SEARCH
Project Update – Outpost Changes
25 Apr | 10:00 am

The Outpost feature has been on our minds for a long time but with all the other pressing matters – namely, our new DLC and the related coding –, it kept getting pushed down our priority list. In the end, however, we were able to dedicate a week to making improvements, focusing on adding clarity and showing more information to players. Please note that these changes are actively being worked on and will first come to the Steam Public Beta branch. Later, after being thoroughly playtested, they will go live on the default branches on all platforms.

Continue reading ...

#2024 #projectupdate #ui

A New Build is OUT - Patch 1.1501207T - Codename: Winter Canvas
12 Dec | 3:00 pm

Hey everyone,

It’s that time of year again and so we at Lost Pilgrims wanted to wish you all Happy Holidays! Enjoy your well-deserved rest, spend time with your loved ones, or just chill, play your unplayed games, read, eat, or do whatever makes you happy.

We are winding down as well after we take care of a few things and although we’ll monitor the usual channels, we’ll hunker down until early January because the last half a dozen months have been quite exhausting for the Pilgrims.

Continue reading ...

#2023 #patch #hotfix

New Build Is Live - Patch v1.150 - Codename: New Realms
07 Nov | 4:00 pm

Hello everyone,

Xeryn is about to become even more captivating as we proudly announce the release of our highly anticipated expansion: Sunfire and Moonshadow, featuring a vast new region to explore. As of now, it is available to the public on Steam, GOG, and Epic Games and it can be purchased as part of our Season Pass  on Steam, GOG, and Epic., which includes two future DLCs. Check out the trailer here.

Continue reading ...

#2023 #projectupdate #patch

How Vagrus Got Rid of the Time Limit
07 Nov | 3:00 pm

 

In today’s article, we’ll do our very best to explain how and why we arrived at the conclusion to remove the in-game campaign time limit from Vagrus, and also go into detail about what this entails, especially regarding achievements. We feel that this is necessary because the system has been with us since the release of Vagrus back in 2020 and our players have always had a diverse view on it existing in the first place. So buckle up, time is of the essence!

Continue reading ...

#2023 #projectupdate #timelimit

Expansion Release Date Update
21 Sep | 10:00 am

It’s been a while since we posted an update on the release of Sunfire and Moonshadow, and given our previous announcement in May on aiming to release the expansion in Q3 2023, it’s only fair that we share a project update.

In the last few months, the whole team has been hard at work to set up and fill the huge new region we picked for our upcoming DLC that slowly grew into an Expansion. It’s been a daunting task given the size of the Bronze Desert and our goal to keep the standards we set in the main game regarding engaging storytelling and activities. We wanted to pick a region that was not tied up by existing in-world historical events too much, so we can be more free of those constraints when designing new storylines but that freedom also meant that there were more things to expand upon and work out the finer details of – locations, NPCs, dynamics, and storylines. Overall, it has taken a lot longer to create all the content we set out to but we are finally getting there.

Continue reading ...

#2023 #expansion #update

Lost Pilgrims Team Building 2023 May
01 Jun | 10:00 am

It’s been a while since all of us had the chance to meet up for a nice night out together, kick back, relax, and socialize. Thus, we decided to take the chance and use the positive reception of our upcoming expansion as a reason to celebrate.

We at Lost Pilgrims have developed a tradition of team building wherein we knock back some drinks at one of Budapest’s geeky dive bars – Barcraft II, found in the heart of the city near Nyugati railway station. This is arguably much more conducive to bonding over than dull seminars and scavenger hunts.

Continue reading ...

Game Design Post – Overwatch Rework
27 Apr | 10:00 am

Hello everyone,

In our bid to improve Companion Combat, we have already tweaked Push and Pull effects. Now, we are implementing changes to increase the utility of Overwatch Skills. These tweaks will soon be available in the Beta branch and then go live in our public build as well.

Continue reading ...

#2023 #gamedesign #companioncombat #projectupdate

Project Update - Change in Push and Pull Skills
13 Apr | 10:00 am

Hello everyone,

This time we have tweaked push and pull effects in Companion combat – something we have been looking to do for a while. Until now, upon being successfully targeted by push or pull Skills, characters switched positions along horizontal lines. From now on, however, they may move diagonally as well, depending on the positions of the attacker and the defender. This means that the positioning of Companions will have a larger influence on what happens during combat, thus introducing an additional tactical layer.

Continue reading ...

#projectupdate #2023 #companioncombat #combat

New Build Is Live - Patch v1.1300221S - Codename: Magnificatus est Controls
22 Feb | 10:00 am

Hey everyone,

Today we are releasing a large patch with features that we’ve been talking about for some time, most of which are a reiteration from the post we released about a public Beta weeks ago. With that Beta now over, you can now scroll down to see all of the details regarding our implementation of full controller support, UI and text zooming, improved initial game loading times, and much, much more. Alongside these, we have also implemented a new pop-up window for players to see what’s new when they load up the game, and a DLC catalog, which lets you see what content you already own, as shown below.

Continue reading ...

Public Beta Branch Live - Patch 1.1.30 with Controller and Small screen support
27 Jan | 11:00 am

So what’s new on that public beta branch? Basically, everything we have added for hand-held porting and controller support, as well as screen optimization and accessibility features. A more detailed rundown of these can be found in our previous devlog here.

Continue reading ...

#2023 #public #beta #controller

1234567