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.
Today we celebrate the 1-year anniversary of the full release of Vagrus – The Riven Realms. We are happy to have reached this point, and perhaps most importantly, we couldn’t have done it without the help of our backers, supporters, and players along the way. So here’s to you, vagri, for all your encouragement, assistance, feedback, and goodwill! In this post, we’ll be taking a little bit of a trip down memory lane, from the beginning and creation of the game to its release exactly one year ago. We’ll finish up with a small glimpse into the future of Vagrus and what players can expect moving forward.
Hello everyone,
Recently, we have published posts about several bigger and smaller features and other goodies, such as the Glossary, improvements, new Skills, and so on. There is, however, something else we have been spending a lot of time on, and probably most of our players won’t even notice the outcome.
As part of our ongoing efforts to expand the team, one of the tasks we set about doing was hiring a couple of new writers. James is one such writer; born in Zambia to British parents, he grew up in New Zealand where he took to games, fantasy books, and D&D at an early age – wasting far too much of his time running campaigns with his school and university mates.
Our team at Lost Pilgrims Studio is delighted to announce that we have been chosen for an ongoing event this week, which aims to showcase some of the smallest studios and their indie games. Called the Tiny Teams Festival, the event is run by Yogscast and will be covered online through both Twitch and YouTube. Several streamers who are involved in the event have requested keys to play Vagrus – The Riven Realms and naturally, we’re happy to comply. You can check out those streamers below:
As it has become standard since the release of Vagrus, the team has been hard at work on another much-requested update – this time it’s scouting we’re addressing. Players have been expressing their concerns about the state of scouting for some time now, and we’re happy to announce that we think we have managed to bring it to a place where it offers a great deal to those who are willing to make use of its more niche qualities while incorporating enough concrete drawbacks that it does not become a default or even mandatory choice for vagri out traversing the wasteland.
Hello all,
The team has been hard at work on a variety of impactful changes; this build is the culmination of those changes in the lead-up to our upcoming free content: The Sunken Tower (DLC). A teaser about the Tower and its associated knowledge victory questline is coming soon.
The build itself introduces several quality of life improvements to general gameplay, including quick camp, automarch, daytime hunting and foraging, and automatic supply acquisition. The goal of these changes is to streamline core gameplay loops and minimize micromanagement for players who enjoy those less while still leaving the same options open for others. For more information about specifics regarding these changes you can view our recent devlog post on steam.
After extensive development and testing, we are now almost ready to release several large quality of life improvements with our next build. These include Automarch, Quick Camp, daytime Hunting and Foraging, and Auto-acquire Supplies – all of which significantly impact general gameplay loops in Vagrus overall. For the sake of brevity, we have included links to posts that explain these features in more detail, though if you would prefer, you can simply watch the short video we have put together.
Recently, we took the time to explain how we approach suggested changes and feature requests. We also went over our main priorities moving forward, and are excited to present some of those updates to you today. Having now made changes to movement in a general sense, our next goal was to tackle hunting and foraging, and consequently, we have made some significant alterations and additions that will be integrated into one of our upcoming builds.
Have you ever arrived at the final step of a character creation screen and felt completely stumped as to what you are going to call yourself in the game? Do you wonder what kind of names would be appropriate for your vagrus based on their background? We’ve been there, and we get it.
That’s why our new random name generator has been a long time coming. Our priorities were two-fold: give options to those who would rather not worry about such matters, and also to allow players some insight into naming conventions in the Riven Realms. This feature will be available with our next build, and you can check out a preview video here.