Ever since we came up with the idea of Vagrus, a game where you manage a comitatus, we knew we needed to develop an elaborate, dynamic trade system that would serve as one of the major features of the game and would also aid in fleshing out a living world.
While trading was always to be one of the main sources of income for the player, we also wanted to avoid creating a pure trading simulator game. It's not that those are not fun for the right people - stories about Gabor dominating the Auction House on our server in World of Warcraft for a period of time still surface in conversations among friends - but because our strengths lie elsewhere. Our unique setting, The Riven Realms, and telling stories with memorable characters was the first and foremost motivation to create Vagrus, so it was also much more likely to excel in that rather than in a simulation - which we knew relatively little of.
You will most likely come across the artwork you can see here when wandering into sewers below Imperial cities in Vagrus' main campaign. This might not seem a very good idea since such places are typically neglected and extremely filthy. They are also most likely infested by mutated beasts or stray undead. Yet a vagrus needs to plunge into such vile places more often than not.
As we are getting closer and closer to releasing the first playable build of the main campaign of Vagrus, it is perhaps a good time to talk a bit about the differences between the open world campaign and 'Pilgrims of the Wasteland'. The focus of this is going to be narrative design and stories but there are going to be implications on gameplay as well.
'You can say a lot of nastiness about the Imperials but one thing is for sure: they know how to build stuff. Take Fort Larius, for instance. They constructed it over seven hundred years ago. It survived the war against the Dragons and the Orcish invasion! The fools abandoned it and the ages gnawed at its walls and turrets incessantly until it became a hollow ruin. And yet, the towers and walls still stand, only awaiting someone to occupy the place and make use of it.'
'Ever been to Salum, mate? Mighty odd place I tell ya. Them Ratharnak mooks claim to have struck gold with the salt but the operation looks pretty shitty if ye ask me. Perhaps they literally struck gold instead, eh?'
- The musings of the vagabond called Shakub over an ale, shortly before his disappearance
#art #dragonlands #location #ratharnakalliance #salum #scythichnis
There are many quarries in the middle regions of the Empire, which consists of territories relatively rich in useful resources: stone, marble, crystal, and obsidian. Three of the sites stand out and will be locations in the game:
The Acherus Quarry is the largest and oldest one in the whole region. It was established before the Orc Wars when the armies of the Empire were in dire need of obsidian for the war effort. Since then, Acherus has run dry and only provides little of the black, glassy material every year. It is overseen by House Darius.
Just in a few days from launching the public phase of our campaign we have passed two additional milestones: Scouting and Trade Systems.
Thank you so much to all our Backers and supporters on social media! This would not have been possible without you!
So, let's take count of where we are and what comes next.
#fig #projectupdate #development #team #crewcombat #milestone #crowdfunding
Hey everyone,
many of you asked us about our Croatian getaway, so we thought we would write a brief recount of the experience and share it with all of you.
In short: Reboot was awesome. We've enjoyed and learned about so many things that it would be hard to just list them all.
But let's start from the beginning: getting there and getting situated.
#crowdfunding #fig #gameshow #projectupdate #reboot2019 #team
'They say that the tower was so tall that its pinnacle scraped the heavens. These days, though, only about two hundred feet of stained marble poke out from under the endless dunes of Arenas Vorax. What happened to the rest of the tower? Heh. They say that you can enter through a window and go down the steps, deeper and deeper under the sands, deeper and deeper until you reach the other side of the world. They also say that things lurk down there and skitter endlessly in the black abyss. But they say many things...'
The Sadirar people are native to the ever scorching and arid deserts of the Searing Plains where their villages are located. Some of these settlements are out among the endless dunes of Arenas Vorax while others are nestled on the precarious slopes of the Mountains of Fire in the west. Built of stone mostly, these villages are protected fiercely by tribesmen and shamans of the four Great Tribes dedicated to the elements. Will you aid the Sadirar or attack their villages as a mercenary?