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

Lost Region

Weekly News #169



Hello everyone. News Blog is ON!

Be sure to check the full weekly report following the link.

This is my punch stick



We are working on melee damage, on gun melee damage, to be precise. However, this new feature comes at a cost. Using your firearm in melee combat will damage its durability. Guns without any additional modules won't deal a significant amount of damage, but they will have a stunning effect, which could help players either run away or even come out on top in a fight. But for those who have modified their guns with additional modules, the melee damage potential becomes even greater. In fact, in some cases, the gun's shooting ability will become just an additional feature, as the main purpose of these guns will be melee combat. The melee damage feature adds a new layer of strategy to Lost Region, as players will need to consider the durability of their weapons before engaging in melee combat. It also adds a new dimension to gun modifications, as players will now have to consider which modules will help them deliver the most effective melee damage. If the melee damage is your goal, of course, it comes with a prize. Guns that are focused on melee damage are much heavier and could be less effective in range battles.

What is replication?



For those unfamiliar with replication, it is the process of synchronizing the game state across all players in a multiplayer game. This includes everything from the positions of objects and players to their animations and interactions with the environment. While replication is crucial to a smooth multiplayer experience, it is also one of the most time-consuming tasks for game developers. This is particularly true when working with Unreal Engine 5, which offers incredible graphics and gameplay capabilities but also requires careful attention to detail when it comes to replication. The Lost Region development team is working hard to ensure that the replication system is fully optimized. This involves extensive testing and debugging. Unreal Engine 5 offers a powerful and flexible replication system, the system uses a combination of client-side prediction and server-side reconciliation to ensure that the game state is accurate and up-to-date at all times. Now You know a little more about Unreal Engine 5.

Hope You all have a great weekend and an awesome Friday! Cya next week! ;)

Weekly News #168



Greetings! On to news blog.

Be sure to check the full weekly report following the link.

Keep the gun safe



We've been working on the Lost Region dynamic gun durability system. In the game, guns will now have a limited lifespan, and if they reach the end of their durability, they have the potential to blow up, causing damage to the player. But that's not all - the explosion can also damage the player's vision, making them an easy target for other players in the game. This new feature adds an additional layer of realism to Lost Region and encourages players to be more mindful of their weapons and how they use them. As a skilled mercenary, it's important to keep an eye on your gun's durability. If a gun's durability is low, the gun stats will also suffer, making it less effective in combat. This means that players will need to regularly repair and maintain their weapons if they want to stay competitive in the game.

Round of fixes



As we approach the final stages of development, we are focusing on optimizing the game's performance to ensure that players have the best possible experience. This is a regular optimization wave in the development process, and we are working hard to make sure that the game runs smoothly on most PCs. Our development team is currently working on improving the game's graphics, fixing any bugs, and enhancing the game's overall performance. We want to create a game that not only looks amazing but also runs seamlessly, even in the most intense moments of the gameplay. It's a routine that needs to be done once in a while. And this while has come.

Thank you for staying with us, have a great weekend! ;)

Weekly News #167



Week is off, news are ON!

Be sure to check the full weekly report following the link.

Lone wolf



New perk for solo players called "Lone Wolf." This perk is designed to give players who prefer to play alone some added advantages in the game, but with some notable downsides as well. With the Lone Wolf perk, players will receive several bonuses while playing solo, including increased running speed, improved damage resistance, increased damage output against NPCs, and a higher carrying capacity for loot. These bonuses will give solo players a significant edge in survival situations, allowing them to explore the game world and complete objectives with greater ease. However, players should be aware that the Lone Wolf perk also comes with some significant penalties when playing in a group. For instance, Lone Wolf characters will stay in the knocked-out state for a much shorter period, meaning teammates will have less time to help the Lone Wolf recover. Additionally, Lone Wolf characters will deal more damage to their teammates, making cooperation and teamwork more difficult. Finally, players with the Lone Wolf perk will need to eat and drink much more than their teammates, making it more challenging to sustain a group. Overall, the Lone Wolf perk is a great addition to Lost Region, offering solo players some much-needed advantages in the game while also providing an added layer of challenge and complexity for those who prefer to play in groups.

Agraphobia



Agoraphobia is an anxiety disorder that causes individuals to fear being in open or public spaces, which can be a significant disadvantage in a game that requires players to explore a vast and dangerous world. As a result, players with this condition will face some significant challenges when playing Lost Region. One of the primary disadvantages of Agoraphobia is that it increases the stamina cost for any activity, making it more difficult to perform tasks like running, jumping, and even just walking around. Additionally, players with this condition will find that their running and sprinting speed is slightly slower than other characters, making it harder to escape dangerous situations or catch up with other players.
However, Agoraphobia also adds a unique advantage that can be a game-changer for players who learn to use it effectively. Characters with Agoraphobia generate more adrenaline than other characters, which means they can quickly boost their fighting abilities in combat situations. This adrenaline rush can help Agoraphobic characters turn the tide of a battle, even when facing overwhelming odds.

Have a great weekend folks! ;)

Weekly News #166



Weekly Online.

Be sure to check the full weekly report following the link.

Weapon damage


We are working to implement the new system. If You watched previous weekly news, You know that we were working on clothes damage resistance. Additionally, it made us rework the damage of the guns, not just in terms of numbers, but in terms of where you are shooting. No one can be surprised by a headshot, but there is not only a head on the human body. When you shoot legs, you can slow down the enemies, shooting arms will make it difficult to shoot back. So the upgraded system will track where you are shooting and bring new debuffs for Your enemy.

Explosion V2


You may notice the cliffhanger we put up a while ago about the chaos system. The chaos system is used to basically rip buildings to shreds if you implement enough power to it. Of course, You will not be able to rip a building to shreds using a pistol, You will need explosions or something that has more firepower than an ordinary pistol. This system will bring a new way to push the enemy with brute force. Tearing apart enemies defenses or just using this system to find a shorter way out of the building or sealed area. Players will find a way how to use it, some probably will want to destroy everything they are going through. Be worn, it is not cheap. ;)

Weekly offline! Cya, next time!

Weekly News #165



Weekly news is ON!

Be sure to check the full weekly report following the link.

New hobbies for character origin


When you worked for 10 years as a barista, you can make coffee automatically without thinking about it, perhaps even a good one. The same rule will apply to the origin story of your mercs. For instance, the doctor will be much better at healing himself and his allies, unlike the guy who is afraid of needles. However, you could get a unique situation where you are a doctor who is afraid of needles. Yet again origin story is different from fears and pre-made perks. Most of the negative perks you will be able to get rid of, the origin story stays with you until the end.

Cars


In previous updates, you may be seen that we've added some small car interactions, such as blowing the wheels and looting them. Right now, we are working on a huge car system. Cars are complex machines, and we want to be balanced here. Not to make it a car mechanic simulator on Unreal Engine 5 but to make an interesting system that will be intuitive. The car will boost your looting opportunity but will require some investments, not talking about the fuel you still need for your base generators. Driving on roads will be a certain fast travel, but be worry, roads are perfect for ambushes, of the road is one of the options, but it will cost Your car durability. Destroying a car completely is possible, but everything can be repaired. So it will definitely be a good addition as an activity.

It was a great week, and another week is waiting for us. Cya guys, next week!

Weekly News #164



What is week? The week is a 7-day substance that gives us 1 weekly news!

Be sure to check the full weekly report following the link.

The walls are my enemy


New edition for our huge system of character origin, we were implementing positive traits previously, but as you know, people aren't ideal creatures, everyone has something negative. We've started with a small negative trait, claustrophobia. Some people don't feel comfortable when they are inside buildings, especially if those buildings are pretty small. For characters with this trait, it would be difficult to take a fight or hide inside the building. The character will be breathing quite a load, and the actions inside the building will be sloppy, However, it doesn't mean that this character is useless, he still will be able to shoot or loot, but with certain disadvantage compeering with other characters.

In/out update


When you are sitting inside a dark room and go out outside, the effect is blinding. This small update has a huge impact on emersion. Now running outside will have a short brightening effect, it will not affect the character stats the effect is strictly visual. The next step is to implement the opposite effect when you are going inside a dark place after the bright outside. This feature has several purposes.
1. Realism in terms of gameplay.
2. To slow down the rush between changing the locations.
3. Sunglasses ;)

Another weekly report is done. Thank You for your time, and cya guys, next week! ;)

Weekly News #163



We want weekly news! Or simply WWWN!

Be sure to check the full weekly report following the link.

Shooting update


And back to shooting. Since we've upgraded the cloth resistance, we needed to upgrade shooting as well. The upgrade is simple yet effective. Now depending on which position you've are in, the shooting will be more convenient or less. For example, shooting while running will not bring you many results. The weapon has its weight, so the accuracy will not be very high. But, if you are sitting or even crawling, the result will be less recoil and less spread, depending on how you prefer to shoot. Of course, you can also help yourself using weapon modification. For example, a bipod will be handy if you prefer ambushes and drastically reduce recoil. Overall it is a small part of a large system, and we continue to improve it.

Burned


If we're watching our previous updates, you may notice that there are a lot of explosions going on. And we want to bring the explosion experience to a new level, starting with the burning aftermath. Fire will not only deal additional damage but also bring injuries that may affect your further scavenge operation. Burned skin is very painful, and without painkillers, it would be hard to stay focused, however, running through fire will not cause that much harm, if you are swift, You will be alright. Also, this update upgrades the so-called Bandera smoothie. Now you don't want to ignore your burning clothes.

That's it for today! Looking forward to sharing more details next week! ;)

Weekly News #162



What day is it? Oh Friday, that means weekly!

Be sure to check the full weekly report following the link.

Damage system upgrade


We've been upgrading our damage system, the point is that we need to implement damage resistance for our clothes. Of course, a simple T-shirt will not stop a bullet but will reduce the damage from a bite or knife. Of course, the main point of such a system is the resist capability of armor chests and helmets. We've already implemented different damage for different body parts. And with cloth resistance to damage, the system will be whole. After this update, we will need to add some new items such as the helmet and body armor itself.

Project upgrades


Of course, we are always working to optimize and upgrade the LR, right now our team is working on transitioning to the new input system of UE 5.1, which will help us to make the gameplay in terms of control even better. Also, we are working on the visual upgrades, since there are now a lot of explosions, we need new and unique particles for it. And, of course, we are fixing the new coming bugs. UE is always upgrading and we need to stay in line with upgrades.

And another week of development was finished! As always have a great weekend! ;)

Weekly News #161



Another W another WN, You know the drill. :)

Be sure to check the full weekly report following the link.

Test build


We are currently preparing a test build for dev tests. After this dev test, we will be able to fix replication issues if there will be such, and polish some numbers for a better user experience. Of course, we will also use this test to optimize the game to ensure a stable FPC rate. It will take some time to finish the polishing because the game obtained a lot of new mechanics. We may launch a small public test, we will notify You once such a test will take place. We want to make sure that all is working as intended before the big launch.

Fake death


We are also adding a new gameplay mechanic, that's right faking your death! While you are not invincible and faking death doesn't mean you are immortal, it will allow players to stay alive after defeat. Basically faking death will allow other players to loot the faker, so for all other players faker is dead, and teammates will still be able to help the same as they do with a regular knocked-out state. Yes! You may lose your gear and loot and all the expensive weapon modifications. But at least your character is alive, as does his experience and skills.

That is all for this week. We will continue to share our progress and as always publish it next week!

Weekly News #160



The new 2023 year is ON new round of weeklies is here!

Be sure to check the full weekly report following the link.

Quick commands for squad mates


The squad is very important. We've already told you about how squad mates will be able to share their loot between each other, and even though Vo-Ip is a standard tool that is used everywhere, squads also need tools for quick commands. We are adding a command wheel with the most common commands. Starting with the clear command and finishing with the needed ammo command. It will allow a safe time to tell crucial information. To be more convenient it will also be added with symbols that will show up on the head of the squad mate, so if someone needs ammo, you will see who and where needs that particular ammo.

More and more explosions


Since we've added grenades we've been working on the overall dynamic of the battle. Right now we are working on adding new ways to explode stuff and people. Barrels are pretty standard things for that purpose, right now we are adding fire extinguishers that will deal damage, but they are more of the tactical tools, if don't have smoke grenades fire extinguishers will be a useful tool. How to use it will be considered by the player. We are planning to add various different things to explode to make the battle more chaotic and more tactical as well.

New Year, new challenges awaits! Hope you've all had a great holidays and have an even greater ahead.