is subjected to certain elements can leave permeating effects on it.

Because of this, we really encourage players to take time to methodically think of ways to leverage terrain and hazards to their advantage. It’s one of the many facets of strategy that can turn a daunting encounter into a manageable one.

Tiles that are on fire inflict damage to units who start their turn in it. Water can douse the fire, turning it back into a normal tile. And if poison mist is cast in an area that’s been lit ablaze, it results in an explosive detonation.

Normal tiles that have been doused will create a puddle area, inflict units with the ‘wet’ status. Casting fire on a puddle tile will evaporate it, turning it back into a normal tile. Using ice will freeze it over, turning it into a frozen tile. Lastly using lightning on connected puddles will cause the lightning spell to become an area-of-effect.

Poison fog will inflict a poisoned effect on units, causing them to take damage periodically. When a fire spell is cast in the vicinity, it explodes dealing wide area damage. Using wind magic on a poisoned fog area will cause the fog to disperse, returning it to a normal status.

Lastly frozen tiles can be thawed with fire spells to turn in a puddle area, inflicting wet on units within the area. Units who attempt to move through frozen tiles will find it especially challenging to do so, requiring additional movement power to traverse.

Synergy Effects: Power In Numbers

Lastly is the special camaraderie bonuses during combat. Units who work together bolster one another’s power when attacking enemy units. This effect is obtained at a certain point of the game and encourages you to sometimes empower units by supporting them with others when attacking enemies with careful positioning before taking action.

Synergistic effects become a key element of combat starting from the later episodes of the campaign, and won’t be present in the earlier ones.

That’s not all the news we have to share with you all today! While this is the last feature spotlight for this mini-series, we would like for you to join us next Friday, April 16th at 7:00 PM PST on Twitch (click) as we answer your questions about the game!

Wanna make sure that your question gets answered? Head on over to our Discord server, where you can leave your question in the designated channel for us to curate before the stream.

 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://oceandrive.studio/2021/04/09/iconic-music-composer-clark-aboud-signs-on-for-lost-eidolons/

ICONIC MUSIC COMPOSER CLARK ABOUD SIGNS ON FOR LOST EIDOLONS!

We’re proud to announce that we’ll be working together with famed composer and music producer Clark Aboud of Australia. Best known for his work on Slay the Spire and the BAFTA Games Award winning Kind Words (lo fi chill beats to write to), Clark has written for many games, including Make Sail, Factory Town and promotional games Spider-Man: Into the Spider-Verse and others. As a producer, Clark has collaborated with and written for artists, landing on Spotify’s New Music Friday & Viral Charts, and Apple Music’s Best New Music.

Clark shared his enthusiasm for the project the moment we inquired with him whether or not he’d be interested in composing for Lost Eidolons. He mentioned that fantasy orchestral music was his foray into composing in the first place. We believe that a composer that expresses genuine passion for the work that they are dedicated to meticulously crafting is vital to creating the exact feel and color that the original soundtrack will need to convey the strongest emotions in every action and scene.

We’re looking forward to creating an incredible soundtrack together!

You can read more about Clark and his past work on his website: https://clarkaboud.com/
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/oceandrivestudio/lost-eidolons

https://oceandrive.studio/2021/04/12/lost-eidolons-is-coming-to-kickstarter-on-april-21st/

LOST EIDOLONS IS COMING TO KICKSTARTER ON APRIL 21ST!

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Greetings everyone!

We’re excited to officially announce that Lost Eidolons will be coming to Kickstarter! You’ll be able to support the project and follow its development closely starting on Wednesday, April 21st next week! You can also bookmark the page now at our project page: http://bit.ly/LostEidolonsKS

For us at Ocean Drive Studio, Kickstarter is another way (in addition to our existing community channels) for us to get to collaborate with our community on creating our game. It will allow us to continue to grow a foundation of supporters who wish to see Lost Eidolons succeed by helping shape the finished product with ideas and feedback. Our goal is a game that players can heartily recommend to their friends, or one that years from now people will fondly recollect (we’re aiming for raving Steam reviews!).

Kickstarter is another opportunity for us to get the word out on our passion project. There may be some skeptics that might also be worried that if the campaign doesn’t succeed, that Lost Eidolons will not be finished. Rest assured, the base game is already fully funded and will be made no matter what, and what we really need is for people to just know that we and our game exist.

To that end, as we mentioned in our announcement blog, we’re leveraging Kickstarter with very modest goals as an additional marketing initiative and also as a means of funding stretch goals for the project.

For our backer options, we’ll be giving fans the option to pick up discounted copies of the game (including multi-packs if you want a copy for a friend as well) as well as a few backer options to permanently etch your legacy within the game itself. As a note, we do not intend to do physical backer rewards due to the difficulty of the logistics surrounding shipping. If there is a huge demand though, this can be subject to change with limited run options.

As for our stretch goals, we have some cool ideas lined up such as Permadeath (units permanently lost on defeat or game over when critical characters are defeated), Hell Mode (enhanced scenario difficulty), and Debug Menu (special game modifiers you can customize on a new playthrough). Should our campaign find moderate success, we can always dream of other neat ideas even beyond this!

Stretch-Goals-3.png


The campaign will run for 30 days supplemented by a slew of frequent updates of the game and its development, granted we will continue to publish regular devblogs long after the campaign has ended too. Additionally, our social milestone goals are ongoing and will be running until the game launches at a later date. We also added Kickstarter goals to it!

Social-Milestone-Template.png


Feel free to join us on Discord where we’ll be running our weekly Town Hall segment where fans can ask questions and get answers live after a curated segment. You can also follow us on Twitter for occasional updates there!

We’ve been hard at work on this game for a long time now and we’re gunning for an opportunity to create a stellar new tactical RPG experience for fans to enjoy.

And an additional reminder, Community Manager Pat and Creative Director Jin Sang will be live to answer questions about Lost Eidolons and go over the Kickstarter campaign on our Twitch channel this Thursday at 7 PM PST (10 PM EST). You can ask questions in advance in the #town_hall message board on our Discord server.

If you’re only hearing about us and our game for the first time or haven’t checked in recently, here are some cool things that we’ve shared the last few weeks:
Lastly, we’d like to thank you for being interested in our game and sharing the word about it with your friends. Your support for us here at Ocean Drive Studio keeps us blazing forward! Let’s have an awesome campaign!
 

dehimos

Augur
Joined
Jan 11, 2011
Messages
275
The images and videos are a bit confusing, there are aspects from Fire Emblem, others from Valkyria Chronicles and Final Fantasy Tactic.
 

Harthwain

Magister
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Dec 13, 2019
Messages
4,691
What I find interesting - among other things - is how they managed to create the illusion of an actual battle taking place, when in fact you are playing with just heroes, because they insert regular units in combat animations. It reminds me of how they filmed parts of the final battle in Braveheart. Essentially they made it one-on-one fight and then they put together for the shots, and the final effect was great, because everybody WAS actually fighting in a mass battle against a particular someone.

 

ODS Pat

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Developer
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Messages
18
Hey all. I found this discussion on search engine and made an account on the site to jump in on discussions. I'm one of the guys from Ocean Drive Studio, the peeps making Lost Eidolons. If anyone has any questions or feedback (especially constructive criticism) along the entire route of the development process between now and the full launch of the game, and also beyond, I'm all ears and happy to answer, or yank our Creative Director to get answers on.
 

Nortar

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Messages
1,407
Pathfinder: Wrath
There was a Q&A stream.



Not all the info sounded great, but there is some incline.
  • It's mostly a linear tactical game, not a fully-fledged RPG.
    Although there are some C&C (like recruiting mutually exclusive followers) and different endings.
  • Low fantasy setting. The only mounts are horses. No dragon rides.
  • Inspirations: Fire Emblem. The creative director names all kinds of shit he plays, not a single western tactical RPG is among them. If that's not an incline, I don't know what is.
  • About 30 characters.
  • No LGBTQWTF characters.
  • The full game has 27 episodes (missions?) each about 1 hour long.
  • Hawk the bearded guy from the trailer is not the protagonist. They call him "MC's rival" and hope to make a separate campaign for him eventually.
  • 21 classes in total - 1 unique starting class for the MC, 2 starting classes for other characters, and 18 classes everyone can take later on.
  • 3 tiers of classes (so not really 21 different classes)
  • Some synergy between units in battle (they call it joint-attack), but not very important.
  • Skills can be mastered and up to 5 mastered skills can be used cross-class (as I recently played Black Legend it all sounds very similar to me)
  • 9 stats (and they want to make them simple): sounds like more or less standard staple for jrpg: phys and mag attack power, phys and mag resistance, crit chance and crit defense, luck, movement, health.
  • Stats progression with levels could be varied (it's not clear if it's random or not), but at max level, the same classes will have the same stats.
  • Stats are affected by armor
  • No initiative, sides take turns, with all their units.
  • No action points - only 1 action per turn.
  • the Creative Director has never thought about if units placement at the beginning of a battle should be pre-determined or random
  • Elemental magic affects terrain
  • Permadeath won't affect the story, as the "perma dead" characters will not be available for combat, but will remain active outside of it
  • Difficulty increase is done by providing enemies with higher levels and better skills.
  • No plans for co-op.
  • No resources for mod-support. A potential Kickstarter stretch goal?
  • No crafting (I told you it was an incline!)
  • Battles can be re-played
  • Some plans for post-game mini-games, whatever that means.
 
Last edited by a moderator:

ODS Pat

Arcane
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Messages
18
Thanks for doing a summary Nortar!

Some addendum to your notes:
  • We felt with the narrative we wanted to tell, making a fully-fledged RPG with winding, largely impactful choices wouldn't fit Lost Eidolons. We didn't want to create a game which gave the false pretense of illusion of choice where players were presented with decisions that ultimately had little to no bearing on the storytelling.
  • My dreams of mounted bear cavalry are dead.
  • Our team has mostly played JRPGs, whether recently or growing up. Some of us have played games like Baldur's Gate, Xcom, Divinity: Original Sin, etc. For Creative Director Jin Sang, he mainly admires the western fantasy themes found in media like The Witcher or Game of Thrones, much of which inspired the artistic direction you see in Lost Eidolons.
  • Synergy appears from episode 17 onwards, so it won't be in Early Access. It's just an additional tool to leverage during missions.
  • I want Steam workshop support...
  • The stretch goal that I hope we reach the most is the Debug Menu. Playing games like Dragon Quest, Hades, and Kingdom Hearts recently that held similar features, I felt giving players that ability to tailor their own experience makes it all the better.
We're still a relatively small studio, and we're also still somewhat early in the development. If we feel like the community has good ideas to compliment the game without altering the base vision for it, you can bet we'll try to leverage them.
 
Last edited:

purpleblob

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564
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Sydney
Interesting. Another sRPG from Korean developers - based in US it seems so I guess it will have a lot better translation than Troubleshooter.

Will keep an eye on this.
 

Nortar

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Pathfinder: Wrath
We felt with the narrative we wanted to tell, making a fully-fledged RPG with winding, largely impactful choices wouldn't fit Lost Eidolons. We didn't want to create a game which gave the false pretense of illusion of choice where players were presented with decisions that ultimately had little to no bearing on the storytelling.

Yeah, all too often the devs would call RPG any crap they make.
So it's great to hear that you know what you are making and categorize your game properly.
But it just means there's a more :obviously: sub-forum for Lost Eidolons - Tactical Gaming

Our team has mostly played JRPGs, whether recently or growing up. Some of us have played games like Baldur's Gate, Xcom, Divinity: Original Sin, etc. For Creative Director Jin Sang, he mainly admires the western fantasy themes found in games like The Witcher or Game of Thrones, much of which inspired the artistic direction you see in Lost Eidolons.
Some people see many of the modern trends in tactical games as decline of the genre.
So if you were not heavily influenced by nuXcoms, Darkest-Dungeon wannabes and all the card-battlers, it's a good thing in my book.
One of the best tactical games of the recent years - Troubleshooter - came from Korean devs, so I have high hopes for Lost Eidolons too.
 

Nortar

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Pathfinder: Wrath
21 classes in total - 1 unique starting class for the MC, 2 starting classes for other characters, and 18 classes everyone can take later on
Barbarians yea or nay?

Along with "Over Lord", "Great Lord" and "Armor Knight" the trailer shows "Berserker" in fur-trimmed armor.
And there's a shot of a guy cleaving some poor archer in half with his 2-handed axe.
I guess it's as close to being a barbarian as it gets.

cMxKQtf.png


But no dwarves. :(
 

ERYFKRAD

Barbarian
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Messages
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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
21 classes in total - 1 unique starting class for the MC, 2 starting classes for other characters, and 18 classes everyone can take later on
Barbarians yea or nay?

Along with "Over Lord", "Great Lord" and "Armor Knight" the trailer shows "Berserker" in fur-trimmed armor.
And there's a shot of a guy cleaving some poor archer in half with his 2-handed axe.
I guess it's as close to being a barbarian as it gets.

cMxKQtf.png


But no dwarves. :(
It's ok bro I will cut some humies down to size.
 

Tyranicon

A Memory of Eternity
Developer
Joined
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Messages
5,875
Thanks for doing a summary Nortar!

Some addendum to your notes:
  • We felt with the narrative we wanted to tell, making a fully-fledged RPG with winding, largely impactful choices wouldn't fit Lost Eidolons. We didn't want to create a game which gave the false pretense of illusion of choice where players were presented with decisions that ultimately had little to no bearing on the storytelling.
  • My dreams of mounted bear cavalry are dead.
  • Our team has mostly played JRPGs, whether recently or growing up. Some of us have played games like Baldur's Gate, Xcom, Divinity: Original Sin, etc. For Creative Director Jin Sang, he mainly admires the western fantasy themes found in media like The Witcher or Game of Thrones, much of which inspired the artistic direction you see in Lost Eidolons.
  • Synergy appears from episode 17 onwards, so it won't be in Early Access. It's just an additional tool to leverage during missions.
  • I want Steam workshop support...
  • The stretch goal that I hope we reach the most is the Debug Menu. Playing games like Dragon Quest, Hades, and Kingdom Hearts recently that held similar features, I felt giving players that ability to tailor their own experience makes it all the better.
We're still a relatively small studio, and we're also still somewhat early in the development. If we feel like the community has good ideas to compliment the game without altering the base vision for it, you can bet we'll try to leverage them.

You have an awfully good grasp of English for a Korean. -suspicious squint-

Best of luck to you guys and your project though, it looks interesting.
 

ODS Pat

Arcane
Developer
Joined
Apr 13, 2021
Messages
18
Thanks again to Nortar for uploading the Twitch VOD here. I just wanted to share the YouTube upload as well, since I took some time to section the video with chapters so that people can jump straight to the answers they want to know without having to skim a 1 hour video.



Yeah, all too often the devs would call RPG any crap they make.
So it's great to hear that you know what you are making and categorize your game properly.
But it just means there's a more :obviously: sub-forum for Lost Eidolons - Tactical Gaming

You raise an excellent point. There are some classic elements of a role-playing game in Lost Eidolons, but you are completely correct that it lacks the freedom of self-insert and choice that gives an RPG its pedigree. I think looking in retrospect, labeling it as an RPG makes the game more identifiable to people who more associate the term with leveling up, turn-based combat, and the like without looking more deeply into the specificities of the genre.

You have an awfully good grasp of English for a Korean. -suspicious squint-

Best of luck to you guys and your project though, it looks interesting.

Our team is partially in Seoul and partially in California. We have a dedicated English branch for handling things like English localization, voice acting, and marketing (which if we're being abundantly honest here, that is what my presence here essentially is). If anything, my written and spoken Korean is pretty crap!
 
Unwanted

Ataraxia

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Messages
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Hey all. I found this discussion on search engine and made an account on the site to jump in on discussions. I'm one of the guys from Ocean Drive Studio, the peeps making Lost Eidolons. If anyone has any questions or feedback (especially constructive criticism) along the entire route of the development process between now and the full launch of the game, and also beyond, I'm all ears and happy to answer, or yank our Creative Director to get answers on.

Hello sir / ma'am, i have a few questions to ask:

1.) JRPGs vs WRPGs, why are japanese games so much better than their western counterpart?

2.) Why are romances such a vital part of RPGs? How does your game handle them?

3.) What is an RPG? How would you guys define them?
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,236
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://oceandrive.studio/2021/04/18/supported-languages-pricing-and-kickstarter-preview/

SUPPORTED LANGUAGES, PRICING, AND KICKSTARTER PREVIEW

Greetings everyone!

Today is a smaller blog to inform everyone about two important details revolving around the game, but not necessarily about the game itself. We want to talk about support languages for Lost Eidolons as well as how we plan to price the title.

We had initially stated that Lost Eidolons would support English and Korean text, but have decided to expand the list of supported languages after reviewing interest in our game from around the world. Thus, the supported languages will expand to include:
  • German
  • Russian
  • European Spanish
  • Brazilian Portuguese
These are the languages that we intend to support by Early Access, however this can expand further if needed later on based on interest from additional regions. Note that these are all supported text languages, and we will still only have English voice acting.

As for pricing, our initial plan is to release Lost Eidolons in Early Access by October of this year, 2021. While in Early Access, the game will not have its full suite of features and only 16 of the 27 planned episodes, and will be in active development with the feedback from our early supporters. Because it will not be the full game at this point, we will lower the price to $29.99, with this cost increasing after full release in early 2022 after the base game is complete. We came up with this price point after estimating the average playtime of the full game expected to take 30-40 hours for a casual playthrough. The temporary lowered price is our way of expressing gratitude to the community for expressing their early faith in our project. Backers on Kickstarter will also be able to get even cheaper digital copies of Lost Eidolons via early bird supporter packages.

The Kickstarter campaign launches this upcoming week on Wednesday, April 21st (time TBA). We have our initial goal of $45,000 which we’re hoping we can achieve as well as stretch goals for great bonus features during Early Access. Please share the project link with your friends so that we may have a fantastic campaign!

Want a sneak peek at the upcoming Kickstarter campaign, including the backer rewards? Check it out here and let us know what you think on Discord: https://bit.ly/3e7WP5s
 

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