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Lost Eidolons

Created by Ocean Drive Studio

An all-new turn-based tactical RPG inspired by Fire Emblem series set in a fantasy world of gods, spellcraft, and turmoil.

Latest Updates from Our Project:

Dev Update: Battle Map Environment Design
about 3 years ago – Sat, Apr 24, 2021 at 03:36:39 AM

Happy Friday, tacticians!

Before you all take off to enjoy your weekends, we wanted to share a few updates on the stage graphical design for battle maps in Lost Eidolons. We read a few comments during our project reveal on how the stage and area design needed to look more interesting during fights, so we made it a point to start applying some levels of polish on the visuals in a few of these areas. These are still not final and we intend to continue improve them over time. Check them out below:

What do you think of these designs? Would it be up to your aesthetic expectations if all the areas had this level of detail? Do you feel like it's not enough, or that there are still areas of improvement? Let us know in the comments or on Discord! Also as an FYI, our first Town Hall Q&A recap will be on April 30th, so that we can gather enough questions to share the answers to.

The first 12 hours recap!
about 3 years ago – Fri, Apr 23, 2021 at 05:49:12 PM

Greetings, tacticians!

The first 12 hours have passed since our campaign began this morning and we've made steady progress. Thanks to the kind generosity and support from our growing community, we've managed to generate 17% of the target funding goal in the first half day!

In the very first hour alone, we managed to sell out of the top two highest backer tiers, and we also got a shiny badge from Kickstarter labeling Lost Eidolons as a Project We Love which helped out greatly with visibility on the platform.

So what comes next you may be wondering?

We're setting up a slew of updates that we'll be sharing with you all over the next four weeks. Our writers are hard at work creating brilliant stories, our artists are devising new concept art, and our programmers are making cool new assets towards the first playable build. As each of these are created, we plan to share them here, on our Discord, and on socials to keep everyone in the loop.

The final name for this doozy of a worm is 'Vermilith'.

And if you see something that looks interesting to you?

Tell us about it! Comment about it on the update page, or on our Discord. This is all part of our plan to create an open development strategy with our community. The folks backing the project and following it have a say in how the game will proceed from this point. We want to hear from you all as part of this feedback loop and then we'll show you all how your feedback reflects in the game as we make adjustments.

If we can keep it up, we'll reach our goal in no time. But we're not blindly optimistic, we're aware of the challenges of crowdfunding especially in the middle of the campaign, so we'll double up our efforts to getting Lost Eidolons known throughout the gaming space! For those who have supported us,  you've already done so much, but if you can share the campaign with your friends that may be interested too, it'd be a huge boon for us!

Let's keep up the awesome community effort!

- The ODS Team

Dev Update: Movement Tiles & Status Icons
about 3 years ago – Fri, Apr 23, 2021 at 05:47:57 PM

Greetings, tacticians!

As we have promised, we'll be sharing the development progress we make with the community, and we're starting with the mockups we've worked on for the movement tiles & unit status icons.

The idea behind these UI designs is to quickly communicate key strategic information to players in an easy-to-digest interface so that they can seamlessly make informed decisions. These are the final mock-ups for the grid tile design and unit status icons that we've been working on, and unless we have other feedback we will begin implementing this design immediately (note: the below are concept and are not yet present in the game build)!

There's a lot of key information to absorb when making a decision on how you'll travel the map.
We've also designed markers for contextual movement. Ascend the stairs to gain the high ground!

What do you think of them? Any thoughts you want to share? We'd like to hear from you before we finalize the direction and start implementing them into the build!

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We'd also like to take this time to invite you all to our studio's Discord server! One of the main reasons why we're running this Kickstarter campaign is to build up a community of players who want to voice their opinions about what we're doing—what they like and what they dislike. Is there something about the status icons that we showed that didn't sit well with you? It's your chance to say something about it in the #feedback channel! Based on our experience in game development, our goal is to have a vocal playerbase that gets to develop the game alongside us. If we think our ideas are good, we'll discuss why we think so and give you context to our decision-making. It's all part of the open feedback loop we're seeking to create.


And is there something that you want to know that hasn't been answered yet about the game? Ask about it in our #town_hall channel, and we'll take your questions and answer them every Friday in a Q&A format. If it's something we've already answered in the past, we'll give the answer right away! But it gives us an opportunity to curate a bunch of information at once, as well as gather visual assets to improve understanding.