Lost Region cover
Lost Region screenshot
PC PS4 XONE Steam
Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

Lost Region

Weekly News #84



Weekly news are online. Here is what we have for You today.

Roads rewok


In Lost Region, there are two troubles, roads and fools. We are working on fixing one of the troubles, the roads. We are working on the roads rework. Reworking meshes, merging them so there will be no sudden road brakes, and simply make them more pretty. We will show some fragments once it is done.


Deep caves


As it was stated before, our level designer is working on the huge cave level, Using this hidden path you will be able to enter caves from one side of the map and get lost eventually, but with luck, you'll exit on the other side of the map. Will it be faster than actual walking on the surface? Most likely not. Will it be safer? It depends, but still most likely not. Is walking through caves is a good idea? When it even was a good idea?




That's all for today's weekly, cya next week. :)

Weekly News #83



Hello guys and welcome to the weekly news.


Icons rework


We've received some feedback regarding icons, some of them weren't exactly the correct size. We are fixing this small issue and moreover, making a standard size so in the future there should be no issues with icons,



Round of bug fixes


This week, we were fixing bugs, our greatest enemy. The good news is, that all of the critical bugs are now fixed, more could appear after implementing new features, but the old ones should no longer be trouble, Great thanks to testers that helping us to fight this mortal foe (the great and scary bugs).


Hope you all have a greater summer going on and cya next week.

Weekly News #82



What is it? You are right, weekly news.


Optimization


We are working on optimization, our world becomes more complex, and less empty spaces left. Because of that low-gear PCs can have issues with loading everything. We are decreasing the number of actors by merging them, it will increase your FPS rate. It is a monotone job, but the outcome totally worth the effort. Once we are done, we will run some tests to ensure the stability of the FPS rate.


The caves


Our level designer fell in love with the caves, there are already a lot of complex cave labyrinths, this cave though will not be as empty as the others. So be very cautious on this one, does loot worth a human life? You are the one who decides.





And that's all for today, will see you next week :). Have a great weekend.

Weekly News #81



Welcome to the weekly news. Let's cut to the chase.


Weapon Customization


In previous weekly we've stated that we are reworking our weapons, to be more complex. We've decided to make weapons customizable in terms of all weapon details, meaning you will be able to paint all weapon details, perhaps even springs if it will be needed. This will make every player's weapon unique, default lovers would not be pushed to paint their weapon, you have our word.


New foliage


We are experimenting with the new foliage right now. Nature is crucial in survival games, and we would love to make it as beautiful as we can. The goal is to make it lovely, running from the wolves and be stunned by the beautiful view once you are dead. :)






That's all for now, cya next week. :)

Weekly News #80



Another week has passed, and we are here to share some insights about game development.


Map improvements


Our level designer was playing Lost Region, and he was disappointed that he was not able to loot everywhere. Right now he is finishing the canyon, the purpose of these map upgrades is to ensure that players would be able to obtain the minimum amount of the loot. For better loot, you'll need to scavenge more carefully.






New weapons system



We are building a new game-play mechanic that will affect multiple sides of the game. Right now our weapons are monolith type, sure you can put a scope on it, but the weapon itself couldn't be disassembled for parts. We are planning to create a part-by-part weapon system, meaning that you'll be able to change inner weapon parts including gun bolt, trigger, etc. This requires the attention of all of our 3D designers because weapons should be reworked, but the result should be astonishing. This will add more variability to already existing weapons.

Have a great weekend and until next time. :)

Weekly News #79



Welcome to the weekly news. :)


Finishing the new UI and HUD



The new UI and HUD almost finished, we need to polish some things and fix the issues that were found. Unless there will be some changes, it shouldn't take much time. We can't wait to show you the new UI, but first things first.

Map upgrade Canyon



Our level designer continues to upgrade the map, this week he was in the rock-mood, and the new upgrade includes a small canyon, so watch yourself, who knows what traps he put there. For viewers free of charge.






Have a great weekend and until next time. :)

Weekly News #78



Welcome to the weekly news. Today's weekly news is all about visuals.

Lighting



We've reworked lighting in the game. For instance, previously the sun was shifting very harshly, it was because of the time system in the Unreal Engine, we've found the solution to it and now the sun is moving smoothly, like a calm river. That will grant you beautiful sunrises and calming sunsets.


Foliage and materials



The environment is very important for immersion, and our level designer and 3D designer are working on foliage detalization, it will make bushes, trees, grass more unique and noticeable. Along with all that has been stated we are remastering materials in the game.

New level hidden outpost



The government always watching us. But if there is no government who's watching us now?




That's all for today, thank you all for your support. And see you all next time :).

Weekly News #77



Weekly news is on guys. :)

New level. Bunker



I hope you noticed that surroundings look like post-soviet era, and what are soviets good at? Building hidden bunkers. Our level designer created a new hidden level, which might be hard to find, but is rewarding with juicy loot. Work is in progress, and right now, our level designer is working on the inner cave, then on the bunker entrance, and then on the bunker itself, so we'll show you what he came up with in a few weeks.





Food rebalance. And food features



We've decided to remove the death penalty for not eating. And now it will provide you certain buffs if you ate something cooked, debuffs you ate something rotten or raw, and huge debuffs if you didn't eat at all. So in terms of survival better to eat something than not eat at all. This will remove the annoyance of dying from starvation during fight or loot but still will remain crucial as a survival feature.

Fixes



And there are always fixes. Right now we are working on collision, to get rid of stuck-in-the-rock issues. This will take some time, but it is necessary.

Weekly News #76



Another week another weekly news. :)

Map upgrades



Our level designer can't sleep unless he adds something or upgrades some level. This time upgrades are regarding mountains view.








UI upgrades and new features



We are working on the new UI as it was stated in previous weekly. The main goal is not just user-friendliness but also to show a lot of information in a convenient way. Since we have many status effects, we need to show player those effects, even though you could look and the status tab to see which status do what, we need to make understandable on the HUD as well. It takes a while because we need to make it as obvious as possible.

And due to the new feature adrenaline and other feature (which we will reveal once we have a demo of it), we need to upgrade the group tab. Simply speaking the work is ongoing and it will be awesome.

That's all for todays' weekly. Thanks for your support and see you next week :)

Weekly News #75



Greetings friends. Here is a quick update on what's going on.

New engine version



We've finished our migration to a new Unreal engine version. And as always some stuff is broken now, in particular, render is broken, but no worries we are fixing it. The most important thing, we know how to fix it :).

Fixes



We continue to work on fixing bugs and thanks to our testers we are determining the bugs much quicker. They've helped us to find some major bugs along with minor ones.

Sound



Our sound designer currently running through the whole game in order to correctly assign physical material. Physical material will determine what sound should surface play once interacted by the player in any way. For example, if you walking on wood your footsteps should change the sound, and also it will affect the weapon impact sound. Also, new guitar tracks are coming :).

That's all for now. This weekly was more of a heads-up. Cya guys next week.