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Fixed bug: achievement for killing the Echo squad was not being awarded
Fixed bug: progress was not advancing for certain types of daily quests
Fixed most situations leading to a black screen on connection
Improved backend and game client stability, which should potentially improve the timeout error issue
Fixed the retry button for failed connection requests when logging into the game
Fixed bug: sprint remained active after opening the Steam overlay via the Shift+Tab key combination
Fixed bug: equipping gear resulted in different equipment appearing for different players
Reduced the number of common items required to complete "Sell items" type daily quests
Fixed bug: the shutter animation played twice on the client during connection
Added a special "Horizon" group – Echo. This is a unique squad of fighters that sticks together. Appears in: Co-op mode, Endless mode
Added jamming for weapons with durability below 30%
After characters die, instead of disappearing completely after a certain time, their corpses now leave behind a backpack containing all items that were on the body, which remains for several minutes
Added loading screens when loading locations
Added "Faction bots" option to Deathmatch game mode - this enables usual bots along with players
Added a preview for consumables with the ability to rearrange items to desired hotkeys
Added new ambient sounds to the Bunker location
Changed the reverb effect in the dungeon
Changed the Bunker generation parameters for more varied variations
Fixed character overexposure at the Shooting Range and in the Tutorial
Fixed various AI pathfinding bugs
Fixed a bug where the bot-player selected an incorrect caliber when upgrading equipment
Fixed a player spawn bug on the roof of the bunker entrance in Endless mode – players who join now spawn near their allies
Medium and hard bots now return fire through doors
Fixed a bug where an NPC wouldn't shoot at other players when someone was standing inside them
Fixed a bug where a bot could fail to start shooting due to constantly switching targets
Changed the spawn logic for the commander's room on the Bunker location: it now appears only in dead-end passages
Improved the weapon replacement logic in the upgrade loadout
Adjusted the boss spawn chance in Endless mode
Experience gain in Endless Mode has been accelerated.
The number of large waves in Endless Mode has been reduced, and the overall number of bots per wave has been decreased.
Loot tables have been adjusted.
Fixed a bug resulting in 0% accuracy.
Fixed a bug where progress for "Win at Location" quests was not being recorded.
Bot navigation on stairs in the Bunker location has been improved.
Respawn points in the Bunker location have been refined in PvP and Endless modes to prevent situations where players spawn outside the playable area
Adjusted the balance of armor-piercing ammunition: it no longer incurs a damage penalty but now ignores 50–90% of armor, depending on the caliber.
Added damage compensation when a player is attacked by multiple bots (two or more).
Fixed a bug that caused players to spawn too close to one another in PvP mode.
Fixed a bug affecting target display in PvP mode.
Fixed a bug that caused two bosses to spawn simultaneously.
Reduced the chance of bots spawning with RGN grenades.
Bots now throw grenades with greater precision if there is cover or obstacles between them and their target.
Fixed a bug where daily mission progress would not update during a match.
Fixed a bug that occasionally resulted in a negative ammunition count for a weapon.
Fixed a bug where a player would spawn with standard ammunition despite having selected a weapon configured for armor-piercing rounds.
Fixed a bug involving incorrect equipment distribution for players joining a match already in progress (mid-game or late-game).
Fixed a bug involving invisible grenades.
Adjusted bot reaction speeds on higher difficulty levels.
The blinding effect now has a significantly greater impact on bot shooting accuracy.
Reduced the duration of total blindness caused by flashbangs.
Bots no longer pursue players in situations where they were not supposed to (Co-op mode).
Adjusted bot damage multipliers.
Fixed a game crash that occurred when attempting to loot a non-existent container.
Fixed a bug where a shot would be fired immediately after closing the upgrade panel.
After purchasing a consumable item (medkits, stimulants, etc.), one unit is now automatically equipped if there is an available slot.
Fixed a bug involving infinite reloading on the client side.
Fixed a bug where a surrendered enemy would continue to treat the player as a target for a short time after surrendering.
Fixed a bug where bots would throw grenades at walls.
Fixed a bug where the sun and thunderstorms were missing from the "Bunker" location.
Increased effective firing range within the medium-range field of view.
Adjusted the spawn probabilities for enemy groups.
In Endless Mode, bots now gradually increase their movement speed toward the player over time.
Fixed a bug where an excessive number of bots would spawn in the Outskirts
Fixed a bug causing incorrect firing angles for bots
Fixed several AI navigation mesh bugs in the Bunker location
Added an indicator for full servers in the lobby list
Reduced the health of the "Bollwerk" boss for better balance
Reduced bot damage at the starting difficulty level (the initial waves of Endless Mode and the early phase of Co-op Mode)
Fixed a bug where bots would shoot past the player.
Fixed a bug where the map would fail to load, or load incorrectly, on the client side.
Fixed a bug involving the incorrect display of secret stashes.
Fixed a bug where upgrade prices in Endless Mode were set to 1x for a client joining a match already in progress.
Fixed the display of Endless Mode servers in the lobby list.
Fixed a bug involving unlootable corpses.
Now, when joining an in-progress Endless Mode match, the player is assigned an average level relative to the other players to help compensate for the late start.
Slightly increased the chance that an enemy will surrender.
This is the largest update since the game's release. The AI has been overhauled, factions have been added, and procedurally generated maps have been introduced. A significant amount of time was spent testing and balancing the new systems prior to release. I look forward to your feedback!
Bunker map: underground tunnels with a randomly generated set of rooms and corridors. Map size is configurable when creating a lobby. This is an early version of the location, which will be further refined in the future.
Endless mode: PvE waves with limited respawns, slowed progression (×3) and increased prices (×2). The goal is to survive as much waves as possible
Horizon faction: Western mercenaries deployed to the conflict zone
Bollwerk boss — Horizon commander
Daily tasks, refreshed at 00:00 MSK
M4A1 "Desert" — medium-accuracy rifle with an extended magazine and suppressor (Horizon)
MK18 — high rate-of-fire rifle with a short barrel (Horizon)
AKS-74U — shortened AK-74 with higher rate of fire and recoil (upgrades)
AK-74M — AK-74 variant (Eagle)
Benelli M4 — semi-automatic shotgun (upgrades)
Colt 1911 — pistol with high damage and small magazine
M67 and RGD-5 — fragmentation
RGN — impact-detonated
RDG-M — smoke, acts as a visual barrier
Zarya-2 and M84 — flashbangs
IOTV (two color schemes) — medium protection, used by Horizon soldiers
Horizon armor — high protection
Heavy Horizon armor — very high protection, used by commanders
6B23 (two camo patterns) — medium protection, used by Eagle soldiers
6B5 (two color schemes) — low protection, used by Eagle soldiers
6B27 helmet (two variants) — medium protection
"Vulkan" helmet — high protection
Tanker helmet with 1st-gen NVG (upgrades)
New variants of MICH and Exfil helmets
Durability of all armor and helmets doubled
Sportswear, green sweater
"Berezka", MARPAT and GEN3 multicam camouflage
Various balaclavas
Reworked visuals for some existing gear
Bots retreat when at a disadvantage and push more aggressively when they have the upper hand
Morale system: at low morale a bot behaves passively, at high morale — aggressively
At low morale a bot may surrender, and the player can recruit them to their side
Bots react to enemy sounds: reloading, healing, running
In Co-op multiple factions can now appear at once — they fight each other
In Free-for-all bots now use strafing
New voice lines for regular bots and bosses
Bot balance adjusted: health, reaction time, count, weapon condition
64 new loot items of various rarities
Adjusted drop rates for rare loot
Loot amount on the map now scales with the number of players; PvP has more loot
Armor-piercing rounds for every caliber and a slug for 12 gauge
360-degree aiming with no restrictions
Carry weight system: backpacks grant a weight bonus; over the limit, movement slows down and running is disabled
Grenades now deal area damage to all characters (previously a single character could block the damage for everyone nearby)
Fall damage now depends on distance fallen instead of time in air
Quick weapon switch on Q
CZ-75: damage and rate of fire slightly reduced
MP-133: +1 round in the magazine
Saiga-12: damage −5
Shotgun accuracy slightly improved
Adjustable camera zoom
Maximum player count selection
Selectable kill count for victory
Economy difficulty settings (XP rate and prices)
Option to disable bots in Free-for-all (minimum 2 players required to start a match)
Invite friends to the lobby through the in-game interface
Match progress is saved if the host ends the game or a player disconnects
Profanity filter for nicknames and lobby names
Player blocking by the host
Spectating after death disabled on Nightmare difficulty
Physics moved to a separate thread for performance
Fixed a performance drop when using the inventory in a match
Optimized characters off-screen
Reworked corpse handling — fewer broken ragdolls
Fixed a bug where bots would not move into line of sight if the player stood inside them
Fixed a bug where healing did not work while holding a grenade
Fixed a bug where bots threw grenades instantly after making contact
Fixed a bug where pressing W after a jump prevented jumping with Space
Thank you for your patience and support ❤️
The game has been updated to version 0.7.12:
AI logic for the Free-for-All mode has been completely updated: bots now fill missing slots, imitate players, collect and sell loot, purchase upgrades, and fight each other. They are also displayed in statistics, earn points, and have the ability to win matches.
The ability to start a Free-for-All match alone has been added.
The ability to choose which object to interact with if there are multiple objects nearby (containers, corpses, etc.) has been added.
Bot firing with single weapons has been improved.
Bots now use grenades and available health packs on their belts.
Bot accuracy has been adjusted for all AI difficulties.
Bot detection speed has been adjusted: it is now affected by the time of day and target movement (crouching, running, etc.).
Faction system has been added.
The sound effect for hits on characters has been improved. Louder and different for different hit zones
Added new clothing items for bot players in Free-for-All mode
Fixed a bug where bots with melee weapons (shotguns, SMGs) would not approach the player
Fixed all known issues with bots getting stuck on corners and stairs
Fixed a bug with player invulnerability in Free-for-All mode
The game has been updated to version 0.7.11.
Changelog:
Engine updated to version 4.5, improving overall game performance
Added the ability to join ongoing matches — works for all match types, including public and invite-only games
New weapon added: CZ-75 “Tactical” — a mid-tier pistol with a large magazine and excellent accuracy
17 new loot items added
Loot system reworked: rarity and value of many items adjusted for better balance; loot tables updated
Added unique open/close sounds for loot containers
Improved equipment upgrade system
Fixed a bug where lobby data displayed incorrectly
Fixed a bug where a dead bot’s grenade wouldn’t deal damage
Improved grenade explosion screen shake: now has increased range, and intensity depends on distance to the explosion
Bots on “Easy” difficulty have been weakened
Laptop hacking progress is now saved after closing (e.g. if an exploit was already applied), even if another player opens it later
Match duration increased on “Easy” and “Normal” difficulties
Bots’ ammo and medical supplies now depend on difficulty
Added a game build compatible with older systems, available in the “Betas” tab
Game has been updated to version 0.7.10.
Changelog:
Damage of the MP-133 reduced by 5.
Added the ability to choose a starting bonus (armor, backpack, or weapon) on Easy and Medium difficulties (only when playing solo).
Bot gear upgrade speed and difficulty increase are now tied to player progression (previously depended on match time).
Fixed a bug where character actions would trigger while typing in chat.
Improved lighting from muzzle flashes and explosions.
Adjusted bot respawns to avoid large clusters.
Equipment upgrades now have a cooldown (previously could be reused only after death).
Reduced the explosion radius of propane.
Fixed an awkward ledge in the center of the Outskirts map.
Fixed one of the errors that could cause a crash at the end of a match.
Fixed a bug where previously searched containers didn’t give experience for searching after loot was updated.
Bots now notice the player more slowly if they are outside their line of sight.
Bots can now miss with a small chance, which depends on difficulty.
The game has been updated to version 0.7.9.
List of changes:
Added a tutorial level explaining the main mechanics and principles of the game
Improved spawning of bots in PvE mode: now the limit of bots on the map is more balanced, bots do not spawn close to the player
Added a PB pistol, has similar characteristics to the PM. Can be found on bots
Added a sawed-off shotgun MP-27, has similar characteristics to the original. Can be found on bots
Added AS "Val", has similar characteristics to the VSS "Vintorez". Can be found on bots
Fixed a bug where the displayed object for interaction/loot does not match what is actually used
Fixed a bug where a player who left the match was still shown in the statistics in PvP
Fixed a bug where bots could not break a window
Increased the rate of fire for AK-74 "Zenit"
Added an exclusion from the match for inactivity (3 minutes)
Added the option "Automatic descent down the stairs" in the settings, manual descent is carried out by the S key
Adjusted the spawn of weapons in containers (removed high-level weapons from loot in the early game)
Equipping purchased equipment during life no longer removes / replaces items that are better than purchased
Improved the volume of the voice chat
Added the ability to zoom in / out the camera in spectator mode
Changed the spawn of the laptop: now it has two random points spawn
Hack laptop removed from task list
Removed achievement limit
Reduced required points in pvp
The game has been updated to version 0.7.8.
Changelog:
Reworked bot spawn balance. Bot spawn rate now adapts to player performance (with an element of randomness).
Fixed a bug in PvP where victory was counted by total kills instead of points.
Fixed a bug where the laptop didn’t appear in PvE.
Fixed a bug where a PvP match wouldn’t end with only one player left in the lobby.
Fixed a crash when pressing the “Leave Match” button.
Newly unlocked customization items are now automatically equipped.
Hack laptop task appears only on difficulty "Medium" or higher
Game has been updated to version 0.7.6.
Patch Notes:
The formula for calculating boss health has been changed. It now depends only on the number of players.
A weapon spawn table has been added for bots, and the chances of different weapons appearing have been adjusted.
The speed of gear upgrades for bots has been slightly slowed down on different difficulties.
The penalty for deaths at the end of a match has been removed.
The number of required kills per match has been reduced.
"Hard" and "Desperate" difficulties are now only available at a certain account level.
The ability to create friends-only or private lobbies has been added.
Fixed a bug where accuracy would increase instead of decrease when walking with shotguns and submachine guns.
Fixed a bug where the game interface would be hidden when the chat was opened.
Hello everyone! The day has finally come — my game is now in Early Access. This is a solo project I’ve been working on for a long time, and today I’m excited to share it with you.
This version already includes the core gameplay mechanics, the feel, and the atmosphere I wanted to convey. It’s still not the complete experience, but you can already get a taste of what the final game will be like. Early Access allows me to continue improving the game with your feedback while adding new content, balancing, and polishing along the way.
Changelog since the last public demo:
The game has been fully migrated from Godot 3.5 to Godot 4.3.
Steam authentication added (allows starting the game without internal registration).
61 achievements added.
New character screen — allows unlocking clothing, masks, and bandages, and viewing overall game statistics.
New clothing, masks, and multiple bandages in different colors added.
In-game voice chat (enables talking to both allies and enemies, with distance-based voice).
Loot containers across the map with respawn timers.
26 loot items of varying rarity.
Transition to P2P multiplayer — players can now create and configure servers themselves.
Updated lighting — dynamic sunlight and improved surface light effects.
Overhauled character system — more responsive controls, various bugs from the previous engine version fixed.
All character animations and transitions reworked.
Updated ragdoll system for corpses.
Match upgrade screen — allows selling found loot and purchasing equipment.
All game modes updated — players now start with minimal gear; to upgrade, they must level up and earn money to buy equipment. The old gear menu system has been removed.
PvE mode updated — AI enemies now spawn in random locations across the map continuously during the match.
PvP mode updated — AI enemies now appear, their number depending on the number of players (more players → fewer bots).
Bots rebalanced across all difficulty levels.
Most game effects overhauled (shooting, explosions, hits, etc.).
Weapon balance updated in accordance with the new upgrade system.
Inventory UX improvements (quick move using RMB or Ctrl + LMB on PC).
Camera improvements — now movable in the direction the player is looking; abrupt camera movements fixed, recoil effect improved.
Propane barrels can now be blown up.
Thank you to everyone who has waited and supported this project. For me, this is more than just a game — it’s a journey from idea to release. I hope you enjoy playing it as much as I enjoyed creating it. Share your impressions — your feedback helps move the game forward.
Hello everyone!
Lost Lives will enter Early Access on August 29, at 16:00 Moscow time (~9:00 EST).
Early Access includes:
Two updated modes: PvE and PvP
One map
A working in-match progression system
Character customization
Achievements
You’ll be able to start playing immediately upon release.
Thank you for your interest in the game!
Hey everyone, Quick update — the Early Access release is going to be a bit later than planned. The build is ready, but I’m waiting for Steam’s review process to finish, and unfortunately that’s out of my hands. I’m aiming for next week, but since the timing depends on Steam, I can’t give a hard date just yet. As soon as the game is approved, I’ll hit the release button right away. Thanks for your patience — we’re almost there!
Heу everyone!
I am happy to announce that the Early Access launch is planned for August 22, 2025.
At the moment, I have finished porting the game to the new engine (Godot 4.3), during which the following was done:
New PvE and PvP game modes
Added the ability to create a lobby and adjust the difficulty level
Added looting mechanics (containers with loot all over the map and loot items, with the ability to sell them)
Completely reworked character animations
Reworked and improved game effects (flying shells, gunpowder gases, explosions, impact effects, etc.)
Updated dynamic lighting (sunlight, more realistic surface lighting)
Completely new netcode (P2P using Steam Networking Sockets), this has improved the situation with desyncs/lags during the match
Updated character action system and added multiple QoL improvements
Added 60 Steam achievements and fully integrated the Steam ecosystem into the game
And more
As a result of this transition, I was also able to rework many parts of the code, so it will be much easier to make changes to the game. More details on the changes will be described after the Early Access release.
Early Access Goals:
Add content to the game (maps, modes, equipment, factions, quests)
Fix various bugs
Improve game balance
It will be much easier and more effective to do this with real feedback from players. So I hope for your help to make the game better :)
Gameplay Teaser:
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Lost Lives, 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 Lost Lives 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.