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Steam News15 May 20261mo ago

Devlog #1 - "Content, Content, Content"

Hey Tanks! It's been a month since Early Access released! I have been trying to smooth out the experience and fix as many bugs as I can in the first few weeks of release, but now it's time to hunker down and focus on ad

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Full Don't Lose Aggro update

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Hey Tanks!

What changed

0 fixes5 additions6 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
addedI have been trying to smooth out the experience and fix as many bugs as I can in the first few weeks of release, but now it's time to hunker down and focus on adding more content.
addedSo, how did it go??However, there is still much work to be done, and while I am happy the game is doing well in its niche, I'm hoping it can grow and attract a wider audience as time goes on and more content gets added.
addedMonthly Development RecapAdded a new way to use abilities by holding the action button and aiming
changedMoving ForwardMinions have pathfinding but don’t have health and cannot be targeted, they can only die via Sacrifice
addedMoving ForwardAlso started designing new enemy races, each will contain various classes (like the current Goblin race)
changedMoving ForwardToughness (the shield resource) will go up to 4 stacks (previously 3)

It's been a month since Early Access released!

I have been trying to smooth out the experience and fix as many bugs as I can in the first few weeks of release, but now it's time to hunker down and focus on adding more content.

I will try to write up a devlog every month with a recap and show some progress on the game.

As always, if you want more frequent updates and join the discord!

So, how did it go??

With the dust mostly settled around the EA launch, I'm very happy with the attention Don't Lose Aggro received, it was truly humbling to see the game resonate so much with former and current tank mains.

However, there is still much work to be done, and while I am happy the game is doing well in its niche, I'm hoping it can grow and attract a wider audience as time goes on and more content gets added.

Keep posting videos, reviews, bug reports and feedback anywhere you see fit, rest assured I see & read them all!

Monthly Development Recap

The Focus was on digesting feedback, addressing issues and writing up the development roadmap

This month's patches included:

  • Quality of life features such as Cloud Save support, extended keybindings, faster traversal

  • Ongoing work to explain mechanics better and address friction and difficulty spikes

  • Added a new way to use abilities by holding the action button and aiming

  • NPC pathfinding polish and overall dungeon crawl experience adjustments

  • Various bug fixes

Moving Forward

I'm currently busy designing the Summoner, with these abilities in mind (subject to change):

  • Passive “Summon” : Summons skeletal minions every x seconds (cast) that orbit around you in formation and attack enemies targeting you (up to 5 minions)

  • Active - Sacrifice a minion to heal yourself

  • Minions have pathfinding but don’t have health and cannot be targeted, they can only die via Sacrifice

  • Summon casts reset/interrupted if Summoner is hit

  • Minions prefer hitting Taunted targets

Also started designing new enemy races, each will contain various classes (like the current Goblin race)

I also intend to introduce Toughness System Changes where each shield does something else with Toughness:

  • Toughness (the shield resource) will go up to 4 stacks (previously 3)

  • Crusader provides Damage Reduction per stack (current effect)

  • Disc will change and provide Block Value per stack

  • Vice Grip will provide Movement Speed per stack, really diving into the kiting build with this one.

A new shield is work in progress that will be built around dodging:

I've also started working on improving the tutorial, addressing difficulty spikes, planning changes to the Ranger (random teleport needs work)

That's it for this month, stay tuned for more updates.

Tanks a lot!

Source

Steam News / 15 May 2026

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