《幻灵降世录 :女巫的面纱》开发日志:发售 30 天回顾与未来展望
《幻灵降世录:女巫的面纱》发售30天回顾!SRPG+Roguelite创新融合,玩家平均游玩时长超同类游戏。查看最新更新内容与未来开发计划,了解游戏深度优化方向。
\[以下内容为机器翻译。原始英文文本已附在文末供您参考。]
亲爱的战术家们:
转眼间,我们正式发售已经过去整整 30 天了!
衷心感谢所有支持我们、分享反馈、并加入我们不断壮大的社区的玩家们。
在过去的一个月中,我们尝试融合 SRPG(战棋角色扮演)与 Roguelite(轻度肉鸽) 这一独特的类型组合,
并从大家的反馈中学到了非常多宝贵的经验。
随着最近发布的 ,我们完成了发售后的第一阶段更新。
这一阶段主要聚焦在改善整体游戏体验上。
本次更新内容包括:
新的难度选项
更快的永久进度成长
战斗平衡与难度调整
遗物与技能调整
性能优化与错误修复
以及更多改进……
这些改动都直接源自玩家的反馈。
我们非常感谢每一位花时间分享意见、报告问题、以及讲述游玩体验的玩家。
虽然游戏还不完美,目前 Steam 评价略低于“特别好评”,
但我们的内部游玩数据非常令人鼓舞。
(显示高于平均水平的游玩时间数据)
数据显示,玩家的参与度非常高——
平均游玩时间远高于同类游戏的平均值,并且每周都在持续增长。
这说明,尽管游戏仍有打磨空间,
核心玩法循环已成功吸引并留住了玩家。
作为一个小型团队,对我们来说,
通过游戏的收益与成长潜力来维持开发十分重要。
好消息是:
从目前的数字和社区反馈来看,
我们有信心继续在现有基础上进行拓展与改进。
基于玩家反馈,我们确定了两个关键方向,
我们认为它们对于增强游戏的深度与可重复性至关重要:
缩短单次远征(Run)的时长 —— 让每次游玩更加紧凑、有节奏感
打造更纯粹的 Roguelite 体验 —— 创造更刺激的配合时刻与爽快的构筑体验
我们相信,聚焦于这些核心方向,
将显著提升玩家满意度,并强化游戏的长期潜力。
解决上述问题只是下一步,而非终点。
在打好基础后,我们计划:
扩展游戏内容与系统
通过自定义选项提升多样性,减少重复感
探索让每次远征都焕然一新的新方式
我们目前正在内部讨论多种设计方向,
但一如既往地,我们相信 社区往往最了解游戏的真正潜力。
我们将继续倾听大家的意见、反馈与创意,
与玩家共同让游戏不断进化。
我们的目标始终如一:
打造一个紧凑、富有沉浸感、可重复游玩的战术体验,
鼓励玩家尝试与创造——保持《Lost Eidolons》的核心精神。
再次感谢各位在这段旅程中的陪伴与支持。
你们的热情与反馈不断推动着游戏的成长,
我们也迫不及待地想让大家看到接下来的新内容!
战场上见,
—— ODS 团队
Dear Tacticians,
It’s hard to believe that it’s already been 30 days since our official release! We want to sincerely thank everyone who has supported us, shared feedback, and joined our growing community.
Over the past month, we’ve been experimenting within a unique genre blend — SRPG meets Roguelite — and we’ve learned an incredible amount from all of your feedback.
With the recent , we’ve concluded our first phase of post-launch updates, which focused primarily on improving the overall gameplay experience.
This update included:
New difficulty options
Faster permanent progression
Battle balance and difficulty adjustments
Relic and skill adjustments
Optimization and bug fixes
And more…
These changes were driven directly by your feedback, and we deeply appreciate everyone who took the time to share thoughts, bug reports, and gameplay experiences.
While the game isn’t perfect and the Steam review score currently sits slightly below Very Positive, our internal gameplay metrics are very encouraging.

\[Playing Time Metrics showing Above Average Engagement]
Our data shows that players are highly engaged — average playtime is well above genre norms and continues to increase with each week.
This tells us that despite some rough edges, the core gameplay loop is resonating and keeping players invested.
As a small team, it’s important for us to sustain development through the game’s revenue and growth potential.
The good news is: the numbers and community response give us confidence that we can continue building upon this foundation.
Based on your feedback, we’ve identified two key areas we believe are critical to making the game stronger and more replayable:
Shorter Expeditions (Runs) — to create a tighter, more replayable session loop
A True Roguelite Experience — creating thrilling synergy moments and dopamine-inducing builds
We believe focusing on these pillars will significantly enhance both player satisfaction and the game’s long-term potential.
Addressing these areas is only the next step, not the end. Once we’ve improved the foundation, we plan to:
Expand content and systems
Add variety through customization to reduce the feeling of repetition.
Explore new ways to keep each expedition fresh and exciting
We’re currently discussing several design directions internally, but as always, we believe our community often knows best.
We’ll continue listening closely to your ideas, feedback, and creative suggestions to make sure we evolve the game together.
Our goal remains the same: To build a tight, engaging, and replayable tactical experience that rewards experimentation and creativity — staying true to the heart of Lost Eidolons.
Thank you again for joining us on this journey and for supporting the Lost Eidolons franchise.
Your passion and feedback continue to shape the game’s evolution — and we can’t wait to show you what’s coming next.
See you on the battlefield,
The ODS Team




