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Location Artwork - Cavern
14 Jan | 10:00 am

You will come across many caverns and subterranean tunnels in Vagrus, mostly under cities or sometimes out in the wilderness. Whether these are the lairs of terrifying monsters, the shadowy hideouts of bandits, gateways to ancient, buried ruins, or simply hollow ground is usually difficult to tell at first. There is no specific lore or design insight to be delved into here, so the only thing that remains is to admire this version of the cavern illustration by Attus, one of our artists.

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Location Artwork - Maar Gorad
26 Nov | 10:00 am

I'd sooner go walking in Maar Gorad.

- A common saying in terra supra, meaning 'not a chance'

Not all regions of the northern part of the continent are deserts or arid wasteland, even though those are the most recognizable features as well as the most numerous. One region stands out with its wet, humid atmosphere and its moors that are almost impossible to navigate: Maar Gorad, the Unforgiving Swamp.

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Chart Exploration (Video)
31 Oct | 10:00 am

Your chart is one of your most important tools in Vagrus, and we keep adding to and expanding on it with subsequent builds. Milestone 10 unlocked what we referred to as 'chart exploration', which really means that from now on, Rumors, Passengers, and Codex entries you gain of locations also reveal them on your Chart, adding a whole new depth to hunting for information.

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Location Artwork - The Singing Winds
20 Aug | 10:00 am

The wind was speaking to her, telling her terrible things, singing of her demise, chanting of her worst fears becoming manifest, of her never reaching her destination, never achieving her dreams, never being content, never finding rest or refuge or love. It kept on whining and screaming and whimpering until she herself started screaming in a vain attempt to blot it all out.

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Trading Between Settlements (video)
08 Aug | 10:00 am

We are super excited to share some of our progress as we are getting closer and closer to releasing the build that has the new trade pricing system feature.

This short video demonstrates how the comitatus carries goods from one market to the other trying to make some profit. The quantity and price of goods are calculated based on their source location and the time spent on the road to get to a certain place. Will your comitatus be able to transport them quicker than the market flow to realize a profit? 

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Trade System (Game Design Post)
01 Aug | 10:00 am

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.

Basic Premises 

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.

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Location Artwork - Sewers
30 Jul | 10:00 am

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.

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Narrative Design for Vagrus
25 Jul | 10:00 am

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.

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Location Artwork - Imperial Fortress
02 Jul | 10:00 am

'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.'

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#art #fortlarius #imperialfortress #location #xerynempire

Location Artwork - Salum
11 Jun | 10:00 am

'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

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#art #dragonlands #location #ratharnakalliance #salum #scythichnis

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