Jin Sang Kim, Creative Director of Lost Eidolons: Veil of the Witch answers some questions:
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Hello Tacticians,
This is Jin Sang Kim, Creative Director of Lost Eidolons: Veil of the Witch. Today I'd like to answer some common questions about the game, specifically relating to character customization, game structure, and language support.
Character Customization
One unfortunate drawback of how the first Lost Eidolons approached its story was the inability to customize the protagonist, Eden.
While Veil of the Witch won't offer full character customization, I can confirm players will be able to choose between male and female character models, as well as lighter or darker skin-tones.
Looking ahead to the franchise's future, I can say that full character customization is a major wish-list item for us, on future projects in the series.
Game Structure
In Lost Eidolons, chapters followed a simple pattern: pre-battle cutscenes, battle, post-battle cutscenes, camp section, repeat. Veil of the Witch makes significant changes to that basic play-loop, bringing in elements of the roguelite genre.
In Veil of the Witch, the player embarks on expeditions from their Base Camp, and undertakes heavily randomized battles and events, punctuated by repeatable story-driven bossfights.
When they're defeated in battle, the player is returned to their Base Camp, where they can undertake a variety of activities, including promoting characters' classes, engaging in dialogue between party members, exploring unlockable story content, and unlocking new upgrades at the Altar of Fire.
In terms of character growth, players can expect a mix of temporary and persistent elements. During expeditions, players will come across various items, skills, etc that improve their party's abilities and stats. When they die, these single-run upgrades are lost. However, they'll also be gathering various currencies they can spend in camp to unlock persistent upgrades, steadily improving their party's strength over time.
We look forward to players getting to try out these systems for themselves during Early Access.
Language Support
In terms of language support, we've seen various questions and requests for specific languages, so I'd like to clarify where our plans stand at the moment.
During Early Access, we plan to focus on English and Korean. Other languages will be added once the game is a little closer to release, as we believe that's more efficient and leads to higher-quality localization.
With regards to which specific languages we plan to support, that question is unfortunately still up in the air. Players can expect more information on that at some point down the road, during Early Access.
Jin Sang Kim, Creative Director
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