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Project Update: Multi-platform Controller Support
10 Nov | 10:00 am

Last week we talked a bit about porting and screen optimization. The main goal is still to bring the game to a larger audience, of course, and so the next logical step in this endeavor is controller support across platforms. More specifically, we are working on full controller support for standard controllers and gamepad layouts including PCs, mobile devices, and – at some point – we hope we can get things working on hand-held and desktop console ports as well.

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#projectupdate #mobile #port #2022

A New Build is OUT - Patch 1.1.25 - Codename: Seekers
22 Sep | 7:00 pm

Hey everyone,

This time, we've got a new free DLC for you, along with revamped Scouting, a Glossary to clarify gameplay mechanisms and UI elements, as well as major backend improvements. It would be no understatement to say that this is a huge stepping stone for us and the Riven Realms.

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#2022 #build #patch #update #dlc

Project Update - Unity Addressables
01 Sep | 10:00 am

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.

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#2022 #projectupdate #unity

Project Update - Glossary
11 Aug | 10:00 am

Hello everyone,

Revamping campaign map movement and scouting into a sleeker system allowed us to move on to something else our players have expressed their need for. Many of you wanted more information and clarity on gameplay mechanics to be able to better understand its complexity – rightly so. That is why we are publishing a Beta version of the new Glossary. This feature doesn’t deal with content, but is aimed at clarifying game mechanisms and UI segments. It is accessible in the game by pressing ‘G’ or clicking on the eye icon in the top-right corner of the screen.

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#projectupdate #feature #glossary

Project Update - The Scouting Rework Part II - Auto-scouting
04 Aug | 10:00 am

Following on from last week’s post about our overhaul of manual scouting, today we’re excited to delve a little deeper into our newest feature: Auto-scouting.

First off, let’s talk a little about our goals with these changes. We had been aware for some time that many players did not feel scouting was worth the investment, so when we set out to rework it, our approach was multi-pronged: we needed to provide changes to scouting in general that made it compelling and useful to engage with manually, while also offering a lower investment approach with some level of trade-off with the automated version.

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#projectupdate #scouting #feature #update

Project Update - Scouting Rework Part I - Manual-scouting
28 Jul | 10:00 am

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.

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#projectupdate #scouting #feature #update

A New Build is OUT - Patch 1.1.20 - Codename: Roamers of the Wasteland
08 Jul | 6:00 pm

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.

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#2022 #build #patch #update

Project Update - All the Quality of Life Features (Teaser Video)
30 Jun | 10:00 am

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.

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#projectipdate #feature #2022

A New Build is OUT - Patch 1.1.15 - Codename: Notas et effectus
02 Jun | 5:00 pm

Hey everyone,

As usual, we’ve been working on fixing issues and adding new features as well as improvements. The most significant additions include our new name generator, along with the custom journal and chart notes features. As for improvements, besides smaller optimizations across various parts of the game, we have made the Companion Combat AI significantly faster while the initial loading time has been shortened as well.

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#projectupdate #patch #update

Project Update - Winning the Game: Renown Victory
01 Jul | 10:00 am

As we are gearing up for the 1.0 release of Vagrus, we are finally coming around to implement the victory mechanics, which means that you will soon be able to complete a playthrough! There are caveats, of course, since we are still in Early Access, but we thought it was time to discuss what to expect (now and later).

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#projectupdate #victory #renown

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