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.


Hey Everyone,
as you probably know, a great step to fame is marked by fans starting to create their own version of your game's art. And guess what: we have just crossed that line when we received our very first fan art in the form of a lego replica!
The model was build by Gabor's nephew, Daniel on the day of his 10th birthday. Since then he has posed and we have discussed interesting questions, like 'what is the purpose of dragons?' and 'why do the Jhakras' have so small and well-hidden eyes?'.

Time to reveal a new character today: the Mercenary.
One of the mercenary characters in the game, this lass is a melee expert in combat and a tough customer to boot. Players will come across her in the Prologue as a friendly NPC, but later on she can be encountered more frequently as a mercenary enemy. Apart from her axe, she wields a whip to great effect. Her painted leather armor is light but sturdy.


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.


After the Dragon Lords arrived and descended upon the broken continent in the wake of the Calamity, they settled down in the middle of the landmass and cast their ancient magic on an area large enough to comfortably sustain their nests and broods. The magical energies crushed the plains and physically elevated the region, molding it into spacious highlands and great mountain ranges, as well as carrying up earth and ore from deeper below, thereby banishing the fallout of the Calamity, making this land fertile once again. Thus, the Dragonlands were born.


The next artwork and creature description is of the Jhakra, a pestilence of the desert:
Jhakras are four-legged reptilians covered in hardened, yellow-brown, grown-together scales. Adult specimens are 1 meter tall and grow to 1.5-2 meters long. Their legs can propel them forward quite fast, but it is difficult for the creatures to maneuver. Males sport forward-protruding and side horns they use to mauling and tackling. Jhakra have well-hidden, tiny eyes to protect them when they melee or charge. Because of this they don’t see too well. However, their sense of smell is extraordinary, making them able to follow prey for miles.


Hey guys, we've got another location artwork here for you, and a little backstory to match it:
Before the Calamity, Dvendar Tharr was the homeland of all Dwarves on the continent, a kingdom unmatched in technological advancements, inventions, and inventive ambition. One of the most ancient of Dwarven royal lines, the kings of Dvendar Tharr were sympathetic to humans and aided them from as early as the Second Age. The Inventor Kings showed early Imperials the art of metalworking and stonemasonry, helped build their cities, and taught them the art of mining. Dvendar Tharr itself was abundant with metal and precious stones, so much so that in their arrogance, the Inventor Kings of the Third Age forgot the wise ways of their forefathers and started rebuilding their massive stone fortresses and arching bridges purely from iron.

From the very first moment in art design and development for Vagrus, we knew that the game world's haunting, post-apocalyptic beauty is key to conveying the atmosphere we want to create. Of course, that may not be saying much, since most games today rely heavily on visuals, it comes with the genre. More specifically, the challenge was to convey the right kind of atmosphere and find the art style that is perfect for that. We agreed soon that cartoon-like or pixel art would not do, nor would any other more stylized imagery. We settled upon the more realistic, but painting-like look, which gives a feeling almost akin to observing an old and faded piece of classical art. The other challenge was that the world of Vagrus has been a living and detailed environment for a long time now, so often our fantastically talented artists have to follow very specific directions on certain elements of an image.

So you have received some details about the game, the setting and could read the first part of our lead-in short story as well. Now let's talk about the project a bit.
Early steps
First order of business: we have finally incorporated. Yay! I bet in some countries it is a fairly easy process, a dozen clicks and within a few hours you have your firm up and running. Not here. The period from the decision to start the process until you can confidently declare victory over all the paperwork connected to incorporation could take up to a month. But boy, how good it feels when you are done!
With that we could finally order our new computers, printer, etc. Hoping those will all arrive still before the holidays, will sure be a heck of a Christmas gift for us. :)

Wow! We have not even released our first post and got some Patrons already. Thank you for jumping aboard so quickly!
It means a lot to us to know that there are others out there sharing our vision and trusting us delivering upon it.
So why have we started all this? Quitting our day jobs and jumping head on into indie game development?
Well, we could say it was destined, all roads leading to this point. Maybe. Or maybe it was just blind luck dealing us a good hand and we were - finally - bold enough to say: 'All in!'
