SEARCH
Project Update - QoL Improvements
08 Apr | 10:00 am

The most recent patch (Codename: Perky) brought with it a major Event UI overhaul but we did want to mention all the other Quality of Life improvements we managed to squeeze into the update, too. So, let's jump in and see what changed!

Comitatus UI

Continue reading ...

#projectupdate

Project Update - Milestones Funded
05 Mar | 10:00 am

There were a number of project milestones that we managed to unlock recently over at fig. Some of these are quite big and we are very excited to be able to work on them as they make the game better and deeper by what they bring to the table. Let's take a quick look at what is being developed currently:

Continue reading ...

The New Open Access Build (v0.4.9) is LIVE!
09 Jan | 10:00 am

In the meantime, Patch 0.4.9 went live mid-December and all the goodies it brought can be checked out below or in-game, of course! I hope you enjoy the fixes and additional features, we'll be back soon with more.
 
New Features
  • MS 6: Crew Combat Alpha
  • MS 14: Unrest and Obedience Mechanics (Partial delivery): Liberate or Discipline Slaves to gain Obedience. Unrest will be added in a later update.
  • Butcher beasts or mounts for supplies
  • Warning triggers if an action would result in cargo loss
 Additional milestones delivered that will only appear in the main campaign 
  • MS 10: Chart Exploration
  • MS 11: Companion Select during Events
  • MS 13: Hidden Stash and Smuggling Contraband
 New / Updated Content or Game mechanics 
  • New sound effects for a number of creatures
  • Camping without guards decreases Obedience
  • Radial menu icons automatically pop up on the campaign map
  • Node sizes increased for Point of Interests to better indicate them
  • Goods tooltips now show more trade information
  • Merged a few perks to make them more impactful
 Fixes 
  • Passenger destinations are now generated correctly in new games (thanks for catching and reporting this!)! Old saves remain bugged.
  • New Day save now works after combat encounters in the Fighting Pit event
  • Cargo slot changes are now applied immediately
  • Fixed tutorial pins for closing the Journal and the Codex
  • Fixed a bug causing Companion conversation portraits to be empty
  • Healing companions no longer triggers the incorrect Event result text
  • Fixed the Journal entry order for The Black Knight chapter V, Eliminating the Abolitionist Camps
  • Clicking on the Journal or Codex during "Hold space..." tutorial/narration is up now does not open them
 Coming Up Next
  • More Sound Effects
  • Vagrus Creation for the Main Campaign
  • Companion Combat tweaks and additions
  • Factions UI
  • Animations for all characters
...
  • Open World Prototype

 

Continue reading ...

Chart Exploration (Video)
31 Oct | 10:00 am

Your chart is one of your most important tools in Vagrus, and we keep adding to and expanding on it with subsequent builds. Milestone 10 unlocked what we referred to as 'chart exploration', which really means that from now on, Rumors, Passengers, and Codex entries you gain of locations also reveal them on your Chart, adding a whole new depth to hunting for information.

Continue reading ...

Project Update - Media Selector
06 Jun | 10:00 am

April  and May were tough on us with a super busy schedule but it was well worth it. Let' see why in some detail!

We attended Reboot Develop Blue in Dubrovnik as you may know and talked to a number of press representatives. A great example of that is the video above, which was recorded as part of a longer discussion that you can read here: https://www.shacknews.com/article/111819/vagrus-the-riven-realms-interview-born-from-a-tabletop-world

Continue reading ...

#crowdfunding #fig #press #projectupdate #socialmedia

New Codex UI (Alpha)
14 Mar | 10:00 am

As we are cycling through and iterating the various UI elements of the game, we have now arrived to the Codex and gave it a neat little redesign. Many of you have enjoyed reading Codex entries (yay!) and we wanted to upgrade and update the experience, especially along the lines of your feedback.

Continue reading ...

#2019 #art #codex #unity #userinterface

New Vagrus Prologue build (0.1.5) is available on GameJolt and Itchio
12 Jan | 12:00 pm

Interested in what's new? 
You can find it on GameJolt or Itchio, or below.

Continue reading ...

#newbuild #prologue #gamejolt #itchio #gameportal

Project Update - 2018 Summary
10 Jan | 10:00 am

We at Lost Pilgrims will always remember 2018 as the year when it all began to come together, the year when everything changed for us. It was the year when development on Vagrus got out of the preparation phase and into hardcore production.

Now that this crucial year is done and over with, we felt it would behoove us to recount how 2018 went for those of you interested (and for posterity!).

Continue reading ...

#2018 #gameportals #projectupdate #prologue #socialmedia

One Million Key Strokes
13 Dec | 10:00 am

Well, we have just passed another major milestone in our content creation progress.

As mentioned in our post last week, with our Prologue ready from a content perspective, our writers have been already working on the Early Access stories for Vagrus.

In the Prologue we have well over one hundred thousand words worth of story and lore coming together from Events and Codex entries. Actually, even a bit more since the Narration and Tutorial texts are coming through another source and so are not included in the above numbers. Those two make up over four thousand words on top.

Continue reading ...

#2018 #events #narrative #projectupdate #prologue

Narrative Design for Vagrus
27 Sep | 10:00 am

Vagrus - The Riven Realms is a game rich in storylines and quests, and most of these appear in the form of what we call Events: text based interactions where your choices guide the story. There are a lot (and I mean a LOT) of these Events and due to their nature, writing for the game involves quite complex scripting and a non-linear narrative design angle. But what does this mean in practice and what does it involve?

Continue reading ...

#events #gamedesign #journal #projectupdate #tools

12