NEWS
Lost Pilgrims Team Building
15 Dec | 10:00 am

Team building has come a long way over the years. It used to involve long seminars where team members fought to stay awake, then, people were encouraged to build trust with each other by closing their eyes and falling backward. More recently, it has evolved into all manner of activities – office trivia, scavenger hunts, and of course, the increasingly popular and much-lauded escape room scenario. We at Lost Pilgrims, however, decided to adopt something of an old-school approach: drinks at one of Budapest’s esteemed dive bars – Barcraft II, found in the heart of the city near Nyugati railway station. On that note, things began hard and fast as you can see it in the video above.

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#2022 #team #teambuilding #pilgrims

Location Artwork - Change Storm
08 Dec | 10:00 am

Not quite a location per se, more of an occurrence everybody tries to avoid, a change storm is a special kind of arcane storm. Striking out of nowhere, often without any prior warning signs, it rains malicious energies upon anyone unfortunate enough to be caught up in it. Change storms are known to twist forms and change substance. They are known to alter living creatures and inanimate objects alike. Such a storm refracts, warps, reshapes, mutates, and changes everything and everyone it touches in the most disconcerting, morbid, and repulsive ways fathomable. The effects of a change storms are a perverse violation of all anatomical structures – and the changes may very well be permanent. Therefore, change storms must be avoided at all costs, or, one caught up in it has to muster all sorcerous defenses at their disposal to get out unaffected.

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#art #location #2022

Turn-based Fest and Indiedb Indie of the Year
05 Dec | 1:00 pm

As some of you may remember, roughly one and a half years ago we started the initiative known as #TurnBasedThursday. At the time, the goal was to bring together other game developers and allow them to show off their games on inclusive Twitter threads. At first, the threads were small, the engagement scarce, but these soon grew along with the developers involved with them. The developers integral to the efforts included the likes of Terra Randoma, Trese Brothers Games, Hugging Dragons (responsible for Wicked Lands), and, at the time Strateture.

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#TurnBasedThursday #2022 #projectupdate #award

Steam Autumn Sale & Steam Awards Nomination
24 Nov | 10:00 am

Hello everyone,

Recently, we have shared posts pertaining to various areas of development, such as multi-platform controller support (featuring an adaptive button UI and drag & drop system), mobile and tablet porting & screen optimization of Vagrus for all mobile devices and the recently released Steam Deck, and finally, Localization in the shape of community translations. This post is going to be a bit different.

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#2022 #awards #gog #projectupdate #steam

Announcement – Vagrus on Humble Store
17 Nov | 10:00 am

Hello everyone,

Back in December 2021, we posted a project update regarding our high-level plans for this year. One of these grand plans was to get featured on more game store platforms and the great news is that we’ve finally managed a breakthrough. We are overjoyed to announce that we are coming to the Humble Bundle storefront! Please be advised that Vagrus is not going to be included in any Bundle just yet, though it will be present on the storefront itself. People purchasing the game there will receive a Steam Key.

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#2022 #projectupdate #humble #announcement

Project Update: Multi-platform Controller Support
10 Nov | 10:00 am

Last week we talked a bit about porting and screen optimization. The main goal is still to bring the game to a larger audience, of course, and so the next logical step in this endeavor is controller support across platforms. More specifically, we are working on full controller support for standard controllers and gamepad layouts including PCs, mobile devices, and – at some point – we hope we can get things working on hand-held and desktop console ports as well.

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#projectupdate #mobile #port #2022

Project Update: Mobile and Tablet Porting & Screen Optimization
03 Nov | 10:00 am

This week we’re proud to reveal a little more about what our best and brightest pilgrims have been working on here at Lost Pilgrims Studio. This time around, it’s something a little different, something we foreshadowed in a Steam post on the 22nd of September – porting. Included under that heading is the optimization of Vagrus for all mobile devices, tablets, and, of course, the recently released Steam Deck. Naturally, the main goal of these projects has been to bring the game to a larger audience; an audience that can play on the move, which certainly suits turn-based games such as our own. So, without further ado, let’s examine what we’ve been able to achieve so far, starting as so many players do with Agos – the enigmatic vagabond who introduces players to the Pilgrims of the Wasteland scenario.

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#2022 #projectupdate #movile #optimization

The Most Dangerous Ruins of Terra Supra – Part 1
27 Oct | 10:00 am

As you may know, terra supra, the northern part of Xeryn, is dotted with perilous and deadly places most people tend to avoid. Now, we are going to take a look at these, focusing on the ruined cities of yore. Embark with us upon a dread journey into the most dangerous ruins in the Riven Realms. Be warned, though, they are not for the faint of heart!

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#lore #2022 #rpg

Project Update: Scouting Rework Video
20 Oct | 10:00 am

As a follow-up to our recent scouting revamp, we’ve put together a short video showcasing the new and improved Manual Scouting and the recently introduced Auto-scouting. You can check them both out below – manual scouting covers the first thirty-five seconds of the video, while the rest is dedicated to auto-scouting.

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#2022 #projectupdate #video #scouting #rework

Project Update - Update on Vagrus Localization
12 Oct | 10:00 am

 

Hello everyone,

This one is going to be an update on localization. A while back, we cited the game’s complexity, size, and it being a niche game that resulted in a relatively low sales volume as factors that made any kind of localization unlikely. Despite that, we have been encouraging players to still wishlist the game and let us know what languages they would like to see it translated into in a dedicated localization thread and promised to reassess the situation after a while to see what is desired and viable and what is not. A year has passed since, and it is time for us to do just that, which led to a good and bad news kind of situation. The bad news is that sales figures and declining wishlists in non-English-speaking regions made the prospect of official translations not viable.

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#2022 #projectupdate #localization

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