Update log
Full Lost Legions update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey everyone, Bat-El here. First of all, sorry for the silence these past few weeks. Things have been extremely busy on our side, and the team has been deep in production, which is a good problem to have. I wanted to take a moment to share a clear overview of what we’ve been working on and what’s coming up next.
Extracted changes
- Workshop
- Gameplay
- Performance
- UI and audio
- Maps
Team Expansion & Production
Over the last weeks, we onboarded our new content team and equipped them with all the final tools they needed. With that setup complete, full-scale content production for our first biome is officially underway. This is a major step forward for the project.
We’ve also welcomed several new team members into the studio, including:
A Programmer An Animator An AI Behavior Specialist
Their primary focus through the end of the year is on optimization work and refining the combat systems that will define the core gameplay feel.
Optimization
Performance has been a big priority lately. The team has achieved significant FPS improvements thanks to a combination of code-level optimizations and replacing certain environment assets with lighter and more efficient ones.
Our game settings are now close to their final iteration, and overall performance, especially on lower-end PCs, is noticeably smoother. There’s still work to do, but the progress so far has been very encouraging.
AI & Combat
Over the past six weeks, the AI Behavior System has been entirely reworked by our new specialist. This rework lays the foundation for the final combat experience, including:
A broader set of enemy and NPC roles
Integration of the final weapon sets
Polished animations and improved camera direction
Combat balancing and encounter composition (group behavior, enemy types, pacing)
The updated combat is also supported by improvements to the UI, clearer signs and feedback, and an overall smoother gameplay feel.
First User Experience
We’re also investing time into making the early hours of the game feel more natural and intuitive, with:
New tutorial structures
Smoother introductions to gameplay systems
A more coherent learning curve, especially for first-time players
World & Visuals
On the visual side, one of the biggest highlights is the Wickerman Camp, which many of you will see in our upcoming Winter Showcase trailer. Early in the game, players will need to sneak through a large Germanic camp with almost no equipment in order to rescue a captured comrade, it’s a tense and atmospheric moment we’re excited to show.
We’ve also fully reworked the Yggdrasil Trees, which now serve as monumental natural landmarks across the environment and help define the scale and mood of the world.
Events & Festivals
At the moment, Lost Legions is featured in the Ancient Game Costume Festival on Steam, running until November 17. We’re also confirmed for The Medieval Festival, taking place between December 5–19. More details about our participation will follow soon.
Next Playtest
And for those waiting to jump in again: we will soon announce the dates for our next community playtest. We can’t wait to get your hands on the latest version and hear what you think.
Thanks for your patience and your support while we’ve been heads-down in development. We’re looking forward to sharing more with you soon, including the next trailer and, of course, the next playtest details.
See you in the comments, Bat-El
Source
