
Time for another project update! Seventy-seven days have passed by and even though it was summer - supposedly calmer times - it felt pretty frantic. In the good sense.
A huge Thank You! and wishing all the best to Marci
As your might remember, our previous post started with the news of Marci joining the team to complete his summer internship with us for his degree in software development. Marci has been instrumental to the progress we made on the Codex & Journal functionality and UI, as well as to catching up on our design documents. Now that he has returned to his studies, we wish him all the very best for his goal of finishing his Bachelor's degree. We're pleased to see that he is on the right track to become a great game developer!


It's spring 1990 and I'm in elementary school. My best friend brings a book to school that he reads aloud to a small group of us during our big walks at lunch break. The book has a weird old wizard on the cover conjuring smoke from a crystal ball. More interesting are the illustrations on the inside: intricate black and white drawings of strange fantasy creatures and dungeon locations. The little book is Ian Livingstone and Steve Jackson's Warlock of Firetop Mountain, translated to our native language. Most of you probably know that it's a gamebook that you do not read from start to end but in branching numbered chapters that make the story personal and add replayability. Yet they are much more than simple choose-your-own-adventure books because they include a stat and combat system you have to manage throughout the adventure - albeit a really simple one.


Following our game pages on Steam and itch.io, we have joined IndieDB.com and Gamejolt. These are also gaming portals that focus on indie games just like ours. You can check out the new pages here:
IndieDB.com

In our crusade to get Vagrus to the players who would play it we are constantly looking for new opportunities. Game portals, of course, offer a good chance to present the game to as many as possible, so it was only a matter of time that we reached out to some.


A lot has happened since our last project update, so let's dig in without delay!
Expanding team
Beside Marci who has recently joined our ranks as an intern and is already working on implementing new features for the game in Unity + C#, we have also got two new writers checking out our self-developed event editor tool to ready themselves for mass content production once we plunge into that phase (right after publishing our playable demo). Rest assured that we will post details about them and their work when we get there.

Great news! The newest addition to the team, Marci has arrived earlier this month, starting his two months internship at Lost Pilgrims.
Marci studies software engineering at the Budapest University of Technology and Economics and being a life long gamer planning on working in the game development once he finishes his curriculum.


The Calamity burned down the great forests, tranquil glades, and neat hedges of the region that is now the Searing Plains. A part of it, what is today called Smolderbone Flats, used to be a series of large lakes and islands surrounded by these forests. During the cataclysm, the lakes became sour and salty in a matter of hours and everything in them died. Today even the traces of them are gone. What remains is a barren, infertile, salty flatland that is only inhabited by weird monsters that thrive in such environments: salamanders, fire lizards, even fiery elemental creatures.

Here's a small taste of what kind of enemies the player is going to face in Vagrus. Enjoy!

Many forms of undead have existed all around the continent of Xeryn ever since the Calamity. One of the side effects of the magical cataclysm is that in some places, the dead don’t rest in peace, but walk among the living. Much of this threat is dealt with by Imperials, but some remote areas are still constantly plagued by the undead. One such area is the Molten Tongue and Dvendar Tharr, the former kingdom of the Dwarves, where shuffling, burnt corpses rise to kill indiscriminately.
These charred corpses are in various degrees of degradation, but all show signs of burning (as well as other traumas). There is still some flesh that cling to their bones on most of them, albeit burned and charred. They are completely mindless, attacking living beings on sight. It is remarkable that no Dwarven corpses are reanimated in this way, suggesting that the curse could have some kind of connection to scavengers or the disturbing of the dead kingdom by outsiders. Cinderborns attack by mauling, clawing, and biting, and often fall apart quite easily.


We are extremely proud and happy to announce that our core team grew with a brilliant graphic designer, Szonja. We have been looking for a character artist for quite some time to ramp up our progress on that front and Szonja proved herself to be the best fit by miles with her unique style and open-mindedness.
Her main task is to bring our hero and enemy characters to life and help us with shaping the user interface as we enter Pre-Alpha stage with more parts of the game added each day.
We have a marvelous journey ahead and could not imagine any better traveling companion than Szonja. Welcome aboard!


Called the Desert of Black Sands, or the Black Desert (Arenas Negrasin the Imperial language), this vast, empty desert that has fine, black sand instead of any other color is probably one of the most ill-reputed places of the post-Calamity era. Nothing lives here, not even insects. The silence is deafening. People who enter the desert and stay for a while usually inexplicably disappear. In the center of the area is a terrible place, supposedly the source of all evil in the region: The City of the Dead, Arx Mortis.
Formerly the capital of the Sanvorati province and previously known as the Shining City, Calderum was made into its own horrible caricature by the Calamity. These days, Arx Mortis is a dead place filled with eerie moaning and groans, cast in perpetual twilight, beset by bone-chilling cold and a pale, frigid light emanating from the faded rocks that are almost all that remain from the once beautiful buildings and walls. Now these stand vacant and hollow, often reminding visitors of broken teeth peeking out of black gums.
