The Gambit Lost to Time news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID3263640
- PriceNo longer available on Steam Store
- Release date2026
- DeveloperWizDream Games
- PublisherWizDream Games
- Parent gameNot available
Company pages: Developer: WizDream GamesPublisher: WizDream Games
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.
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The Gambit Lost to Time Steam news
The Gambit Lost to Time news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Notice of Temporary Demo Closure - 7 August 2026
Thank you very much for your support for "The Gambit Lost to Time". In the 3 weeks since the demo was live, we have received plenty of feedback and reviewed them accordingly. While the changes we pushed last week helped to steer the game towards the right direction, the rest will require careful considerations so that we can provide the best solution.Therefore, we decided to temporarily close the demo starting from next Monday in order to give ourselves the time and space to make an even better game. To provide an estimation, we expect to return around early September with at least the following changes: Weather Effects and Time of DayAdjustments to Combat and Skill SystemsNew Prologue MissionNew Time Spell "Chrono Vortex"PropheciesPremonitions of the FutureTo tease some of what we prepared, here are some demonstrations of Time of Day:Aside from the changes mentioned above, we will prov…
- Patch Notes: 0.7.1 (Demo Update 2) - 29 July 2026
Thank you very much for your interest in our game "The Gambit Lost to Time". As we promised, we have provided another update for this month, containing changes to how the game is played!Changelog (Bugfixes)Fixed issues related to the tutorial for Chrono RiftFixed issues related to displaying unit detailsChangelog (New Features / Adjustments)All neutral buildings are now instantly capturableAll enemy building capture rate will purely follow the unit's capture efficiency (infantry: 100, cavalry: 70)Implemented an upkeep system that replaces the previous supply systemImplemented new Time Spell "Temporal Anchor" (replaces Second Wind)Implemented Weapon Triangle for Ranged units (note that some of them remain colorless)Added warnings before heading to battle from the CampAdded warnings before ending the player phaseAdded warnings before starting a New Game when an ongoing campaign is present…
- July DevBlog - Demo Early Impressions, Publisher Announcement - 23 July 2026
Welcome to our latest devblog! Last Thursday, we released the demo for "The Gambit Lost to Time". Have you tried it yet? It's the latest edition of a journey that has taken us approximately 2 years up until now, and we hope that you enjoy what we have offered so far.First of all, let us talk about matters outside of the demo itself: We have partnered with Wave Games to publish our game in China! The initial contact was made in August (in a somewhat eccentric manner, if I may add). We maintained an exchange of updates until eventually a deal was signed in April.As this is our first Steam game, there are so many variables that I do not know, and above all, I am only one person. I may be good at certain things, but game development is so vast that there is only so much one person can do (or one team for that matter). And that is where Wave comes in to take such burden off our shoulders. Su…
- Patch Notes: 0.7.0.1(Demo Update #1) - 17 July 2026
Changelog(Bugfixes):Fixed visual issues when viewing available BlessingsFixed incorrect currency display during resource trades in MarketplaceFixed an issue where the cutscene for Chrono Rift is shown in unintended places when the "Replay Previously Available Cutscene" option is turned onThat’s all for now. Have a wonderful weekend and happy gaming!
- The Chrono Rift Opens! Demo is NOW AVAILABLE! - 16 July 2026
The moment has finally arrived. The gears of fate are turning, and the chrono rifts are shifting. We are thrilled to announce that "The Gambit Lost to Time" Demo is officially live on Steam!A Big Announcement: Partnering with Wave Games!We are excited to announce that we have officially partnered with Wave Games as our publisher! With their amazing support, we’ve been able to focus entirely on polishing the game and bringing this demo to life. Together, we are committed to delivering the ultimate tactical experience to players worldwide.To ensure a seamless experience for our global community, this demo includes the options to play the game in the following languages: English, Simplified Chinese, Japanese, and Korean.What Awaits You in the Demo?In this demo, you can experience approximately 1 to 1.5 hours of gameplay, featuring:4 Story Missions: Witness the first ending of the Empire of…
- Announcement for Demo Release Date! - 23 June 2026
Big announcement for "The Gambit Lost to Time" - its demo will be launched on 16 July! Coming with new features that reshape how the game plays including new content. Where possible, we will showcase some of the additions and adjustments we have prepared gradually in our social media (mainly on X/Twitter and Instagram). Please look forward to the next step in our game's evolution!This demo will also include the options to play the game at the following languages: Simplified Chinese, Japanese and Korean.As you may have noticed, we have concluded the Playtest yesterday. You can read up on our previous devblog to check how it went. While certain things can be better, this Playtest was very helpful in shaping up TGLT to become its best version possible. What we have today is a game that we believe has done the basics correctly, in no small part thanks to you. We must aim higher, and our dem…
- June DevBlog - Playtest Data and Upcoming Plans - 17 June 2026
Welcome everyone to June's edition of TGLT devblog! It's been a while since the last devblog in April, isn't it? We were busy for most of the last 2 months, updating and polishing the Playtest based on your feedback. Did you play it? And if so, did you enjoy it? We sure poured a lot into what we are showing you, so I hope you can see our passion and commitment to bringing this project over the line.As we soon prepare to launch our demo, our playtest will be closed by next week. Thank you so much to everyone that played: Finding bugs, providing feedback, and even just trying it out is something we truly appreciate. Let us check the stats for the playtest.To start with the not-so-good news: Most of those that sadly finished playing at 10 minutes or so were during the first days of the Playtest. I admit that there were lots of onboarding issues there, such as the unnecessarily long opening…
- Patch Notes: 0.6.9 (Playtest Update 4) - 5 June 2026
Changelog (Bugfixes)Fixed an issue with the blessing "Follow my Lead!"Fixed issues with the skill "Lion of Lavender". Please note that currently, the second effect (where Atk buffs are provided to other units) is not affecting units that have ended their turn. This will be fixed in the future.Fixed an issue where unit sprites may glitch out, usually seen with LavandeFixed an issue where the skill slot's alphabet changes after learning skills in the Training HallFixed an issue where Unit Information is displayed while opening the Context Menu during Deploy PhaseFixed an issue where the Cutscene Skip button's progress lingers after it is completedFixed an issue where a delay occurs after pressing "Capture" when trying to capture buildingsFixed camera issues that occur when moving and/or zooming the camera when capturing buildingsFixed a rare issue where battles cannot be conducted after t…
- Patch Notes: 0.6.8 (Playtest Update 3) - 22 May 2026
Changelog (Bugfixes)Fixed an issue where the Flashback Prompt UI appears if another Time Spell was cast in the same turnFixed an issue when quitting the game through Alt+F4 or similar when the Flashback Prompt UI is displayed and continuing the game from thereFixed an issue where units affected by the "New Generation" Blessing are still free to recruit after recruiting 2 of them, provided the Town buildings required to recruit them are constructedFixed an issue where effects from the "New Generation" Blessing does not reset when casting FlashbackFixed an issue where Hotkeys are usable during TutorialsFixed an issue where the gears beside the player's leader are incorrectly cropped in Mission 1Fixed an issue where the tutorial for Time Spells may not trigger properlyFixed broken Discord link in Main MenuFixed visual issues related to displaying tutorialsFixed an issue where the Tutorial…
- Patch Notes: 0.6.7 (Playtest Update 2) - 12 May 2026
Changelog (Bugfixes)Fixed wrong walk SFX for PriestessFixed an issue where trying to preview Chronoforming with a specific trigger freezes the gameFixed an issue where the game can be stuck when opening other UIs during battle animationsFixed an issue where the Camp briefly appears before the opening cutscene startsFixed an issue where it is possible to cast Chronoform after casting another Time SpellFixed an issue where the Lumina gain for "Arcane Circuit II" and "Arcane Circuit III" may be incorrectFixed an issue where Unit Animations are restarted if they trigger a skill after they ended their turn (can be tested with "A Prayer Towards Time II")Changelog (New Features / Adjustments)Revised how the Marketplace worksRevised Time Spell UI and AnimationRevised Chronoform Indicator + gave it animationAdjusted TutorialsAdjusted Mouse Map-Scrolling speedFixed icons for neutral buildingsImpl…
- Patch Notes: 0.6.6 (Playtest Update 1) - 24 April 2026
Changelogs (Bugfix)Fixed an issue where a Hero's unique skill can be upgraded to the same levelFixed an issue where pressing \ when previewing Chronoform changes causes it to take effect without actually casting itFixed an issue where it's possible to skip Time Spell animation with \Fixed visual issues in the UI where you wish to confirm your skill's purchaseFixed an issue where the Prophecy tab is accessible using HotkeysFixed an issue where trying to preview Chronoform removes all UI and forces you to quit the gameChangelogs (New Features / Adjustments)Implemented a new UI "Unit Roster" that lets you view your available recruitable units before battle. Accessible using the \ hotkey while viewing the Town.Revised Animations for Fleuretta's HeroesRevised many placeholder texts (ongoing)Added a tutorial for introducing Time Spells, which should be viewable starting from Mission 2Removed…
- Open Playtest Launched! - 21 April 2026
We are delighted to announce that the open playtest for "The Gambit Lost to Time" has just been launched, in conjunction with our appearance in Steam Medieval Fest! This playtest is the result of our hard work over close to 2 years. While the road to completion is still far away, we hope you can enjoy what we have so far!Currently, the playtest features 4 missions with the Empire of Fleuretta, one of the three playable factions in the game. The first two missions are introductory in nature, building you up towards the latter two. Please note that currently, this playtest is only available in English language.This playtest will be active until we are ready to launch the game's demo, which is yet undetermined. There are still many things missing in this playtest, like:Various settings options (some may come based on your feedback)Revamping the tutorial based on the current UI/UXRemoving p…
- DevBlog 5 - Polishing and Refining - 20 March 2026
Hello, everyone and welcome to the latest Devblog for "The Gambit Lost to Time"!We have been very busy for the past month or so, as our game inches closer and closer towards a state that is ready for public consumption.Personally, I like what I saw and played of our own game. However, there are still a little bit too many "niggles" (bugs, UI/UX issues, etc) that, when piled up, would hinder a player's enjoyment. This means the game needs the attention to detail required to elevate it into something that can be enjoyed as a whole - and we are ready to give that to this project!Additionally, we participated in a Game Developer Incubation program for a week which we will detail in this devblog. Before that, let's share some of what we have done over the past month!Game UpdatesAs mentioned before, TGLT is inching ever closer towards a state ready for public consumption.Following what we sha…
- DevBlog 4 - First of 2026! - 18 February 2026
Hello, everyone, and welcome to the latest DevBlog for "The Gambit Lost to Time"'! It's certainly been a while since the last one, hasn't it? We took our December breaks very well, and have started this year with aplomb - finishing many tasks one after another, including some long-term issues that have plagued our work-in-progress game thus far.Whenever we show the game towards others, we tend to receive these comments:The game's animations are stiffWanting a weapon triangle so that the game feels more intuitive to playQuestionable UI and/or UX in certain parts of the gameIn addition to the three main feedback we received, we are happy to know that many of you enjoyed the character designs and are curious to know more about them. While there are plenty of things we shouldn't show just yet, we are pleased to let you know that work has already begun on the game's story!Story Implementatio…
- Devblog 4 - Rescheduling the Playtest - 6 November 2025
Hello everyone and welcome to the 4th devblog for The Gambit Lost to Time!It's been 2 months since the last devblog, but I'll keep this a short one because we have been very busy. Let's answer the most important question based on the last devblog.Where's the Playtest?We promised it, so we should answer this question the soonest. Sadly... not yet. I would like to say it can be ready next month, but at this point, I worry about giving another false promise. So my official answer would be "When it's ready".In short, we had an internal playtest a few weeks ago and found out there are still a few things missing (or otherwise still on placeholder) that must be resolved if we wish to put this game out publicly. The good news is that we are working on exactly this (and not so much on new features at the moment).Our sincerest apologies for the continued delays.While I am reticent to provide any…
- Developer Update 3 - Grinding Through - 29 August 2025
Welcome to the 3rd dev blog for "The Gambit Lost to Time". William here, as always. I am the Chairman to WizDream Games, essentially leading up this project.It has been 2 months since the last dev blog. Honestly, there are so many things to talk about, both inside and outside of the game itself. To say the least, what happened outside of the game has facilitated changes within the game. Therefore, let's start this dev blog with what happened outside!Boothing Experiences and FeedbackWe brought our game to two different conventions, with very different audiences. Those being:ChibiCon (Jakarta, 2-3 August 2025)TableCon (Singapore, 23-24 August 2025)These are not dedicated game conventions, but they provide us game developers with the opportunity to booth in them. Our decision (or rather mine, mostly...) to enter this is fueled by curiosity - are the main audiences of these conventions open…
- Developer Update 2 - Recalibrating Timelines - 30 June 2025
Hello everyone, William here again. I am the Chairman in WizDream Games, and also the project leader for this game.First of all, I would like to apologize for the lack of updates last month. I was supposed to update you with how the game's skills work, amongst other things. So let's fulfill my overdue task first, albeit briefly.Brief Update on SkillsFrom simple stat increases to creating new interactions - buffs, debuffs, status effects, etc... The idea behind them is to provide uniqueness to units and heroes. The latter, in particular, will easily be able to equip additional skills to use, which makes them far stronger than standard units.Honestly though, I think it's better to explain how the game plays first without these skills, before we actually talk about them. Without any context on how the base game plays, it's difficult to explain what these skills are supposed to add to the g…
- Developer Update #1 - Addressing your Concerns, etc - 9 April 2025
Hello everyone, and welcome to our first developer blog for "The Gambit Lost to Time". First of all, allow me to introduce myself - I am William, the chairman in WizDream Games and my role in this project is being the Game Designer and Lead Programmer. In this dev blog, I would like to address what is perhaps the biggest concern in TGLT at the moment - Inconsistent art styles (to say it kindly), and not enough GIFs to properly showcase what we are offering. Although this is not my field of expertise - We totally hear that! We are not happy with what we have right now. With problems in our face, it is up to us to solve them. To be honest, it is not as simple as sitting down together and say "This is not good enough". "Not good enough" is still broad, and we have to dig deeper into why that is the case. The bigger fish to fry is of course, the art style inconsistencies. What was evident w…
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 29 July 2026 | Patch Notes: 0.7.1 (Demo Update 2) | 1839676055882148 |
| 2 | 17 July 2026 | Patch Notes: 0.7.0.1(Demo Update #1) | 1838407329259063 |
| 3 | 5 June 2026 | Patch Notes: 0.6.9 (Playtest Update 4) | 1834602721190244 |
| 4 | 22 May 2026 | Patch Notes: 0.6.8 (Playtest Update 3) | 1833334318571100 |
| 5 | 12 May 2026 | Patch Notes: 0.6.7 (Playtest Update 2) | 1832065502823032 |
| 6 | 24 April 2026 | Patch Notes: 0.6.6 (Playtest Update 1) | 1830797770235743 |
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