- Upcoming Beta and development update - 11 August 2026
Hello everyone!First of all, let me start with an announcement!I've been making some progress on the backend migration over the last few months, and it's getting fairly close to being finalized. However, the scope of the changes has been pretty large, so I'd like to know if you guys would be interested in helping out with some bug hunting!If enough people volunteer, we'll make 2.4 into a major bug-fixing and QoL patch. Any bugs, performance issues, or general annoyances you've encountered will be noted and addressed.If you're interested, let me know in the discussion under this post! I'll take note of the participants and make another update once the beta is live. I'll also make sure to have proper tools in place for extracting useful game logs and stuff, so reporting issues should be relatively painless.I also hope to gather some performance feedback from people running different specs…
- Development Update July 2026 - 13 July 2026
Hi everyone!Here I am with another dev log thingamajig!Unfortunately, the new job has gotten in the way of development a little. I haven't had much energy left to code after work, but I'm sure it will get better once I get into the swing of things. \~( ̄▽ ̄)~So please bear with the slower updates for now.Backend and TestingWarning: some technical yapping ahead for those interested.With that being said, I've mainly been working on the backend side of things. I've realized that I can't reliably maintain working code without being able to automatically test its logic.Without going into too much detail, I spent the month building a framework that will allow me to test various systems without having to repeatedly test everything manually.This should allow me to add, modify and generally mess around with things without constantly worrying that something else will break. Your experience should a…
- Development Update May 2026 - 28 May 2026
Hello everyone!It's been a little while, so I thought I'd give you a small update on how things are looking.Not sure if monthly devlogs are going to become a thing, but I like giving a little sign of life here and there so you know I'm still alive and working on stuff (●'◡'●)So, I've been a bit distracted with new game releases and ended up taking a step back from development. Before I noticed, a month had already gone by. Needless to say, I haven't done a whole lot—I've mostly tweaked some cosmetic things around the game. Settings will now hide and show related configurations depending on whether the master toggle is enabled or disabled.For example: if the fog effect is turned off, you won't see fog settings anymore until you toggle it back on.We've also got a new grass option with a bit more fidelity available. As with any grass setting though, it's purely cosmetic, so just choose the…
- Version Update 2.3 - 11 April 2026
Hello everyone!I would like to welcome you back to the humble changelog.Today we will take a look at the contents of version 2.3, which focuses on improving the boss fights, or at least giving them a way to fight back.It is going to be a relatively small patch, so let us just get into it!Boss AbilitiesEvery mini-boss now has an ability that they use periodically to attack the player. This may include shooting a projectile or creating an explosion under the character or in the area around the player.Stage bosses have multiple abilities, but the principle is the same.You could kind of see this already with the first mini-boss on the Capital Outskirts map.For those of you who prefer AFK gameplay, or for those like me who dislike dealing with enemy projectiles, I have also included an unranked modifier that disables enemy attacks.Better Environment and WeatherI have also added more weather…
- Version 2.2 Update - Passive Tree Rework - 4 April 2026
Hey everyone and happy Easter!It's me again, bringing you some fresh content and improvements to the game! As promised, the second entry into the 2.X patch cycle is a Passive Tree rework. If you followed the game's development for a while you may remember that I said the Skill Tree was releasing in its current state because I had no better idea for the implementation, but wouldn't want to stall the release any further... Well, the time has come to go back to the drawing board and figure out what this system is even supposed to be- and that's exactly what I did.But before I go into more detail let me officially welcome you to the 2.2 changelog review!Passive TreeThe above is the brand new tree. I've renamed it to Passive Tree over the old Skill Tree since it's not much of a skill tree, but rather a set of passive improvements.How does it differ you may ask?Well, for starters, each node p…
- Removing AI Slop from Requiem For a Lost World - 1 April 2026
Hey everyone!I’d like to make an announcement regarding another future update to Requiem For a Lost World, something I’ve been holding onto for a while now.As you may know, while developing Requiem For a Lost World, I’ve used AI to help create visuals (character cards, shards, and so on). Unfortunately, that process is not only highly unethical, but it also often fails to reflect my true vision for the characters.Going forward, I’ve decided to change my approach. I will now hand-draw all art assets for Requiem For a Lost World to fully bring my vision to life - no more shortcuts!I’ve already taken the creative liberty of redrawing a few characters.As you can see, I’ve adjusted the designs to better match what I originally had in mind, and the difference is night and day. I also believe this new art direction better aligns with industry standards.This is a long process, so bear with me a…
- Version Update 2.1 - 28 February 2026
Hey everyone!We are back to the regularly scheduled updates (at least for this one).I've decided to dedicate the 2.X series of updates to enhancing existing systems rather than introducing brand-new features, but as you'll see below, these should still be sufficiently interesting in the grand scheme of things.In short, expect the game to change a lot in the coming updates, which will include: Relic System rework, Perk Tree rework, and Weapon/Item Upgrade rework. Each update will also weave in community-suggested improvements and adjustments to reworked systems based on feedback.This one is a bit short and mainly UI-focused.With that said, let me introduce the Relic System reworkNew Relic SystemRelic Sub-statsI showcased this change as a possibility before version 1.9, and now it's finally happening thanks to the change in the next section!Relic PagesIn earlier versions we migrated from…
- Requiem For a Lost World v2.0 - 10 February 2026
Hello everyone!It's been a moment, and I'm quite a bit past the deadline I set for myself, even longer since the last version.As per usual, before we get into the changelog, let me talk to you guys~So, over the past month or so I barely got any work done on Requiem For a Lost World - burnout, real-life issues, and laziness all combined. For that I apologize.I still managed to get some things done, but not nearly as much as I had planned, which is a bit disappointing. However, stalling any further doesn't seem reasonable, especially considering how far behind version 1.9 already is. I even considered changing the version number to something lower, but I think we can stick with 2.0As mentioned, it won't contain everything I envisioned and, as such, it won't be the planned release version either; at least not until all achievements, stories, and wiki pages are done. So for now I think we'r…
- Merry Christmas and Happy new year! - 24 December 2025
Merry Christmas!In this special time I wanted to wish everyone all the best in the coming year. If you're feeling down, I hope better things are especially coming your way! If you celebrate with family, I wish you a lovely reunion time with the ones you cherish. If you spend that time alone, treat yourself to something nice, sit back and relax~I'm not great at wishes so I hope it turned out well enough! Anyway, it's been a decent year for Requiem For a Lost World and I want to sincerely thank everyone that stuck around, and the new arrivals as well. It's only thanks to your feedback that I've been able to make the game much better than it was a year ago. Your engagement with the title helped me push forward too; as much as I like working on this little passion project of mine, I probably would have given up by now if it weren't for the few of you that showed your support.Be it comments,…
- Birthday Special Sneak Peek - 24 November 2025
Hello everyone!It's been a little while since the last post, and since it's my special day, I wanted to share what's been cooking behind the closed doorヾ(•ω•`)oThings are still a work in progress, so any and all feedback is welcome!As many of you already know, I'm aiming for version 2.0 to be the out-of-early-access release. I hope to have it ready before the end of December - whether that works out, we'll have to see. I may delay it if I'm not satisfied with the state of the build by then, but fingers crossed it won’t come to that (●'◡'●)Okay, let’s get into some notable changes you can expect in the next version. I won’t dive too deep here, think of this as a quick tour of selected features~ Upcoming CharacterAs you all know, Clara has been in the works for quite a while. I'm happy to announce that she’s mostly ready, with just a few tweaks left! She’s designed as a hybrid Simple/Pier…
- New Game Trailer - 9 October 2025
Hey everyone!A quick update from my side — I’ve updated the game’s trailer!Give it a watch and let me know what you think!Who knew editing could be so time-consuming @_@Store Page ScreenshotsI’ve also replaced a few of the screenshots on the store page, some were outdated or just not that interesting. Still not perfect, I feel, but hopefully a bit better! I’ll probably revisit them once I have the mental energy to snap some proper shots.That’s the store page stuff out of the way.Bug FixesI’ve released a few updates to patch up some bugs that slipped into version 1.9.2.Long story short: the Perk Tree wouldn’t let you pick upgrades, some characters’ specials weren’t working, and a few other things — if you encountered any of these issues, they should now be resolved.I think there is also an issue with enemy spawning logic — but I'm still investigating!Component AutomationI’ve sneaked in a…
- Update 1.9.2 - 6 October 2025
Hey everyone!A little unplanned update here!I know it’s been about a month since the last one. I’ve been super tired lately, so I haven’t managed to do as much as I wanted ⊙﹏⊙∥Anyway, Unity had a vulnerability patched recently, and games needed to be updated. I didn’t dive into the details, maybe mine didn’t even need it, but I decided to update Unity just in case and rebuilt the game. It took me DAYS to get everything working again.The update is live now! If you run into any issues with this version, please let me know ASAP.The full set of features isn’t ready yet, so this update is a bit half-baked. Please bear with me!With that out of the way, let’s dive into what made it into 1.9.2.Peaceful ModeI’ve been focusing more on graphics recently, but with all the VFX it can be hard to appreciate them. Some puzzles or achievements might also be difficult (or annoying) to complete with enemi…
- Update 1.9.1 - 28 August 2025
Hello everyone!This update is a bit out of schedule. Some survey results pointed to you guys wanting a more alternating release cycle, so here is a small patch for you to enjoy!I also wanted to gather some feedback and performance analysis for the new graphical features instead of releasing a big patch with everything broken. Saves me headaches later, makes you happy earlier. Win-win situation right here.However, let’s not make the intro longer than the patch notes, so let’s get to it!New VolumetricsThe last patch introduced a bunch of details to our beloved snowy tundra, and this update aims to take visual fidelity further across all available maps.Here is a before and after for each map:Capital OutskirtsbeforeafterTundra of the NorthbeforeafterUnderground DungeonsbeforeafterBy default, right after the update, the quality of volumetric effects will be set fairly low to avoid issues on…
- Version Update 1.9.0 - 19 August 2025
Hello everyone!Today is a good day for an update, or so I hope!I'm super excited to finally release it—1.9 has been in the works for what feels like an eternity. Working with a vague deadline has been pretty nice; it allowed me to work on stuff at my own pace without having to cut corners on some features just to push anything out.I also feel that working when I actually feel like it provides much better results.But enough yapping, we have stuff to show off! I've prepared a list that I hope is fairly complete, but it's unorganized, so bear with me if the following may be a bit messy. ┗( T﹏T )┛Aaaaanyway, grab some snacks; it will be a long read!New CharacterLet's get the first thing out of the way, which is the new character I teased a couple of days ago.Nishi - The DuskbringerAs per usual, let us go over the kit and some design decisions.The Duskbringer does not have his own archetype;…
- The Duskbringer - 9 August 2025
Hey everyone!It’s been a little while since the last announcement, so I thought I’d give you a quick update on how things are progressing!First, let’s get to the thing you all clicked for-Nishi – The DuskbringerIf you follow Requiem For a Lost World on X or have joined the Discord, this may not be news to you. But for those who only keep up through Steam announcements—this one’s for you~This form of Nishi will provide closure to the story via his shards once those become available to read.Without spoiling too much of his kit (we’ll save that for the official 1.9 patch notes), this form will feature a built-in optional infinite mode that does not disable leaderboard submissions!1.9 – When?The latest update has been in the works for quite some time. Most of the development period was spent on completely reworking the stat system, as well as updating character card and shard assets, as men…
- The Road Out of Early Access: Feedback Wanted - 12 May 2025
Hello everyone! The last update came out a while ago, and the next one likely won’t be dropping anytime soon either. So I wanted to take a moment to share some thoughts, gather your feedback, and shape the future version of the game together. Since Steam isn’t the best platform for collecting feedback—and the in-game survey isn’t well-suited for early development ideas—I’ve decided to make a separate post to show you what I’m working on for version 1.9, hear your thoughts, and get your input! Early Access Extension As many of you probably know, Requiem For a Lost World was originally scheduled to release in Q2 2025. Clearly, that’s not going to happen. I’ll be extending the Early Access period by another six months. That said, I’d like to hear your thoughts: What would make Requiem feel ready for a full release in your eyes? Are there unresolved issues that need fixing first? Is the con…
- Version Update 1.8.4 - 19 April 2025
Hello everyone! It’s me again—the dev—bringing you another update! This one’s a bit lighter on content since I’ve been focusing hard on performance for both high- and low-end devices. But we’ll get into that in just a moment (●'◡'●) First things first: as mentioned in the last patch notes, Leaderboards have been reset! Good luck, and happy hunting! Now let’s dive into the juicy stuff! Nyxaria Joins the Battle Nyxaria—formerly known simply as Aria—a Cosmic DoT DPS specialist! She’s a powerhouse when it comes to building up elemental effects, and her passive dramatically increases DoT tick rate (with a trade-off in duration). Her signature weapon, the Judgement of Nyx, cuts through not only enemies but the very fabric of space itself, applying Cosmic DoT in a wide arc. Her ultimate, Collapse of Aeons, is a 3-stage channeling ability triggered by holding down the skill button. (GIF is sped…
- Version Update 1.8.3 - 30 March 2025
Hello everyone! The new update is back on schedule, and today's changes mostly focus on implementing features requested on Discord! (。・∀・)ノ゙ It's a smaller update, but I hope you'll enjoy the new additions! For now, I'll address one particular point from a review: Character Animations This update introduces idle animations for every playable character. Each one has its own rig, unlike the frame animations used for enemies. This makes animations much smoother and easier to adjust in the future if needed. I also updated several heavily outdated character sprites and cleaned up some AI artifacts in the rest—at least to the best of my ability. Characters with updated sprites: Eliza Oana Nishi (Vanquisher of Faith) Arika Chitose Summer Amelia (Bearer of Dream) Natalie Truzi As for animations like walking or perspective shifts, maintaining consistency with AI tools remains challenging. Furthe…
- Version Update 1.8.2 - 16 March 2025
Hey! It's been a little while since the last update. I'll go into more details at the end of this post, but for now, let's dive into the changes! (≧∇≦)ノ New Characters Once again, I'm bringing you a batch of three new characters in a single update! Ondines Ondines is a physical tank-type character, meaning he can take a beating and hit back just as hard—a desirable trait for a Royal Guard and a member of the 2nd Delver's Platoon. His weapon of choice is a trusty war hammer, perfect for crushing enemies with sheer force. If smashing things with a hammer isn't enough, his ultimate, Unstoppable, allows him to swing his weapon freely while gaining a 100% armor boost. However, wearing such heavy armor comes at a cost of mobility. Ondines can generate a shield to block direct damage, but the heavier the shield, the slower he moves. In CO-OP, he’s also more likely to be targeted by enemies, ta…
- Update 1.8.1 - 26 January 2025
Hello, everyone! It's been a while since the last update, but I’ve been taking things slow as I haven’t been feeling up to the challenge, even with the limited scope. Considering I don’t really have a set update schedule, I think you’re probably used to these random update times by now. (。・∀・)ノ゙ New Collection Menu Let’s start off with a new collection menu: As you can see, it has received a similar treatment to the achievement menu from the previous update. You can filter each section and combine elements or weapon types however you like. But that’s not all! Clicking on an item now opens a new window with detailed information: This brings us to the new feature: item banning! Item Bans With the growing number of weapons and items available in the game, things might start to feel cluttered. To address this (and as per user request), there is now an option to ban items from appearing in t…