As part of our ongoing efforts to expand the team, one of the tasks we set about doing was hiring a couple of new writers. James is one such writer; born in Zambia to British parents, he grew up in New Zealand where he took to games, fantasy books, and D&D at an early age – wasting far too much of his time running campaigns with his school and university mates.
Hello everyone,
in a recent post we introduced Viktor to you -- our newly joined junior coder. He’s been working with our other junior Unity developer, Beni. Beni has also decided on a career in coding precisely due to his love for video games, especially heavily narrative-driven ones. In fact, he had been wanting to work on a game like Vagrus for quite a while now.
Hey everyone,
Despite all the hurdles (production issues, massive paper shortage, etc.) our Vagrus-related merchandise is in the last stages of production. Shipping will start as soon as we receive the finalized items from the printing factories. We are sorry about the delays, it has been a difficult road to get here.
Oh, wow!
Check out the amazing ReformistTM playing our narrative-heavy strategy RPG #Vagrus in his Pure First Impressions video!
Great voice acting & professional commentary! Hope to watch him continue his journey!
'We don't do alms 'ere, mate.'
- The "honest merchant" Narbo, talking about Scrapheap
The junk pile town of Scrapheap is one of the first locales you can visit in 'Pilgrims of the Wasteland', the standalone narrative scenario of Vagrus, and its location artwork was one of the first to be painted. Bazsó Lossonczy, the artist behind this amazing piece, captured the brooding, oppressive, desolate atmosphere of this town of scavengers in the sweltering shadow of the constantly volcanic mountains.
What is this 'Dissonance Mode', you ask? Essentially, it is a game mode you can select when starting a new game and that shifts the experience toward a more narrative route, easing up on the management and combat mechanics to transform Vagrus into more of a visual novel for those that find the challenge too taxing.
Lost Pilgrims had an AMA session over on discord where players asked us questions about the game and the studio alike. We had a great time talking to people and decided to compile the questions and answers into a single AMA article for posterity. We also added some very frequently asked questions to the beginning that players or those looking up information on the game might find informative.
Hey everyone,
we wanted to provide an update on Vagrus as we come close to releasing the first Open World build. We've been talking about it for a long time now, we know, but we hope you will appreciate the ambition of this small team, along with all the effort and heart poured into the game when you get your hands on it.
There were a number of project milestones that we managed to unlock recently over at fig. Some of these are quite big and we are very excited to be able to work on them as they make the game better and deeper by what they bring to the table. Let's take a quick look at what is being developed currently:
Hey All,
it's been a long time since we posted a project update, and we have a number of important news to share so here we go!
Lost Pilgrims is 2 Years Old
It is hard to believe that we founded the studio two years ago - who would have thought that time was going to fly so quickly. We have achieved many things and learned a LOT about game development. We lived through highs and lows alike, but the most important thing is that we persevered. Just to give you an idea, here are a few highlights: