
Steam news
Full Steam announcements and update articles for this title.
Hello Tanks!
The first Early Access Major Update is finally coming together and will be ready for public playtesting starting August 22.
Your role in the playtest is critical for the game's success, as this one changes core systems and overall pacing, so please consider participating!
Sign up to the playtest:
In this update, you will experience:
Increased party size (from 2 to 3)
New companion behaviors
New system: marking targets
New companion: summoner
New tutorial
New shield
Toughness modifiers per shield
New ability - Blood Strike
New Status Effects / Debuffs
New UX/UI
And much more! (full patch notes coming soon)
See you there
Oren
Hi tanks!
This month was focused on polishing the existing experience, tackling onboarding processes and also designing new abilities, shields and builds.
I hope to get this into a playtest version and share the latest build with you soon.
The new design will contain a primary and secondary companion, for a total team size of 3.
The primary companion will keep their active ability, but the secondary one will only have passives
Carrying out the vision to make tanking more accessible is no easy feat, another iteration of tutorial polish and improvements to the explanations is required.
In this example, examining what reads best for color contrast and positioning of the UI elements for best readability.
I don't have visuals to share yet, the new dungeon will focus on decision making throughout with less linear pathing, more player agency and freedom while exploring.
What corresponding effects should they have?
Blood strike will be a new ability for the utility slot that heals for the damage dealt, with a new build path revolving around self heal
Adding new status effects like Slow & Root and various upgrades across all abilities that build off it
Adding a Damage over Time effect and build to abilities
Adding upgrades to the effect of Toughness and how it plays
That's it for this month, and as always, let me know your thoughts on the forums or the Discord!
Hey everyone,
Don’t Lose Aggro will be part of the Insider Gaming Showcase, and I wanted to take a moment to say thank you.
This game started from something very personal to me.
I grew up spending countless hours tanking in games like World of Warcraft and other MMOs.
I loved the pressure of protecting the team, interrupting enemies at the right moment and being a massive pain for my healers to heal because I always pulled too much.
Over time, I realized there were not many games built entirely around that feeling, so I decided to build one myself.
Seeing Don’t Lose Aggro reach Very Positive reviews on Steam has meant a lot.
I read every review, comment, watch every stream, notice every wishlist.
These help keep the project moving, and makes the long solo dev days feel a little less insane.
I'm also committed to fixing every bug, improving performance and polishing the experience.
Being part of the Insider Gaming Showcase is a big moment for a small indie game like this.
There are so many games fighting for attention every day, and any support during the showcase genuinely helps.
The roadmap is already out, and I’m going to keep building, improving, and expanding Don’t Lose Aggro from here.
If you enjoy the game and want to support it, leaving a review, sharing it with a friend, or watching for it during the showcase would mean a lot.
Thank you for helping this little tanking game keep moving forward.
Don't Lose Aggro will also be 20% off starting tomorrow.
Oren
Hey Tanks!
It's been a month since Early Access released!
I have been trying to smooth out the experience and fix as many bugs as I can in the first few weeks of release, but now it's time to hunker down and focus on adding more content.
I will try to write up a devlog every month with a recap and show some progress on the game.
As always, if you want more frequent updates and join the discord!
With the dust mostly settled around the EA launch, I'm very happy with the attention Don't Lose Aggro received, it was truly humbling to see the game resonate so much with former and current tank mains.
However, there is still much work to be done, and while I am happy the game is doing well in its niche, I'm hoping it can grow and attract a wider audience as time goes on and more content gets added.
Keep posting videos, reviews, bug reports and feedback anywhere you see fit, rest assured I see & read them all!
The Focus was on digesting feedback, addressing issues and writing up the development roadmap
This month's patches included:
Quality of life features such as Cloud Save support, extended keybindings, faster traversal
Ongoing work to explain mechanics better and address friction and difficulty spikes
Added a new way to use abilities by holding the action button and aiming
NPC pathfinding polish and overall dungeon crawl experience adjustments
Various bug fixes
I'm currently busy designing the Summoner, with these abilities in mind (subject to change):
Passive “Summon” : Summons skeletal minions every x seconds (cast) that orbit around you in formation and attack enemies targeting you (up to 5 minions)
Active - Sacrifice a minion to heal yourself
Minions have pathfinding but don’t have health and cannot be targeted, they can only die via Sacrifice
Summon casts reset/interrupted if Summoner is hit
Minions prefer hitting Taunted targets
Also started designing new enemy races, each will contain various classes (like the current Goblin race)
I also intend to introduce Toughness System Changes where each shield does something else with Toughness:
Toughness (the shield resource) will go up to 4 stacks (previously 3)
Crusader provides Damage Reduction per stack (current effect)
Disc will change and provide Block Value per stack
Vice Grip will provide Movement Speed per stack, really diving into the kiting build with this one.
A new shield is work in progress that will be built around dodging:
I've also started working on improving the tutorial, addressing difficulty spikes, planning changes to the Ranger (random teleport needs work)
That's it for this month, stay tuned for more updates.
Tanks a lot!
Hi Tanks!
It's been 2 weeks since the Early Access launch!
Thank you all for playing, enjoying and giving feedback on Don't Lose Aggro - this is what drives the success of this project.
I spent a lot of time digesting feedback, watching you play, and contemplating where the game should go next accordingly, especially around increased party sizes, player customization, loot and gear.
I'm happy to present the early access development roadmap, and I'm already hard at work on Phase 1 and sharing progress actively on the Discord server!
As always, I encourage you to voice opinions and feedback in the steam forums as well, let me know what you think:
Phase 1
Endless Mode (how long can you last??)
Summoner Companion
New shields, abilities and enemies
Phase 2
Increased party size
Shield progression system
Shield based Ultimate abilities
Consumables and vendors
Achievement wall
Phase 3
Loot and gear system
Player Customization
New companions
Companion levels & companion progression system
Leaderboards
Hi Tanks!
Don't Lose Aggro is now avaialble in Early Access!
Please note, the game is still in early stages. Expect unfinished features and bugs, but please communicate them to me so the game can fulfill it's potential.
It has been a long and meaningful journey for me, making this game as a solo developer for 2.5 years, so I really hope the tanking fantasy I envisioned will resonate.
Your feedback will decide how Don't Lose Aggro grows, so make sure you Join the Discord!
hope you will have fun with Don't Lose Aggro!
It's Tanking Time.
The moment has finally arrived Tanks!
Don't Lose Aggro is releasing into Early Access on April 15 for Windows PC and Steam Deck!
The game will launch at a price of 10$ with a 20% launch discount.
Thank you everyone who participated in playtests, played the demo or reported bugs and provided feedback, it helped shape this release a lot.
Especially during Early Access, your feedback and reviews will be the deciding factor of the game's future!
Based on player feedback I wanted to introduce more aspects of tanking into the game, these are now invoked by the different modes the game has to offer.
Each mode has a ranking criteria which awards medals based on performance: Gold medal rewards x3 EXP, silver X2 exp and bronze X1.
You will rank based on how fast you complete the dungeon. Dungeons are meant to test your ability to plan routes, manage your cooldowns and strategize your run for best time possible.
You will rank based on how much damage your companion takes. Wave defense is meant to test your ability to act under pressure with growing threats, carefully plan your positioning, and make split-second combat decisions..
You will start at level 10 and be ranked based on how fast you defeat the boss. Boss Rush is meant to test your spatial awareness, keeping track of boss abilities and your companion at all times.
The city is the hub where you upgrade, unlock new stuff and maybe chill to cool music.
Explore different talent builds, companions, equipment, upgrades and craft your ultimate tanking build.
While I have a roadmap of where I want to take the game, I want to prioritize player requested features, bug fixing, polish and overall better game experience in the upcoming future.
Post reviews, discussions, join the Discord and help shape the game's future!
Thank you!
Oren
Hi Tanks!
I'm proud to announce the second companion of Don't Lose Aggro - The Ranger!
Along with many changes to improve game feel, this demo patch includes:
Gameplay tips
Numerous bug fixes
Changes to visuals for shields
Changes to descriptions and overall reading level of the game, making split-second decisions easier to make
A complete overhaul of ingame UI
Better leveling experience when multiple levels are rolled
Chosen upgrades appear as a buff bar at the top of the screen so you don't have to remember what you picked anymore
Showing the relevant ability tooltip when hovering over upgrades
Nerfed Nova's knock back to better synergize with Holy Ground
Nerfed companion heal upgrade to apply once instead of per impact (this trivialized the game, unintended)
New upgrade: Dodge triggers auto attack. Go build dodge!
And much more!
Waiting for your feedback in the Discord.
Hi Tanks,
I improved the tutorial so it now highlights what keybind is relevant for each step.
Also:
Fixed visual bugs for ultrawide screens
Highlighted enemies further for better visibility
Fixed a bug in the tutorial where the instruction popup would disappear
Waiting for your feedback in the Discord as always!
Hi Tanks, new demo update with really cool stuff:
New environment graphics
Performance optimizations
Targeting will prefer close enemies more often
Added a cycle target feature on Tab or LT that targets the closest enemy without aggro
Added a section to the tutorial to teach about cycling targets
Additional bug fixes:
Fixed spellbook not making UI sounds
Fixed spellbook UI icon borders
Fixed typos in various upgrade options
Fixed mini boss charging sometimes appear stuck inside the healer
Fixed overall exp bar not being accurate to your current level
Hi Tanks!
More tweaks/bug fixes/polish!
Nova now does significantly less damage (60 down from 500) but knocks back enemies
Vice Grip now unlocks after completing Tanking 201 instead of playing for an hour
Talent Menu UI: added a visual cue to emphasize connected talents
Goblins now make a sound when knocked hard enough with Shield Throw
Visual changes to the level
Graphic quality settings "Low" "Medium" and "High" selectable from the settings menu
Fixed some UI bugs around the spellbook menu
Fixed UI spacing issues, font mismatches and alignments across menus
Bug fixes:
Fixed a bug where consecration would overlap on the terrain
Fixed a bug where enemy healthbars would appear to teleport around
Hi Tanks!
Watching you play the demo I realize it was taking a bit too long to unlock those tier 2 talents preciously needed to pass tanking 201.
I also saw some frustration when the offensive ability (whirlwind/retribution) wasn't in the cards for the first few levels, so:
Lowered exp required to unlock talent points, you should be getting 6 points now after your first clear!
Crusader now starts with Whirlwind by default
Disc now starts with Retribution by default
Slightly buffed Whirlwind - increased radius by 20% and damage by 10
Let me know if this streamlines the progression!
Hi Tanks!
More nerfs to Tanking 101, added tab targeting support
mobs amount reduced by half
exp gained per mob is therefore doubled
Tanking 201 will also see a 50% exp bonus per mob killed.
Traditional targeting system is available for keyboard & mouse users, under settings -> gameplay. left click to target, hold right click to rotate, use tab to cycle targets!
Come join the discord, its fun!
Hi Tanks!
I'm taking a crack at improving the targeting system, it should be easier to target enemies you're running towards now, let me know if its an improvement!
Additionally:
New Upgrade: Shield Throw prioritizes enemeis without aggro.
New Upgrade: Dodges increase the next whirlwind damage, stacking effect.
Fixes/Tweaks:
Buffed the underwhelming Healer upgrades at level 10
Healer health will now flash when she gets healed for more clarity and battlefield awareness
Buffed Shield Throw's search radius
Dodge combat text is white to contrast from all the damage going on
See you in the Discord!
Hi Tanks!
Watching you play I realize Taunt and Pull were too weak, and needed a buff, also realized only a fraction of players managed to clear the first level without giving up, so nerfing that one a little!
Pull redesign: Now targets in an area around you (up to 20 enemies) and roots in place for 3 seconds
New possible Taunt upgrade that heals you for every enemy taunted
Disabled the mini boss in Tanking 101, this inverse mob that rages on your healer only comes at Tanking 201 now.
Let me know how it plays, Discord is open!
Added Movement keys rebinding as well as companion ability rebinding
Hi Tanks!
TL;DR:
Green health bars (aggro'd) are now hidden by default but can be brought back via settings
Added indication for cooldown remaining on "Holy Nova" talent
Changed ability descriptions, hopefully they are clearer now
Changed the shield unlocked conditions so Disc gets played with first ideally
Thanks a lot for the feedback on the demo so far!
Implementing your thoughts, I have added a feature that hides health bars of already aggro'd enemies.
This is on by default but can be turned off in the settings, for those who want to still see them.
This is not a change I'm taking light headed as this takes away some of the control over the battlefield, not knowing the exact health of all present enemies can backfire, so please let me know what you think of this change!
Additionally, I added another cast bar for the healer that displays the remaining CD of "Holy Nova" for those who spec into it, should help maneuver your CDs around.
As always waiting for your feedback both on the demo page and the Discord feedback channel!
Tanks!
Excited to share that after almost 2 years of development, the demo for the first ever MMO-like tanking is live!
Try it out, leave a review and if you liked it, wishlist the full game because I have massive plans for it, including:
Dungeon crawl mode with plenty of difficulty levels, timers, affixes and modifiers.
Multi companion feature where you will protect a whole party and not just one!
Boss-only modes with various bosses
Wide variety of companions like healers, rogues and necromancers.
Much more!
As always waiting for your feedback on Discord, come chat!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Don't Lose Aggro, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Don't Lose Aggro statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.