Requiem For a Lost World — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| Version 2.4 available in preview! | 2026-10-24 | Hi everyone!After extensive testing and a lot of optimization, I'm finally satisfied enough with the new Capital Outskirts map to release a public preview!Anyone who wants to playtest it can switch to the preview branch on Steam.Before launching the game, I recommend backing up your save file, as it may not be backwards-compatible. The save file is located in the game's directory!I've only just realized that this has already been in the works for half a year... And it's not finished yet, but we're getting closer every week!The preview isn't going to be bug-free, but I don't expect any major issues, just smaller ones.Here are a few things to n |
| Development update + announcement | 2026-09-22 | Hello everyone!I've been debating whether to post an update or whether I should just quietly finish everything up and leave the big reveals for an official changelog, but I guess it's better to keep in touch every now and then, as well as hear your voices regarding the upcoming changes - although I'm already pretty deep into some of them, so potentially scrapping them would be painful...Either way, I've actually been pretty hard at work the past month or so, of course doing everything BUT the things I was supposed to do (^///^)So as it stands, the next version is going to be much bigger than I anticipated. For better or for worse, that I don' |
| Upcoming Beta and development update | 2026-08-11 | 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 |
| Development Update July 2026 | 2026-07-13 | 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 w |
| Development Update May 2026 | 2026-05-28 | 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 |
| Version Update 2.3 | 2026-04-11 | 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 Out |
| Version 2.2 Update - Passive Tree Rework | 2026-04-04 | 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 |
| Removing AI Slop from Requiem For a Lost World | 2026-04-01 | 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 chara |
| Version Update 2.1 | 2026-02-28 | 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 |
| Requiem For a Lost World v2.0 | 2026-02-10 | 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 lo |
| Merry Christmas and Happy new year! | 2025-12-24 | 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 |
| Birthday Special Sneak Peek | 2025-11-24 | 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, |
| New Game Trailer | 2025-10-09 | 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 charac |
| Update 1.9.2 | 2025-10-06 | 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 |
| Update 1.9.1 | 2025-08-28 | 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 availab |
| Version Update 1.9.0 | 2025-08-19 | 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 re |
| The Duskbringer | 2025-08-09 | 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 |
| The Road Out of Early Access: Feedback Wanted | 2025-05-12 | 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 |
| Version Update 1.8.4 | 2025-04-19 | 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 weap |
| Version Update 1.8.3 | 2025-03-30 | 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. Ch |
| Version Update 1.8.2 | 2025-03-16 | 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 gainin |
| Update 1.8.1 | 2025-01-26 | 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 |
| Version Update 1.8 | 2025-01-07 | Hello everyone! Welcome to the new year! I hope everyone’s year is off to a great start. As for me, I’ve been catching all sorts of sick ever since Christmas 〒▽〒. Because of that, I haven’t had much energy to work on the planned features from the previous post. Instead, I’ve decided to focus on a smaller update based on your feedback! This New Year’s special post will be divided into three parts: Changes in version 1.8 Survey results for the year A look back at the game’s earlier versions to see how far we’ve come 🎉 Let’s dive in! Patch notes Endless Mode Let’s start with a request from one of you in the Steam Community forums. I intended to |
| 1.7.5 - Winter is here! | 2024-12-22 | Hello, everyone! If you’re celebrating, Merry Christmas! If not, enjoy your totally-not-festive days, Happy New Year, and all that good stuff. I hope I’m not too late to the party (っ °Д °;)っ. Honestly, I started panicking when other games began releasing their updates last week. Turns out, having a deadline sucks, and I didn’t get as much done as I’d hoped. For some reason, I spent more time fighting with Unity than actually developing. But that’s beside the point—anyway, I hope everything is good now! With that monologue out of the way: this update was a bit rushed, so please excuse any issues I didn’t have time to find or polish out. Now, l |
| Version Update 1.7.4 | 2024-12-02 | Hello everyone! Good news! I've managed to get some work done quicker than expected, so I thought I’d release this version ahead of schedule to give myself more time to work on the next update! I received some additional feedback during 1.7.3, and for that, I’d like to thank everyone involved! More on the feedback and future updates at the end of this broadcast~ (≧∇≦)ノ Let’s dive into the changes! Rune System I started fiddling with the runes in the last update, but I realized it needs far more work than what I could quickly throw together, so I came up with this: This is a pretty significant UI and functional change, so let’s talk about it! |
| Version Update 1.7.3 | 2024-11-18 | Hi everyone! I’ve got some great news to share—an update for Requiem For a Lost World is now live and ready for you to explore! Tonight, I’ll be your host, walking you through all the exciting changes, big and small (≧∇≦)ノ. (This is going to be a long one, so buckle up!) Development went pretty smoothly this time, so without further ado, let’s dive into the ✨changelog✨! New characters Version 1.7.3 introduces three new playable characters! You might already know one of them from a previous announcement. If not, no worries—I’ll reintroduce them here. Let’s meet the new additions: Rederith An enigmatic warrior with deep ties to The Abyss of the |
| 1.7.2.1 - CO-OP Hotfix | 2024-11-10 | Hello everyone, It’s come to my attention that there are some serious issues with CO-OP in the recent version of the game — don’t worry, I think I’ve fixed everything! (●'◡'●) Here’s a list of the known issues addressed in this patch: Players joining the game would not receive damage. When one player leveled up and ran out of upgrade options, the game would freeze, waiting for them to make a selection. Leaving the game as a client would cause issues with some game mechanics for the host Clients could not reconnect to the host’s game, and in some cases, both players had to restart to connect again. Damage-over-time (DoT) attacks could crit wit |
| Rederith - Character Teaser | 2024-11-09 | Hello! I would like to update you all on upcoming features of version 1.7.3. I also missed the changelog post for 1.7.2 I'm sorry (っ °Д °;)っ Anyway, as mentioned in previous announcement I'll be focusing on implementing a few new characters and I hope to squeeze them in the next patch. So far one is nearly complete, and we will take a look at him right now! Meet Rederith - an enigmatic warrior with deep ties to The Abyss of the North. Not much is known about him aside from sightings of other Abyss delvers and a few wanted posters around the Capital. One is certain, only the most dangerous beings are able to survive in the harsh environment - |
| We've hit a 100 Wishlists 🎉 | 2024-10-26 | Requiem For a Lost World has been available on Steam for less than a month, and I myself have done very little advertising. It's a big milestone to reach in such a short time. I'm a bit sick right now, but I would like to sincerely thank everyone who contributed to turning this goal into reality. I will try to come up with something to celebrate the occasion in game too~ Here is to hope for a good launch in a couple of days (。・∀・)ノ゙ Since I'm here, I might as well yap a bit on what's to come- If you follow Requiem For a Lost World on X (twitter, ugh), some of this may be old news (follow us there, please) but here comes a bit of things and st |