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Steam announcementView the game on SifterAugust 10, 2026

Lostbound demo 0.5.8 update released, last update before launch

Worked on the last feedbacks and improved several aspects of this game, a major boost in UX and several other things. This is a big update and probably the last one until the launch of the full version.

Changelog 0.5.8:

(special thanks to New Game Discord's community for all their feedbacks! I worked on that and improved/fixed a lot of them)

- Added bestiary;

- Added tutorials menu to check again unlocked tutorials;

- Added skill tooltips to show more info about the skills that can be casted through weapons and artifacts;

- Now it's possible to see quests info before accepting them, in city quests menu;

- Added dodge feature: in battle you can double press left or right to dash in that direction, can get past enemies without colliding;

- Added a visible counter of explored rooms of the dungeon floor, above the minimap, useful for knowing about missing rooms and for quests;

- Economy update, fixed exp formula and in general more exp and coins from enemies and dungeon bosses;

- Changed enemy/traps spawn formula: less enemies but more exp, that should reduce the enemy density early game;

- faster events;

- now there's full sound effects coverage for any interaction of the game, it should feel more responsive now;

- in general i toned down the volume of nasty audios and sfx sounds have a lower default value in settings;

- minor fix to events;

- tutorial improvements, more details about the core gimmick;

- moving blade/spike trap is 25% slower;

- changed spawn point when entering in dungeon;

- several UI updates in general;

- soft warning tutorial bugfix

- the infamous bug that locks the music sound to 0 has been finally fixed (it was an easy one too... i had to fix it much sooner)

- minor fixes to Hand Attack gimmick;

- nerfed knockback resistance of skills and Compass Shield properties;

- minor bugfix with Flash Step and status debuff;

- Now when moving mouse cursor, the keyboard/gamepad cursor will disappear and vice-versa;

- Some minor sprite changes

- Some resolution boosts to few sprites;

- post processing doesn't affect UI anymore;

- battle camera tracking improvement;

- texts updates;

- black bars during events: this should help clarify when the game is stopping and the player can't move;

- boss potions will escape even sooner in battle (it the distance between the player is wide enough);

- Bomb explosion in dungeon hitbox duration fix;

- Fixed darker colors when resolution is set to a lower value than screen and full screen is set (it will become windowed);

- Now it should auto detect a couple of higher resolution values than default 1920x1080 and set them when found as monitor size;

- Now clicking anywhere the first screen changes into main menu screen;

- In battle (upper left) it will be displayed the input required to dodge or block/parry with shield;

- Now both in campaign and adventure mode the player speed is set at the same value (the adventure's value) , +25% speed in dungeon;

- Musics load type optimization, now day/night transition and few other instances shouldn't lag anymore (due to music change);

- Faster opening chest animation;

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.