Hey everyone,
With the announcement of Vagrus’s first expansion behind us, we thought that it’d be a good idea to create a short series of devlogs about certain frequently appearing topics regarding Sunfire and Moonshadow. The first of these – the one you’re reading – is about the region itself and its boundaries, with some lore tidbits sprinkled in. So, let’s get to it!
The time has finally come to announce our upcoming expansion for Vagrus and go into a little detail about what we’ve been working on for the past seven months. It’s been a long, hard road, and while we’re slowly making our way to the finish line, we still have a great deal of testing to do, plus numerous final touches to iterate upon. It’s a terribly exciting time at Lost Pilgrims Studio, and it’s time to share at least some of it with those who made it possible: you, the players. The expansion’s store page is available for viewing and is ready to be wishlisted on Steam, GOG, and Epic.
This week we have good news on multiple fronts; we will be able to reveal our expansion very soon (read on for more information) and we are pleased to announce that Lost Pilgrims Studio will again be participating in Tacticon, an annual digital convention hosted on Steam that celebrates strategy games from a wide array of talented developers. The convention is hosted by Indie strategy and tactics game publishers Firesquid and Hooded Horse and will run between the 11th and 15th of May. For full details of the event, you can visit Tacticon’s website here.
This week's post is little more than a shameless teaser! Why? we hear you ask – well, we are slowly drawing closer and closer to the release of our upcoming expansion, and naturally, we’re eager to show off as much of its art as we can without giving too much away. So, without further ado, we present the bridge over River Umbra, now broken after having fallen into disrepair.
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.
Hey everyone,
we just wanted to drop by and wish all of you a Happy New Year! 2021 is ending and what a year it has been! For us, it certainly turned out to be the most challenging, exhausting, thrilling, and glorious year in a while, a true roller-coaster. Vagrus was finally released after years of development and was very well received by you, the players. As promised before, we'll keep working on the game through 2022, starting with a free DLC companion and additional stories, then moving on to a larger expansion. That means that you'll be hearing from us soon, so stick around for 2022, too.
Hey everyone,
We've been trying to catch up since the launch last Tuesday and get on top of some of the bugs that many of you reported while also rounding out the missing Outpost and Wealth victory path ending parts. Although some bugs are still being hunted, the latter two are now being added to Vagrus.
This means that you can now build your own outpost out in the wasteland (one specific spot for now, room for expansion later), and upgrade it bit by bit so that in the end it yields you profit from time to time if managed properly. It is important to know that no new UI or feature comes with the outpost, since Vagrus is not a game that involves building stuff - the outpost is instead presented in Event format like it was envisioned from the beginning (and similar to other victory paths). Once completed, the outpost can be used for vagri with the Wealth ambition to win the game (but can be completed with all vagri). It's super expensive to do that, mind you, giving you a nice endgame goal and challenge.