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Lost Legions

Lost Legions Steam news

Tarock Interactive | Coming soon | game

Coming Soon

GameSteam Store content

ActionAdventureIndieRPG

  • Steam app typegame
  • Steam App ID2710740
  • PriceNo longer available on Steam Store
  • Release dateComing soon
  • DeveloperTarock Interactive

Lost Legions news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID2710740
  • PriceNo longer available on Steam Store
  • Release dateComing soon
  • DeveloperTarock Interactive
  • PublisherTarock Interactive
  • Parent gameNot available

Genres: Action, Adventure, Indie, RPG

Company pages: Developer: Tarock InteractivePublisher: Tarock Interactive

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

Lost Legions Steam news

Lost Legions news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Dev Blog 49 - 19 August 2026

    Ave, Legionaries! Gamescom is almost here, and things have been pretty busy at Tarock. Before we get into that, though, we recently crossed a pretty incredible milestone: 100,000 wishlists on Steam! šŸŽ‰ That's a huge number for us, and we want to say a massive thank you to everyone who's wishlisted the game, followed our development, joined our community, shared our posts, or simply told a friend about Lost Legions. It genuinely means a lot to our small team. And now, on to Gamescom! This year, Lost Legions will have a booth at Gamescom, and if you're heading to Cologne, you'll be able to stop by, meet some of us, and, most importantly, play Lost Legions for yourself. āš”ļø We've been hard at work preparing the Gamescom demo, alongside a brand-new trailer that shows off some of what we've been working on lately. And there's quite a bit to talk about. A Camp Worth Defending One of the things…

  • Dev Blog 48 - 18 May 2026

    Hey everyone, It’s been a while since I last had a turn writing a blog for Lost Legions. I’ve been too busy in the pixel mines over the last couple of months. About two weeks ago, we had an all-hands-on-deck meeting with our team, which normally works remotely, and it was so energising that I couldn’t wait to write about it here. The reason we met wasn’t necessarily a good one. With a launch date planned for July, there was a growing unease within the team that something in the game was missing. We have a lot of nice systems, but somehow they don’t click together perfectly yet. The latest friends-and-family test also yielded unsatisfying feedback. So the idea was to use all the brainpower available during a two-day workshop to identify the pain points and devise solutions. And boy, did we find pain points on day one! When you want to make a game better, it’s best not to pull any punches…

  • Dev Blog 47 - 17 April 2026

    Hey everyone, Before we jump into this week’s update, we first want to say thank you. Lost Legions has now passed 80,000 wishlists on Steam, and seeing so many people excited for the game means a lot to us. We’re incredibly grateful for all the support and feedback you’ve given us so far. Over the past few weeks, a big part of our work has been deciding what the Early Access version of Lost Legions should focus on most. That meant making some difficult choices internally and setting aside ideas that, while cool, did not directly improve the main player experience. The result is a much clearer direction for the game. Sharpening the Main Gameplay Experience One of our biggest goals recently has been making the gameplay feel more focused and rewarding. The main experience is now built around a clearer gameplay flow: Build and defend your camp Improve your gear, crafting, and gathering Vent…

  • Weekly Blog 46 - 23 January 2026

    Interview with Game Producer Martin Welcome back to our blog series, where we introduce the people working on Lost Legions. In these short interviews, team members talk about what they are currently working on, what excites them, and how the game is coming together behind the scenes. Introduce yourself: Hey, I am Martin. I am the Game Producer at Tarock Interactive, and I have been working on Lost Legions for about six months now. I started with three months as an intern and then moved into a full-time position. My job is mainly about keeping the project moving forward. I help structure planning, support the Game Directors, prepare and run meetings, and make sure communication inside the team works smoothly. When questions come up about where the project is headed, why certain decisions were made, or what the current status of a feature is, I am usually the person who either has the ans…

  • Weekly Blog 45 - 10 December 2025

    Welcome to our new blog series where we share short interviews with the people creating Lost Legions. Each post gives someone from the team a chance to talk about what they’re working on, what they enjoy, and what challenges they face. We hope this format gives you a fresh and personal look at how the game grows. Introduce yourself: Hi, I’m Ruben. I’m a Junior Level Designer at Tarock Interactive, and I’ve been working on Lost Legions for the last 6 months. I started as an intern in summer and apparently made a name for myself, because I was offered a junior position shortly after. In my time here I learned a lot about building an open world. What I enjoy most is giving players a good experience when they explore the game. My main job is to plan and structure the world, especially the points of interest like enemy camps or places where players can find loot. What are you working on righ…

  • Weekly Blog 44 - 11 November 2025

    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. 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 be…

  • Weekly Blog 43 - 15 September 2025

    Hi everyone, Stephan here with a quick insight into the Lost Legions savegame system. Open World With Lost Legions being an open world game there is a lot of data to save. From the player's inventory and their current location in the world, equipped weapons, their health and stamina values, all the way to content of chests, ownership of claimed areas, progress of personal and shared quests and the already explored areas of the map. Level Streaming Since the world is so large we are also streaming parts of the map in and out of memory. If a part of the map is unloaded we need to save everything that needs to be restored later on when that part of the map is loaded again. Those are things like dropped loot, structures the player destroyed and built and much more. SPUD To make our lives a bit easier, we are using the open source SPUD library by Steve Streeting SPUD offers a generic extenda…

  • Weekly Blog 42 - 1 September 2025

    Hey everyone, Bat-El here, I’m the marketing & community manager on the project. Our big community playtest has wrapped up, and honestly, it was one of the highlights of our summer. A huge thank you to everyone who joined in, whether you spent hours building, tried out every combat move, sent your NPCs on wild errands, or simply ran around seeing what you could (and couldn’t) break. Every single one of you helped us push the game forward. We’ve already learned so much from this test. Some things landed exactly as we hoped, others… not so much, and a few turned out completely different than expected (in the best way). That’s the beauty of doing this together: we get to see how you play, not just how we imagined you’d play. And that feedback is gold. Our dev team already has a long list of tweaks, fixes, and new ideas sparked by what we saw. This summer isn’t just about testing, it was al…

  • Weekly Blog 41 - 8 August 2025

    Bonum diem! It's Tim, Art Lead at Tarock Interactive, and I'm back with a new dev blog entry after quite some time. Jens and Felix usually keep you up to date on the fantastic progress we're making with Lost Legions. This time, however, I'd like to give you a few insights and thoughts on the game's graphic design. As mentioned in the last blog post, we've been working intensively on the intro level over the past few weeks. The player starts in a Roman camp in the middle of the Teutoburg Forest and has to defend themselves against attacking Germanic tribes in the rain and darkness. Thanks to the support of our talented level design interns, we were able to quickly block out the level – after all, it's a fairly linear passage of the game. The big challenge was to create a dense and immersive atmosphere – and to guide the player through the level as intuitively as possible despite the dark…

  • Weekly Blog 40 - 18 July 2025

    Salvete amici mei,The last few weeks have been a rollercoaster of emotions for me. I’ve never been on a rollercoaster. I don’t need that kind of thrill in my free time—I already get plenty of it at work.Last month was supposed to be a triumphant event. I had already written about it in a previous blog. We met with the sport fencers of the Gladiatores Berolinenses in the halls of the S4G School for Games to record their authentic movements for Lost Legions. My expectations were very high. I knew that with the Rokoko Smart Suit we had good technology and that the pipeline to process and bring the recordings into the game was working. The dress rehearsal went excellently, which in theatre is considered a bad omen. The gladiators came in a group of four with great enthusiasm and loads of equipment. I was sure this would be a grand slam. Then everything that could go wrong did go wrong. The…

  • Weekly blog 39 - 3 July 2025

    Hello everyone! Felix here with another dev blog about Lost Legions. Today I`ll be talking about a big improvement we made in one the most glaring weak spot that we had: the locomotion system. For those of you who`ve never heard this term before: the locomotion system governs what movement animations are played depending on the direction and the velocity a character has. Our early system was very basic and would blend between a very limited amount of walk, run and sprint animations depending on the direction the player was moving. It looked very blocky, if you looked closely you could see the feet sliding over the floor and it was the number one cause why people thought our game didn't look as well as it actually does in our trailers. This is an issue that has been haunting us for a while and while we did a lot of gradual improvements to the system, we were reaching a plateau of what we…

  • Weekly blog 38 - 6 June 2025

    Hey everyone!I got a break from the pixel mines the last few weeks and got to enjoy the narrative fumes of the plot foundry.When we first began working on Lost Legions, we always envisioned a strong, emotionally resonant story to accompany our survival mechanics, combat systems, and conquest features. But in the early phases of development, our focus was on building the core systems—narrative had to wait its turn.Now, with those foundations in place, we finally have the time and structure to give the story the attention it deserves. And we've gone back to the beginning—not just of our game, but of the characters' journey—to build a proper narrative spine: the ambush at Teutoburg.This moment in history doesn't just set the stage for what follows—it is the wound the entire story bleeds from. That’s where we decided the game must begin.A New Introduction: The Battle That Broke the WorldThe…

  • Weekly blog 37 - 15 May 2025

    Summer Internship Big things are on the horizon for Lost Legions. With the summer internship season underway at the School for Games (S4G), where I also teach part-time, we’re once again bringing fresh talent into the team. These internships have become a proven win-win -the students gain valuable real-world experience, and we gain momentum in production just when we need it most. Right now, everything is aligning: the core systems are in place, and we’re shifting focus toward integrating all our design work into actual gameplay. It’s that exciting moment where the ideas leave the documents and start living inside the engine. Narrative Overhaul One major milestone we’re hitting this month is a complete overhaul of the game’s narrative structure. With each sprint, our understanding of the game matures. We’ve now locked in: The overall game flow and critical path Estimated playtime for co…

  • Blog 36 - 21 April 2025

    Hello everyone, Felix here with a slightly overdue blog post. With the alpha milestone behind us, we’re now shifting focus to building content and scaling things up. That said, we’re always working to improve the core mechanics of the game—and with that in mind, we ran a smaller, focused playtest just one week ago. Over the weekend, our closest community members—those on our mailing list and Discord—were invited to take part in a more compact test centered entirely around combat. We set up a new test level where players could freely equip themselves with Tier 1 and 2 gear, and quickly jump into conquest and raid scenarios. The idea was to let people fight a lot and give us targeted feedback in that area. For the first time, players could also try out multiplayer and interact using our new Helldivers 2-inspired emote system. With a more limited scope and a smaller group, we naturally got…

  • Weekly blog 35 - 1 April 2025

    Salvete amici mei, welcome to the 35th entry of our devblog! Today we have exciting updates from the development of Lost Legions, a big announcement for all those waiting for a playable version, as well as a brief insight into the current industry situation. And finally - a Roman fun fact! Current state of development We are planning three fully playable biomes for Early Access: Meadows, Dark Forest and Swamps. The Meadows are well advanced, and work on the other two biomes is in full swing. Each biome should not only be visually unique, but also feature special gameplay mechanics. In addition, we are currently testing a first version of fishing, which further expands the survival elements. Multiplayer mode is back! After a phase of deactivation to test core mechanics more efficiently, you will soon be able to play together with friends for the first time! Further progress: Revised UI f…

  • Lost Legions Kickstarter! - 18 March 2025

    Hey everyone Felix here - Back with a quick update regarding the upcoming Kickstarter for Lost Legions. If you are unaware, all of us at Tarock Interactive have been hard at work to prepare for the Kickstarter we have planned this year for Lost Legions. This journey together on Kickstarter will be the answer to turning Lost Legions into a full-blown and fun experience for the world to enjoy. Being a small indie team, this campaign will help us obtain the necessary resources to turn this into a full game. We’ve made some huge changes to the Kickstarter pre-launch page as well to the Kickstarter itself, including brand new GIFS, extra/additional description - Check it our latest Exploration GIF. The team has also come up with some exciting and interesting rewards, so we plan to share some information regarding the upcoming rewards so you can get a sneak peek before the campaign goes live.…

  • Weekly Blog 34 - 14 March 2025

    Hey everyone, Felix here—back with another update as we push full speed ahead toward our alpha milestone! We’re still going through all the feedback from the playtest, and it's been incredibly valuable in helping us refine key aspects of the game. One major area of improvement has been combat, and I’m happy to say that things are feeling much better—especially when wielding the gladius. Since the playtest, we've focused on tightening up the gladius combat experience, and it’s really starting to come together. Heavy attacks now break blocks, combo animations flow much more naturally, and we’ve added brutal finishing moves that bring the whole thing together. Combat feels snappier, weightier, and—most importantly—more fun. Of course, there’s still plenty to tweak, but we’re in a much better place than before! We also finally have a stable save game system, which means no more lost progres…

  • Weekly Blog 33 - 25 February 2025

    Hey everyone, Felix here—back from the trenches of our first Lost Legions playtest, sleep-deprived but absolutely thrilled! First and foremost: THANK YOU! Whether you were part of our friends and family wave, joined in through our mailing list, or were one of the 500 lucky (and brave) souls who got in via Steam—your time, feedback, and patience have meant the world to us. With over 3,000 applicants, getting in was almost as brutal as surviving the Teutoburg Forest itself. This whole experience has been nothing short of amazing. Your feedback has been overwhelmingly positive and incredibly motivating, and watching you play, struggle, and succeed in the world of Lost Legions has given us the biggest boost imaginable. We also learned a few things about ourselves: We thought we had about 60-90 minutes of gameplay—turns out, the average playtime was 3 hours! One absolute legend managed to cl…

  • Weekly Blog 32 - 10 February 2025

    Hey everyone, Felix here—finally, the day has come! After countless hours of tweaking, fixing, and wondering why that one bug refuses to die, the first steam playtest of Lost Legions starts TODAY 6pm CET! For the next seven days, some of you will be able to jump into the game, test your survival skills as a stranded Roman soldier, and—if our AI behaves—hopefully get stabbed in the back just the right amount. How to Join: Hit the big green button on our Steam page before 6 PM CET today (right next to the wishlist button that—let’s be honest—you should totally press too). Access will roll out progressively, so if you don’t get in right away, don’t panic—there will be plenty of future playtests. What We Need From You: Break the game. Gently. (Or not—we’ll fix it anyway.) Tell us what’s working and what’s making you scream at your screen. Found a bug? Report it on Discord or through the in-…

  • Weekly Blog 31 - 29 January 2025

    Hey everyone, Felix here, it’s been a while. I have a lot of great news to share today! First: We’re happy to be participating in the Myths and Legends Steamfest. If you’re joining us through this festival: welcome! Lost Legions is a survival game about being a Roman soldier lost behind enemy lines after a catastrophic defeat. It’s infused with a lot of Germanic and Hellenic mythology and we’re happy to have you here! The second big news is that we’re starting our first community playtest today! Starting now you can apply for a spot here on steam using the big green button that should be near the wishlist button (that you’re welcome to press too if you haven’t already ;) We’re starting with friends and family this week and will be progressively adding external players to the demo, starting with our closest community and following up with a random selection from people that applied via t…

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