The Last Overlord Playtest
Playing now
0+0 vs. yesterday
—of peak
All-time peak
09 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
09 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Gift Themed Attacks Hi everyone! Your attacks now take on the theme of your gifts. Instead of always looking the same, your sword strikes, skills, and effects change to match the powers you've chosen, so your build is recognizable at a glance. · Sword attacks, skills, and effects now visually adapt to your active gifts · Color and look (VFX) shift away from the default based on your choices · Clearer at-a-glance f… | — | |
| Game update | Combat Polish, Gifts and Quality of Life This patch tightens up melee combat flow, expands your dash options with two new Gifts, and cleans up a few rough edges around enemies and pickups. · Two new Gifts added: a dash variant for Uriel and a new Sloth dash Gift · Heavy Attack combo shortened from 5 to 4 hits: the final, strongest strike now lands more often, making the combo feel more fluent and rewarding. · Block mechanic removed: i… | — | |
| Game update | Gold Drops & Healing Hey everyone! Expanding the economy and survival systems: · Random gold drops from enemies, on top of the existing room clear and chest rewards. · Healing statues found in specific rooms to restore health mid-run, on top of the existing shop and well healing. More to come! | — | |
| Game update | Knockbacks & Game Feel Hi everyone! All attacks now apply knockback to enemies in addition to playing hit reaction animations. Knockback strength scales with attack type: - "Light" Attacks → small knockback - "Heavy" Attacks → medium knockback - Last hit of the "Heavy" combo → strong knockback - Dash Strike → strongest knockback | — | |
| Game update | Cut the Specials, Sharpen the Dash Hey everyone, the new patch is live! This one's all about the dash. Faster, snappier, and now doing the job of the old special attacks too. Dash Overhaul · More snappy, longer travel distance · Dash points regenerate every 1 second (significantly faster) · Multiple dashes can now be chained quickly in a row · First 10 frames grant i-frames Combat Consolidation · Light special merged into dash a… | — | |
| Game update | Encounter Tuning Hey everyone, Based on playtest feedback, I've adjusted the overall difficulty and reduced enemy counts in most encounters by 1-2. Combat should feel less chaotic, giving you more room to read and react to enemy attacks. | — | |
| Game update | Controller Input Changes Hi all, I reworked the controller input layout. All actions are now available through a single button press, no modifier buttons required. While the Shift key combos feel great on PC, they just didn't translate well to controller, so I wanted to make sure both inputs feel equally good to play with. | — | |
| Game update | Dash System Hi all, Based on player feedback, I’m testing a new dash mechanic. In previous versions, dashing consumed mana, which often discouraged players from using their abilities because they wanted to keep their dash options available. With this new system, dashing uses separate dash points that automatically refresh over time. The goal is to make combat feel smoother and encourage more active spell u… | — | |
| Game update | Movement, Camera, and Difficulty Improvements Hi everyone! Thank you so much for all the feedback. I’ve implemented the first round of updates, focusing on the following improvements: Movement & Camera · Implemented a more modern, camera-based movement system · Reduced the camera rotation angle by 10° · Fixed an issue where dashing could sometimes become unavailable because the player was incorrectly registered as airborne These changes ma… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.